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Weldun

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Everything posted by Weldun

  1. Re: The things I've learned playing a Speedster... Just because you can act, doesn't mean you should. I know this has been said a couple of times already, including the previous post, but we cannot stress this enough. If you cannot do something effective, do nothing, and wait for better opportunities, they will come. Either an opponent will be stunned, or they will reduce their own DCV to pull off an attack. One of the most effective things you can do is screw up people's haymakers. Either you hit them hard enough to screw it up, or if it's a melee haymaker, you grab-by their intended target. Now they're the one who's wasted an action, and they've dropped their DCV for your teammates to gang up on them.
  2. Re: Ghostly Possession Define a backlash effect for the physical rules of the pocket dimension. Simple, but good job picking up that oversight.
  3. Re: The Things I've Learned Playing A Mentalist EGO drain. Need I say more?
  4. Re: The thing's I've learned playing a Brick... END is there to be spent. When the most END I spend without pushing in a turn is 15, a REC of 20 is excessive.
  5. Re: What I learned playing a blaster! If you can fly, HAYMAKER. It's an easy +4 DCs, and those range penalties that you have PSLs to take care of are driving you opponent's OCV through the floor.
  6. Re: The Things I've Learned Playing A Mentalist Mind Scan is your friend. Do a quick reconoiter of the ares at the start of a fight, then run into cover or as far away as you can, preferably both. Then fire up the old mind scan, seeing as you KNOW you don't have to cover a lot of area. This works best if you can still communicate with your teammates. If they can call down the mental equivalent of fire-support, they will not begrudge you this tactic.
  7. Re: The things I've learned playing a Martial Artist No matter how high your DCV, someone is going to tag you. Never overlook those body hardening techniques. Try and get a decent PD or ED, otherwise you'll be stunned the first time you're hit, and unconscious on the next.
  8. Re: The thing's I've learned playing a Brick... Having Reduced END on STR and a LOT of REC is a surefire way of exceeding campaign DC limits by two. My last brick had his strength as high as the GM would allow, with ½END purchased on it. When combined with the 20 REC and 60 END, this meant that I could afford to push my strength on attacks against reduced DCV opponents, and barely get half-way through my END before the battle way over.
  9. Re: Ghostly Possession Actually, a friend of mine came up with this rather elegant solution. A multiform VPP, and EDM, usable against others. The defense against the EDM (as required by usable as attack) would be if the target's attributes and abilities could not be copied by the multiform provided by the VPP. This is a solution for generic possession, but with a few disads, and maybe the retrocognitive version of the clairvoyance power I described above (indeed, retrocog only), you could easily adapt this to your own idea. NOTE: The EDM is to remove the original body from play. It's sends it's target into a pocket dimension.
  10. Re: The thing's I've learned playing a Brick... 1" of Stretching goes a long way, especially as it's inherently indirect. This let's you pound almost any grounded opponent from above, putting all the knockback into a very immovable object. (Just don't try this on the 12th story of a building that's having enough trouble coping with you fight as it is. All that KB and Falling damage get's doled out in "dribs and drabs.":thumbdown)
  11. Re: The things I've learned playing a Speedster... Teamwork is your friend. With your high dex, spd and movement, you can coordinate attacks with ease, and increase the chance of your move-through target suffering knockback. Just make sure you come in from an adjacent hex, if only to give a passing nod in the direction of "the laws of physics." And for those who are too stingy to cough up 3 measly points, help them last. It may seem petty, but it drives the point home that those who refuse to take the skill are not team players, and thusly, it's actually good roleplaying. But don't overdo it. If they genuinely need you help, give it. It may be the roleplaying reason they need to buy the skill. Side Note: It is always important to respect the roleplaying concerns of your fellow players. They often have a clearer idea of who their character is in their head, than that which they can put into words.
  12. Re: Ghostly Possession I know clinging has been suggested already, but I've successfully played a character with this very power. Clinging, affects physical, only to hold onto host (-1) Affects physical world on STR, linked to clinging. (Remember that in this edition you can link to a lesser power, if it makes sense.) Susc: When Corpse takes damage. Clairsentience (all senses), no range, blackout, only what corpse would have sensed if alive (reduced version of "only through the senses of others" at -¼). Again, linked to the clinging. Regen without the self only. (In fact, I had corpse only. Some people die messily.) My char also had the ability to access the memories of the corpse. Retrocognition for above clairsentience, only for events experienced by corspse (-½). Yes, sometimes a "power" (in terms of effect) may seem to be a kludge, but the "power" to possess the recently dead actually confers several abilities, thus many powers in game terms. Well, there's my 5 cents (Inflation, don'cha know?)
  13. Re: Help with a name Well, when you consider that my main character right now has been a hero since the 1860's...
  14. Re: The thing's I've learned playing a Brick... Actually...
  15. Re: Help with a name I'm a Taoist, so Yin sprang immediately to my mind when I read the discription of the costume, with the majority black and small amount of white. The use of calligraphic symbols for the evocation of magical effects is a long tradition in Asia. Possibly Yin-Shih, the Scholar of Shadows/Shadow-Sage.
  16. Re: The things I've learned playing a Speedster... Running has one major advantage over Flying. No Turn Mode. Unless you buy it for your Flight. And remember, most of the time only vehicles can keep up with you, and they almost always have turn modes. And with no turn mode, passing strikes turn into ranged attacks.
  17. Re: The things I've learned playing a Speedster... Good advice to non-speedsters as well. If you have the strength, Grab-by is a valuable tool, especially if you are near a very long drop. It's a zero-phase action to let things go. Downside: You end up doing most of the clean up and most of the "rescue from the burning building" work.
  18. Re: The thing's I've learned playing a Brick... Rapid Attack:HtoH, 2 "Sweep OCV" penalty levels and enough "Sweep DCV" penalty levels to pay for half your DCV will still cost less than doubling your speed.
  19. Re: The thing's I've learned playing a Brick... Four throwing penalty skill levels will help mean that you can throw anything without penalty and if you throw in a few 2pt range penalty levels, you don't need to be fast. Throw in Rapid Attack:HtoH and 2 "Sweep OCV" penalty levels, and you can grab objects of opportunity and throw them in the one phase. (You could also do this to simply pound someone with reach, grab one guy and use him as a club, etc, etc...)
  20. Re: The thing's I've learned playing a Brick... A little martial arts thrown into the mix can go a long way. You already have the strength, but defensive and martial strikes can give you that DCV edge that means that your defences are taxed less often.
  21. Re: The things I've learned playing a Speedster... Move Throughs hurt when the target has a lot of knockback resistance.
  22. Re: Need help with a name. Why, thank you. But I kinda liked Chakra. Oh well, Rep where you can, I guess.
  23. Re: Need help with...The List... It looks good and I find it amusing that neither PRIMUS or UNTIL are on it.
  24. Re: Quote of the Week from my gaming group... For my Ninja HERO campaign, I have two players. Their characters had just battled and narrowly defeated a pair of Imps and had watched a mysterious stone circle dissapear, so were preparing to return to their home base in Chicago. This was about an hour after the fight and both had suffer third degree burns from battling the Imps. Sam had noticed that Demon-Sword's wound had already begun to show new skin and would be fully healed in a couple more hours. Sam: "You know what this means, right?" DS: "No. What?" Sam: "You're driving."
  25. Re: WWYCD if a supers-eating wave swept reality? It may be a cop out, but it solves the immediate problem. And then gives society time to evaluate and maybe come up with a more permanent solution. Or is the problem that it's not the solution you were hoping for. When faced with a problem of such scope, people are going to react pretty severely, and you will need to be mindful of railroading.
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