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Rkane_1

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Everything posted by Rkane_1

  1. This is an odd power. It is defined as only working on spirits to "tether" them to an object and hold them for either information or to imprision them for an extended period of time. You can tether a soul or spirit to any object and they feel "pain" if the onject is hurt but it can free them. I know most would say Entangle, ecv base but what about the size factor? Does the spirit of an elephant fit in a penny? With this power, its supposed to. Would you add shrinking or would you do it just with entangle or....maybe extra-dimensional movement?
  2. Re: Block BUT...with a higher STRENGTH to guide it, is it not easier to control? a person with STR 10 trying to swing a Zweihander (Large two-handed sword for those who don't know) has a more diffiulct time than someone with a STR 20. This is why Str minimums are in the book. But an ogre should be able to use it almost like a dagger because of their STR.
  3. Re: Block And since you weighed in with your opinion, Hugh. I will respectfully weigh in with mine. Block, as is serves its purpose in a cinematic campaign. In a grittier, more realistic campaign, the GM may want to allow for certain principles of physics to have an effect on the rules. A Rules Variant offers them this ability to say "Yes, more powerful shots should be harder to block and/or redirect if using a certain special effect and the term Block in my game I will more strictly limit the special effect of to mean the interposition of limbs or weapons to block or redirect the force of the blow. If enough strength or leverage cannot be generated to do so, the Blocker may suffer some damage." In a cinematic game, as you have pointed out before, the Block as is is fine and the alternative of buying Strength with Indirect (although it does seem unusual) might fit. In a game wanting to change some things to make them more in line with the GM's perceptions of how reality works, not so much. The problem then arises of monkeying with a balanced part of the game to produce a more SFX defined version of Block that is logical yet still provides a comparable defense to Dodge, otherwise everyone would just choose Dodge as its benefits are total lack of damage. As such, I am still working on my house rule. I had one but many people shook it up and made so many good points about thre flaws in it, I have decided to "take it back into the shop" and work on it some more before submission again. One VERY good suggestion from Prestidigitator did come up and that I hammered on for a bit was to buy PD with RSR (-1/2); Must be aware of attack (-1/4); Does not work versus Dim Mak(-1/4); and Takes a Half Phase action (not an attack action)(-1/4) This model would provide extra PD and still allow an opponent an attack action afterword, gaining a bit of an advantage over Dodge but the Blocker would not be able to move before hand the attack unless his attack had a component that allowed it and could even be used for missiles and the like without further limitations on it. But I am still looking. *smile*
  4. Re: Block Some recent links for you. http://www.herogames.com/forums/showthread.php?t=46123 http://www.herogames.com/forums/showthread.php?t=46126 http://www.herogames.com/forums/showthread.php?t=45821 http://www.herogames.com/forums/showthread.php?t=45849 http://www.herogames.com/forums/showthread.php?t=45974 And of course Derek Hiemforth's Commentary on the topic http://www.herogames.com/forums/showthread.php?t=46129 Enjoy...
  5. Re: Block Truthsayer-According to the book, yes. A little guy can "Block" the Hulk. Many will argue that Block is only the name of the maneuver and should not be considered an actual Block but rather a mechanic that represents a number of different special effects including Dodging or even pushing off of the opponent or tripping him or etc. etc. Yeah...I know. Weird, huh? But, I have had this debate recently and the fact that it is a balanced part of the game system means that there are quite a number of people unwilling to look at changing it to suit the special effects of "the interposition or a limb to avoid a strike or the use of limbs to redirect the force of a strike" but there are a number of recent posts offering variants including my own and a number of others thoroughly challenging these "more realistic" or "exact special effect" maneuvers as not providing enough protection to preclude use of the Dodge instead in almost every instance where Defense is needed. It is a matter of taste... I suggest reading through the threads, including all the contructive criticism and consider what best fits in your campaign.
  6. Re: Power Defense Well, I have a House rule about Power Defense (Yeah, I know what you are thinking..."WHAT!?!?! RKane_1 having a House Rule? Why, thats unHEARD of!" But in my Game Power Defense gets an automatic -1/2 Limitation but has to either chose a special effect it protects (Fire, Cold, Electricity, etc); an attribute to protect (Strength, Endurance, Ego, etc) or if they take no limitation, a SPECIFIC type of Adjustment Power special effect that they guard against (but these I strictly define as Biochemical, Magical, Psionic, Structural, or OTHER (which also must be defined but cannot be in part or whole related to the previously four mentioned types) . I think a Blanket Power Defense is too open of a power to be so cheap. *hides and prepares for the barrage*
  7. Re: Elemental Link Yikes, good point. Good reason to post ideas here to get many experienced eyes looking at the ramifications. Any proposals to modify this, make Power Defense or should I just let it ride?
  8. Re: Elemental Link Oh yeah, as I mentioned, it is for anyone who has a tightly linked power which makes them more suseptible to Drains. I use it primarily for linking Multi-powers to Attributes such as Brick tricks Multi-power linked to Strength or Attraction Powers linked to Comliness or Intimidation Multi-powers to Presence. I also use it to link smaller powers to your EC's but it could well be used for this too. It is not limited to Frameworks. I thouhgt I mentioned that but I apologize if I wasn't clearer. It was late and the White Cheddar Cheezits were playing with my mind. *smile* Thanks, I hadn't thought of that but very good point. Let me know what your math finds. Its all good. I appreciate your input and kind words the more!
  9. Re: Modeling, er, "sexual prowess" Thankee. At least if I helped. I hope I helped. I was thinking of bundling my stuff with some suggestions and putting it up on the Hero Designer board for all that wanted them. Sound good to all?
  10. Re: Robyn's straightforward and HERO-compatible Block house-rule I thought you made this roll to decide whether or not the Knockback would be absorbed or not. If the character can take it AND attempt to control their direction (only if needed by the character foe self-preservation) I don't see it as an issue but YMMV.
  11. Re: Robyn's straightforward and HERO-compatible Block house-rule You already made a roll to take the Knockback, might as well use some of the success to control the direction if it will save a character.
  12. Re: Elemental Control Variant Surewhateveryousaybye.
  13. Re: Robyn's straightforward and HERO-compatible Block house-rule You could also have it that the Blocker controls the direction of the Knockback within reason with a successful roll. Could mean the difference between bouncing off a wall or falling into a fiery pit of death. *smile*
  14. Think is an idea off of a previous thread that got badly side-tracked. I ceretainly don't mean to reinvent the wheel here but I think this helps beyond the kin of the normal Elemantal Control and can even add to it OR help add to ANOTHER Power Framework. Elemental Link: (Stop Sign) Elemental Link means means that if another major power, attribute, or Power Framwork is drained, then this power too goes away. This would work for powers not normally a part of an Elemental Control framework due to their lower point value, for Multi-Powers or other powers linked to an attribute (Brick Trick Multi-Powers linked to Strength, Attraction Multi-powers linked to Com, etc), or just for powers that have a common source that logically would go away if the main power was drained. One Power, Attribute or Framework must be chosen called the Anchor that doesn't get any Limitiation break from this Limitation and all the others can be linked to it. If it is ever Drained or Suppressed, so is this power. the -1/4 Limitation is for point for point reduction and the -1/2 is for total shutdown until the Anchor is back up to par. Only when the Drained Anchor power, attribute, or Power Frameowrk is completely recovered does the character get access to these powers again. The Limitation is worth one less if the power also gains when Aid is used on the power. -1/4 The Elemental Linked Powers Drain or Suppress along with the anchor power -1/2 The Elemental Linked Powers shutdown completely until the Anchor is fully restored +1/4 The Elemental Linked Powers gain from any Aid powers Keep in mind that this does not substitute or replace a Drain with the ability to drain multiple powers of the same Special Effect but does make the character more vulnerable to single Drains. I know a lot of you have this already in their games or a version but I thought it bears repeating. Okay.....*puts on protective headgear* Let her rip! *cringe*
  15. Re: how I do "Feint" maneuver I would disagree with this as you can throw a Feint multiple times BUT for an opponent that is suspecting it might get a slight bonus. But then...if he is suspecting a Fient....and you attack him, doesn't that count too? *smile* I am heartily inclined to agree with gojira though I like his examples of using Acting and Slieght of Hand as well. Also, the character could do a convincing Revelatory Presence Attack on a gullible character. "Luke, I am your father!" "You are?" *WHAM* "No....not really. *evil chuckle*"
  16. Re: disvadvantage build Lets not forget the Distinctive Feature:Sweaty Body (Concealable, Causes Major reaction) for 15 points. Concealable with constant use of anti-perspirant and a lot of paper towel drying and Major reaction because.....eeewwwwwww....sweaty guy.
  17. Re: Elemental Control Variant Take it as you wish. I am taking it as a waste of time. You've made no point that I can agree to and you don't seem to respect my point of view. Continued debate is pointless. I can be reasoned with quite easily, if someone respects my point of view. You don't seem to. So, we are done. Enjoy life and get on with playing Hero and talking about Hero, already.
  18. Re: Modeling, er, "sexual prowess" Yeah, put them up on the Hero Designer site or such.
  19. Re: The building blocks of the universe. Hmmmm....I am thinking a lot of points. How many does he start with? By the time he finishes making his pool, he may not havemany points left.
  20. Re: Mind Reading & the proper use of Perhaps Hugh is inferring they should be, which is not a bad idea, really.
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