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CallMeBlue

HERO Member
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Everything posted by CallMeBlue

  1. Some good additional food for thought. Since the character in question already has a 12D6 blast and 40-STR TK in his multipower, that's probably good enough anyway.
  2. Thanks for the replies. Some interesting ideas. Hmm. Given a ballistic trajectory, would Leaping, Usable Against Others make sense?
  3. OK, so the way I understand it, the pool per se is the total number of points worth of powers you can run at once; while the control cost limits the maximum active point total of any given power. So if I built a character with a 90-point cosmic pool and a 60-point control rating, then it would cost 90+(30)*(1+1+1) = 180 character points. He then could have up to 90 points of powers active within the pool, but none of them could exceed an active point cost of 60. Is that right? When both a pool and its constituent powers use limitations, I know that the pool points don't go up or down. But do I "buy" a power with points from the pool at the discounted rate based on the given power's total limitations, or at its full active point cost? With respect to magical VPPS, I notice that supplements like _Spells of the Devachan_ include perception spells like "Arcane Eye;" and yet the HERODesigner flags an error when I try to include those in the VPP. Also, as a long-time fan of Dr. Strange, I note that many times he used obviously temporary spells to alter his perceptions beyond his baseline. How would I duplicate that functionality with a VPP? Thanks in advance.
  4. So I was trying to build a "get out of my face" power for a blaster, and ran into something funny. The rules seem clear enough as written, but the *implications* result in...well, you be the judges. OK, so I started with Blast. Scanning down the list of advantages, I see, "Double Knockback." Oboy, I'm set! That's a +1/2 modifier. So starting with a 60-point Active Point cap, that comes out to an 8d6 blast (with double knockback!). On average, 16 KB before reductions. Of course, a normal 12d6 Blast does 12 KB before reductions. So the DOUBLE knockback blast actually only does 4/3 knockback. Doing a whole boatload less actual damage is not critical, since the point of the power was to knock back a close assailant. However, the KB is thoroughly underwhelming for its intended purpose. Well, obviously, the answer is to take the advantage twice. Except, wait, hrmm, that's not allowed. OK, so using the RAW, what's the best way to build a "get out of my face" power? Am I doing something wrong? Anyone else think that the interaction of Advantages with the Active Point Cap leads to counterintuitive results?
  5. Whoops, ignore the blank post please. How did you come up with your 'handle' (forum name)? That's what my oldest and "main" character says when NPCs ask what an "Aether Cerulean" is. What was the first tabletop RPG you played? D&D What was the first tabletop RPG you GMed? D&D What are you currently playing/GMing? None. I hope to play some Champions...
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