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JohnnyAppleseed098

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Posts posted by JohnnyAppleseed098

  1. Further, although you can still build Aid, Delayed Fade (1 Century; +4); Only To Starting Values (-1/2). The points you increased the characteristic by are going to fade eventually (even if it takes a century), meanwhile the points you restore with Healing never will, because that is a principle difference between the two Powers and why they were separated in the first place.

    A pesky house rule if I may say. We have decided in my Gaming Group that 1 century will probably never happen in our games (plus by that time, the natural healing process will take over an heal the character). Thanks for pointing that out though!

  2. As for me making a comment earlier, I just missed the errata, but I have, for my entire time in Hero, halved Healing for Defenses because the 6E book didn't make sense in that regard (Healing is an adjustment power for a reason)

     

    Healing seems rather reasonably priced as is.

     

    Here is my opinion:

     

    Healing is a form of Aid built as

     

    Healing: Aid 1d6, Points Do Not Fade (+4) 1/2 END (+1/4) (26 APs) Can Only Be Used Once Per Day (-1) Only To Return To Start Values (-1/2) 10 RPs

     

    This seems about right for the cost of Healing (Of course the 10 RPs is used as the base cost for 1d6)

     

    If you think about it Healing should indeed be halved, because the power itself is built off of Aid, which we generally accept as halved for Defense.

  3. A complex to build but similar effect can be created with Regeneration using the Differing Modifiers construct to temporarily 'Give the Power of Regeneration' similar to the the 'Arkelos Gift of Flight' example in 6e1 page 359.  A very brief description of Differing Modifiers is also in Fantasy Hero Complete on page 142.

    I like the idea.

     

    Although, per RAW, UOO plus Regen is actually not allowed. 

     

    "Regeneration: Characters cannot buy this Power with UOO; to heal another character, buy Healing."
     
    As for the Healing halving, I don't actually think that 6E actually does halve the effect
     
    "The Medic has Healing BODY 4d6. Thus, he can Heal a maximum of 24 Character Points’ worth of BODY damage. If he rolls his dice and gets 18, he Heals 18 BODY. If he wants to apply this Healing power again to the same character, he must roll more than 18 to have any effect. For example, if he rolls a 20, he Heals an additional 2 BODY." 

     

    This suggests (at least to me) that Healing doesn't halve itself for Sixth Edition. 

  4. People Hacking: Mental Transformation, Alternate Combat Value (OMCV vs. DMCV: +1/4), Attack Versus Alternate Defense (Mental Defense: +0), Based On EGO (+0), Cumulative (+1/2), Invisible Power Effect (Imperceptible to Sight: +1/2), Line Of Sight (+1/2).

    I appreciate the response. I just find a couple of problems with the build for my purposes. 

     

    1) It is not meant to last long, about 1 Turn or so

     

    2) It is more an All or Nothing effect. 

     

    3) She must be close to activate it. 

     

    Thanks for the Mental Transform build though!

  5. Your proposed verbiage helps with some of that, but still falls short in properly modeling Sombra's Hack ... specifically when it comes to passive abilities like Healing built as regeneration, Resistant Defense built as Armor, etc -- wherein you can't typically order someone not to use it or to forget how to use it, etc.  Don't get me wrong, because your proposed verbiage certainly overcomes my initial MC-related concerns about not wasting time trying to use a power that can't be used ... but once that hurdle is overcome, there are still more ahead of the MC-based build (i.e. passive powers) that I saw as barriers to proper modeling.  That said, those concerns may have been fine for the OP ... especially considering how reasonably inexpensive a MC-based build would be.

     

    IMPORTANT:

    I do appreciate the mental exercise with MC verbiage/wording, and I'll be putting that type of thinking to good use this coming Saturday. :)

    So, here is my take. 

     

    I like the use of MC as a possible instant effect rather than drain. Drain can be more versatile in effect. I think it makes more sense to build it as a MC for following reasons.

     

    1) I would rather have an effect that can be broken by a good breakout roll. This will vary the time that different people need to reactivate their powers

     

    2) Mind Control works without an AP limit. 

     

    3) I would rather not try to develop a DoT negator. 

     

    Mostly, Sombra's ability in game has no effect on passive abilities. Lucio's healing and speed boost is not affected (but it cannot be changed from one to the other). Reaper's self-heal ability is not affected. Torbjorn's scrap collection is not affected. See my point? Even if they were affected, most of them are probably Inherent (and thus cannot be adjusted). 

  6. 2½d6 Drain (137 Active, 68 Real) - 14 END/use

    Variable Effect: Works against any 1 special ability [+½], Damage Over Time: 12 dmg increments, dmg occurs once per segment, defense only applies once, lock out {i.e. cannot be applied multiple times} [+4], Extra Time: 1 Extra Segment {i.e. full second "casting time"} [-½], ½ DCV Concentration during full second 'casting time' [-¼], Limited Range: 15m max [-¼].

    I really like this. I have edited it very slightly, but the same idea holds. 

  7. Firewheel has the following power

     

    Flame Star: 6d6 Blast, 0 END (+1/2) (45 APs) Limited Power (Only Works Against Ice Beings; -1) 22 RPs.

     

    And he wanted to apply an Autofire Naked Advantage, I am confused whether or not I would have to use the doubling advantage rule when I apply Autofire or not... So would Firewheel use...

     

    The Stars Align: Autofire (3 Shots; +1/4) for up to 45 APs of Flame Star (11 APs) Limited Power (Only Against The Same Target/Cannot Be Used Against Multiple Targets; -1/2) 8 RPs

     

    or 

     

    The Stars Align: Autofire (3 Shots; +1/4) for up to 60 APs of Flame Star (15 APs) Limited Power (Only Against The Same Target/Cannot Be Used Against Multiple Targets; -1/2) 10 RPs

     

    to apply to his Flame Star Power?

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