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Zaratustra

HERO Member
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Everything posted by Zaratustra

  1. The problem with COM is that Hero doesn't have Reaction Rolls like GURPS and others, so COM kind of hangs there on midair. I'd treat COM as Skill Levels on the relevant skills (Seduction, Conversation with the proper sexual preference, etc. 3 points per level?) and simulate really high or really low COM with PRE bonuses and powers like Mind Control.
  2. Killing Attack is the wimpy solution out of the problem. What if one of the brave heroes finds a way to extract the poor souls from the villain? Personally, I'd buy the XDM UAA to absorb people, then Missile Deflection with Transdimensional with the limitation, only works if there are people in the pocket dimension. Alternately, Transfer BODY and STUN, Transdimensional, triggered by attacks.
  3. Spraying an area or person with fuel could be a Delayed Attack (until set on fire), visible to Smell.
  4. And all of them as white as the driven snow. It is a well-known fact that only US Caucasian heroes can be actually aliens or elementals or Earth born angels or whatever; All foreign or minority heroes must be expressions of that country or minority. Or -other- country, depending on the writer (Champions Universe has a Brazilian hero called EL DORADO? Isn't that Colombian last I checked?)
  5. Remember a rock has SPD 0 and still can move around if you throw it.
  6. I still think FTL should be bought as Extra-Dimensional Movement with Extra Time. Much less frustrating when you find out the star is 10000 light years away, not 1000 light years away, and you will need ten weeks instead of one to get there.
  7. Well, it's true. Hero has no well-built power construct that'll slow down or stop time. Unless you want to use a XDM (future), Time Travel, Usable As Attack, Area Of Effect. ... By jove, that works.
  8. Here is a somewhat hooky solution; I'm using the Naked Advantage logic to counter a limitation. Purchase all MP slots with the Extra Time limitation, then take a power outside the MP: Quiver: Offset Extra Time limitation (1/4 of the AP in the Multipower), 20 Charges (0), Must choose what powers it'll affect beforehand (-1/2, since 20 out of 40 is not exactly a narrow selection), OIF Quiver (-1/2) For one eighth the cost of the Multipower. Alternately, replace the Must Choose with Activation for random arrow selections, or Requires Skill Roll (Tactics) to see if you were clever enough to pick the right arrows.
  9. A good way to start is not to use Hero to do it.
  10. Also, don't forget most Hero System attacks can be scaled down. He could hit himself with a 1/2d6 EB and still fulfill your request. But reaching EGO +30 requires around 40 points of effect. That's around 12d6 for a 50% chance of effecting it, more than enough points to purchase a 4d6 RKA or a 4d6 Major Transform into a rubber duck or a dozen equally deadly or more powers.
  11. Don't forget the creativity bonus! If you overpenalize anything original a player makes, they'll stop making original things.
  12. Hero System is particularly hooky on the way it handles velocity. (Just how you stop the movement of a falling rock? TK? How much? How fast does TK push an object?) My personal take on it would be a drain to movement.
  13. The same effect can be used for AVLDs. The only problem is that nobody will be protected from the hero's attack, aside from Every Defense In The Game Lad.
  14. Sounds very good, but why a different power?
  15. (fraction of damage taken) = 2 ^ -(cost / 20) So damage taken would be 100%, not damage protected. Part of the math puzzles is paying attention to catches on the proposition.
  16. Nothing is beyond the power of Detect! Nothing! Can you hear me? Mwaa haa haa haa haa! But still, good luck explaining it to the GM. Detect Stun might be simply a good judgement of how much the enemy will take before falling (useful if you're a boxer) or, of course, magic. In case of problematic SFX, use Magic. A super-computer might analyze a character's powers via DNA analysis, but it'd flinch with magic users or aliens. Now, the most useful Detect, which most characters have (or wish they had) is Detect Female Character Played By Male Player. Thank you, I'll be here all week.
  17. The actual equation used for the first chart is: (cost) = 5 * (16 ^ fraction of damage protected) where ^ is the 'x to the power of y' sign. So, for example, reducing damage to 1/3 (66% protection) would give a cost of: 5 * (16 ^ 0.66) = 5 * 6.26 = 31.3 (rounded to 30). The second is calculated from cost instead: (fraction of damage taken) = 2 ^ -(cost / 20) So 30 points give: 2 ^ - (30/20) = 2 ^ -1.5 = 0.353 (rounded to 0.333) I dislike the Only Against Special Effect set on stone in the power, since some SFXs are more rare than the others: Would you set Only Against Fire and Only Against Cheese at the same level? Personally, I'd use my chart (-of course- I would use my chart, why would I spit on my own work) but only allow large DReds on PCs if they took Limited SFX limitations on it. It would reduce the effect of other limitations on the power, too.
  18. That would work, except you'd start getting players that kill people because they have evil thoughts. And villains that really believe they're out to save mankind (You must destroy to rebuild!) would not register. Hmm. Could be fun.
  19. I once pondered a DC Reduction power, where for 20 points you'd reduce one DC from any effect targeting you. This would then be bought with 'only against SFX' bonuses. Also, check the Damage Reduction charts elsewhere on this forum They're pretty.
  20. Thanks for the feedback. (Praise me! Praise me!) Seems like some people like one chart and some people like the other. The 50-point line was missing on the second chart, so it was updated in the uploaded version. Chart 2 (Halves damage for +20 points) Red% Frac Cost Res 25% 3/4 10 15 33% 2/3 15 22 50% 1/2 20 30 66% 1/3 30 54 75% 1/4 40 60 83% 1/6 50 75 87% 1/8 60 90 91% 1/12 70 105 94% 1/16 80 120 96% 1/24 90 135 97% 1/32 100 150 etc.
  21. Or if the character has defenses that only defend the absorbed value. Or if the character wants to absorb more damage than he'll actually take after defenses.
  22. I'm sure this appeared in some supplement or other, but I'll submit it for feedback anyway. Annexed are two charts extending Damage Reduction's effect-cost rate - One assumes DRed adds 25% protection for every doubling in cost, the other assumes DRed halves damage taken for every 20 points in it. Feedback appreciated thx bye.
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