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g3taso

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Everything posted by g3taso

  1. Alternate Combat Value? Unified Power? What are these?
  2. Fully Invisible or Source Only? I'm assuming source only. Killing Attack - Hand-To-Hand 3d6, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (67 Active Points); Independent (-2), OIF (; -1/2), No STR Bonus (-1/2)
  3. Sorry for the repeat post. Don't know what happened there.
  4. Dropped Marbles: Change Environment 2" radius, -8 To Dex Rolls To Move Through, Uncontrolled (removable by spending a Full Phase to sweep them aside;; +1/2) (46 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (; -1), Only Affects Characters Moving On The Ground (-1/4), Two-Dimensional (-1/4) Here's another one that will probably pass the Massey Test! I'd love to see these against the horde of vampire knights charging up the stairs to get us
  5. I totally screwed that one over. Damn! I was thinking killing attack dice. Two phases? A better choice would be: Flash Bangs!: Sight Group Flash 2d6 (standard effect: 2 Segments), Area Of Effect (2" Radius; +1), Continuous (+1) (30 Active Points); 2 clips of 1 Recoverable Charge (-1), OAF (; -1), Real Weapon (-1/4)
  6. I love combat. Not so much for "damage delivered", but more for the hijinks that ensue. What is your favorite power to throw into combat? I don't care if it does damage, but it should make a glorious mess of things, and you should tell us how it DOES make a glorious mess of things. Here's my contribution: From Davin, With Love: Sight Group Flash 2d6 (standard effect: 2 Segments), Area Of Effect (2" Radius; +1 1/4) (22 Active Points); 2 Charges which Never Recover (-3 1/2) Flashbangs! It makes a glorious mess of things by making combat messy. Many (but not all) mooks will be affected, taking them out of the equation in a big combat for at least a few rounds. Also, a few of the bigger fish may be affected at well. The net effect is the other side is disorganized, and cannot apply its efforts effectively.
  7. OK, that is the essential piece I was not getting. Continuous does not mean they cannot re-start a power. It's a "one shot" even with Continuous. Got it. In that case, I like Suppress There Is No Escape: Suppress Running 2d6 (standard effect: 6 points), Reduced Endurance (1/2 END; +1/4), Cumulative (24 points; +3/4), Continuous (+1) (30 Active Points);
  8. Well, unless I am wrong it appears that Dispel works for Running. Christopher had some good alternative build ideas, the Declared Disabling Attacks and others also would work. That being said, Dispel is able to affect Running so let's take a look at this again: Slow The Target Down: Dispel Running 3d6, Reduced Endurance (1/2 END; +1/4), Cumulative (+1/2), Continuous (+1) (25 Active Points); No Range (-1/2), OIF (-1/2) (12 Real Points) It's cumulative and continuous, so I understand that in this particular case a weapon hit causes in addition to weapon damage an average of 5pts of Running, continuing with 9" of running being Dispelled on the second round and maintaining that each round so long as END is paid. So the target is just moving slower and slower until all they can do is their attack actions and no move actions. Anyone have a differing opinion? Checking because Lucius made a point about being able to restart Running each round and I wanted to be sure it was covered.
  9. I was thinking about debilitating strikes in 5e (probably 6e also). Entangle was put forth in the description as possibly being a paralytic strike and that idea intrigued me. I realized that a SPD Drain would slow someone down, but people drain SPD for combat use only. Here's a proposed idea for a Power we use with a favorite weapon: Slow The Target Down: Dispel Running 3d6, Reduced Endurance (1/2 END; +1/4), Cumulative (+1/2), Continuous (+1) (25 Active Points); No Range (-1/2), OIF (-1/2) (12 Real Points) The way I see how this works, people get most of their 6" of Running removed when the attack hits, finishing up with a total of 9" of total Running loss the next phase. The implications seem that in game terms, they still get their phases but they are losing movement half-move and full-move options. Am I right about this? So are they paralyzed? I could see this as that paralytic strike, hamstringing or one of those "vital strikes".
  10. Well, 5th or 6th works for me but let me know if it's sixth.
  11. Ok, I get it. I thought the power sounded cool, but it doesn't work. And if it did work that way, the result wouldn't be the cool "just shimmy over there invisible to sight and hearing groups while not making a ruckus" I was hoping for. That being said, I'd like to see one of massey's shapeshift or any of the other cool ways you might suggest (other than invisibility, the obvious one) that are "less than invisible" but awesome. And crunchy. I'm 5th Edition, but jump in with the 6th (just let me know if you are) and I can get my feet wet.
  12. Close In For The Kill: Gliding 3", Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (9 Active Points); May Not Draw Attention To Himself (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Ground Gliding (-1/4), no Noncombat movement (-1/4) As I understand it now, so long as I move slowly I "disappear" only to "reappear" somewhere else. It costs END, I have to move along the ground and I must remain inconspicuous. Or am I still missing something? Thanks to Lucius for pointing out a key flaw, and for everyone else for pointing out various shortcomings.
  13. Gone With The Wind: Gliding 4", Invisible Power Effects (Fully Invisible; +1) (8 Active Points); May Not Draw Attention To Himself (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Ground Gliding (-1/4), no Noncombat movement (-1/4) This seems like a good way to model the effect. The person is fully invisible so long as they move slowly and do not draw attention to themselves. I originally was looking at this as a "pass without trace" effect but
  14. You are right about uncontrolled being absolutely wrong, and your point about how you could swamp yourself under with END is well taken. Here's the revised power revised your ideas, and conveniently the same points. Aggressive Defense: Suppress BODY 1d6 (standard effect: 3 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Cumulative (24 points; +1), Continuous (+1) (22 Active Points)
  15. I like the thought of Damage Shield, attacking those who attack my character. My question is regarding this power: Aggressive Defense: Suppress BODY 0 1/2d6, Uncontrolled (+1/2), Damage Shield (Offensive; +3/4), Cumulative (24 points; +1 1/4) (10 Active Points); OIF (; -1/2), Others Only (-1/2) so as I undersand it suppresses some BODY as a damage shield (and adding to attacks I make), with the suppress factor increasing with every hit/grab made against me as well as attacks I make against others until all attacks are suppressing 24pts of BODY = 12 BODY. If I am wrong please correct me. Also, what is Uncontrolled contributing as an advantage here? What happens if I just drop it? Sorry, I'm just making sure I don't go off half cocked. I really like the idea, but it seems I could interpret it a couple of ways.
  16. Here's an alternate built on the same idea of bypassing barriers like doors and windows tracelessly. Teleportation 3" (6 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Power Only To Move Past Locked Doors Windows Gates and Certain Types Of Entangles TBD By The GN (-1)
  17. Here's one I think is a great Stealth Trick, in the vein (pardon the expression) of choosing just the right spot to stick a weapon to ensure it REALLY hurts. Debilitating Strike: Drain SPD 1 point, Penetrating (+1/2), Cumulative (4 points; +1), Autofire (3 shots; +1 1/4) (11 Active Points); From Behind Or By Surprise (-1/2), OIF (; -1/2)
  18. Analyze (Vital Anatomy). Awesome complementary skill to Find Weakness and other skills. Make that punk enjoy broken hands or legs if you like Hit Locations!
  19. Steve Long just answered my question. "It's saying that you don't get to double-dip. If you buy a Skill Kit, you get the bonus you pay for. You don'talso get the standard listed bonus for "Good" or better equipment. The benefit is that you're not at the GM's whim as to whether you have better-than-normal gear -- you paid for it, right there on your character sheet. If you have Mechanics 14-, and you buy a Skill Kit +2 with Mechanics, then you have a 16- roll. In a Heroic campaign, the +2 might be temporarily taken away due to in-game circumstances, but eventually you're going to get it back -- you paid Character Points for it. On the other hand, better-than-normal equipment received "for free" or bought in-game with cash is much more likely to be permanently destroyed, lost, or stolen during game play, and then you have to shell out more cash to get it again. Paying Character Points is a sort of "guarantee" of keeping the bonus around without the need for further expenditure."
  20. I have a question regarding skill kits. In this case, let's say a Skill Kit of tools for a mechanic. The reference says: "Thus, by buying a Skill Kit, a character effectively guarantees that he always has at least “Good” or better equipment to work with. (In game terms, he gets the bonus he paid for; he doesn’t get both the purchased bonus and the Skill Modifier bonus.)" So what is this saying? I can pick between my 14- Mechanics roll or getting a +1 to my Mechanics roll? I think I am understanding this. Or is it saying if I pay points for my skill kit I get the +1 as well as my existing 14- roll if I pay experience for the skill kit, but not if (in a Heroic game) I pay just cash for it?
  21. How did you come up with your 'handle' (forum name)? g3taso stands for G3 (Operations) Terminal Area Security Officer, which is military parlance is someone with specific duties in a military SCIF (Secure Compartmented Information Facility). I am a vet, and this handle came from when I was in service. What was the first tabletop RPG you played? D&D, of course. Still have the Bloodstone Wars modules. What was the first tabletop RPG you GMed? D&D, of course. Then Greyhawk, Ravenloft and Spelljammer flavors, and from then onto other games. What are you currently playing/GMing?
  22. 8 Sculpt The Perfect Servant: Major Transform (Mental) 1 point, Penetrating (+1/2), Continuous (+1), Improved Results Group (+1), Based On EGO Combat Value (Mental Defense applies; +1) (22 Active Points); Gradual Effect (1 Hour; -1 1/4), No Range (-1/2). (All or nothing recovery, TBD) Invisible effects, so reason to really notice someone quietly rearranging things in your mental cupboard. And like the movie The Matrix, it's only a matter of how strong the mind is before it stops resisting, not whether or not it will stop.
  23. I've been looking through the various Brick Tricks threads in the archive, and I was wondering about other uses for Power, like... Stealth Tricks I've got a stealthy character which has some powers, but is heading toward the Batman route in terms of technical excellence (aka the right tools for the job, and a emphasis on 5 and 8-point SLs and CSLs) and I'd love to have some "Ninja Tricks" or "Stealth Tricks" or even just "Damned Competent" tricks to throw out there. Can you all suggest some cool additions to this growing "Batman if Batman was more of a commando, happy to open that lock the quiet way or just get the Halligan and prybars out to just rip the door off it's hinges if convenient" Here's an example, using SLs with a limitation for a more "skill monkey" power Vanish In A Crowd: +4 SL with Stealth, Cannot Be Established If Under Direct Observation (-1/2), May Only Move Unobtrusively Or Remain Stationary (-1/2)
  24. Exactly what I was hoping for. Thank you! I wonder why searches weren't particularly fruitful. Is the site indexed?
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