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Posts posted by g3taso
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Mind Scan 1d6 (5 Active Points); Only to establish physical location (-1), IIF (Focus (Cell Phone); -1/4)
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3 hours ago, eepjr24 said:
To your original construct... drain is a really poor mechanism for doing body damage. The most the power you defined would do is 3 Body and 3 End, because they are defensive characteristics and the effect is halved. ...
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I know, that is why I was throwing it out there for fresh eyes on the problem. It was just my first take on what one might call "negative energy" or "anti life" instead of good or normal regular life force.
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I am looking to recreate a staple of Dungeons and Dragons monsters, undead with a life-sapping or enervating aura. I'm having trouble establishing how to reasonably assemble the power. In essence it's an AoE of a single hex (or out to a 2' range) always centered on the caster. In this case, the undead's "life force" is this deathly energy which makes it persistent (and/or Inherent) as well.
Drain 1d6, Inherent (+1/4), BODY & END simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (One Hex; +1/2), Damage Shield (Offensive; +3/4) (40 Active Points)
This seems way, way over the top. Perhaps I am building the special effect rather than the Power of a lifeforce that is now powered by (evil power), weakening or even killing those who come to close? Please provide suggestions for a better way than I have come up to for making this!
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13pt: Leaping 8" (Accurate)
Accurate is a 5pt adder that means you don't have to make an attack roll to land in your target square. Elevation changes I do not believe are explicitly covered, but it is well within dramatic license for the fiendish storyteller to make various adjustments, primarily for dramatic effect.
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In another thread I ran across a Power to detect spoken falsehoods which I thought was ten flavors of awesome, a subtle and situational power with all sorts of uses. It made me think immediately of how to create a power to make you a faultless liar. Consider a Power like Detect Spoken Falsehood 18- (Hearing Group) (9 Active Points).
How might you build a Power for the ability to tell undetectable lies? For flavor, limitations like Omissions Only are also heartily welcomed. 5e or 6e hopefully!
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3pt Absolute Range Sense is the obvious choice for altitude!
In regards to the thread question:
(Total: 32 Active Cost, 32 Real Cost) HRRP (Radio Group), Discriminatory, Sense Affected As Sight (+0) plus IR Perception (Sight Group), Discriminatory (Real Cost: 10) plus Transmit with Sight Group (Real Cost: 5)
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For killing damage thats 2 martial damage classes (6 per die), correct?
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I could see money by level as a Complementary roll for those purposes.
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I am exploring using Telekinesis to perform combat maneuvers at range, with a TK rating of 15.
I am interested in how (in 5e) to add base damage to Joint Break. As it stands, with a TK strength of 15, base damage is HKA 1d6 +1 but I am shooting for HKA 3d6.
My only idea so far is a RKA linked to the Joint Break (-0 limitation, since it links to a "smaller AP cost" combat maneuver) aka the manual
RKA 1 1/2d6 (standard effect: 4 BODY, 8 STUN) (25 Active Points); TK-Based Combat Maneuvers Doing Killing Damage (-2) (*Note this Limitation means it only applies to 2 combat maneuvers)
Is this solid? Is there a better way?
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Vampiric Healing: (Total: 35 Active Cost, 26 Real Cost) Drain BODY 3d6 (30 Active Points); Linked (Part B; -1/4) (Real Cost: 24) plus Rapid Healing (Can Heal Limbs) (5 Active Points); Only to BODY Drained (-1), Linked (Part A; -1/2) (Real Cost: 2)
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On 1/4/2018 at 12:26 PM, Hyper-Man said:
Maneuvers that reduce DCV by default aren't as limited when combined with TK. A weapon element 'TK' may be needed too.
Can you expand on that a bit? I'm 5e till the end of summer.
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Rapid Healing (5 Active Points); Gradual Effect (6 Hours; -1 1/2), Only to 0 BODY (-1)
Naturally, Gradual Effect has a large selection of timeframes. Set the interval you want, and he regains body up to 0 and can take recoveries from there. No limb regeneration
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I will miss Hyper-Man. When I was wet behind the ears, he smacked me up one side of the head and down the other about knowing where my towel was.
With his help, I now know I have a towel, and where I might find it.
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Stretching could work. Stretching 2" is a 12' radius (give or take). Activation rolls for non-HtH interaction.
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[Sorry, misposted]
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MARTIAL MANEUVERS AND MULTIPLE POWER ATTACKS Martial Maneuvers built on different bases can be used together as a Multiple Power Attack to pull off very efficient actions like Nerve Strike + Take Away + Leg Sweep and other such devastating combos. If one is prone to watching Kung Fu movies, a lot of the crazier stunts seen therein are most closely modeled in the HERO System via creative combinations of MPA'd Martial Maneuvers.
http://www.killershrike.com/GeneralHero/HERO5CombatTactics.aspx
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I am just beginning to investigate combat maneuvers more fully, including ones at range using TK. Not that the TK element is necessarily important for the sake of the discussion, but just in case. 5E or 6E is fine.
Anyway, I was hoping you all might consider putting some of your (legal) homemade martial maneuvers here of either the HtH or ranged variety, perhaps with a word or two of explanation if it seems appropriate. I am aware that according to the rules it is permissible to unleash several martial maneuvers on someone at once provided they have different unique bases. If there are some particularly good combos, they would be most welcome.
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I am specifically asking for the 5e and 6e answers. My questions is whether you can be affected by separate castings of powers. Consider the power below
RKA 1d6, Costs END Only To Activate (+1/4), Continuous (+1) (34 Active Points); Requires A Meditation Roll (-1/2)
So could my character affect an opponent with this (taking 3 BODY per phase damage), but then hit him again next phase so he's taking 6 BODY per phase?
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dsatow, that was an excellent example. Thank you.
Several great answers. I appreciate it.
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I'm thinking of investing in an Extra Limb for my character, a Sith-style individual who uses the Force (Telekinesis) to create an invisible "arm". I'm curious as to what useful things I can do with this, like poking someone in the eye while I have them in a bear hug, or being apparently the most talented juggler ever. I'm thinking of this: Extra Limb (1), Invisible Power Effects (Fully Invisible; +1) (10 Active Points)
I was curious as to what useful things one might be able to do with an invisible, intangible TK limb like that. Any cool examples?
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I understand the sight group has Discriminatory, "but not the real discriminatory" .
I was wondering how you all might be able to explain to me what adding the "real" discriminatory quality to the Sight Group would do for me?
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Looks like I got a winner. Situational as-is but within that situation incredibly useful.
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The idea is to use Images to set off someone's danger sense as a form of intimidation. You might consider it an alternate mechanic for intimidation Presence attacks. I figure I could cast it on another (or me), and that figure exudes an almost palpable aura of menace whether subtle or overt, and others get the immediate impression that to disappoint would be a VERY bad idea, even if I am not doing anything threatening.
Danger Sense Group Images 1" radius, +/-4 to PER Rolls (17 Active Points). Naturally, the PER rolls would let people recognize it or not.
Is the idea viable? Could it be expanded to include people without Danger Sense? Perhaps Usable as an Attack?
tracking/hacking cell phones
in HERO System Discussion
Posted
The number of dice would of course be set by the player to the appropriate level.