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g3taso

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Posts posted by g3taso

  1. 54 minutes ago, dsatow said:

    I have a character called Calamity Jane, descended from the Calamity Jane.  She has the naked advantage +1/2 on up to 60 active points in RKA Guns.  It allows her to easily fan pistols accurately, simulate headshots by increasing stun multiples, NRM, etc.

     

    Most ranged characters fly or have some other movement power to keep themselves at range.

    Depending on your edition, missile deflection can also be useful.

    Flying dodge is one of the most useful maneuvers in martial arts (5th and 6th).  Its essentially a way to defend against most attacks.  It increases your DCV and aborting to it allows you to make a full move without dropping your DCV.  Going to be hit with an AoE = flying dodge.  Targeted = flying dodge.

    Several ranged martial arts can also be useful, especially ranged disarm and ranged trip.

     

    Note that penalty skill levels are only applicable to the penalty imposed by an attack and does not grant an effective OCV bonus.  So, that +4 I assume is for things like skip over fire and the like.

    NA of what for 1/2?

  2. I was thinking of a "back to basics" approach to ranged combat in terms for  characters, sort of a "you need these" for ranged combat bad-assery.  Was hoping others might chip in  with suggestions. I was thinking in terms of ranged weapon combat, although this is hardly necessary. Here's my contributions to a ranged combat character.

     

    06  +2 with Range Modifier with all Attacks

    16  +2 Ranged Combat

    05  Rapid Autofire

    12 Penalty Skill Levels:  +4 vs. Rapid Fire with All Attacks

     

     

    I was thinking for a weapon I'd use WidowMaker:  +40 STR, 2 clips of 12 Charges (+0), Autofire (3 shots; +1/4) (50 Active Points); Only For Throwing (-1), OAF (; -1), No Figured Characteristics (-1/2)    (and assorted effects in a multipower)

  3. On 12/12/2017 at 10:03 PM, DasBroot said:

     

    That makes a little more sense (I didn't play 5th at all... 3/4 back int the late 80s and then CC in 2013).  I kind of like it - very simple,  especially if you have a character who swaps out special hand to hand attacks often.  Still, ouch. 

     

     

     

    If I had just a few more points, I would TOTALLY add some other attack powers in there to spice things up a bit.

  4. Wait a minute NB. In 5e as I understand it you can take a 

    27    HA +3d6, Autofire (3 shots; +1/4), Penetrating (+1/2), (0 END; +1) (41 Active Points); Hand-To-Hand Attack

     

    and from there (in the original example) add 3d6 from the 15STR for 6d6 AP Penetrating 0END, and adding Martial Strike for 8d6 and finally some  martial arts damage classes (these are unarmed attacks, and martial arts damage classes add to base damage). As I understand it,  the whole kit and caboodle is now Penetrating Autofire. This is base damage before doubling. I should pay 3END for STR and 1END for the HA power for 4END per swing.  Added CSLs could up the damage from there.

  5. I appreciate it. With that feedback I am rethinking my question. 

     

    Assuming 15STR (3d6 normal damage and 3END) with a Martial Strike for 5d6 normal damage). If I apply the NA specified above and add 7 damage classes I arrive at 12d6 Autofire 3, Penetrating HtH attacks. The END cost is 3 for the base 15STR, adding in the NA cost, and re-paying 3 END for every attempted hit. So attempting 3 hits, we are at 9END  and the END cost of the NA. Correct?

     

    Might this be improved?

  6. I appreciate you helping me out, and hopefully I can clarify for you a bit.

     

    I bought 9 damage classes for martial arts, which adds to base damage before doubling

    I am applying a Penetrating Autofire with my martial strike, which does 3d6 normal due to STR  and adding 9 martial arts damage classes for 12d6 normal (or 14d6 with martial strike).

    My NA seems to be too small, and should be adjusted to 70AP to reflect the extra +2 damage classes from martial strike.

  7. (5th edition, if it matters). 

     

    So let's say I have a 15STR person I am writing up, doing the normal 3d6 HtH for 3END. I want this guy to be a badass martial artist, so I invest in the following

    45    Naked Advantage: Autofire (3 shots; +1/4), Penetrating (+1/2) for up to 60 Active Points (45 Active Points)

    28    +07 HTH Damage Class(es)

    and an Offensive Strike

     

    So, if I understand this martial artist mechanics I can hit with an AutoFire Martial Strike of 12d6 normal damage (Penetrating) one or more times and costs 3END per swing.

    Or if I am doing it wrong, please tell me how to do it right!

  8. On 12/4/2017 at 10:35 PM, Lucius said:

    Sure Shot:  (Total: 4 Active Cost, 2 Real Cost) +2 with Cover (4 Active Points); Limited Power Must go ahead and take the shot if the roll succeeds. (-1/2), Requires A Roll (15- roll; Must be made each Phase/use; -1/4) (Real Cost: 2)

    Does not expend END or Charges unless either attack hits, or a 16 to 18 is rolled.

     

    In 5e, I can't put limitations on a 2pt CSL

  9. I get that BDH. The idea is a support power, like Cramming but a real 3pt skill. Something that we can add a useful skill for an upcoming adventure off-camera (probably with Extra Time of 6 hours or longer and an immobile focus). Very much like Dollhouse, if Dollhouse involved small unit tactics regularly.  It's not a powergaming impulse, it's the notion that Dollhouse (and others) is a really neat idea. BTW here's what that Dollhouse VPP might look like:

     

    Variable Power Pool (Skills), 3 base + 3 control cost,  (6 Active Points); Extra Time (1 Day, Only to Activate, -2), OAF Immobile (-2).    Yes, the :Limitations don't affect the cost. They are flavor.

  10. My fiendish idea is to have a VPP so I can pick a single skill (or 3 1pt familiarities) . I must assume that a VPP will cost more than just buying 3pts of skills.  The effect is generally along the line of the "Variable Effect" modifier you see on Suppress and others (I'm in 5th Edition). Think of it as Cramming, but I get a 3pt skill instead of a 1pt (or three 1pt).

     

    Hopefully that helps clarify. And really, if there are alternate ways to do this I am all down for  checking them out.

  11. I want to model a power like "I know King-Fu" or learning to fly a helicopter in the Matrix. Lets say  modeling a small VPP with a single 3pt skill (or 3 1pt familiarities).

       
    Variable Power Pool (Skills), 3 base + 1 control cost, (4 Active Points); all slots Skills Only (-1), Powers Must Be Changed By Operator (-1/2)

     

     

    Is this the "super-cramming" way to pick up a 3pt skill(or some 1pt ones)? Or am I doing this wrong? I must apologize, as our game has never used them, so I'm ignorant.

  12. This was put up originally by Megaplayboy and I thought it was terrific.

     

    Analyze: Any Darn Thing! 14-, VSFX (Any SFX; +1/2) (13 Active Points)

     

    I'm playing 5e, but this seems to be the classic Mr Spock or  Commander Data ability to provide cogent analysis of just about anything from plasma physics to agriculture. Is this valid? 

  13. So, we are playing the Star Wars universe. Droids are awesome. I like the idea of Han Solo wiring droid brains in the Falcon to help pilot.

     

    So how would you design a Star Wars "Artoo Detoo" Astromech droid brain in this system? If you have a writeup, let's see it!

  14. Both excellent observations.

    21  

    Detect Moving Objects & Creatures 18- (Unusual Group), Increased Arc Of Perception (240 Degrees), Targeting, Telescopic: +1

     

    (although the wiki describes this as ultrasound based, I am considering that SFX and not basing mechanics off it)

     

    Love to see what others might come up with.

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