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g3taso

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Everything posted by g3taso

  1. Many mental powers have adders for additional classes of minds at 10pts. So assuming a 45AP mental power as the guinea pig, how would you cost a naked adder that could be applied to a number of 45pt mental powers? I found the rulebook unenlightening. And if 6E deals with it, please let me know.
  2. You know, that never occurred to me. I just assumed there was a ECV equivalent, since it's always been a "oh, and ECV combat works the same way" kind of situation
  3. So if Bob the Mentalist attempts to establish mental lock on the character it's as if he was blind. Even if he can plainly see me, he still can't lock on. But he can make a PER roll to establish lesser penalties for himself. Is it possible to screw that PER roll for him by making it harder or something?
  4. My question is: How may I penalize the PER roll that reduces the penalties for someone who can't perceive me with a targeting sense? Background: 1. According to the 5E rules pp422 under Inability to Sense an Opponent, "If a character can make a PER Roll with a Nontargeting Sense (a Half Phase Action) to perceive a particular target, then against that target only he is at -1 DCV, ½ OCV when attacked or attacking in HTH Combat, and full DCV, ½ OCV when attacked from or attacking at Range. Against all other targets he is affected by the standard “lack of Targeting Sense” modifi ers described above." 2. The character has this defense against mental attacks: Impregnable Mind: (Total: 45 Active Cost, 30 Real Cost) Invisibility to Mental Group , (0 END; +1/2) (15 Active Points) (Real Cost: 15) plus Invisibility to Sight Group , (0 END; +1/2) (30 Active Points); Only To Prevent LOS For Mental Powers (-1) (Real Cost: 15) So as I understand it, with this defense I am invisible to the mental group as well as having LOS granted be being able to actually see me. My question is how I might go about penalizing that PER roll. Examples or suggestions would be awesome.
  5. I'm in 5e, but I'll ask my other buddies.
  6. A burst of force lightning erupting from me.
  7. I'm thinking of it as sort of a melee analog to Missile Deflection. Someone hits me, they penalize their OCV. I like keeping it more of a defensive effect by not putting a range on it. I like the Explosion centered on me (and I am immune). I realize I could do something quite similar with Suppress (or Drain, Cantriped). I've got this marked for CON, but I imagine it could be OCV or DCV if they count as powers or characteristics. Suppress CON 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Explosion (+1/2), Selective Target (+1/4) (40 Active Points); No Range (-1/2)
  8. Force lightning erupting from a wound.
  9. Hey folks, let me clarify or redirect my query from the other side: "I wish to have an effect that I can use to penalize an opponent's OCV (or DCV, etc). I am wanting to use with Trigger and Explosion advantages". Please brainstorm pros/cons and suggestions.
  10. So the idea is ok, it's just how I'm going about it. Here's an updated take on the basic idea. In this case the effect is centered on the character (who is immune). Change Environment 1" radius, -4 OCV, Costs END Only To Activate (+1/4), Personal Immunity (+1/4), Selective Target (+1/2), Explosion (+1/2) (50 Active Points); No Range (-1/2)
  11. It's 5e. Sorry I didn't say that.
  12. It occurred to me that Negative Combat Skill Levels could be a great defensive power. I have two basic versions I'm exploring. Don't Hit Me: Negative Combat Skill Levels (-2 to opponent's OCV), Personal Immunity (+1/4), Costs END Only To Activate (+1/4), Explosion (+1/2), Selective Target (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (32 Active Points) Don't Hit Me: Negative Combat Skill Levels (-1 to opponent's OCV), Personal Immunity (+1/4), Costs END Only To Activate (+1/4), Explosion (+1/2), Selective Target (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (22 Active Points) Someone tries to hit the character, and an explosion centered on that character inflicts NCSLs on him. He tries to hit again, and gets the effect stacking. Thought I'd throw this out there for discussion, for comparison. Do these work mechanically? Any weaknesses or limitations I should be aware of?
  13. Is this kosher? Cumulative doesn't apply to stuff that does damage, and flashes dont. If this is good, I'm thinking of this as a high-power rapid flash device, like a flashbang grenade. Sight Group Flash 1d6, Cumulative (+1/2), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (14 Active Points)
  14. Listen To My Voice: Major Spirit Transform 1d6 (standard effect: 3 points) (Individual Into Devoted Minion), Partial Transform (+1/2) (22 Active Points); Limited Range (-1/4), Extra Time (Delayed Phase, -1/4) This is the "super skill" version of high persuasion. Probably longer than a delayed phase, but it's just for example and represents the talking part.
  15. One nice thing about Persuasion, is that there is no breakout roll. The more I think about it, the more powerful this power is. Are you more afraid of Dr Octopus or Moriarty from the recent Sherlock Holmes episodes? Think about what you could really do with it. Consider each operation a "sales pitch" "I want you to make me your sole beneficiary" "Your life is without hope. Kill yourself. Leave me your sole beneficiary, and please take my card with address" "Senator, I want you to vote Yes on Generic Proposition A" "I want to have sex with you and your goldfish" "I'm a Federal Agent. You don't need to see my ID." Hey folks, the original question of the thread of has been answered but I like where it's ranging so I'll keep is unsolved. Persuasion 18-, Halves Normal Persuasion Time (+0), Armor Piercing (+1/2) (19 Active Points) Heck, hardened could it being a tenaciously held conviction that mental reprogramming on a limited basis can be done. Zealots, like above.
  16. Because Persuasion doesn't explicity state you can shift someone's attitude (and by extension) to something friendlier and more likely to be unresisted. I apologize if I wasn't clear Derek. I think you understood me to be making that statement about Mind Control.
  17. In the Pathfinder and D&D systems there is a Diplomacy skill which is analogous. One difference that stands out is that the ability lets you change the other's attitudes for you. Someone who is indifferent might become friendly, friendly even more so or hostile might become indifferent. Dsatow's point about complementary action between Persuasion and Mind Control is well taken. Outside RAW, but entirely reasonable.
  18. Slack? Slack can do everything, as any good adept of the Church of the Sub-Genius knows! http://subgenius.wikia.com/wiki/Slack
  19. On another thread, someone put up the idea for a blood factory. I thought it was a smashing idea and I thought I'd submit it for development. It goes like this: Slaughterhouse factory: 2 cows daily = 10bp, for 300 blood points per month. During the month the blood is collected using some variant of Preserve Blood 1 (perhaps a jar that can be re-opened, or a room it doesn't spoil in). When enough blood is collected, a captive vampire turns it into vitae. V20 Blood Crystal would hold several points of blood at the cost of an hour each, but there is probably a better way. Perhaps a larger scale way? Some refinements: 1. The neonate is eventually killed so no one has to worry about blood bonds. This fuels industrial Setite beer (and ghoul) production. 2. Preparing the Vessel: Designed to remove the from the direct experience of reducing someone to something resembling a Dune axlotl tank. I drain them dry and leave. The workers use EtVoT to embrace drained person so they become an undead blood distillery.
  20. I've never used Persuasion in Hero, but I was asked to check it out. I submit the following skill and skill level: Persuasion 18-, Usable By Other (+1/4), Persistent (+1/2), Area Of Effect (2" Radius; +1), Selective (+1/4) (39 Active Points) +10 Persuasion I'm seeing this as a Palpatine-style vizier or diplomat, someone able to persuade someone of anything. As I understand it, at normal difficulty this character should make "impossible" persuasion rolls with no chance of failure. So what can a player do with this kind of power? I can see this as being the source of all sorts of minor perks as well, ranging from comped drinks and stays at hotels, always getting the best price, virtual immunity to any speeding tickets (if I can talk to the officer) and so forth.
  21. Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; +1/4) (17 Active Points) Seriously awesome.
  22. Stealth Features: Darkness to Radio and Hearing Groups 1" radius (10 Active Points); No Range (-1/2)
  23. Basically people attacking you do so like I am invisible (even if I am not), and nothing about an AoE like a grenade. Just had an idea as an aside. How about a defense against attacks with a AoE attacks Only modifier?
  24. I understand the construct as I am always counting as invisible to sight or mental, even if I happen to actually be visible. I'm thinking about it as being immune to Sight or Mental group targeting.
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