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g3taso

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Everything posted by g3taso

  1. Shrouded: Invisibility to Sight and Mental Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Visible But Not Targetable By Sight Group (-1/2)
  2. Consider the Rifts RPG. It's all about magic and science fantasy.
  3. Sorry, I was editing that when you responded to it. Your point about the nonmobile nature of Darkness is damning.
  4. Darkness takes care of mental awareness and mind scan as above. As for the rest, what about keeping it simple. Invisibility to Sight but really visible. More of like he's perfectly visible, but Sight isn't targeting. This seems fair Invisibility to Sight Group (20 Active Points); Target Visible But Cannot Be Targeted (-1/2)
  5. +2 Overall (20 Active Points) Only To Offset Penalties (­1)
  6. That is an interesting point. However, in the real world that is sometimes not the case. Someone mentioned sonar and it's a good example (like sight) of something with a directional focus. I look out my eyes and since they point forward, they see what is in front of me. I wonder if sound would really do that, even with a "no sound" zone around. I suspect some senses already not in the Sight Group (hearing, and particularly Unusual senses) might not be necessarily directional in nature. Anyone got some 5E thoughts on this?
  7. Moving along, grailknight made the point that with mental Darkness the only remaining issue was Line of Sight. Going back to the example power of Darkness to Mental Group 1" radius, Personal Immunity (+1/4) (6 Active Points); No Range (-1/2) all that good stuff, no END, just a nice ongoing more or less ongoing (but not Persistent effect). Looks like it blocks Mind Scan, but the other powers use the Sight Group and so they can target. So if grailknight is correct (I think he is, but I'm away from home), what are some ways to prevent Line of Sight? Obviously, turning out the lights and dodging around a corner are examples. However, what are some other ways?
  8. That goes back to Darkness as essentially anti Mind Scan, and Invisibility for other attacks (based on Sight Group). And of course 5pt Mental Combat levels. Your explanation is wonderful, really on the spot. Perhaps they could be combined together. Darkness to Mental Group 1" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) or Darkness to Sight and Mental Groups 1" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (41 Active Points); No Range (-1/2), Limited Power Sight Group Only For Avoiding Mental Attacks (-1/2)
  9. It seems that Darkness isn't the way to go, and that a construct like this is the preferred method Shrouded Mind: Invisibility to Sight and Mental Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Only To Protect Against Mental Attacks (-1) I appreciate the feedback, and thanks for making sure I didn't go off half cocked. Cantriped makes an excellent implicit point. Being invisible makes it harder to locate or attack you, but it can be done. Mental DCV makes sure they don't get through. I am assuming that Mental attacks (being at range) are treated as Ranged Attacks in normal combat when dealing with invisible (1/2DCV 1/2OCV)?
  10. So you are saying that for maximum protection I should have both for maximum protection? Darkness to Mental Group 1" radius, Personal Immunity (+1/4) (6 Active Points); No Range (-1/2) Shrouded Mind: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Only To Protect Against Mental Attacks (-1)
  11. We have an OCD player who keeps a dedicated notebook. Three years of NPCs, plot and so forth.
  12. I hear ya. You are talking about something like Darkness to Mental Group 1" radius, Personal Immunity (+1/4) (6 Active Points); No Range (-1/2) I was also thinking about this Shrouded Mind: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Only To Protect Against Mental Attacks (-1) So far I think Darkness seems to do it best. any comments? suggestions? I'm looking for ways to make it harder for someone to make the ECV roll to target me with mental powers, or mebbe help with breakouts.
  13. It seems to me that Mind Link, Telepathy and so forth rely on making mental contact. Is a defense like this viable? Away from my books and don't remember how mental combat works. I was recently using something similar as a cell phone jammer and it occurred to me as a mental discipline it might have merit. Mental Jamming: Mental Group Images 1" radius, +/-8 to PER Rolls, Difficult To Dispel (x2 Active Points; +1/4) (36 Active Points); Set Effect Prevent Mental Targeting (-1), No Range (-1/2), Physical Manifestation (-1/4) If this isn't viable, how to I make it harder to find a character's mind to "lock on"? How can I make breakout rolls easier?
  14. That's it! Probably more also (grin), but I gotta admit it's a damned handy power to have....
  15. I love the megascale teleport, the +240d6 Hand Attack and the other "big gun" abilities people come up with. What about the little guys? You know, the 30 Active Point, 20 or less Real Point powers? I never hear about them. Frankly, except for the slugfest they are probably "everyday" go-to powers. Teleportation 10" (20 Active Points); Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4) Here's an excellent example. It could be magic, stealthy movement, bat-man shenanigans or whatever that gets you where you need to go. Without specifying how "cheap" cheap powers are, what are your favorite low-dollar useful abiltiies you use regularly?
  16. Shielded Attire: Invisibility to Radio Group and Sight Group (Except Normal Sight) , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points) DasBroot and Cantriped got something good on here. Add in a few other items to deal with sound and whatnot and you have some interesting forms of limited invisibility.
  17. I'm 5e, which is a nice bridge between today and old school. I'm hoping this might be fruitful, like me (in this case) providing the bike as a "chassis" and people throwing upgrades on it. I'd love to see this like Steve Long's descriptions in the books of a "basic" communicator, then a variety of upgrades.
  18. I'm trying to model something like our RFID-proof wallets, military uniforms that don't show infra-red (body head) and so forth. So far the best I have been able to come up with is SensorBlock Clothes: Invisibility to Hearing Group and Detect , Reduced Endurance (0 END; +1/2) (19 Active Points); OIF (-1/2) In this particular example, this set of clothes lets you move silently and blocks a host of Detect effects. The goal here is if possible to be visible under normal sight but being invisible for everything else (blocks infrared, lets you move silently, doesn't show up o sensors when the hood of the robe is up, etc). Am I modeling this correctly? Is there a more efficient means to show this rather than adding in Infrared, etc? I'm happy if you expand the effect in the interest of clarity.
  19. I have been enjoying exploring concealed weapons and gadgets. Some of mine include Ion Microgrenade: Suppress Electronics 3 1/2d6 (standard effect: 10 points), Area Of Effect Accurate (One Hex; +1/2), Cumulative (42 points; +3/4), Continuous (+1) (58 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), STR Minimum 6-14 (-1/2), IIF (-1/4) Microburst Homing Emitter: Radio Group Images 1" radius, 2 Continuing Charges lasting 1 Week each (+3/4), MegaScale (1" = 1,000 km; +1), Invisible Power Effects (Fully Invisible; +1) (19 Active Points); STR Minimum 6-14 (-1/2), IIF (-1/4) FlashBang Microgrenade: Sight and Hearing Groups Flash 5 1/2d6 (standard effect: 6 Segments), Area Of Effect (2" radius; +3/4) (58 Active Points); 2 Charges (-1 1/2), STR Minimum 6-14 (-1/2), IIF (-1/4) Anyone got classic or new ones to show off?
  20. So I pay END to start it, and if I want to prevent breakout rolls I keep on spending it? If I don't, they can make breakout rolls. Just being sure.
  21. Starting with Mind Control 12d6 (standard effect: 36 points), I realized I had a question or two. I am playing 5th Edition btw. 1. Mind Control is an Instant. Am I correct that in this case it costs 6 END to activate the power and not 6 END per action? In other words, if I use Mind Control to force someone to change the oil in my car am I paying 6END every few seconds, or just to get him started? Now, let's say that I want to use Naked Advantage: Reduced Endurance (1/2 END; +1/4) for up to 60 Active Points (15 Active Points) on that Mind Control. 2. Now it only costs 3END as above instead of 6? 3. Does the rule that buying Reduced Endurance as an NA costing 0END mean the NA doesn't cost END, or does it mean the power I apply it to doesn't cost END (even if I only bought 1/2 END on the NA)?. 4. What if I apply another NA, this one adding Cumulative. Does that mean each of my turns I can make another roll, spend more END and add my results to the growing tally (up to the max of Cumulative)? I just want to make sure I understand.
  22. Clairsentience (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic: +1, Tracking, Transmit, MegaScale (1" = 1 km; +1/4) (47 Active Points) or perhaps Passive Sensor Array: Detect A Large Class Of Things 15- (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic: +1, MegaScale (1" = 1 km; +1/4) (33 Active Points)
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