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iamlibertarian

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Everything posted by iamlibertarian

  1. Yeah, I like that. Or, other dimension could be one which is just slightly out of phase with 'reality'. Can be seen, but needs an extradimensional power or portal to enter/leave/affect. But if I remember correctly, it would have to be usable as attack to place the house there. But that is easily done. Still, in my case, I have to build it in a way which fits into a VPP. So unless you have a better way, I would have to pay for it as a Summon within the VPP, but without a Focus it still wouldn't have to pay the Specific Being cost? Hmmmm...
  2. I understand why summoning a specific object is more expensive (Slavishly Devoted) since it already has to do everything the Summoner wants. But it can get prohibitively expensive to have it be a Specific 'Being' (another +1). I can see a Specific Being costing +1 because it is a sentient being who can resist on arrival (contest of wills). But if a character merely wants to summon his Sword of Smiting Evil (his main focus for the bulk of his powers), forsaking summoning any other sword, should it cost so much to be able to summon it? I know, the argument might be that a simple Cosmetic Transform: Instant Change with some mystical or metaphysical SFX. But what if, like for Thor, his Hammer really isn't there, and he needs to Summon it to him? Or a CyberMage leaves his special laptop in the teams Van to keep it safe, but suddenly needs it? Should it really cost a full +2 (+1 Slavish, +1 Specific Being) if he wants to build a Power to summon it? What do you think of separating Specific Being from Specific Object, and making a separate advantage: Summon Specific Non-Sentient Object (+1/2)? Between Slavish and this modifier it is still (+1 1/2).
  3. I want to know what y'all think of this possible variation of Summon Specific Being. "Specific Being: Partial Summon +1/2 (Probably needs a better name - Maybe: Lesser Summon Specific Being?) This advantage calls out to a specific being with whom the summoner has significant previous interaction or previously summoned. The Summon only calls to this specific being, opening a portal to them as an invitation. The summoned being may choose to accept or refuse the Summon (like a Mage calls to his demon master, or a Priest to his God). The Summoned being also has the option of sending a representative instead (lesser demon, angel, etc. Once the being arrives, the Summoner may choose whether or not to enter into a contest of wills to force a number tasks, or merely have a conversation or negotiate. All other rules of Summon and Specific Being apply." This gives the Summoner the choice to call for a specific being and hope it is answered, but at least gives an opening for a creature who may not have a Transdimensional Power to come to wherever the Summoner is. This allows a developing role-played relationship between the two. Examples beyond the demon calling his master or priest his God could be: A summoner has a favorite Pegasus she rides into battle and always wants that one. If that one has been treated well and wishes to answer the Summon, it can. If not, the call is still out there and another generic Pegasus may chose to answer the call. A challenge. A "good" character can call a demon he has battled before so they can battle again. If the specific demon, concerned about losing, chooses to not answer the summon or sends a demon of lower rank that it in its place, it may 'lose face' with the other demons.
  4. Believe me, I love the concept of not over complicating things. But in this case, it isn't specifically communications I am trying to protect. The character is a bit paranoid, and is Hunted (Watched) by both the government and a couple of smaller groups. They know the Base is there (if nothing else, so does the whole town, as too many weird, mystical things happen around there). She rather wants to prevent spying on the inner workings(or at least try to). I mean, she has built traps around the place and the like (see, paranoid, lol).
  5. You know, its funny. This character I am building can Easily take down a Jet at 30,000 feet with the blink of an eye and wave of her hand. But she can't put a Barrier around her house/base even with 0 pts in all defenses, lol.
  6. That's true...however, a 100m Barrier (25m per side of the Base) is more than my little (lol) VPP can manage.
  7. So here is how I ran it. Two 'spells'. Good until dispelled: 1) Blinded Eye: Darkness to Scrying to Hearing and Radio Groups, Detect, Infrared Perception, Spatial Awareness and Ultraviolet Perception 13m radius, Persistent (+1/4), Personal Immunity (+1/4), Selective Target (Proper Guests of the House; +1/4), Reduced Endurance (0 END; +1/2) (139 Active Points); OAF Immobile (Sanctum; -2), No Range (-1/2), Requires A Roll (Magick Roll; Casting/Changing Spells; -1/2), Limited Power Magick Only (-1/4) ** 6E1 109 says "Sensory Talents" are just all just that, Talents (Bump of Direction, the Absolutes, etc.) and are all subsets of Detect. 2) Blinded Eye: Darkness to Scrying to Clairsentience and Mental Groups, Danger Sense and Combat Sense 13m radius, Persistent (+1/4), Personal Immunity (+1/4), Selective Target (Proper Guests of the House; +1/4), Reduced Endurance (0 END; +1/2) (117 Active Points); OAF Immobile (Sanctum; -2), No Range (-1/2), Requires A Roll (Magick Roll; Casting/Changing Spells; -1/2), Limited Power Magick Only (-1/4) That should cover it all, right (at least until Dispelled or Drained)? I mean, there is a way around everything (as there should be). But it should be generally good against basic spying. Thanks!
  8. It does! It at least gets me much closer to the solution, if not all the way there. Basically, we have a base with multiple characters inside. We want to resit or defeat scrying upon us within the base (mystically, tech, etc.). But we still want to watch TV and surf the internet and make calls, etc. In the case of transmitting out (like the 'calls'), if they capture our signal after it leaves the field, so be it. That's on us. So, Darkness to Scrying, make the Area cover the base, add Selective (because I am assuming Selective can be applied to the equipment as well as characters).
  9. Can Differing Modifiers be used in a VPP? 6E doesn't seem to say either way. Though Designer seems to give me trouble doing so (HD Docs doesn't mention it at all.) Thanks! DC
  10. I want to bypass any form of security system IF the character has enough power to do so. Except she would not be 'picking a lock' or using 'security system skill' to do so. Your own suggestion of mind control electronics shows that those skills and rolls are not needed -directly-. There is a roll of course, and the INT (in place of EGO) of the dice is based on the sophistication. But IF you have enough dice, Poof, you are through. Though security skill Might be complimentary to the Spell.
  11. And, I Am taking your advice and taking the Red END 0 out of the VPP and building it specifically into the spells for which it is appropriate. It is a lot of work, one of the few things that takes more work in Designer than if it were on paper I think (but will be worth it in the end - no pun intended).
  12. Cannot disagree with you. She is the only character I am working on at this level. Again, cannot disagree. The only reasons I build ahead of time are: 1) I haven't found a game in years. So character creation is the only fun I get to have with the game at the moment. 2) Since I haven't been able to find a game in years, character creation is a way for me to understand and remember the rules so I will be at least somewhat ready to play on the off chance I ever find a game. I fully expect that the 'bad guys' will learn her limitations with frequent exposure, just like they would for any member of the team. So I am not worried about that. I would also fully expect that even if I find a game, on the off chance it happens to start at the 600pt level, other characters would have all those same issues, so there would be balance. And I don't take, for example, DNPCs like that, personally. Like in this character's case, she has one husband who is frequent and has a few useful skills, and two children who are infrequent, and Someday will have useful kills, but not now. And their home is about as safe as it can get (for the power level of the game). The husband is only 15pts, and the kids Together are only 10. The GM can throw them into them mix easily or not, as the GM sees fit. Believe me (or not, lol) at least in the past when there was a game to be had, I learned how to both build and play characters that will Not take away from everyone else's fun, as long as we are all around the same power level. For example, here is a type of spell I like to create (with the RED END being taken out of the VPP) just for fun. "Aid Battery (Recharge Batteries - Ritual): Aid 6 1/2d6, Any END Battery (+1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (156 Active Points); One Use At A Time (-1), One Use At A Time (-1), Only Restores To Starting Values (-1/2), Requires A Roll (Skill roll; -1/2), Extra Time (Full Phase, -1/2), Requires A Roll (Skill roll; -1/2), Limited Power Only END Batteries, not all END (-1/4), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Limited Power Only Magic (6E1 410) (-1/4), Concentration (1/2 DCV; -1/4), Limited Power Only Magic (6E1 410) (-1/4)" And she doesn't even have an END Battery. This is to help the other characters do Their thing. So I don't like to make characters who the game becomes all about them. Again, I realize, if I even find a game, it will be highly unlikely to be able to find one of this power level, much less be able to slip her in as my first character. I am just having fun building her in the meantime, and appreciate all the great advice on how to get her right
  13. In a 600 point game, the bad guys would have the same, and this *specific* character has that level. She is certainly not being created to fit a low level game. (Plus, I take specific limitations on most of her spells to make them less effective, and call them her 'Ritual version' of those spells, because if she casts a spell without using that version, it can force her to Accidentally Change into a version of herself which is good for nobody, especially her, lol.)
  14. All good points. But here is my thought. I am building it in Designer, so of course my plan would be to sit through a game watching, and speaking with the GM about guidelines, make changes as appropriate, and then submit it before the next game for approval, with being created in Designer allowing such corrections to be made (relatively) easily.. Very good point. I would/will probably do that for things I cannot resolve. But by coming here for advice, I at least cut back on the number of those the busy GM will have to do that with. Having played Hero System in the past, I design my characters with the thought in mind that pretty much all the characters can use the VPP for a pre-approved spells to avoid that problem. I even create the powers in the VPP with several power levels ahead of time in case the character wants to lower the RC and power level of the spell, just to avoid these delays. Also a good point. However, for *this* character I would only submit her for games built for that level in the first place. Should I be lucky to find a game (its been years) I have characters created of different types for various levels of play. The reason I don't wait to find a game to do character creation is *because* it has been years since I could find a game, and I enjoy character creation almost as much as I do playing the game.
  15. He might...now if only I could find a game...I am trying to have a character set up in advance that will be generally accepted, without having the character sheet laughed at and given to the dog to pee on, lmao.
  16. Now if only those were available in a VPP (the character is a witch...), and I am trying approach the D&D effect: Knock
  17. But I want the character to be able to unlock Any lock. Small chest, small combination lock built into a wall, briefcase lock, etc. If it is not possible or too difficult, so be it, but I at least have to ask...
  18. You are probably right. Maybe I will...like I said, after I am done with the character. I am having too much fun with this 'mode' I am in Oh, I am not counting that Extra Phase as part of taking extra time toward improving a roll. That is just part of her Schtick. She has two types of spell. Ritual, and non-ritual. Everything she does during a ritual spell has (at least) that Extra Phase for the Casting of the spell. When she does non-ritual spell (those without limitations), she has a chance to turn into a mean, nasty, angry version of herself (left over from her Buffy the Vampire Slayer days). Schtick. If she did anything with extra time to improve a roll, it would be in addition to that Extra Time limitation. Maybe so, depending on the level of the game you are playing. For example, the game she is being created for is, say X-men level, where a tornado Storm creates *will* take a plane out of the sky, not just muck with its direction, speed, and turn mode. She isn't being created for a Superman flies in the opposite direction of the earth and turns back time level, but a lot more than Change Environment is the highest level of weather control you can buy kind of game. It's a 'you can buy Invisibility to cover Everything game level, not a you can buy Invisibility to only two sense groups kind of game. (And just for the record: In this instance it's a Control of 180 *with* the Red END 0 on the VPP. 120 without.) Aww hell, maybe I get off my ass and take the time and effort to remove the Red END from the VPP now, before I come up with even more powers to put in the VPP, saving myself more time later, lol.
  19. OMG I love it! So much simpler (and cheaper, lol). I would still have to build the compound power so that it doesn't set off alarms if I made the SFX target the lock itself. But if I did it on the natural portals you mention, there is already a power in Champions Powers (CP 267) Shrink Tunneling, which would allow just that. Or I could even just Desolidify the portal (UAA) with a Time Limit, limited to those portals. Thanks!
  20. I have always liked playing Wizards, in any genre/game system. I would create Dr. Strange specifically if I was playing in a high enough level game. Hell, if it was a completely magic free HERO system game, I would be the gadgeteer, lol. If the GM doesn't like those, it probably isn't the campaign for me. No biggie. I use Hero Designer so that my entire creation process is not all about me performing math, lol. I have done so, multiple times. When the power slot I buy is at its Greatest, it allows for only one slot, maybe 2, to be active, then the character has to go through the process of changing slots to do something else (which I why I also create the powers at lower levels as well). To me, that is a valid trade off, especially when I pay for something through the VPP (in this case Red END), which means even naturally 0 END powers have their RP increased when they don't have to. Basically, I could make those naturally 0 END powers even more powerful if I would take the time and effort to apply Red END to them individually. I am paying more for the VPP for many powers which do not even get a bonus for it. To me, that is a valid trade off. Yes. According to Hero Designer. And that is how I bought it, was as a Compound Power. I have done that too, in a Heroic or lower level game. But in a Superheroic game, where the characters and evil NPC can kill or capture 'normals' with but a thought, I find it easier to create a concept (like a lower leveled Dr. Strange) and then build the powers to fit the concept. I can't remember where it is in the rules to quote a page, but there is a rule somewhere that says that if you take more time can give your rolls bonuses. Specifically for gestures and incantations, there are two ways they can be purchased: required throughout casting (which would 'build the power' during casting and make you much more noticeable as a target), and not required throughout, which would make you less noticeable as a target, for a lower -limitation. With this specific spell, I took without 'throughout.' So the gestures and incantations are not 'building the power of the spell', they are just required to make the spell possible in the first place. Hack a lock, sure. As for the baseline time, I don't know. But this is not 'hacking' a lock. This is using a power to 'poof' open a lock, much like, "Knock" in D&D. Maybe that is where we are misunderstanding each other. The Magic Skill Roll is to 'get the spell off''. Some complications would of course interfere with that skill roll (loud noises and distractions, being shot at, and the like. But complexity of the lock should not interfere with the roll to cast the spell. Take using a powered suit of armor to Blast someone for instance. If the blast requires a roll to make it fire, the complexity of the targets defenses do not affect that roll. Once you have gotten the shot off, the complexity of the targets defenses only determine whether or not or how much damage you do. Now, in the case of Transforming a lock, once you achieve whatever is used as the BODY of the lock, Poof! It is unlocked. If you use Control Machine, once you have achieved the level of whatever you determine the EGO (or more likely the INT) of the lock, Poof! it is unlocked. The complexity of the lock affects how much EGO (INT?) the lock has, but not the ability to get the spell off. I agree with you on this. I do not care about the END on a naturally 0 END power, and I do care about the Active Points of each spell. But I freely admit that when I have 0+ potential spells (a lot of that is in different power levels of the same spell), I am lazy, and I would rather put it on the VPP than calculate it into each individual spell on which it would make a difference, even if it costs me level of power of the spell/more Active Points. Who knows... since I haven't been able to find a reliable game (lasting more than a session or two) since 4th Edition, once I am finished building this character, maybe I Will go back and take the Red End off the VPP and apply it where appropriate to each individual spell. But in the meantime, I am having too much fun just creating the character to fit the concept (in this case Willow nearly 20 years and lots of experience) after Buffy the Vampire Slayer has ended).
  21. But except for very few cases, skill levels don't belong in a VPP. And, that wouldn't allow the 'silencing' (no transmission from the lock to the security computer. Otherwise I would love it.
  22. If the lock is a sophisticated bio lock, it is a separate small dedicated computer. If one wants to control all the locks in a facility, yeah, I totally agree. If one is standing directly in front of the bio lock, machine control should be able to affect just that one computer. Requires A Roll (Skill roll; -1/2), Limited Power Only Magic (6E1 410) are on the VPP itself. Skill roll to even get the spell off in the first place makes sense to me. And 'Magic Only' on all powers in the VPP gives the Magic SFX, so in this case if a lock is protected against magic, that is an additional defense against the 'Knock'. Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), are 'combat' if you are trying to keep hidden what you are doing so as to not get caught (such as trying to surreptitiously trying to break into a place). Gestures and incantations attract attention, extra time is more time to get caught, and Concentration is when someone is trying to shoot at you while you are trying to get through a door to a safe place. IIF (Symbol of Hecate; -1/4) is something you have to have to even cast the spell in the first place. No, some, but not that much. But this is where taking even more time to gain bonuses to your roll comes into play, again, increasing your chances of either getting caught, or gets you shot at more while trying to get the door open to get into a safe place. 6E 410: "Slightly Limited Class of powers available (for example, Only Magic)" thereby giving an additional SFX which can be defended against. Like if the locks were protected against magic. Plus: "The third type of Limitation affects the powers bought through the power Pool. This sort of Limitation is taken for both the Control Cost and for any powers built with the power Pool. Again, it is just another SFX which can be defended against. It has to be on the 'spell slot' as well to give that SFX which can be defended against. True, it isn't significant Real Cost-wise at least. Very little RC benefit while giving that SFX which can be defended against. And since it has to be there... Yep, expensive. But this character is being designed for a high level game; a 500-600 point level game. Not a Thor level or Superman level of later Flash level game, but definitely not a Heroic level game either. The power was built with Hero Designer 6, as well as all the other 'spells' I have created (including ones which are 0 END to begin with, so no they don't get bounced. What it does is give me individual spell slots that cost more AP and RC, and add penalties to skill rolls, even if Red END doesn't apply. Ie. I am paying even more for the spells which are 0 END to begin with than I need to. I only did it that way to save time and energy on Math, lol.
  23. Well, at least my version Costs, lol. But, if magic...uhhh...mystically unlocks physical locks, why not 'mystically' unlock electronic locks as well? I could certainly see a GM imposing skill roll penalties for the highly crafted 22- skill roll electronic locks. Or maybe it could be a simple TK with fine manipulation. If all you are doing is a simple physical manipulation. Any difficulty penalties would be based on how complicated the lock is to maneuver (a simple bar across the door would be easy, vs having to move 3 items out of the way to allow the bolt to be undone, like a key lock), with knowing how locks work being a complimentary skill. If TK was the first 'spell', the second one would be something that prevents the lock from sending a signal to the security computer which runs the lock and/or sets of the alarm. I like Mind Control: Machines. It can either be used on the security computer controlling the lock directly, or on the lock itself - the lock itself being a small computer; it is a separate computer anyway which just happens to be in contact with the main security computer, so you just 'mind control' it to not send that signal. I don't disagree - but it does happen to be a 'catch-all' power when you can't come up with a better way to create a legitimate comic power. Which is why I asked if there Is a better way. I use Hero Designer, and that is just the way it lays the power out. Re-lock is the 'heals back by'.
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