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iamlibertarian

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Everything posted by iamlibertarian

  1. Maybe that is where I am going wrong with my thinking... you could be right. I suppose that if 'grenades' (or whatever) isn't within Nick's VPP, but the story calls for him having said grenade, SHIELD could in rare circumstances grant it, SHIELD just being an NPC and lending said item (i.e. GM moving the story forward, but not being a regular thing...
  2. Fair... I don't mind paying the price if something is useful. I am more concerned with the 'can I' and the 'how' of making something fit the character concept.
  3. I like that idea a lot (at least from my perspective of having a Wizard who makes several one-use items for teammates (I like making support characters). With Transform the character could make a lot of very low powered items (like replacement bullets for standard weapons), a handful of low level items, like low powered grenades, or 1 or 2 higher powered grenades (or whatever), all the while in each case tying up the VPP with an expensive Transform?
  4. So its ok if the SHIELD Base hands out a dozen grenades before each battle (GM controlled), as long as it isn't a character choosing to do it, right?
  5. Thanks E. Useful. Now if the Gadgeteer (using a VPP) can make 12 Charges in one 'use' of the power, especially of a Triggered item (such as a grenade), and the items are handed out, he can still switch out that grenade in the pool to some other power without the already created grenades (poof) going away, right? He just can't make more (i.e. can't reclaim those CPs) until those grenades are returned or used up or the like?
  6. Lord Liaden, thanks, those replies too are very helpful. So a GM might Make such an ability as to create more grenades require expendable foci, even if the player didn't originally intend to use that limitation? If so, ok, that makes sense. So if All of the grenades are made back 'at base' and not in the field, it might be reasonable that said gadgeteer just Happens to be the source of those grenades, rather than some overshrouding 'agency' like just grabbing them from the SHIELD bases who supplies them as needed. As anyone who even remembers any of my questions in the past, I am all about (into) Superhero Mages, so that might apply to potions as well...
  7. Thanks JmOz. That does help some. But to take it further... 6 SHIELD Agents grab a bandolier of 5 grenades each before heading out of their base. 30 Grenades of varying types. Gadgeteer in the field named Grenadier, that's his specialty, pulls out his grenade making kit, makes 12 grenades in the field between battles (only 2 per Agent), specializes to what he has learned is effective against the current crop of HYDRA agents they are fighting. Battle #2 takes place, but some HYDRA agents escape. Grenadier pulls out his kit again and makes another 12 (2 each again) just before battle #3. Maybe technically within the rules, but is that something a GM is going to allow? And to speak to your example of Monster Maker more directly, let's say that Gadgeteer named Monster Maker doesn't just 'poof grant' demon wings to his teammate... Lets say he has the materials to make a jet pack (focused item) for a teammate (or more). Is this different and allowable just because there is a focus involved? Thanks again! Really trying to get it, lol.
  8. Let's take Grenades for example: So not a single grenade example given in the various 6E books I have looked at so far have UOO as part of their effects. Scenario: Group of PC SHIELD (Marvel) agents go on a mission to take down some NPC HYDRA agents. The SHIELD agents lock and load, including some flashbangs and smoke grenades, and head out. Doesn't matter who grabs which grenades, they can all use them, even without any version of UOO used on those grenades. How is that different from a PC Gadgeteer creating some Grenades in the field? Does the Gadgeteer have to use some form of UOO, or can said Gadgeteer make them and hand them out without UOO of some sort? And if not, why not? Thanks in advance for your help! DC :)
  9. 6E1 says that to use UAA on multiple targets at once one needs to apply Simultaneously as opposed to Area of Effect. But how does one do that in Designer? UAA does not offer that option.
  10. Exactly. To me the point of the potions (at least the ones I am looking to create) is to put all the expensive materials (foci), Extra Time, and other limitations in during the 'brewing'. Delayed Effect isn't even recommended at the Super Hero Level (6E) even though several 'potion' power examples are then created with that Advantage. So Trigger seems the more likely way to do it, if it is in a VPP (quaffing the potion) to me so far.
  11. Clarification for all... When I am talking about "Potions", I am talking about not just having a focus for a power, but the true potion where all the heavier limitations are done prior to use... Extra time, charges, any END cost, so on and so forth, then just being able to drink the potion on a moment's notice.
  12. Sorry...others had spoken to me calling it AA in other discussions, so it just came out of me that way, lol. Arcane Adversaries. Well, in 5E, it is written as 3 separate powers. Affects Desolid for 6 DEF. Is this Barrier? And if so, how do I write it so that those in/belong in the mansion/base can get out and back in again through the barrier? Personal immunity would at best affect the caster, right? The Cannot be escaped with teleportation... written as a separate power. Should it be combined in 6E? And, being a power that covers a Sanctum, with a summoning circle in it, how does, say, a summoned being once released to do the caster's bidding, get through the barrier, or back in if that is the summoner's desire? And, for the invisibility to magic or mystic sense group, Invis does not offer a Mystic Sense Group. Not sure the best way to factor that in. Plus, I would like a way for all legitimate inhabitants to be able to see out through it while keeping the snoopy ones outside from being able to see in. Ideas? And let's say I want to expand that invisibility to cover more than just the mystic sense group. Designer doesn't let me replace any one of the existing sense groups with Mystic, without removing that replaced group from the available list of check boxes to re-include that one I replaced. I haven't actually played since 4th Edition, so I am behind the times.
  13. lmao. Well, I work a 12 hour shift tonight so won't have time to read them tonight. You may yet catch up or get ahead.
  14. AA 12 Mystic Barrier says: "Affects Desolid (+1/2) for 6 Def; IIF Immobile (plaited wire rings hidden in architectural ornaments; -1 1/4)" "Cannot Be Escaped With Teleportation (+1/4) for 6 DEF; IIF Immobilie (as above; -1 1/4)" "Invisibility to Magic Sense Group, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2); IIF Immoble (as above; -1 1/4) This is for a mansion/base. 1) How do I convert this to 6E? 2) The final goal is to have wards to protect the mansion from outside snooping / intrusion *while* allowing those who are legitimately inside to leave and to view or otherwise snoop outward from the mansion. Thanks! DC
  15. Damn. Can't find it on the site... I will keep watching...
  16. Ok, I like that even better... Thanks! Though the source material seems to suggest Delayed Effect or Trigger...hmmm...
  17. I would tend to use charges too. But how do you set the spells off? Delayed Effect where it is in the character's system, ready to go off with a half-phase action, Trigger, drinking the potion, something else? Thanks!
  18. Preferred GM method of making potions: Delayed Effect vs Trigger Even though 6E1 332 says about Delayed Effect, "It’s not recommended for Superheroic campaigns." I have seen examples of Delayed Effect used for potions in superhero environment source books, as well as Trigger. I am looking for what your average GM prefers when it comes to potions.
  19. I was thinking of adding several specific detects...I just stopped after thinking about what I was creating for a 'good' character. And sure, some special penetrative senses could get through it. But for your average target...shudder. And sure, sensory dep tanks exist, but in them, you know any movement will at least give you touch, and significant movement will give you sound, and you chose to be in there, so you know you can get out (as long as you don't have claustrophobia, in which case you probably shouldn't get in in the first place, lol).
  20. So here I am trying to create your basic "Good" (yet effective) character (I think character creation is half the fun for me.) So I am looking to create a 'spell' that does not kill, or even truly physically harm another character. I am thinking in terms of two versions of the spell. One which is combat effective, and the other a 'punishment' version. Here is the 'punishment' version, and frankly if this existed in real life, I think I would rather be killed instead... Senseless - Personal Surface - Sticky - Charges - Punishment: Darkness to Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups, Spatial Awareness, Danger Sense, Combat Sense and Detect 1m radius, Continuing Charge lasting 1 Season Makes me shiver to think about the implications. At least Helen Keller had Touch and Taste, and once she had a sort of language to work with, she had her own true human thoughts. With this spell, you might not even hear your own mind. Ugh!
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