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theskaven

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Everything posted by theskaven

  1. Re: Looking for Time Powers & How to do them I had a character with time control powers once. He had duplication with the advantage that the duplicates could be built differently. He could suck in future versions of himself to help. I also took a power pool, as the character could reach into the future and pull out objects that he needs. As a downside, I took disadvantages indicating that objects in need may suddenly disappear at critical times (simulated through activation - burn out on various powers). You then take the precognition power on the future duplicates because they, of course, know what happens in the future. But because the main character is defining the future as he goes, all future duplicates are from alternate time dimensions (they are one possible future, depending upon the character's actions now). Oh yeah, and don't forget Extra-Dimensional Movement (into the past) -2 uncontrolled for when one of your previous selves calls YOU. Yes this is all very complicated, but he was a lot of fun to play.
  2. Re: Anyone remember Erg / Wildfire? Wildfire is my all time favorite hero. I am currently playing a champions version of him, though I only had 300 points so he's toned down considerably. I attached the HDC files, let me know what you think.
  3. Hi Steve. If a character has absorption that goes to STUN, that STUN still disappears each turn according to the rules (even if it is offsetting damage). However post 12 recoveries also happen on round 12. What is the order of this? Here are two quick examples: (a) Hero absorbs 5 character points that go toward STUN, restoring him to MAX. On round 12, those 5 points disappear. Are they immediately healed by the post 12 REC or must the hero wait until the following round 12? ( Hero absorbs 15 character points that go toward STUN, putting him at 10 STUN total (because of previous damage). Post 12 rolls around, does the character fall unconscious then immediately take a recovery? (because if so, his END will drop to his current STUN) Or worse, does the hero fall unconscious and need to wait until his next phase to recover? Thanks much, Skaven
  4. Re: Improved Absorption? I am not trying to exceed any maximums, just trying to simulate two things: energy invulnerability and having energy actually make the character stronger (as opposed to needing to use the points absorbed just to off-set the damage that was just taken). See my dilemma? Thanks for the suggestions, I see your point about the -1/4.
  5. Has anyone attempted to create a power to simulate an improved absorption? I am creating an energy projector who is made up entirely of anti-matter energy. He has 75% Energy Damage Reduction and a healthy ED (within campaign limits). I want this character to have his characteristics buffed when he is struck with an energy attack. Absorption, though, is rather weak. A 15d6 energy blast, for example, will add on average only 15 character points. Has anyone here experimented with using AID (perhaps with a trigger) to simulate an improved absorption? Perhaps maybe even something like +15 STR, +15 STUN (-1/4 nonpersistent -1/2 only after struck with an energy attack) -- somehow this power also needs to fade after a turn, however. Any other creative ideas, or better yet, anyone who has done this before? Thanks! Skaven
  6. Re: Anyone remember Erg / Wildfire? I was a big fan of the LoS in the late 70's, early 80's and particular of Wildfire. I am going to try to create a Wildfire rip off too (which is how I came upon this thread), so if you made the character please post him for us! Thx! Skaven
  7. Hi Steve. I followed the thread about throwing someone and holding closely as it pertains to a question that we have in our campaign as well. I have a specific followup question regarding the joint lock/throw maneuver. It says "Grab One Limb, Target Falls". My assumption was that this was an Akido-style maneuver, where you put a painful grip on the opponent and throw them to the ground (still holding on to the limb). Is this not the case? Could you describe what effect this maneuver would have in more detail? Big fan of the game, playing since the 80's. Thanks!!
  8. Teleport is a movement power, and thus you can teleport as a half phase action and attack. Is it possible to use this to your advantage and teleport behind an opponent each time, thereby attacking your opponent from behind (and surprised?), putting him at half DCV?
  9. Re: Help? Need power to counter shapeshift Ah, detect shapeshift! (*slaps forehead*) Why didn't I think of that? I still need a semi-scientific/technology reason why I can detect it. Do you think a remote DNA or retinal scan would be countered by the cellular level? Thats to everyone for the suggestions!
  10. Hello fellow Hero Games geeks. I have a science based gadget type hero with a large gadget pool. In a recent campaign event, aliens have invaded Earth and have the ability to shape shift (cellular level) into other forms (including human form). My character wants to design a power for the power pool that will allow him to detect whether a given person is as they appear or one of these aliens. Any ideas for what that power would be? At the moment I am thinking a Detect, but not sure how I can structure the mechanics to get around that "cellular level" advantage. The character is a scientist, remember, and has skills in Biology, Microbiology, Physics, Chemistry, Robotics, Cybernetics, Quantum Physics, and more. Any help is appreciated! Thanks
  11. Is Mental Defense forbidden from Variable Power Pools? Hero Designer blocks me from doing so though I did not see this in the rules or the FAQ. In the current situation, an alien race with strange mental powers have invaded Earth and my gadgeteer character would like to create a helmet that he can wear to block their telepathy and ego attacks. If it is not allowed, are defensive ECV levels allowed in a VPP? Perhaps a boost to the EGO characteristic that has a defensive only limitation? Thanks!
  12. I have two questions regarding Multiform, and a third separate question. I apologize in advance if they have already been posted, I checked the FAQ (and rulebook, obviously). I have a character who is human with a multiform (polar bear, as per the bestiary). As luck would have it (for math purposes), my true form has 23 STUN but the polar bear as 46 STUN. Now, the first question: I understand that if I was at, say 30 STUN in bear form and I revert, I would be at 15 STUN in human form. But what happens if I am knocked out in bear form (-10 STUN)? Am I still at -10 STUN in human form or does the percentage work for negative statistics as well? (i.e. would I be at -5 STUN upon reversion). The same question applies to BODY, drains, etc. Second question, and I did not do this on purpose when I made the character but realized it afterward. The same character also has a Crow form, which has a 3 BODY. I also have 3 BOD/turn regeneration. Technically if I am in bear form and say, take 18 points of BODY damage (bringing me down to 2), couldn't I just revert to Crow form, heal my damage in 1 turn, then switch back to Bear form? The second seems like an abuse of the rules and I wouldn't do it but is there any rule about not doing that? Final question (sorry for the long post!): A character in our group has stretching. There was a gun lying on the floor across the room, so he spends a phase to stretch across the room and pick up the weapon. On his next phase, he wanted to sweep but the GM said that he could not, since he just retrieved the weapon, he needs to ready, set and fire and could not sweep. Is that the correct interpretation of the rules? Thanks in advance! Skaven
  13. Re: 1" hex battle grid pdf file Hello peoples. The PDF that was linked to from the original post is now dead. Does anyone still have a copy of this? If so I'd very much like to see it. Thanks!
  14. Question: I am building a spreadsheet for my character and trying to figure out how growth and density increase interact with each other with regard to weight. If a character has 6 levels of density increase and 6 levels of growth, how does that work? Do you add the weight totals together? Or, do you calculate the weight for the 6 levels of growth and double it 6 times (for density increase). I looked on the forums and didn't see this question anywhere. Thanks much for anyone kind enough to respond! skaven
  15. Hello folks. I want to make sure that I am using a rule correctly. There is nothing in the FAQ about this that I can find. If you have a computer built into the vehicle, how are the points done? Does the computer have to be bought separately from the vehicle as a character perk? Is the computer bought from the vehicle points (5x) but paid for 1 for 1 out of the vehicle points? Or, is the computer again divided by 5 out of the vehicle points? Any clarification is greatly appreciated. skaven
  16. The 12 SPD isn't really the problem, I mean the it fits with the character concept. I guess the real problem is with having your opponent, no matter their skill level, automatically miss. Does that seem right to you? And yes, having a 12SPD is bad, but as mentioned, no reason to ever dodge, really. Diving for cover one hex is a 17 or less roll. Your opponent will always miss. And, since your SPD is faster, most of the time he will miss and you will have recovered from your dodge before he goes again. It just doesn't seem right to me, you should really dodge all attacks other than area of effect attacks. But that's just one man's opinion. skaven
  17. Just a thought. I have a character in my high powered campaign with a 40 DEX (he's a Flash rip-off). According to the 5th edition rules, you can dive for cover to avoid any attack. So if you have a 12SPD and are in one on one combat, he can never be hit. Just "dive for cover" one hex away, makes it on 17 or less. I dunno, used to be "dive for cover" was only meant for area of effect and explosion attacks. I am thinking of instituting a house rule that dive for cover can only be used for those types of attacks. Thoughts?
  18. It is sort of ambiguous according to the rules. But if you're attacked, can you use an abort action to go Desolid? If so that's rather nasty. skaven
  19. I want a damage shield with charges that last one full turn. Is it: +3/4 damage shield but -1/2 4 charges that each last one turn? Rules say I can only use continuing charges with constant or persistant powers. But I don't think they had this sort of thing in mind. Any thoughts appreciated. Thanks theskaven
  20. Well the hero in question has his powers centered around the fact that he shrinks 10 levels and flies into people like a bullet. So to prevent damage from the movethrough he has a rather hefty force field (not to mention flight). I sure do hate crafting villains around one hero's weaknesses though because it's not fair to the other heroes. Oh well, thanks for the reply. I'll keep thinking on it. skaven
  21. theskaven

    Super Names

    Here are some of the heroes that I have used: 1. Ebony Blade 2. Fluke 3. The Merc 4. Vermin Queen 5. Null 6. Drive-By 7. Singe 8. Ragnorak 9. The Peacemaker 10. Veil
  22. thanks Thanks much. Sounds like a consensus. Wow, sure makes shrinking a lot more powerful in my mind. I have a hero in my group with lots of levels of shrinking (size alteration powers) .. his DCV often gets up into the upper teens / low 20's. How do you GM's usually handle this? The character has a hunted with a gadget pool who would be aware of his powers. My current line of thinking is to give the hunted some sort of area of effect attack. skaven
  23. Any help from the Champions gods on this one? If a character has shrinking and is rather small (say, -10 OCV).. and another hero has targeting sense (hearing) .. I know he doesn't suffer from the PER modifier, but does he have the minus to his OCV? It's ambiguous in the rule book. skaven
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