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Psylint

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Everything posted by Psylint

  1. Re: Ninjas in a Champions game Well Scifi, gotta tip for you, Dinnah build 'em at all. They're canon fodder right? So if you took the time to build them, you'd assume that at best they would be competent normals so 50/50, but you'd ignore the 50 in disads, 'cause they're ninja and surely they've got at least that much in hunteds alone. You also assume they're human, so normal characteristics, and normal weapons... blah..blah..blah. So then save yourself sometime, look at the characters and ask: 1. Is a vanilla 3d6 Killing Attack enough to cause these folks pause? (that's about 1 1/2 d6 HKA + STR + Martial Arts, or a broadsword w/fencing). If not you'll have to go looking for exotic damage. 2. How many combat levels would be necessary to hit the characters if they didn't dodge? Is that reasonable, and if not, how do I feel about using flash, darkness, or invisibility to close the gap. I assume highly trained military folks like ninja are DEX 15 or 18, and they make up the difference with lots of skill levels/martial arts maneuvers etc. 3. Account for outliers among the PC's, do you have someone with abnormally high defenses? DCV? a mind controller? etc. 4. Assume the "30 Stun rule" i.e. any attack/combination of attacks doing 30 Stun takes spear holder #17 out of the fight. The corollary to that rule is that except where dramatically appropriate, they're highly resistant to Presence attacks, make 1 in 2 perception rolls (e.g. if 5 ninja are in a darkness field, 3 of them will make the non-targeting sense perception roll); they do not get stunned, only knocked out, excepting drains, transfers and the like mimic a combat effect e.g. drain body, stun,etc assume the canon fodder has sufficient power defense. Essentially, it is designed to limit die rolling, speed up combat, and limit book keeping. 5. Throw in an odd gadget or two for fun, flash powder, caltrops, smoke pots, etc. If you really want a write up, send me a PM, I think I've got one or two lying around somewhere. Peace
  2. I'm trying to model a kind of "invisibility bubble" i.e. the character and those in his immediate vicinity are invisible. If someone leaves that vicinity they become visible, and if they return they become invisible again. Everyone inside the bubble can see everyone else inside bubble. I've tried invisibility usable as an attack, extra targets, simultaneous use, linked with a special "Sense other folks in the invisibility bubble" also usable as an attack. Any thoughts?
  3. Re: Ninjas in a Champions game It really depends on the heroes, the ninja, and how intelligently they are played. For example, I once had a Go-Go inspired martial arts villain at 225 with normal characteristic maxima that regularly mopped the floor with 350 pt. PC's, sometimes 2 or 3 at a time (Multi-power attacks + stretching + Martial arts is harsh). She had to be retired. Even 50 pt. ninja well armed and coordinated can be a serious threat when used intelligently, especially against martial arts type characters as their primary defense, DCV, is so easy to counter with things like area of effect, indirect attacks, etc. When you add some devious multi-power attacks e.g. some of my "techno-ninja" would open up with a flurry of grenade type attacks: popular ones include flash bangs (AVLD flash defense), acid (drain PD penetrating), glue (entangle transparent both take take damage), darkness. So now that target is either flashed, in the dark, entangled and or prone, but at 1/2 DCV for the archers on the roof. Sure if you have your ninja charge into hand to hand with a super powered martial artist, they'll get their lunch handed to them; but if they work intelligently, use powers like flash, darkness, invisibility to degrade the character's CV, use exotic attacks such as AVLD, NND and/or degrade the character's resistances with power drain, they can fall very quickly. After all, it is highly unlikely for anyone to miss a hex. To me, ninja fight intelligently. They would use flash grenades, pepper spray, noxious fumes and other technical wizardry as they got their hands on it. They also would likely set up ambushes, have the initiative, and even occasionally take the odd super-powered target by complete surprise. If I were planning it, I would look at the ninja I had created, then assume all die rolls are 3's and the ninja act when the initiate combat (House rule, if one is "surprised" his/her phase is delayed until after they've had something to react to, i.e. a Dex 30 character who walks into an ambush of Dex 18 ninja cannot take his phase until DEX 17) and then figure out how many ninja I need to "make it close." If the ninja are to ambush a group, I do the previous calculation for each individually (too many variables to deal with PC's coordinating their efforts) subtract 10% add 25% to put in reserve. Luck
  4. Re: suggestions for "does not work in..." Props to Zeropoint. To be fair, on my gravity character I had "doesn't work in intense electrical or magnetic fields" as well as adding a vulnerability to both magnetics (for 0 pts.) and electricity (more common, but specifically excluded things like lasers therefrom ((probably wholly unjustifiable)). But to answer your question: "-1/4 does not work in "hard realities" herein defined as any place of concentrated or uniform belief e.g. cathedrals, synagogues, football or other sports stadiums (but only during games), theatre productions (provided the audience is sufficiently large and "into" the movie" In this case your dimensional abilities are tied to the definition of reality (often defined as whatever the majority believes strongly to be true), where there are "multiple realities" because lots of different folks are believing different things, you have the ability to influence them, conversely, when most everyone is on the same page, you can't. My guess is that if you figure out the "pseudo-science" of how the character manipulates dimensions, the appropriate limitation will suggest itself. Peace
  5. Re: Character for coment: Isis A few issues with the build for me: 1. Your hunted states that the character has a public ID or is easy to find; but you also have a Secret ID at a high level. Without more background, these two seem inconsistent for me. 2. You've purchased something like 175 pts of characteristics all limited by Only in Heroic ID, but you also have an instant cosmetic transform into Hero ID. Coupled with that you have a 100 pt VPP that's accessible in both Hero and Secret ID. As a GM, I would wonder, how often would this "only in Hero ID" come up?" and even when it does, with a 100 pt VPP, "Is it really limiting?" I'd be much more comfortable with it if the VPP was also Hero ID only. 3. The Extreme reputation of Isis. What is it? And how is it bad for the PC? And if it is so bad for the PC, how does she still have police powers? Maybe she is constantly interfered with well meaning but religiously bigoted civilians who throw bricks, protest out front of the courthouse when she testifies etc. (though, that is more of a Social Lim. to me than a reputation). Peace
  6. Hey folks thought I'd get some feedback on a couple of thoughts I had. 1. I was thinking of a gravity based entangle based on DEX. The idea being that the target was hit with a continually and chaotically shifting vortex of gravitational forces, which could be escaped by quick reactions. I'm just having trouble modeling that kind of effect where there's no physical or mental "object" to be damaged. 2. I wanted a telekinetic based character to be able to grab multiple targets in the same phase. The closest I came to what I wanted was a non-persistent extra limbs with stretching, not traveling the intervening space. Any other ideas? Thanks
  7. Re: Normal-proofing your Bricks? Pattern Ghost: If a brick is proof against martial arts, they are proof against almost all physical attacks. Are your martial arts proof bricks going to have 0 energy defense, so that any Joe Normal with a flamethrower turns your brick into a lump of charcoal? And if not, then what sorts of things are going to affect this brick? Mental attacks are rather rare, so even if you take 2x Stun from Ego Blast, in a DC capped game, your average STR/CON based brick will still recover most of it each turn. Maybe 2x effect from Mind Control? Naw... nobody wants to be someone else's puppet. Balancing strategies: Allow only 40 active points for all defenses. So you can have a 40 pd, a 30 rpd, 20 pd/20ed, 12rpd/12red. etc. Require every character to have a commonly available means of taking him/her/it out: Martial artists are at the mercy of anything that negates or limits their DCV, grabs, entangles, area of effect, spreading energy blast etc. Energy Projectors with forcefields that provide high defenses are subject to endurance drain, middling DCV, etc. What is the Achilles Heel of the 40 DEF brick? Desolid gives near absolute immunity at the cost of being able to affect the real world, 40 DEF gives practical immunity at the cost of ??? On the flip side, what kinds of challenges can you present to a 40 DEF brick? almost nothing combat related, so all of the challenges become skill/role play based, and your brick goes off in a huff because they spent most of their points on stuff they never get to use in any real sense. A high DCV character can always be hit (see above), a forcefield character can always be worn down (see above), but a brick with persistent defenses?
  8. Re: A Problem of Dissatisfaction Or you could force the multiform brick to rewrite his 700 pts. multiform to conform to the campaign limits. Alternatively, you can create hunters against the multiform brick that are at a similar level. Hulk, himself, had all kinds of folks after him after he started smashing stuff. If your speedster has Enter the Speed Zone, tell him or her to consult the forums, ESZ can easily dominate "hostile social interactions." Not sure what the character concepts are, but traditionally Bricks smash really hard targets one and a time, martial artist types tend to mow throw multiple combats of lower level. If you don't want to force a rewrite, then you may instead rewrite your antagonists such that they're better able to deal with the uber brick, mental entangles, power drains, teleport/flight usuable as an attack, telekinesis all these things give bricks fits. Then again, if you don't want to do it, no sense in doing it.
  9. Re: Brick Collection (Spin off from Normal Proofing Bricks) To Zed and Certified: I guess it's a question of scope, I was using the weapons listed in the Equipment and Weapons selection, all of which were incapable of beating 13 rpd, until you got into artillery, light anti-tank weapons, etc. So, no it wouldn't work against recoiless rifles and mortars, but would be fine against a Winchester repeating rifle, a shot gun, a Mac-10, M-16, .44 Auto Mag. etc. Nice catch on the TK, martial arts thing. My bad. Certified, actually, only 18 pts. are spent on the forcewall power (after the E.C. bonus and the limitations) so it really isn't such a big deal. The TK, and the TK Area Effect are come in at 38 and 40ish, which is a reasonable amount to spend on a top tier attack.
  10. Re: Brick Collection (Spin off from Normal Proofing Bricks) The perfectly normal Normal proof brick Telekinetic with the following E.C. 50 Str Telekinesis +13 rpd +11 red Forcewall, self only, no range, limited shape, 1/2 End 26 Str Telekinesis AoE Hexes The E.C. rolls in at a total cost of 133 points Coupled with an Endurance Reserve 100/10 recovery linked to personal recovery (Active 20, Real 16). Add in 11 points of Martial Arts with TK, and +6 OCV with TK martial arts, and you end up with a character that ignores all normal weapons, and still has a 12 DC attack. The total character rolls in at 240.
  11. Re: Normal-proofing your Bricks? True, you'd need Indirect for your attacks (generally only Strength, but whatever) Furthermore, if you wanna be super munckin about it, put it in a multipower. Forcewall to wade through the minions, and then Force Field for when you toe-to-toe with Great Hulking Mass from Parts Remote. Still, I feel inspired. I will endeavor to create the munchkin Invulnerable Brick on 250 pts. Give me a couple of days.
  12. Re: What would your inner geek pick? I'm with Kelcryon, 250 + 30ish and then make all of my stuff really subtle. Given that opportunity, I think I could achieve a level of munchkin the likes of which [insert appropriate term] has never seen. Though I'd also probably pay for the perqs of immortality and not needed to eat or sleep again. Then again sleeping is the second funnest thing in the world, so maybe not.
  13. Re: Normal-proofing your Bricks? I still thinking that Bricks should take damage and then be able to recover it, rather than being completely normal proof, but... if you're still determined. 13rpd 13red Forcewall self only. That will pretty much normal proof you. No worries from anything less than a crew operated machine gun, and even those evil martial artists are going to have a really hard time coming up with 14 body. Sad thing is that it's stupidly cost efficient and totally stealth munchkin. There's even precedent in the general rules and in the Ultimate Gadgets (under Questionite Shield or something). Active cost is (90 pts) Real Cost ? self only -1/2, no range -1/2 etc.. Personally, I think Forcewall (self only; no range) is one of the most broken powers ever, but there you have it.
  14. Re: Why model smoke grenades/pellets as Darkness? I think its easier and cheaper. If you want to create a smoke grenade that doesn't work against Infared or other Sight Group Senses, just take it as a limitation (Normal Vision only -1/2).
  15. Re: Physical Limitation: Mute Hmmmm. It seems more like he's a stranger in a strange land. And there's quite a bit he could pick up from just volume, body language etc. I don't know what "Look out very large turnip truck is about to run you over" is in Chinese, but when I heard someone yell it whilst I was crossing the street I knew enough to get out of the way. The character can communicate with anyone given time and space, with the ability to read, sign, etc. At most I'd give you 5 points. It's just not that limiting. Though I'd echo tesuji's comments, you want to think really long and hard about having this kind of impediment for roleplay purposes. It'll slow the gaming sessions down quite a bit as you have to go about pantomiming everything. But hey, if Charades floats your boat, go for it.
  16. Re: Normal-proofing your Bricks? I think you're discounting insanely high Recovery, Stun, and Con. In my review of the material, Ben Grim, Hulk, and other prototypical bricks feel pain, but shrug it off. I also think, perhaps, you are placing too much faith in the Stun Lotto. I'm not sure I've ever seen a 2d6 RKA do 60 Stun, it is a less than 1 in 200 shot, so forgive me, but my heart refuses to bleed. I would not like to run a campaign where bricks took absolutely no damage from a 2d6 Killing Attack, because then they'd mostly like take no damage from a pushed 14d6 Energy Blast, and that's just too much. In any event, I think the better solution would be something like this: "Pain is in your mind (No mind, no pain)" xd6 Succor Stun, Body, self only. This is a constant power, so you can bump up your totals, and then turn it off again when the evil normals with guns are defeated. Costs End. Maybe someone like Ben Grimm, who was all stony, could buy Desolid only to protect against damage, only versus physical killing attacks. You could also try "Grin and bear it" xd6 Healing Stun, Constant, Persistent, 0 End. And just keep track of your wounds. Though a GM is likely to bounce it as it would render you more or less invulnerable to everything. "Did little man hit me?" Absorpotion to Stun xd6 +x maximum. Every time you get hit, you get more Stun to play with. But seriously, how many times have your bricks been stunned or knocked out by normals?
  17. Re: Sweep, skill levels and maneuvers Thanks y'all. Repped.
  18. Re: Cyber Ninja Villan May I suggest tactics? Really ninja were stealth operators of the highest calibre, they should frequently be acting first as well as getting in some of those + OCV or even 2x Stun Surprise Attacks. You also might want to bump up their stealth to Invisibility (perhaps with bright fringe). Represent their training as a group by giving them Analyze, Tactics, and bonuses to coordinate attacks. And for pity's sake, if you're going to use ninjas give them killing attacks, many of which may be used with their martial arts to bump up the damage. I would also look into using a wider variety of things other than just shuriken and ninja-to's, like caltrops, gun powder flash bulbs, chain weapons (stretching with killing attack is nasty effective). Some classic tactics: Assault the PC's with a small group of ninja who fight a moment or two and then retreat into an ambush prepared by the other 15. Snipe from hiding. It's really hard to hit what you can't see. Kamikazee Wave, have a group of 10 ninja do a running move through, then keep going. Set fire to their hotel, base camp, apartment etc. Steal their gear. Cheers
  19. Hey folks, maybe this should be up in Steve's Rules Questions thing, but I hate to bother him with it. I'm having trouble deciding what the ending DCV should be when a martial artist sweeps with a + DCV maneuver like Defensive Strike. For example: Suppose my martial artist is DEX 30, Two Weapon Fighting, has Defensive Strike which affords + 2 DCV, has 4 DCV levels that are persistent because of 10 pts of Combat Maneuver, and 4 Overall Levels which he wants to put on DCV. He sweeps Defensive Strike against the same target twice what's his final DCV? I can see arguments for 5, 7, 8, 9, 13, 15 I appreciate any help.
  20. Re: What's with all the points I don't know if a 16pd is really going to completely shrug off a 12d6 attack, but I know where you're going. I have been toying with the idea of setting lower absolute caps, like 10 to 12 rpd, and then requiring Damage Reduction. Under such a system, Bob the Brick can mostly, all but not entirely ignore small arms, but machine guns, artillery and explosives are at least somewhat dangerous. At 50% damage reduction he can still take quite a few 12d6 punches, but it'll eventually where him down. At 75% it takes an awfully long time. Personally, I really don't like the idea of even Super hard Supers ignoring artillery shells.
  21. Re: Reduced Penetration If claws don't penetrate why do they hurt? Even been **censored** slapped by a Grizzly Bear? Even if the claws don't penetrate the force of the blow is itself enough to break bones, concuss brains, burst blood vessels. Sure if the claws rip you open, you're having a really, really bad day, but getting hit at 1,000+ psi of kinetic energy is no "flesh wound."
  22. Re: System cap on creativity Banishment? Why not Dispell Summon?
  23. Re: System cap on creativity Two bits: Ever since rapid fire came out you could shoot at two different targets, they just had to be within a frankly generous, 180 degree targetting sense arc. Secondly, the general idea behind Active Point Limits and the like was to keep munchkins like me from getting 10d6 RKA's for 6 points and 0 End. There are some things that are difficult to model within an Active Point cap, and that's where you hand wave it. If there's a power you can't model with the existing power/talent/skills published, build it yourself and talk to your GM about making it fit. Also look at non standard ways to produce what you're looking for. Is your repel field really a 2d6 energy blast with double,double,double,double knockback or is it a damage shield with martial throw? Is your superspeed really running, or flight on a surface, or teleport? Is your fear induction which causes folks to run directly away mind control only to induce fear, or telekinesis, affects whole object, causes no damage only to "push" sentient beings directly away from self, or a Pre Drain? Folks on these boards are awfully creative, and I've come here to get help building all kinds of things in ways I'd never have thought of. If you can't build it, throw it up on the forums, chances are pretty good someone else can at least spur your to an idea that will ultimately come close. Cheers!
  24. Re: Mental, the short stick? Two bits 1. To be honest, I haven't used the new rules relative to the mental powers, but in the 12d6, 14d6 level straight up range, I'd have to go with more often than not (11- Breakout roll is still 62%). On the other hand, all of my mentalist who've been punched by bricks were out for the duration, and several unlucky ones were bleeding to death. 2. ECV v. DCV is not as big an advantage as it may appear. If you go with the Transform route, you can take all those points from Ego (generally around 20 or so) and put them into DEX and Skill levels which makes you generally more effective (going first, perhaps higher speed, better DCV vrs. the majority of attacks in the game). Also remember that even 10 pts. of Mental Defense makes it really, really hard to get a mental effect (a bargain at 7 pts). If the CV cap is 10, most folks hover around 7, specialist s are at 10, ECV's are generally 3-4, with the odd 5 from a martial artist, and mentalists ECV's are generally 6-8. With no range modifiers the investment in a +7 CV is really not worth it. Besides the mentalists troubles are not that they can't hit anything, it's that when they do hit something it often doesn't do them a lot of good.
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