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Psylint

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Everything posted by Psylint

  1. Re: BODY into STUN High Realism Bullet Proof vest: +5 rpd, +5 red Armor. OIF, Real Armor, Sectional Defense. Side Effects always occurs when vest protects against body damage. Impact bruising Minor Side Effect 2d6 Energy Blast, NND (defense is desolidification). Peace
  2. I wanted to create a spell whereby the caster creates multiple mirror images of himself. The purpose would be to potentially confuse attackers into wasting attacks on insubstantial holograms. My initial thought was: Mirror Images Spell: Sight Group Images Increased Size (2" radius; +1/4), +/-11 to PER Rolls, Invisible to Sight Group (+1/2) (75 Active Points); No Range (-1/2), Set Effect (Mirror Images only; -1/2). A few of issues still outstanding. I want attackers that use Targeting Senses other than Sight to be able to sense who the real target is, hence the Invisible to Sight Group. I also want to be able to produce 6 complex interacting mirror images of the caster. So, will Invisible to Sight Group be sufficient to hide the source of the mirror images? I also want to have a small triggered teleport only for the purposes of "shuffling" the images, so that potential attackers won't know which image is fake and which is real. Any advice of comment is gratefully appreciated.
  3. Re: Requires Skill roll with multiple skill levels I agree, but that's part of the problem with RSR in general. It's a great way to create powerful but inexperienced characters (particularly when coupled with Side Effects) and create a natural kind of progression. I don't know, probably the best advice is not to think about it. Thanks for the input. Cheers
  4. Re: A character that can grow limbs? Sounds like an interesting set of brick tricks: I'd start with Extra Limbs -1/4 Non persistent (so you can extrude a different number of limbs). And add Multipower "Swamp-fu" u. Flailing Vines: Energy Blast Autofire x5. Limited power: Physical manifestation -1/4 (possibly "can be blocked" for an addition -1/4). Limited range (whatever your default combat stretching is). u. Tangle Vine: Entangle [Possible advantages: Stops a Given sense for the "full wrap up" effect, Entangle and Character both take damage, Backlash] {{Possible Limitations: No Defense, Nonresistant Def, Vulnerable to Fire }} Alternatively you could go with Swamp-Fu Martial Arts and a High Strength Vine Smash, Offensive Strike Tangle Vine, Martial Grab Vine Strike, Martial Strike Skills: Rapid Attack Hand to Hand Combat Skill levels with Sweep. The most cost efficient way is probably STR, Stretching, Martial Maneuvers, and Rapid Attack Hand to Hand. That's assuming that the character is brickish like Swamp Thing. If he/she or it is more of a plant animator/controller like Poison Ivy the multipower maybe better adding: u. Animate Vines, x Telekinesis, Physical Manifestation, Limited Range. u. Summon Plant Monster, x point Plant Monsters, expanded class, (probably doublings of entities summoned), OIF "living plant matter of opportunity" u. Dispel Plant, so you can get rid of them if they prove unruly. u. Avatar of Gaia, Growth Only costs end to activate, OIF "living plant matter of opportunity" expendable. u. Wall of Vines, Forcewall u. Earth's Embrace, Forcefield Ablative (sfx a living twisting plant exoskeleton/carapace. Lim Power: ED does not protect against fire/heat. u. Tangle Vine: Entangle, AoE Selective, Legs Only, only targets on the ground (character causes vines to grow up in several spots entangling foes legs). Just some thoughts.
  5. Looking for advice on how to cost/model various characters with Distinctive Features. 1. Character has a demonic visage, very creepy including wings and talons, but uses invisibility regularly. Personally I think this is okay, because I conceive of the disadvantage of distinctive features being a social one, but I'd like input from other perspectives. From my perspective, easily concealed means that the distinctive character can talk to Joe the Mailman without Joe freaking out. 2. A character like the Hulk who has a form with very distinctive features, but isn't around all the time. 3. Ego Signatures: e.g. Bob the Jedi looks like an average Joe, but when he engages in combat he has a very distinctive style that anyone trained in martial arts is bound to recognize. Maybe I just need more coffee. Thanks
  6. How do you guys feel about characters that take the "Requires Skill Roll" limitation and then purchase enough skill levels with the relevant skill such that at full power the character has a 14- roll? I'm of two minds about it. On the one hand, at full power, RSR and Activation 14- have the same limitation, and powers are frequently used at full power. On the other hand: RSR powers are more likely to occur at less than full power, may use extra time and potentially complementary skills to increase their roll. Then again, the difference between a 90ish% chance and 98-99% chance while significant statistically speaking isn't all that and a bag of chips. Thoughts?
  7. Re: Taser Another alternate build: Taser: 12d6 Mind Control, limited power (single command drop to the floor and convulse). -1/2 Mental Power based on CON. -1. Cost Endurance to Maintain -1/2. Normal range -1/4. Limited range 3" -1/4. Focus OAF -1. Limited power: target immediately breaksfree if: endurance cost is not paid, attacker is more than 3" distant from target, physical manifestation, the electrode wires, fragile. -1/2. [Active Points 60/ Real Cost 15] Endurance Reserve. Limited Recovery only while plugged into a DC current source -1.
  8. Psylint

    Behemoth

    Re: Behemoth Questions: 1. What is the range of DCV in hand to hand for martial artists and other high DEX melee specialists? 10 OCV, in 250 or 350 games is usually, Dex specialist range. 2. What is the DC range for heavy hitters? 3. What is the average def/rdef in your campaign for bricks and other "invulnerable" type characters? Looking at it, you've a normal "aware of combat" of DCV 7-10 (without maneuvers), pd of 30 and 50% damage reduction, reasonably high STUN and CON totals. This guy would be nearly impossible to stun with normal attacks (on average taking 10 STUN from 14d6). It all depends on context, if the damage cap is 12-14, then he's probably overpowered. If the damage cap is 20+ probably not.
  9. Re: Stealth and Perception Too many rolls, I think. If super stealthy bad guy is sneaking past 10 people, are they all going to look his way? Won't at least some of those people be preoccupied with other tasks? Are there -PER factors that haven't been taken into account, for example, if one is around a campfire at night, anything beyond the illumination of the campfire is essentially biologically impossible for a human to see. Even if someone in the group senses something, will they interpret it as a threat? Would there be other more likely interpretations of the sensory data? For my two-bits, if someone is "on watch" I'll have them make the PER roll, if no one is on watch, I'll have the best do it, with a bonus or penalty depending on the group (if the group is making noise, moving around that's a penalty, if they're still and actively listening a bonus). Besides, all those rolls take a lot time.
  10. Re: Abort phase rule With all respect to Hugh and Thia, It all depends on the campaign setting. The OP wants killing attacks to be lethal, but now finds them too lethal, otherwise why change the mechanics? So what are the potential sources of the issue: 1. Players aren't using all of the tools at their disposal to protect themselves, whether it's using cover, maneuvers like block, snip shot, roll with a punch etc. 2. Players' resistant defense, body, or what have you is too low. 3. Players' haven't taken or aren't using abilities that mitigate damage, healing, darkness, change environment, martial maneuvers, combat skill levels, etc. 4. The combat advantage of opposition is too great for the players, whether it's numbers, tactics, raw fire power or a combination thereof. Sensible less intrusive, less cascading solutions to the lethality problem. 1. Allow Players to purchase with the campaign cash equivalent, bullet proof vests. 2. Reduce Opposition fire power, or accuracy, or both. 3. Make Ego rolls for Wounding effects for Opposition. 4. Provide non combat or limited combat alternatives to meeting campaign objectives. 5. Encourage the players (perhaps by modeling such behaviors with NPC's) to use defensive combat maneuvers like block, snap shot, dodge. 6. Encourage the players to use stealth and surprise attacks. One of the Sacred Rules of GMing a Hero System Game is "No plan, no matter how reasonable and well thought out, survives contact with the players." I once created a minor agent in a Supers campaign, someone I thought the players could handle easily. It turned out that this minor agent became a major obstacle. There were several reasons for this but the primary reasons were: the agent was using sweep, rapid attack, and two-handed fighting, while the players were not; and I had simply built an overly effective character. It was the first time I had used the sweep rules, and I didn't appreciate how much extra offense it grants. Even a speed 3 agent, with rapid attack and sweep can manage 1.5 half moves and 9 attacks in one Turn. In any event, if you can better describe the situation why killing attacks are too lethal, we can give better advice as to how to address that particular issue. Peace
  11. Re: The Geas Effect Braincraft, 1. It's not my campaign, just my off the cuff attempt to make a power for someone else. 2. I think you and I have a different meaning attached to the term discrete. But any kind of influence power is going to have to be continually subject to the Mark 2.0 GM BS-detector. I agree with you that far. Personally, I tend to agree with you that Geas effects are subject to abuse. I wouldn't allow them in a game I GM'ed because of all the headaches it's likely to cause me. P.S. There can be no such thing as a fact of a future event, as the future has not yet, and may never happen. But that's just a quibble. Certainly there are examples where such effects have been abused, particularly when the GM doesn't exercise a lot of control. Cheers
  12. Re: The Geas Effect Easiest way, I think. Major Mental Transform xd6, turns target into target with psychological limitation "Geas, that is a single task that the target pursues with Total and Compulsive Commitment". Healing method "Instantaneous upon completion of task." Suggested limitations and advantages: Limited target humans -1/2 All or Nothing -1/2 Target becomes immune to any further Geas attempts by same caster forever -1 Improved Target Group +1/2 "Broad range of tasks" "Broad range of task" All tasks must be discrete, concrete, objectively verifiable and physically possible for the target to perform in his/her lifetime." Examples: "Walk from New York City to Los Angeles" is valid. "Find true love" is not. Negative tasks are generally impossible unless time limited. Examples "Never hit a woman" is not valid, because you could not verify compliance until the target died. "Do not hit a woman for 100 years" is valid. You could add Based on ECV if you chose, Requires Skill roll, etc. etc. to taste.
  13. Re: Abort phase rule Question: Why are killing attacks "too lethal"? 1. Are your players using other available means to help defend themselves? cover, presence attacks, martial maneuvers like defensive strike, passing strike, block, disarm etc. 2. Are they taking resistant defenses? damage reduction? DCV skill levels? (for 15 pts, you could purchase 3 DCV skill levels, and have the benefit of a normal dodge without having to abort.) 3. Are they taking too long to get into engagement range? e.g. a hand to hand fighter with only 6" running, or a gun slinger with limited range pistols engaging snipers with long range rifles. 4. Are the players always outnumbered and/or out gunned? 5. Are there ways to accomplish the "mission objective" without taking out the bad guys? 6. Are you making ego rolls for bad guys when they take Body damage?
  14. Re: Character Build question However... With GM permission you could use Combat Skill Levels usuable by other. If you look at it, it's just the inverse of the "Curse" optional rules under Combat Skill Levels. (If that's a no-go, just curse the OCV/DCV of the opponent and net an even greater effect) It's a very powerful effect, and as a GM I'm wary of it, but provided it passes the eyeball test, I'll allow it. You can get similar results from Change Environment. Just some thoughts. Though, I've gotta give it up to Pol, a very good solution. As far as run-by healing, there might be something like that in Ultimate Martial Artist. Something like Passing Strike, would be my best guess. Cheers
  15. Psylint

    Free Strike

    Re: Free Strike I agree it could get out of hand, which is why I threw up for comment. I'll revise, and subject it to the Mark 20 eyeball test. Cheers
  16. Re: Frostbite I can see how you can have both "Watched by police" and "on probation" and secret ID. After all, that describes some of my friends who committed both physical crimes and cybercrimes. While the cops knew John Smith (name fictional of course) had commited some petty theft and was on probation, they were unaware that John Smith was also Hacker X, the notorious internet Phisher (or whatever it is that those hacker types to do make money illegally). I could even see Distinctive Features, like Hacker X's distinctive signature code that he puts in all of his viruses, but the chilly aura thing doesn't vibe unless it's defined as being kinda subtle, which given the rest of the character conception seems a bit unlikely. And to DJ's credit, given that he's only taking 15 points for both Secret ID and On probation where in many games Secret ID itself is worth 15, I think it's fine from a points/balance standpoint. Gotta disagree with Susano (with respect) concerning Acrobatics, Breakfall and Bribery all seem quite relevant second story man skills. Does breaking into the second story (or higher) of structures often require the burglar to engage in contortions and or other acts of extreme urban athletics? I think so. I also think breakfall is a natural for someone who spends any time on heights, after all they would've fallen a good bit training up their climbing skill, and by force of accident if not intention would learn how to fall better. Bribery makes sense in that many burglars bribe security guards, security system designers, etc. to get blue prints, security system specifications, door/lock codes, keys, etc. Or straight out bribe the guards or surveillance company to have a "scheduled maintenance" interval at a particular time. I would, suggest: Security Systems, Locking Picking, Climbing and Knowledge skills like Center City, Center City Underworld, and whatever the character specialized in stealing. I agree with Susano on the characteristic issues. Remember "Steve Says, 3 and 8 are your friends! (except for STR in some cases)" A Constitution of 23 or 28 would probably be most efficient for this character just due to all the rounding points you pick up. One thing I'd add, depending on the campaign, whether the GM allows characters to own vehicles and the like, having a form of high speed non combat movement is very handy. Sometimes, for character conception sake, I've taken a good measure of combat movement 20-30", with no noncombat multiple, and I can be rather inconvenient. If it's part of you schtick, that's great, but generally I make sure either my character has the ability to travel 60-100 mph noncombat by him/her/itself or has a vehicle that does. Peace
  17. Re: Need a proofreader (Steampunk) Hey Bunny, Just sent you the redline. Peace
  18. Re: Frostbite Hey Dj! You know you're one of my favorite peoples, but... Jamming on armor, personally my mind just goes bonkers trying to figure the ramifications of a persistent power and jamming. And for the effect your looking for, I think Forcefield with an activation roll is a better model. Jamming means that 1) it always works the first time, and 2) once it fails you can't ever do it again that game session. Activation seems much more like the limitation you're looking for. I get where you're going, and to some extent I agree. I think "Does not work in hot and dry environments" is a 1/4 limitation rather than -1. For my two bits, the gestures limitations are fine, just remember that they do essentially turn all of your powers into "Lock outs" because you can only use on power with gestures at a time. Peace
  19. Re: Think I got it! Thia is right on target, as he/she usually is. Low level evaluation: You've got kinda massive damage capability: 24d6 potentially with strength, which is often way out of proportion to 350 level heroes. Same, though to a lesser extent, for the 41 rpd. You've only got 30 end, even with your high recovery that's only 1 full strength STR (7 for the 70 normal strength and 15 for the bonus 50 in the power boost. = 22) based attacks before you're burning Stun for End. The End Reserve doesn't seem to be tied to anything. Skills/Concept: How does this character feed himself? He's got one marketable skill, Mechanics. If he/she is a gun for hire that's fine, but personally I'd add more professional mercenary skills. OCV: this character has a natural 5 OCV in Hand to Hand and a max of 7. Whether this is a problem is all a matter of campaign context. In many campaigns you're looking at a minimum of .5% chance to hit and a max around 62.5%. It may even be balanced given the near certain death if the character connects, but it's something to consider. On Average this character is doing at least 84 stun and 24 Body and full strength before defenses. That would put many of my 350 characters out cold and bleeding to death. As far as the Stretching, I figure DJ just wanted to replicate the additional reach of such a large character. Please accept the criticisms here as constructive DJ. I've had tons of my builds greatly improved by listening to folks here. Peace
  20. Re: Putting something together Here's what I'd try off the top of my head: Kernunnos Celitc God of Nature, the Hunt, and the Dead. "Ever wonder why the ancient Gods no longer walk the earth as they once did when Man was just a pup? I can see that you haven't, but ne'er mind that now. Center City used to be the epicenter of all things strange and wondrous, fantastical creatures and beings, science and technology beyond all ken, seers and magicians the likes of which the world had not seen since Merlin." The old beggar hacked out a cackle, sputtering bloody sputem into a "well used" rag. Smiling with his incongrous perfect smile, he eyes Frost Bite. "Go on, be doubting Hakim, there's no cure for the willfully ignorant. But think on it a moment, why is an otherwise upstanding second story lad such as yourself bothering Hakim the Storyteller? Hmmm... Hmmm..." Coughing again into his rag, Hakim continues in a painfully scratched voice, "Because you seek answers, where no one else even asks questions? You're not going to find the long lost heroes, villains, freaks, and monsters in some science book. None of these painted ladies with well turned cards and dusty globes can peer behind the Veil and divine it for you. Though no doubt they say they will." "You pumped every thief, beggar, and whore for whatever they might've seen or heard, but you didn't even get a viable rumor. You're flat out of options and so you come down to the Hollows, and scrounge up old Hakim." Clouds pass over obscuring the moon, plunging the dank alley into darkness and turning Hakim's mischievous grin, into a Cheshire smile. "Well pays me my money and I'll tell you a story. A story of how the ancient Gods broke free from behind the Veil and how the freaks from this world became lost in the next." tl:dr The ancient God of the hunt, Kernunnos, with a cabal of other ancient gods, pierced the Veil between the Worlds. Giving him and his Hounds, 7 days in this world. Hoping to acquire more power to make a permanent bridge between this world and the Next, he kidnapped all the supers from Center City. There he and the other ancient gods have put many of them to work, building the bridge. The PC's have powers now, because the bridge is nearing completion and trace amounts of the power from the Next World is bleeding through. The MacGuffin, can be the bridge, or the ancient gods. Peace
  21. Psylint

    Free Strike

    Re: Free Strike Thanks for all the replies, and apologies for the example, it was poorly thought out. I think I'm going to keep it, though with perhaps some modifications: For linemen and other potentially low speed or Dex characters. I'll use: Diving Tackle: xd6 Hand Attack, Trigger, takes no time, resets as a zero phase action +3/4, "target enters or flees melee range" Does Knockdown, not Knockback -0, Side Effects always occur -1/2 (character falls prone) Speed of the Mongoose: xd6 HKA, Trigger, takes no time, resets automatically, "whenever target leaves melee range" Representing a skilled fencer's ability to quickly lunge out and back for targets of opportunity.
  22. Psylint

    Free Strike

    Re: Free Strike I think of it as more an "attack of opportunity." Like when a Defensive Lineman, fully engaged with his blocking assignment, can nevertheless throw out an arm to arm tackle an on-rushing running back. I don't want extra speed, movement or what have you for the character, but I wanted a way to make rushing past him, even if he was fully engaged with another, dangerous. With the advantage cost for the trigger, the DC's involved are roughly half strength. Perhaps it is a more "Meta Solution", and I appreciate that being pointed out, just as I do when I get called out for being a munchkin. I think ghost-angel actually indicated the real thing I was trying to accomplish, that is to say providing the character with a zone of control in their immediate vicinity even if engaged with another combatant. Now the question is, would you allow it? I'm very much of two minds about it. On the one hand, it does seem to be a good way to accomplish the goal I set out. On the other, it potentially, greatly increases the number of "attack phases." Thanks for the feedback.
  23. Re: "Zombie Powder" "Zombie cussedness" Ego 3, +27 Ego Limited Power (not against voodun). That way it works against both Presence attacks and opposing mentalists. It also would help prevent a counter Mental Transform based on Ego. As far as "recovering" from the original zombification. I'm afraid my voodoo escapes me, but I suspect that there might be a ritual to accomplish this. My preference would be for an instant conditional heal, as opposed to getting better over time. I think Discovery actually interviewed a guy who's been zombified for years. Cheers
  24. Re: "Zombie Powder" Initial thoughts: "Zombie Powder" xd6 Stun Drain, Rate of Return 5 points/ 6 hours. Lim Power:(Life support venom is absolute defense). Linked with xd6 Major Mental Transform (transforms target human into "zombie") Gradual Effect 6 hours -1 1/2. Lim. Power. "Zombification ritual" target must be buried, and restored to life by the voodun. -1. Extra Time 20 minutes. Incantations. Gestures. and Resurrection Potion: xd6 Aid Stun. OAF. Fragile. Lim. Power Only works on targets subjected to Zombie Power. "Zombie": human with 3 Int, 3" running, 3 Dex, Phys. Lim. Extremely inarticulate. Distinctive features: shuffling gate. Just a thought.
  25. Re: Need a proofreader (Steampunk) Count me in Bunny.
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