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LoneWolf last won the day on March 14

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  1. This is already covered under the rules for END reserves. The section of END reserve under adjustment powers state that an adjustment power on a reserve treat the END and REC as normal END which is 1 point for 5 END, but is halved for being a defensive power.
  2. Just use a spreadsheet like Excel. Just enter the PC’s name and DEX and save it off. Then when you have a combat add opponents the bottom and sort by DEX. Then when combat starts print it out. Add in some formatting to make it readable and you are good to go.
  3. The way our group does requires a skill roll is that you are only allowed to make a single roll per phase. You can activate multiple power but you have to add up all the penalties for all the powers you are activating that phase. So if you are bringing up your defenses while making an attack you take the penalty for both. You also suffer any side effects for both if you fail. So if your attack spell is 60 active points and your defense spell is 50 you make a single roll at -11. Since all spells require END to use they go down if you are stunned or knocked out. That puts some teeth into the requires a skill roll because even with a high roll there are going to be times you are still not guaranteed to make the roll.
  4. It’s been a while since I used the 3rd edition rules. For the most part you either wanted to have a high cost elemental control or an extremely low one. For the most part you got the most bang for your points with the higher point elemental control. A lot of times you ended up saving point by increasing the cost of some of your powers. On the other hand an extremely low point elemental control often allowed you to pick up a lot of low point powers. It could be very complex trying to figure out the best way to build the character. I remember a couple of times where putting 0 END on a couple of powers ended up saving me a bunch of points. Most of the time we ignored the cost END rule as long as the special effect fit.
  5. If I remember correctly each power in an elemental control has to be twice the cost of the elemental control. So if you are putting a 10 point power in an elemental control the elemental control has to be 5 points. That means that all the other powers only get to subtract 5 points. So while it may be possible to put an enhanced sense into an elemental control it is usually a bad idea to do so. Unless you all the other power in the elemental control are also very low in cost you are going to save more points by buying low cost powers outside the elemental control.
  6. Regeneration only covers a single stat so in order for it to replace REC it needs to cover at least two stats so that raises the cost to 27 points. If the character plans to sell back his REC he will need to include BODY as well or he will not heal. The 5 points of END per phase will probably cover the majority of the characters END. 2 STUN per phase is a little low but not horrible. For 28 points I can buy a 30 recovery. That means the character can recover 30 END and 30 STUN per turn just form a post 12 recovery. Assuming a 6 SPD that works out to getting 5 END and STUN, compared to the 5 END and 2 STUN from regeneration. The recovery also allows me to take a recovery in addition to the post 12. The character the higher REC will recover faster than the regenerator unless they are into GM’s option. If you try to buy up the regeneration it becomes even less cost effective. Going up to an extra level on the regeneration would give the character 10 END and 4 STUN per phase. At this point he can pretty much ignore normal END usage and his STUN recovery is on par with the character with 30 REC. But he spent an extra 27 points. Instead of putting that into recovery I will just put it directly to STUN and END. So now I have an additional 60 END and 30 STUN. The Extra END means I can push every phase for a full turn, the extra STUN makes me a lot harder to take down. Regeneration as recovery is not cost effective.
  7. I would just have regeneration restore 1 character point worth of the stat. At 16 points to regenerate 5 END, or 2 STUN per turn it is never going to be cheaper than REC. For STUN the only thing it really does is allow you to recover faster when you are at the point you are not getting your normal post 12 recoveries. If you are using long term END rules regeneration offers a way to offset that, but again is not cheap. For the same cost as 1 point of regeneration per turn you could buy +16 to recovery. Which would also give you back END and some body at a slower rate. Regeneration is not a cheap way to get back STUN and END, it’s actually quite expensive. I could see it being useful for characters that are supposed to be impossible to keep down, but other than that not really that effective.
  8. I am assuming that is from D&D. The pathfinder version seems to be a lot better. For one thing the casting time is a lot quicker. Depending on how much information you already have the Pathfinder version takes between 10-40 minutes to 2-12 weeks. Also if the person or item is at hand the information is more detailed. If you don’t have any real information the first casting will lead you to more detailed information, which in turn allows you to gain more information, which then often gives you enough information to find the person or object. So two casting of the spell and a little adventuring will often allow you to find what you are looking for. Well at least for the Pathfinder version. Basically it is a plot device to give the players a clue when they have no other leads.
  9. Some additional information would be useful. Is this for a super heroic or heroic character? Also what edition are you building the character under?
  10. If you expand what the skill levels counter it should reduce the value of the limitation. Hit locations can make an attack particularly effective so you may be better off leaving it the way it is. Does the campaign also use critical hits? If so are there any caps on it. One common cap is that since an 18 always misses the maximum chance to critical hit is 8 or less. If you are using critical hits the best use of skill levels are going to be increasing your chance to hit, especially if there are not any caps. If there is a cap at 8 or less than having a 15 or less gives you a 16% chance to critical, and a 26% at 17 or less. So if you are using critical hits don’t bother with any other penalty skill levels until you have a 15 or less chance to hit most targets.
  11. Obviously shrinking UAA can harm its target or it would not be an attack. A better phrasing would be that stripping out everything but the mass from shrinking does not cause the target additional problems beyond that. The point is that the limitation is not limiting the power so the value of the limitation should be reduced to 0. If I use density increase does not increase STR that puts the character at a severe disadvantage beyond what the increased mass does. Which is why it is not a valid power and is called out as such
  12. Throw massive amounts of points at the character. Honestly this is about the only way it will work. Don't try to balance it because it is not balanced. Give the character good defenses and then desolid. This means he is going to need affects solid and 0 END on all his attacks. You need good defenses for the affects desolid attacks. Don't forget the odd defenses to stop the NND's.
  13. The issue with density increases not granting STR is not in the density increase descriptions. It is under the description of STR in the beginning of the first book. In the section under 0 STR it states that for every x2 mass the character has the penalties for 0 STR occur 5 pts earlier. So while the STR from density increase can be used for other things, density increase without the STR will have a detrimental effect on the character and as such is not a valid use of the power. Stripping out everything but the mass from shrinking does not harm the character being affected. But that does bring up a good point that the limitation is not limiting the power. In that case it would not reduce the cost of the power. Probably should be considered a 0 limitation when used with UAA.
  14. Dr. Device The UAA wording is that the power “should not” have limitations that only affect the target. The example it give is density increase that does not increase STR. That is just a warning not an absolute prohibiting of have limitations on the power. RAW there is no restriction on taking limitations on a power other than the GM being warned to give careful scrutiny to such a power. UAA is already a stop sign power.
  15. Transform is able to change the weight of something, and I actually suggested it in my first post. I am not sure that it really fits the special effect in this case. The stated special effect of this power is gravity manipulation. Since gravity is a constant force it seems unlikely that this power should have a permanent affect. This seems more like a power that should have to be maintained and ceases to function when it is turned off. That is not what a transform does, so transform is not really going to work well. Another alternative would be to use flight UAA. Since you are not trying to actually move the item you don’t need much flight. 1m of flight would actually be sufficient. Put a -1 limitation that the flight does not actually move the object. Since the base cost of flight is so low putting on a +4 advantage to allow it to affect 200 tons is trivial. Even after adding in ranged 1m of flight comes out to 5 active points. If you put on the limitation it does not move the target that works out to 2 real points. The special effect would allow someone to move the object as if it had no weight. The object would be considered flying so would be affected by knockback accordingly. Keep in mind that gravity is not the attraction of an object to earth; it is the attraction of all objects to each other. A power like this would be best defined as countering the earth’s gravity. The object would still have its own gravity field and would interact with the gravity field of other objects. The gravity fields of those other objects are going to be a lot weaker than earths but will still be there. This would justify some reasonable restrictions on the power. Gravity manipulation is a pretty broad special effect and could have multiple applications. Many of the solutions in this post are different applications of the special effect and the character could easily have more than one of them. A multipower would work very well for that and may be the best way to build the character.
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