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LoneWolf

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Everything posted by LoneWolf

  1. I would probably do the electrical damage as a AVLD instead of a normal attack. Metal armor or being though should not stop being electrocuted. Probably use a normal attack instead of a killing attack, but you could use a killing attack that does BODY, but it will be incredibly expensive.
  2. Unless you are continuing to use the flight after you land you don’t need the no turn mode. You simply decelerate to end up with 0 velocity when you land. Using no turn mode ends up more a bouncing ball that a fall. If you are flying up don’t forget that every m up uses 2m of flight. The rules for gravity state you can add 1m of velocity for every 1m of your flight when moving down. This means that to achieve critical velocity (60m) you only need to purchase 30m. Buying it this way means the character is not actually falling he is using his own movement with the special effect that he is falling. This allows him to use normal movement rules including acceleration and deceleration. So when he “falls” in game terms he is flying down. When he gets near the ground he decelerates so that he ends up with a velocity of 0. He does not need to worry about changing the vector or anything else because he simply moved his movement. By using gliding instead of flight cuts the cost down significantly and means that he does not have to pay any END for it. No non-combat makes sense because the character does not need it and will never use the non-combat move. Normal gliding would allow him a lot of horizontal movement so putting a limitation to restrict it also makes sense. That works out to be 11 points for 30m of gliding. If you want to have the character, use a breakfall roll simply add requires a skill roll which brings it down to 9 points.
  3. It’s actually stated in the rules you don’t have to buy duplicate maneuvers even when they are from different styles. The example they gave was someone with both Kungfu and Karate not having to buy martial strike twice. I forget which book it was in or what edition.
  4. Normally an attack is supposed to be visible to two sense groups. Most often it is sight and hearing groups. Some attacks may be visible to other sense groups. Taking invisible can be used to reduce this to a single sense group. I could see taking invisible powers on an attack that is only visible to an unusual sense group. For example a microwave gun that is visible to the radio sense group, but not sight. If the fact the attack is visible to that sense group, I could see allowing an obvious focus. In the case of the microwave gun someone with HRR or Radar would be able to tell the source of the attack was the focus. This of course assumes the sense is usable at range. This could be the case with the 70's blaster.
  5. The defense of an NND is not a special effect it is a game mechanic. Special effects can have minor effects on how a power operates, but anything that is significant enough to be a game mechanic needs to be dealt with when the power is purchased. If the special effect is something represented by an advantage or limitation that needs to be taken and defined when the power is created. If you made a mistake in how the power should be built that can be adjust at an appropriate time. Personally I would not allow a power to be adjusted during a game session, especially during combat. To me that is not proper game etiquette. Personally I think having both immunity to cold and heat makes more sense for an NND. Any direct blast with a temperature high enough to ignore characters normal ED should be doing body. An NND with the defense of immunity to heat should be more indirect like raising the temperature around the character or even directly raising the body heat of the target. If one blast heats up the character but is not enough to actually damage him and the second blast cools him down to a much lower temperature that also cannot damage him, that seems more reasonable.
  6. Immunity to heat and cold is only two points per immunity. I don’t know about other games but in games I play in having both is actually fairly common. A lot of power suits have both as do other characters that can survive in different environments. Back in earlier edition when full life support cost 30 point there were a couple NND’s that had full life support as the defense. Most insulation protects equally vs heat and cold. I would allow having both as a defense.
  7. With flight and gliding you are using it in place of the normal falling movement. This allows you to control how you fall. By putting a few limitations on the power allows it to function the way it should. The disadvantage of this is that it requires you to make a full move. Any character with flight can fly straight down and be in total control of their movement. The rules for leaping do not say you have to double your vertical leap. You can subtract your vertical leap from the velocity. Since your vertical leap is half your horizontal leap you have to double your horizontal leap. This also requires the character to make a move. Gliding is probably the cheapest way to do this. If the character has leaping already, they can use that to reduce the velocity of a fall. I would not buy this as leaping but can see a character with some leaping using this to reduce falls of lesser distance. The fall in the clip of the original post is only from a 4-story building. A lot of characters with leaping have enough leap to handle that high of a fall. The 15m of flight is not going to be enough to counter your existing velocity. The turn mode does not cancel existing velocity.
  8. OR is not AND, the way you have it defined either immunity will stop it. Since many characters have immunity to both having both of them could be a valid defense. The damage may be caused by the shock of the rapid shift from one temperature to another instead of being actually damaged by either temperature.
  9. Simply buy it as a detect “bugging device”. Make it part of the Radio sense group so it gets sense and range for free. Add on increased arc of perception (360 degrees), penetrative, and telescopic (+8). That works out to be 22 points. You may need to adjust the telescopic or add megascale depending on how far the bug transmits. Add appropriate limitations such as focus based on how you want it to work. If you are firing it from a gun buy the attack for the gun and define the target to be those shot with the gun.
  10. Looking up unified power the book states it can be applied to any game element including slots in a framework. Can it also be applied to the framework itself,more specifically a multipower? If so what happens when a power in the pool is drained? Does it have a double effect since it is draining both the pool and the slot?
  11. As Doc said Fantasy Hero does not contain the rules. All you really need to run a 6th edition game are the core rules books. Those contain the actual rules; the other books are more advice on how to run a particular genre. They usually include some expanded options like more talents and perks that can be helpful but are mostly advice aimed at the GM on how to create a campaign. Of all game systems the Hero system has had the least amount of changes over the editions. The basic game play has changed very little over the years. The most significant changes are mostly in character creation. Once the character is created the results are very similar to the older versions. You can use the stat blocks from a creature from almost any edition of the game in another with minimal modifications. Most of the rule changes affecting game play are more refinements and clarifications on how they work. Personally, I think the 6th edition is extremely well written and actually improved on an already great system. The biggest complaint seems to be the fact that they got rid of figured stats and characters are more expensive. The lack of figured stats actually allows you to create more precise characters. Before 6th edition almost all Fantasy Hero characters ended up buying up their DEX to as high as they could afford. That was the only way to raise your base CV and it raised both of them at once. Under 6th edition if you want to be extremely accurate with any attack you simply buy up your OCV. If you to build a defensive character, you can buy up your DCV without increasing DEX or OCV. 6th edition gives you more points so the slight increase in cost is mostly illusion. Your starting characters will have about the same stats but the point totals will be different.
  12. Gliding gives you enough control that if someone is trying to catch you, you can simply avoid them. Since you are moving you can actually use your velocity to damage something on the way down. For example you could do a move through or move by on the way down. You have to decelerate at the end of the move so you probably don’t have a lot of velocity when you hit the ground. If you reach terminal velocity it will take about 12m to cancel the velocity.
  13. One big problem with desolidification as a defense is that it prevents you from attacking or requires you to add the affects solid advantage to your attacks. This would prevent you from dropping down and attacking. Another way to do this would be to buy gliding. Since you can dive for twice your normal flight all you need to purchase is 30m of gliding to handle terminal velocity. 30m of flight with the limitations, gliding (-1), no noncombat (-1/4), and limited horizontal movement (-1/2) costs 11 points. This would allow you to land in any hex directly bellow where you could jump to. So, if you have a 4m jump you could land in any hex directly below a hex within 4m of where you start. This also means you automatically land on your feat without having to make any kind of roll.
  14. Actually looking at the clip the building is only a 4 story building at best. That is not high enough to reach critical velocity. If the character has 20m of vertical leaping they can just use that to eliminate the damage from the fall. If I memory serves me the vampires in the movie made some pretty high leaps. That means they had bought up leaping. Assuming they had at least a 10m vertical leap the most they would take from the fall is 5d6 normal damage. Any vampire in the movie can probably shrug off that damage, especially one focused on combat. Figuring out how to survive critical velocity may be an interesting idea but has nothing to do with what is shown in the clip.
  15. I would not put Thor or a calm Hulk at 100 STR. Hulk at full rage I can see being at a hundred STR, but not starting out. Thing starting out is probably about 50 STR and at his strongest would probably be about 70. Unlike a lot of bricks he actually does know martial arts, so does not need to be as strong. Part of the damage he does is because he knows how to use his STR better than they do. As to not being able to use it in a game, what I meant was not being able to use it in anyone else’s game. You could add an extra 0 to everyone’s STR and adjust the defenses and it would work out. But means you cannot use the character in any other game without doing the same thing. That is what I see being done. It seems the character you are writing up are so far from the baseline Champions they cannot be used in a normal champions game. I would lower your STR of your characters by about 20 points. Making these character useable in a standard Champions game would be more helpful to others. I also see the same thing happening with other things like OCV and martial arts. That is one reason I prefer 6th edition. Divorcing OCV from DEX allows you to create a low DEX character with good OCV. It also allows you to have characters that don’t have the same OCV as they do DCV. Sometimes a character should be better at hitting than avoiding being hit. One thing a brick can do to deal with a high DCV character is hit them with large objects. When the object is large enough to become an area of effect attack DCV no longer matters. Give the Thing WE with large objects (need a better wording, but it is late)
  16. The Hulk states in his description that he starts out at that range and gets even stronger when he gets angry. The Thing is not that strong, nor is he that good in combat or the skills you gave him. This character is way too powerful for the thing. But at the same time his other defenses are kind of low. What is the point of writing something up if it can never be used in a game. Unless you all the characters are at that level in your game this write up is pointless. If all the characters in your game are at that level the game you are running is so far out of the norm that they have no relevance to anyone else. I am not trying to be rude or disrespectful, I am just wondering what the purpose of these posts are?
  17. According to the old guides I had published by Marvel in the 80’s Thing was able to lift about 80 tons. That should put his STR around 60 not 90. 90 STR is able to lift 6.4 Ktons. Thing should be something a player could play especially the earlier versions, not something that can defeat anyone. Champions was designed to simulate this type of stuff. Something may be out of reach of players, but the Thing is not one of them.
  18. The marvel wiki lists human torch as aways being flaming. If you look at the top under pyrogenesis it states he has the ability to transform his pody into plasma. It also references his the molecules his body is made of not only generate energy but also have larges store of latent chemical-energy bonding energies. Basically his molecular structure has been altered. In game terms he has a decent PD & ED and some resistant defense.
  19. Not sure what your sources is, but could they be talking about the original Human Torch? He was after all an android so being extremely durable might make sense.
  20. Since the character really does not have control over what power he gains they do not need a detect powers. While the player may have some control over the pool the character probably does not. He simply gets whatever power the character he touches has up to what he can mimic. The VPP is going to be very expensive and you are probably not going to be able to gain more than a few powers. This is why I said the player may be disappointed in the character. This is probably going to be a very weak character.
  21. What I would probably recommend for the character would be something like 60 point MP Slot 1 40 STR TK Slot 2 16 STR TK Fine manipulation, Area of effect 8M selective 12d6 Physical blast 3d6 AP RKA 6d6 DEF 6 entangle Barrier 12 DEF 0 BODY, 14m long 4m tall ½ thickness Deflection All the slots are U so cost 6 points (except deflection which costs 2) for a total of 98 points. Put the flight and resistant defense outside the MP. The power are straightforward and will be easy to play. Adding indirect to the powers could be done, but will reduce the damage. Being able to deal appropriate damage is more important than being able to bypass some defenses.
  22. The character is a lot different but I can give you the basics. He has a 30 STR so some of the powers would not work on this character. 45 points multipower Slot 1 30 STR TK Slot 2 6 STR TK affects porous, fine manipulation, Area of effect 4m, selective Slot 3 +9d6 HA Slot 4 2d6+1 (3 1/2d6 w STR) HKA, AP Slot 5 2d6-1 RKA Indirect, Penetrating Slot 6 1d6+1 Sever Transformation Indirect, Improved result group Slot 7 Deflection, indirect, ½ END plus at +6 Slot 7 4d6 Healing (body) He can perceive molecules and his TK works at a molecular level. He can rearrange molecules so can turn alter an object or even create items. That is how he heals; he fixes damage by knitting together the tissue. I bought him special awareness with Discriminatory, Analyze, Microscopic (10,000,000) and Range for 68 points. He is a full out scientist with and has some items he uses like a suit of armor and has a small VPP for gadgets he creates. His TK is weaker than many but can affect a lot more. The character also has the skills to use the powers in a lot of different ways. He has the following sciences, Biology, Chemistry, Genetics, Metallurgy, and Physics all on 14 or less. He also has computer programing, Demolitions, Electronics, Forensic Medicine, Inventor, Lock picking, Mechanics, Paramedics and Security Systems. To do real damage he needs to get up close and into melee range, but he can still mess with things at range. One of his most useful things to do is to stay back and deflect any ranged attacks aimed at others. It only works vs ranged but if it works it does not matter how powerful the attack is. It’s also great for when the villain is threatening an innocent. The penetrating RKA is used to target foci or other objects. The transformation and healing is used out of combat but has come in handy.
  23. Having a character that can do lots of things is not a problem, but they should actually be different things. Having multiple similar powers actually makes the character less versatile. Each power should be able to handle a different situation. This character has 3 attacks that do similar damage with very little difference between them. The 40 STR TK is actually better the straight 7d6 physical blast and can do everything it can. The autofire can hit multiple times, but I don’t see anything to improve the accuracy of the character. That is going to result in the character spending more END and not actually hitting more. The character has no real way of damaging tougher objects. 8d6 is not going to be enough to get through heavy doors or damage most foci. A focused telekinetic blast written up as an AP RKA would give the character that option. Neither of TK slots has fine control so he cannot push buttons or manipulate small items. He has barrier so can envelop someone, but they can still use their foci. An entangle would give him the option to capture opponents without harming them. Missile deflection would allow him to block ranged attacks aimed at others. I have a telekinetic character and he is one of the most versatile characters on the team. This character is a 3-trick pony.
  24. There is no need for a MP for movement or defense, all he is doing is paying more points for duplicate abilities. When building a character think of how powers interact with each other. There is no reason he cannot use TK while flying. So use the TK to “grab” his teammate and move with his own flight dragging them along. If he does that he eliminates the need to buy flight twice. He could also form a barrier and have people stand on that instead of carrying them directly. The most efficient way to use a multipower is usually for things requiring an attack roll and put the other stuff outside. With 40 STR TK he can already do 8d6 damage so don’t bother with the blasts he has. A higher dice physical blast would be better. As it stands his offense is very weak and his defenses are too strong. Missile deflection may be a better option for defending others. And it can stop a lot more than resistant defense can.
  25. My suggestion would be to reduce the MP to 60 points and put in a 40 STR TK, a 15 STR TK with area of effect 8”, selective and fine manipulation, and a barrier 10 PD/8 ED Dismissible, Non-Anchored, Configurable. Use ultra slots instead of variable slots to save points. Put the unified power on the MP but not the slots. Outside the MP buy 12 DEF resistant protection and 30 meter flight with x8 with unified power. This comes to 129 points You can use the TK to do 8d6 damage so the blasts are not needed. The auotfire blast is going to suck up your END and probably not do that much. Use one of your TK to bring people along using your own flight instead of using UBO. With the points you save add some more slots to the MP. Maybe a 12d6 physical blast and some missile reflections. Also bump the INT to 18 to get a 1+ on INT based rolls including perception.
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