Jump to content

nrjervis

HERO Member
  • Posts

    7
  • Joined

  • Last visited

Everything posted by nrjervis

  1. Thanks for your advice, Ninja. I'm in 6E and while I feel I have the more common powers down, some of the less-utilized ones have a tendency to throw me. True true. I'm the GM anyhow so nobody is exactly auditing me, I just want to educate myself so I can pass that on to my players if it comes up. I think using Life Support UBO is probably how I'll go for now.
  2. Just a quick rules question to check my thinking... Designing a radiation-based hero who projects an area of "normalized" environment around himself. Keeps the area at a comfortable temperature and safe levels of radiation (so he could safely lead a group through a disaster area, for example). I was trying to build this as a Change Environment power, but it got sort of clunky and the available options didn't seem to address the radiation issue. I was wondering if it would be valid to buy Life Support: Safe in Hot, Cold, High Rad, with the advantages Usable Simultaneously (All nearby) and Inherent. I saw these options when I was playing around in Hero Designer but it feels a bit cheesy, like those advantages shouldn't really apply here. Just looking for somebody with better rules knowledge to give me a thumbs up or down on this, and/or explain to me where I went wrong with Change Environment because I feel like that's the preferred method of making this ability. Thanks for any insight you can provide!
  3. Congratulations! I guess I'm one of the lucky ones, it only took me five or six years of running games to have one finish naturally
  4. I'm sorry if this is a very basic question, but I am trying to build an archer-type hero and having trouble wrapping my head around how martial maneuvers work with weapons, particularly ranged weapons. Lets say I have the Offensive Ranged Disarm maneuver with the weapon element "Bows." But is my bow just whatever power I have identified with that Focus? I built my archer with a multipower, following the example of Arrowhead, but am I really allowed to apply martial maneuvers to any of my specialty arrows, or does it have to be an unmodified blast? Or are stats given somewhere for "a bow" that I need to follow to have access to the maneuvers? Again, sorry if this question is just wrong-headed, I feel like I missed something fundamental in reading the martial arts section of the book. It seems like applying maneuvers to these powers is really strong for the points cost so I feel like I have to be missing some passage that explains how it wouldn't work like that.
  5. Thank you all for your advice. I have some good ideas now, and I think I will try to sell her on a version of +Str to grappling. I may be flexible with that AP cap for the sake of adding in the barrier effect as well, though I'm going to play a bit in Hero Designer before I make any final decisions. I like the idea of being able to use it as a form protection for an ally as well. As some folks pointed out this power seems kind of weak/useless and I agree that it'd be a boring way to spend a lot of phases, as well as not very effective against really strong baddies. But I think this move may have a place in our campaign, since a lot of our combats have (thus far anyway) featured at least one physically weak villain who could potentially be incapacitated in this way, even just temporarily. We have a lot of niche "rock-paper-scissors" powers in the group already so this really isn't out of the norm for us.
  6. Hi everyone, been a while. I've added a new player to my game who is playing an amorphous, elemental shapeshifter. All her powers are based on changing her substance from one element to another. She has pitched me an idea for a neat power and I'd like your help statting it out (our current AP cap is 55 pts so I'm just gonna assume that's what she'll build towards). The idea is that the character turns into a liquid, splashes themselves on a target, and then hardens into stone, encasing them. To me this sounds like a no-range, small AOE entangle effect. But she doesn't want to just apply an entangle to the target, she wants to actually BE the entangling substance. So she wouldn't be able to take other actions, but she could hold the entangle indefinitely (assuming the target didn't break free). This make me wonder if I should go with some sort of grapple maneuver instead. Any advice would be appreciated, I built a sort of clunky compound power for this but I have to imagine there's a more elegant solution that I'm not getting (still on my first campaign).
  7. I apologize if this has been asked before, I searched and came up empty. I'm just starting to run my first Champions game and a member of my group wants to be able to teleport his power armor to himself. I'm having trouble figuring out how exactly that should work. I'm tentatively thinking of a Summon based on the active points of all his OIF powers? Ideally he wants it to be an instantaneous thing, kind of like a Power Rangers transformation sequence, that brings his armor to his location and lets him don it. Perhaps the suit itself should be bought as a vehicle with some kind of teleportation ability? Or should he just buy all his OIF powers with 'only in secret ID' and then go for the instant change? I thought about modeling it by making some sort of adjustment to the Limitation for his focus, but I wouldn't know where to start or how much of an adjustment would be appropriate. I don't intend this to be a huge advantage for him (I doubt I'll steal his armor very often) so I don't want to charge him a lot of points for something that won't come up frequently. Any guidance would be appreciated, like I said I'm totally new to this.
×
×
  • Create New...