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robertep

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Posts posted by robertep

  1. Re: Simultaneous Clips

     

    Then try this

     

    Gun and Clips:  Variable Power Pool, 30 base + 6 control cost,
    
    Powers Can Be Changed As A Half-Phase Action (+1/2)
    (52 Active Points);
    Only powers that simulate different types of ammo
    (and only  up to 10 different clips at a time) (-3/4),
    Only up to two Slots at a time (-1/2);
    
    all slots OAF (Gun and Clips; -1), 8 Charges (-1/2)

  2. Re: Simultaneous Clips

     

    I would build the gun as a Multipower with a number of slots equal to the types of ammo he can get

    I.E.

    Gun :  Multipower, 30-point reserve,(30 Active Points);
    Can only have up to two slots "ready" at a time,
    changing ready slots is a half phase action (-1/2);
    all slots OAF (-1)
    
    1u 1)Clip with x shots:Killing Attack-Ranged 2d6 (30
    Active Points);OAF(-1),2 clips of 8 Charges(-1/4)
    
    1u 2)Clip with y shots:Killing Attack-Ranged 2d6 (30
    Active Points);OAF(-1), 2 clips of 8 Charges(-1/4)
    
    1u 3)Clip with z shots:Killing Attack-Ranged 2d6 (30
    Active Points);OAF(-1), 2 clips of 8 Charges(-1/4)
    
    1u 4)Clip with n shots:Killing Attack-Ranged 2d6 (30
    Active Points);OAF(-1), 2 clips of 8 Charges(-1/4)
    

    and so on and so on and if ever he needs a new type of clip he can always extend the MP to include more slots

  3. Re: Fallout Perks A - C

     

    Nice work and repped ..but a few remarks if you don't mind :)

     

    1st.IMO this limitation

    "Limited Power Power loses about half of its effectiveness (Only for Ghouls; -1)"

    should be removed from all powers that have them as it is not a limitation on the use of the power...either you have are a Ghouls and thus you can take it and have full benefit or you are not and can't take it in the first place

    ....if at all it should be a perk for the ghule (x-points..Ghouls: can take ghoule only powers and abilitie)

     

    2nd.IMO the following power

    "19 Better Criticals: Hand to Hand: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Trigger: only on a half-roll (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Only for games that allow half-roll criticals, of course.; +1/4) (19 Active Points) 2"

    should be built differently because as you have it now it cost you more to do more damage only if you roll high enough then doing more damage always

     

    so here is how I would build it

    10 Better Criticals: Killing Attack - Hand-To-Hand 1d6 (15 Active Points); Limited Power Power loses about a third of its effectiveness (only on a half-roll; -1/2)

    Note:Power is available only for games that allow half-roll criticals, of course.

     

    same thing for the ranged variant ..obviously ;P

     

    Please do make the rest of them as this raises nostalgia for me and also helps bear the weight of anticipation for Fallout 3 :D

  4. Re: Weight Question

     

    and to be more specific

    [[this is according to Alabama Market Standards which are based on the US Bushel an Imperial Bushel is slightly larger (about a litter more in volume) and thus will contain about 5-10 more fresh apples(depends on the size of the apples)]]

     

    Apples, fresh 50 lb.

    Apples, dried 24 lb.

     

    hope that helps

  5. Re: Insane Formula

     

    It is not finished yet and the reason it is being made in the first place is due to the fact that I have changed the RAW quit a bit for character creation so I wanted to make life easier for my players and it will not suit most Hero players but I will post it once I finish it if there is demand :D

  6. Re: How to build this nice knock-out spell

     

    I read it in Russian, and the title is Poslednyi Dozor. If they translated it literally, it would be Last Watch.

     

    It was published a year or so ago -- I think Lukyanenko was inspired to write a fourth due to the success of the films :)

     

    I thought the third was the best. Very sad ending.

    Last Watch ....but that only to be released in Julie :cry:

     

    o why can't I read Russian why?

  7. Re: How to build this nice knock-out spell

     

    It also protects them from being assaulted by said normals. Without giving too much away' date=' in the fourth book a group of mages is assaulted by normals with a rocket launcher.[/quote']

     

    4th book?!?!:eek:

     

    I was only aware of three (Night Watch/Day Watch/Twilight Watch) if there is a fourth one please tell me its name so I can order it

  8. Re: Is this a legal build

     

    OK instead of me presenting builds and such let me clarify what I need

     

    I have a character (lets call him WARP) that has the ability to bend space/time around himself and when he has this Warp Field active he has a bunch of powers (High DEX[which gives me high OCV and DCV], High SPD,a Force Field some Flash defenses and a whole MP of tricks what he is lacking and that a thing I find within the special effect of the space and time around me being warped is a defense that will make it harder to target my hex because my Warp Field will either redirect it somewhat and thus make it veer away from my hex or accelerate it and thus make it over shoot its target(it will still be able to hit my hex just harder and the hexes around me are not effected so they can be targeted normally) and thus unless its a AoE 1 hex it will still be able to effect me if the scatter will make it hit a nearby hex

  9. Re: Is this a legal build

     

    No, there's no "by the book" way to improve the DCV of the Hex you're IN. This is actually the point of AOE attacks; there are a LOT of other ways to avoid the attack (Flying Dodge, basic defenses including Force Field, things that would block the attack itself like Force Wall) but there's no "by the book" way to improve the DCV of the Hex in which you're standing.

     

    Your best options are to have abilities that get you out of that hex, Desolid, or to bork your opponent's OCV scores (which is what I posted initially).

     

    That is what I tried to do with the Negative Combat Skill Levels but you said it was not the way to do it

    my idea was that the trigger on it will activate anytime someone will target my hex and thus give him a penalty to his OCV only for using AoE powers

     

    ________________________________________________________________

    Negative Combat Skill Levels (-5 to opponent's DCV), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Trigger is targeting my Hex; +1) (69 Active Points); Limited Power OCV penalty is only when using AoE powers (-1), Instant (-1/2)

    ________________________________________________________________

     

    but it seemes that for what ever reason it is not the right way (Why ???)

     

    so what you would say about this power

     

    ________________________________________________________________

    Change Environment 1" radius, -6 OCV, Reduced Endurance (1/2 END; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Trigger is my Hex being Targeted; +1) (67 Active Points); Limited Power OCV Penalty only effect the use of AoE powers directed at my Hex (-1), Instant (-1/2).

    ________________________________________________________________

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