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grey_goose

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  1. Regarding TUS, p. 147, "Trading Spaces" Power example: Would adding a Trigger (no time, auto reset) "When a perceivable attack is made upon character) be a valid construct? Would the net effect be that (if the Char has sufficient END, and could perceive the attack coming) the character could avoid an unlimited number of attacks in a phase?
  2. "Ghost" has two powers that have brought up questions. Invisibility, No Fringe, to Sight, Hearing, and Mental. Teleportation, Invisible Power Effects, Trigger (usable after making an attack) 1. If a character filled a volume of space with mist, or smoke, would they be able to see Ghost? Would the mist or smoke have a void, or be displaced? 2. Per 5ER p.422 characters can make a non-targeting sense perception check to find him. Is this perception check persistent, or would they need to re-roll after he has teleported? 3. Again, per 5ER p.422 if Ghost were to add Smell/Taste to his Invisibility, then would characters (without enhanced senses) get ANY perception check? Thanks!
  3. Does Combat Luck apply to mental/ecv based attacks?
  4. Didn't find anything definitive about this, so here goes... Character A has a "Reactive Teleportion" with a Trigger, condition to allow him to teleport after any attack. See below for full detail. Character B has a held action. Character A teleports into B's LoS to attack. B blasts A, exceeding his CON for a stun/daze. A has a simultaneous attack which he gets off. Now, the question is, does A have to be concious/aware to activate his trigger? Does A get his "Reactive Teleport" ? Should the Trigger parameters (destination of Teleport) be defined before the attack? Should the Teleport go off, but in a 1d6 random direction? More generally, I guess the question is whether Triggers (without the No Conc Cont Lim) require consciousness to define/take an Action of activation. Your thoughts, please Teleportation, Reactive: Teleportation 5", Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; Trigger after any attack; +1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Reduced END (0 END; +1/2) (22 Active Points); no Noncombat movement (-1/4)
  5. Didn't find anything definitive about this, so here goes... Character A has a "Reactive Teleportion" with a Trigger, condition to allow him to teleport after any attack. See below for full detail. Character B has a held action. Character A teleports into B's LoS to attack. B blasts A, exceeding his CON for a stun/daze. A has a simultaneous attack which he gets off. Now, the question is, does A have to be concious/aware to activate his trigger? Does A get his "Reactive Teleport" ? Teleportation, Reactive: Teleportation 5", Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; Trigger after any attack; +1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Reduced END (0 END; +1/2) (22 Active Points); no Noncombat movement (-1/4)
  6. Can a character Dive For Cover to protect another character from an attack which has the IPE: SFX Advantage?
  7. As per this post there seems to be differing opinions, so I shall consult the oracle for the definitive answer. Regarding 5ER p.158 Powers keep functioning if character is Stunned or Knocked Out. My question is essentially whether Powers on END Reserves function as Persistent?
  8. 5ER says Force Fields cannot be stacked to provide cumulative protection. Can multiple FF which provide different protections be used? I'm sure the answer is "yes", I just want to verify.
  9. Regarding 5ER p.158 Powers keep functioning if character is Stunned or Knocked Out. My question is essentially whether Powers on END Reserves are getting Persistent for free?
  10. Re: Running jokes in your campaign When we first started playing AD&D 1E (with the Unearched Arcana supplement), one of the (many) hax was the "Cuisinart Half-Orc". 19 Strenth, Ambidextrous (1 extra attack per round), double specialized in darts. Darts, you say? 5 attacks per round, +7 STR, +4 specialization damage bonus. So we're talking about 60 HP DMG per round for a first level character. Of course part of the humor was in describing how many dart-laden bandoliers could be worn... This character concept was soon discontinued, but the joke kept running... GM: "You come around the corner/open the door and see five half orcs standing at a trough." PC: "Are they eating?" GM: "No, the trough is full of darts." PC: "OH ****!" GM: "You see two large human-shapes chasing you, carrying buckets..." PC: "OH ****!"
  11. Re: The Munchkin Build Contest How does one build this shield in HDv3? It's the Force Field/Damage Shield that has me scratching my head.
  12. Re: The New Mutants and The Hellions Arthur Adams was awesome. NM SE #1 was a seminal work.
  13. I've read the skills discussions (re: VPP), but an onboard database that essentially drives the skills from 3 down to 1? House rules: Implants/cyberware ok. 20+ active point powers are +1/2 & -1/2 only 10-19 active point powers are +3/4,-3/4 only 10- active point powers are unrestrained [b]Johnny - Ghost[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 19 CON 18 19 13- 12 BODY 4 12 11- 18 INT 8 18 13- PER Roll 15- 8 EGO -4 8 11- ECV: 3 15 PRE 5 15 12- PRE Attack: 3d6 8 COM -1 8 11- 9 PD 6 9/14 9/14 PD (0/5 rPD) 8 ED 4 8/14 8/14 ED (0/6 rED) 6 SPD 32 6 Phases: 2, 4, 6, 8, 10, 12 7 REC 0 7 10 END -14 10 30 STUN 1 30 5 RUN -2 5" END [1] 1 SWIM -1 1" END [1] 1 LEAP -2 0" 0" forward, 0" upward [b]CHA Cost: 81[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 7 [b][i]Field Generation Systems[/i][/b]: Elemental Control, 18-point powers, all slots Restrainable (Implant requires surgery to remove; -1/4) - END= 6 1) [b][i]Field Generation: Dampener[/i][/b]: Force Field (5 PD/6 ED/2 Power Defense), Hardened (+1/4), Costs Endurance (Only Costs END to Activate; -1/4) (19 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), Restrainable (Implant requires surgery to remove; -1/4) - END=[3 cc] 6 2) [b][i]Field Generation: Dynamic Bonding[/i][/b]: Clinging (38 STR) (18 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Implant requires surgery to remove; -1/4) - END=2 17 3) [b][i]Field Generation: Stealth[/i][/b]: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Extra Time (Delayed Phase, -1/4), Restrainable (Implant requires surgery to remove; -1/4) - END=3 25 4) [b][i]Teleportation Field: Active[/i][/b]: Teleportation 16", No Relative Velocity, Position Shift (47 Active Points); no Noncombat movement (-1/4), Restrainable (Implant requires surgery to remove; -1/4) - END=5 7 5) [b][i]Teleportation Field: Reactive [/i][/b]: Teleportation 5", Trigger after any attack if wanted (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (20 Active Points); no Noncombat movement (-1/4), Restrainable (Implant requires surgery to remove; -1/4) - END=2 - END= Operations Systems, all slots Restrainable (Implant requires surgery to remove; -1/4) - END= 15 1) [b][i]Environmental Renderer[/i][/b]: Spatial Awareness (Sight Group) (22 Active Points); Requires Light To Use (-1/4), Restrainable (Implant requires surgery to remove; -1/4) - END=0 2 2) [b][i]GPS Link[/i][/b]: Navigation (Air, Land, Marine) 13- (4 Active Points); Requires An INT Roll (-3/4), Restrainable (Implant requires surgery to remove; -1/4) - END= 9 3) [b][i]Lithium Battery[/i][/b]: Endurance Reserve (55 END, 8 REC) Reserve: (13 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Restrainable (Implant requires surgery to remove; -1/4); REC: (8 Active Points); Restrainable (Implant requires surgery to remove; -1/4) - END=0 6 4) [b][i]Close Combat Radar[/i][/b]: Defense Maneuver I-IV (10 Active Points); Linked (Teleportation Field: Active; Greater Power is Constant or in use most or all of the time; -1/4), Visible (Turns eyes a solid black; -1/4), Restrainable (Implant requires surgery to remove; -1/4) - END= - END= Analysis and Response Systems Processor, all slots Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= 1 1) [b][i]Atomic Clock[/i][/b]: Absolute Time Sense; Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= 1 2) [b][i]Direct Cortex Link[/i][/b]: Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= 2 3) [b][i]EEG Encrypter[/i][/b]: Mental Defense (6 points total) (4 Active Points); Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END=0 2 4) [b][i]General Analysis[/i][/b]: +2 PER with all Sense Groups (6 Active Points); Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END=0 1 5) [b][i]Rangefinder[/i][/b]: Absolute Range Sense (3 Active Points); Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= 1 6) [b][i]Retinal Scanner[/i][/b]: Speed Reading (x10) (4 Active Points); Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Requires Light To Use (-1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= 2 7) [b][i]Solid State Storage[/i][/b]: Eidetic Memory (5 Active Points); Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= 1 8) [b][i]Surveillance Detection[/i][/b]: Bugging 13- (3 Active Points); Extra Time (20 Minutes, Only to Activate, Sytem has lengthy reboot time; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= 2 9) [b][i]Threat Avaoidance[/i][/b]: Combat Luck (3 PD/3 ED) (6 Active Points); Extra Time (20 Minutes, Only to Activate, Lengthy reboot of system; -1 1/4), Restrainable (Only by means other than Grabs and Entangles; Implant requires surgery to remove; -1/4) - END= - END= Skill Database, all slots Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (Only by means other than Grabs and Entangles; Implants require surgery to remove; -1/4) - END= 1 1) Disguise 13- (3 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (Only by means other than Grabs and Entangles; Implants require surgery to remove; -1/4) - END= 1 2) Forgery (Documents, Credit Cards) 13- (3 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (Only by means other than Grabs and Entangles; Implants require surgery to remove; -1/4) - END= 1 3) Computer Programming (Hacking and Computer Security) 13- (2 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (Only by means other than Grabs and Entangles; Implants require surgery to remove; -1/4) - END= 1 4) Seduction 12- (3 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (Only by means other than Grabs and Entangles; Implants require surgery to remove; -1/4) - END= 1 5) Tracking 13- (3 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (Only by means other than Grabs and Entangles; Implants require surgery to remove; -1/4) - END= - END= 30 Multipower, 37-point reserve, (37 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; -1/4) - END= 2u 1) [b][i]Eye Beams[/i][/b]: Energy Blast 6d6, Autofire (3 shots; +1/4) (37 Active Points); Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=4 2u 2) Drain EGO 2d6, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (30 Active Points); Extra Time (Delayed Phase, -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=3 2u 3) Mind Control 6d6, Invisible Power Effects, Source Only (Fully Invisible; +1/4) (37 Active Points); Extra Time (Delayed Phase, -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=4 1u 4) Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 20 Minutes (-2), Self Only (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=0 [b]POWERS Cost: 155[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Previous Career (Spec Ops Recon) 4 1) +2 with any single attack 0 2) Stealth DEX 13- 3 3) Acrobatics 13- 3 4) Acting 12- 1 5) Lipreading 8- 3 6) Security Systems INT 13- 2 7) WF: Small Arms Everyman Skills 0 1) Climbing 8- 0 2) Computer Usage 8- 0 3) Conversation 8- 0 4) Persuasion 8- 0 5) Paramedics 8- 0 6) TF: Small Motorized Ground Vehicles [b]SKILLS Cost: 16[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Psychological Limitation: Protective of the innocent. (Common, Strong) 15 Physical Limitation: (Frequently Medical resistant Body, Greatly Impairing) 20 Hunted: 11- (Mo Pow, Harshly Punish) [b]DISADVANTAGES Points: 50[/b] Base Pts: 200 Exp Required: 2 Total Exp Available: 2 Exp Unspent: 0 Total Character Cost: 252
  14. Re: Spatial Awareness Thanks for the reply. When I saw 10+ views and no reply, I was beginning to think I was in the realm of "so-obvious-not-worth-answering" territory. It is an inherent sense. Considering the cost of spatial awareness I'm inclined to agree. A short range teleporter chose this rather than safe blind.
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