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nedoking

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  1. Haha
    nedoking reacted to Tjack in Nightcrawler Builds to Share?   
    “Writers fiat” it’s also sometimes called “Holding the stupid ball”.  That’s the trope where a giant ball of stupidity seems to pass from one character to another like in the game Wonder Ball.  From character to character because without them acting in a clueless or out of character manner the whole plot falls apart.
     
       🎼The Wonder Ball goes round and round-To pass it quickly, you are bound-If you’re the one who holds it last-The game for you has quickly passed-And...You...Are...Out!🎶
  2. Like
    nedoking reacted to Mr. R in Nightcrawler Builds to Share?   
    Sorry to burst your friend's bubble, but that is what is called writers fiat.  It happens like that because the writers wanted it like that.  
     
    But if he wants to really emulate it, then +5 DCV, cost endurance.  The SFX is he appears between two opponents and they foolishly try to shoot him, he aborts to dodge and activates the Mini Bamf.  This places the DCV at +10.  
     
    Of course now you have to roll for each agent to see if they hit the other (if he says they should hit each other automatically, tell him there are NO absolutes in Hero, and if he insists, then when Dark Bamfer does it to the PCs, they get the same treatment [yeah other players will not let this fly])
     
    We can get close to comics, but EVEN TSRs Marvel SHG didn't have this stated.
     
     
  3. Like
    nedoking reacted to HeroGM in Nightcrawler Builds to Share?   
    Desolid with a trigger to teleport.
  4. Like
    nedoking reacted to LoneWolf in Nightcrawler Builds to Share?   
    Another argument against the mind control is that it would be extremely expensive to build, and probably more than a beginning character can afford.  To affect both characters is going to require an area of effect.  It is also going to require he achieve a very roll.  At minimum it is going to be something the characters are normally against doing, and in more often than not be something they are violently opposed to doing.  So, to affect the normal 10 EGO thug is going to require a 30 if not 40 result. That means he is probably going to need at least 12d6 Mind control.  Unless he want to have to tell the thugs verbally to shoot each other that is also going to require the telepathic command advantage.  So, figure a 135 point active power to start.  That also means it cost 13 END and since it is an attack using it means he cannot move after he uses it.  There are way too many problems with this method to make it feasible. 
     
     
    Missile Reflection would be a better way to do this.  I don’t have access to my old books so cannot look up the specifics but I believe there is an option on missile reflection to allow you to reflect it to other targets.   I think you can also continue to reflect attacks so he could redirect more than a single attack.   
     
  5. Like
    nedoking reacted to SDad63 in Nightcrawler Builds to Share?   
    This is my version of Nightcrawler.  I think it was built with 5th Edition, but it should translate well into 4th edition and your campaign!
     
     
    Nightcrawler


     
    Val      Char   Cost    Roll     Notes

    13        STR     3          12-       Lift 151.6kg; 2½d6 [3]

    32        DEX    66        15-       OCV: 11 / DCV: 11

    23        CON   26        14-

    13        BODY 6          12-

    13        INT     3          12-       PER Roll 12-

    11        EGO    2          11-       ECV: 4

    18        PRE     8          13-       PRE Attack: 3½d6

    10        COM   0          11-

    5/17     PD       2          Total: 5/17 PD (0/12 rPD)

    5/17     ED       0          Total: 5/17 ED (0/12 rED)

    7          SPD     28        Phases: 2, 4, 6, 7, 9, 11, 12

    8          REC    0

    46        END    0

    32        STUN  0

     
    Movement

    Running:         6"/12"

    Leaping:          2"/4"

    Swimming:      2"/4"

    Teleportation:  32"/32768"


     
                Skills

    3          Acrobatics 15-

    3          Breakfall 15-

    3          Contortionist 15-

    3          Combat Piloting 15-

    3          Electronics 12-

    2          KS: Religion 11-

    3          Language: German

    3          Language: English

    1          Language: Russian

    3          Mechanics 12-

    3          Paramedics 12-

    2          PS: Circus Performer 11-

    3          Sleight Of Hand 15-

    3          Stealth 15-

    3          Tactics 12-


     
                Talents

    9          Ambidexterity (no Off Hand penalty)

    18        Combat Luck (9 PD/9 ED)


     
    POWERS [END]


     
    58        Teleportation: Multipower, 58-point reserve

    6u        1) Combat Bamf: Teleportation 13", No Relative Velocity, Position Shift, x2 Increased Mass, Reduced Endurance (1/2 END; +¼)      [2]

    6u        2) Group Bamf: Teleportation 14", Position Shift, x8 Increased Mass, x8 Noncombat        [6]

    6u        3) Long Range Bamf: Teleportation 5", x2 Noncombat (North/South only; -½), x256 Noncombat, x4 Increased Mass            [6]


     
    27        Deep Blue Fur: Invisibility to Sight Group, Reduced Endurance (0 END; +½), Persistent (+½); Darkness or Shadow only (-½)


     
    23        Grab and Bamf: EB 3d6, STUN Only (+0), NND (Teleportation Powers; +1), Autofire (5 shots; +1½); Linked (Combat Bamf; Can only be used when character uses Combat Bamf at full value; -3/4), Must grab first (-½)          [5]


     
    22        Extradimensional Senses: Spatial Awareness (Unusual Group)

    10        Surest of Footing: Clinging (normal STR)

    5          Night Eyes: IR Perception (Sight Group)

    5          Prehensile Tail: Extra Limb (1)

    5          Xavier Training: Mental Defense (7 points total)

    5          Unstable Molecule Suit: Armor (3 PD/3 ED); OIF (-½), Activation Roll 15- (Loc 6-18; -¼)


     

     
    Martial Arts


     
                Maneuver                   OCV   DCV   Notes

    5          Kick                -2         +1        9 1/2d6 Strike

    4          Block               +2        +2        Block, Abort

    4          Dodge             --          +5        Dodge, Affects All Attacks, Abort

    4          Punch              +0        +2        7 1/2d6 Strike

    3          Throw              +0        +1        5 1/2d6 +v/5, Target Falls



     
    12        +3 HTH Damage Class(es)


     

     

     
                Disadvantages

    10        Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

    25        Distinctive Features: Blue, furry, prehensile tail (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    20        Hunted: Project Wideawake 8- (Mo Pow; NCI; Harshly Punish)

    10        Hunted: Brotherhood of Evil Mutants 8- (As Pow; Capture)

    20        Psychological Limitation: Code Against Killing (Common; Total)

    15        Psychological Limitation: Honorable (Common; Strong)

    15        Psychological Limitation: Swashbuckler (Common; Strong)

    5          Money: Relies on X-Men for expenses

    15        Secret ID: Kurt Wagner (Frequently; Major)



  6. Like
    nedoking got a reaction from Opal in CHAMPIONS 4th Ed - Damage for Pancaking into a Wall   
    LoneWolf & Grailknight - thank you for sharing your thoughts and making the suggestions.  I truly appreciate discussing and better understanding the rules. 
     
    I had not considered Move Through previously.  My reason was that the PC was not expecting to "hit a wall".  I would think that when executing a Move Through, the PC would be like a Linebacker who KNEW s/he was about to hit something.  In this situation it would be unexpected.  My real life experience is that when I hit something unexpectedly - it seems to "hurt more".  However, your feedback has me reconsidering this line of thinking.
     
    Applying Casual Strength is also a great idea.  The PC may not have "meant" to do it - but it might be a reasonable application in this instance.
     
    BTW - I know 4th Edition is a little out of date - however I had the materials and started an online game due to the pandemic (thinking it would only last 6-8 sessions).  The crazy part is that the players are having a blast and wanna keep going - and I don't wanna switch systems on them.
     
    Again, thank you.  Please share any other thoughts on the matter if they occur to you.
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