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Sveta8

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Everything posted by Sveta8

  1. The goal of this is for me to have a place to indicate what has been done, and what has been made for specific character concepts I've been working on, and perhaps receive some feedback on them. That's up to ya'll! So let's start with the first, Pontiff Paslo. Pontiff Paslo - Character Sheet Pontiff Paslo - Backstory by virtue of Journal Entry Pontiff Paslo - Character Inspiration Artwork Feel free to ask or argue over it. I'm just happy the third draft ended so well.
  2. Indeed! And for right now, I have penciled in the problems that it would thus cause with an adjustable Complications, taking the resting form of Enormous Size: Physical Complication (Common, Major) to be adjusted based on both GM wants and needs. Fortunately, the character, at least in their basic form, is done! And a game actually managed, so will be able to have more info... soonish?
  3. Reduced Penetration, for me, feels like it hits a bizzare success/failure point. Namely, as I see it representing blunt sort of killing attacks, but without some of the umph of weight behind it. A beast's claws aren't sharpened like the blade of a razorwire-esk sword. A club might be used to kill someone, but it isn't going to go through armor like a mace. It needs to have the intent to kill, and the method to not support it, or falter at armor. A whip coated in glass shards comes to mind. Or heck, just weapons in disrepair. Your hero's sword of +1 hasn't been taken care of in a while? Perhaps slap Reduced Penetration on it until they get it sharpened or something equivilant. Some care and upkeep.
  4. While I am able to Zoom pretty well anytime today up until 7:30 EST tonight to discuss and work over things as needed, (Night shift tonight) Wednesday I have open and available during the whole day and night as need be. I presume the restrictions listed above are still accurate? (8 Everyman Skills, 4 pt for Language, DC 12 Max, 8 Speed Max, OCV/DCV up to 10, Strength up to 50, ect)?
  5. While to this, I do agree, I would also state that it does not make constructing a character in a vacuum impractical, simply less so than it would be in other systems. The exact mechanics of how the character works may change depending on the overall factors that the world around it allows. The stat distribution may change based on limitations and allowances put in by the Game Master. Even the SFX and the drawbacks may be adjusted based on the campaign, world, setting and genre. What it does allow however, is discussion such as this, and a way for people such as myself, to try and immerse themselves in the quiet nuance to not launch into anything entirely unprepared. As for the points you bring up, you are also correct there. I had missed the requirement of Inherent also having Always On if applicable. With that in mind, it makes sense, in theory, for the power Growth to be utilized not as Inherent, but as Persistent for what I am looking for. But in the end, I was, and am, looking not exactly for a correct answer to this power generation. There are many ways to construct a similar effect. That itself was the issue I was, and now to a far lesser extent am currently, experiencing. I was looking for expertise from people who have decades more experience on the topic. Pitfalls, Problems, Accidental Incorrect Interpretations, the more people whom can look over it and see what errs I've made, the more I can be confident in what I am doing. For example, while I was originally trying to achieve the effect via a Multiform, I am now working to produce the effect with a Persistent Growth Power. Ideally with a set of basic Unified Powers along with it. For while the Human portion is important and useful, most of their superhuman capabilities come when enlarged and with their SFX active. Whether this would constitute being a Complication of any sorts, I do not know, and that varies based upon the GM I may find, if this character even ever sees the light of day.
  6. 6th Edition rulesets. As for Benchmarks? Do you mean the Details put in at the front end? Cause Low Powered Superheros, the aim I sorta like the look of, vary a heck of a lot. Characteristics of 10 to 30, Speed from 3 to 8, CV and DV of 6 to 11... I can use those as a guideline for what to expect, putting it in the scale of Low to High with those, but the actual... numbering there, still leaves me a bit confused and wonky
  7. Good Evening. Is there still room in this game? If so, would be interested in trying my hand. Lower power street hero with less focus on cosmic power... I can get behind that.
  8. For those that are curious, or more likely, wind up waking up and seeing this, I found out I was thinking of one Advantage wrong. Specifically, Inherit. I was confusing Inherit for both Inherit and Always On. While without Always on, the cost is significant, it is still less than buying the options individually. Thus, I will likely be treating the Bestial nature as an Inherit Growth power, with Linked Powers going to it. Given that it doesn't cost much, I will not be placing a negative value to the powers for it. If you can change size at any time, while by in large (ha) you may not always be able to use all your powers at your disposal, it is not often that that exists as a true negative. Should others think otherwise, feel free to inform me as such.
  9. Good Evening! I will try and likely fail to be short on this. I have been kicking around and trying to slowly build a metamorph of a horrific nature, because I thought that would be fun to do while I have little else for it. After finishing the 300pt draft, I ran into some frustrating issues. One, that I haven't the foggiest how to properly balance them. If they have enough PD/ED, should there be more Resistant or not, how much damage is enough damage, what are the other skills I am missing, how many combat levels is too many, should I even take combat levels... Ect. But, the core issue I am to ask here is about the core. Because I realized, I built a pretty average person with some nifty skills and lots of miscellaneous and not particularly helpful powers, and then the Brick character that they were intended for in the vast majority of the time as a Multiform. I didn't know if Multiform was what I was going for. In most cases, the Human half of the equation hardly was bothered. In combat, they would shift, and that would be that. Outside of combat, they wouldn't be shifted, but that was more due to size constraints than anything else. The mind I had envisioned as being somewhat fracturous, but that would be true in both forms to the same degree. So the same skills would be transfered over, and while I was struggling to do so with my math of it and was working to fix that, the concept is that they should. So it is the same mind, messed up as it may be, where shifting would be treated as a combat... ability. That, more or less... is Growth. Growth too led me to a weird end. While it is true that they were changing size (Normal to Enormous) there was a fair bit of cosmetic shifting. From an average Joe to a somewhat horrific beast of a thing. That could be easily done with just some Special Effects and a few linked powers, but still it fails to address the problem of Persistance. Namely, that the character is intended to be able to be one shape or the other indefinitely. Growth as an activated ability, I could work to try and make Inherent with some work, but that still leaves a lot of powers with either a Linked Nature, or a Unified Power mess. I also have the option of simply writing them up as the bestial form, and either have Multiform with limited points to go to a more basic human, or perhaps give it Shrinking with a cosmetic twist back to Human. However, both of those are an expenditure of points on something that should exist thematically but wouldn't likely be coming up, but shouldn't be too likely or involved. Heck, part of me after looking at all this frustrating mess with trying to match mechanics to thematic wants to simply drop the fact that they can shift back to human. Enjoy figuring out how to be a truely monsterous being everytime they close their eyes. In short, I built a human that really didn't need to be 300pts so that I could have a monsterous Brick who probably needs more than 300pts. Is this Multiform, Growth, Heroic Identity, or other? Or are there better ways to do it?
  10. Nifty! And Useful. Heck, if it is something specifically done regularly, might simply work to buy two levels of Penalty Skill Levels for that if it becomes a regular occurance. As for not being able to grab it and take it away, that is of note, but not too critical in my opinion as of yet. Thanks for the info!
  11. Checking what I could of the Errata, there doesn't seem to be a statement in regard to cost of Unbreakable. Granted, given that it was stated above that Hero Designer includes a +1/4 for Unbreakable, I have to presume it was patched in somewhere, and simply forgotten. Source Below. As for the Logic in trying to take out someone Physical Armor? The short answer is because it felt thematically appropriate. The long answer is because of the feeling evoked and as a support ability. Some behemoth of a monster is bearing down on you, but you are protected, and you know that. You can fire away your (Blast, Telekinetic force, Laser Pistol, Gun) and stand your ground. And instead of knocking you away with their meaty hands, they instead... are trying to pry that armored shell free. They aren't trying to hit you, they are trying to get you. Suddenly you are left with only the protection of your flesh (and suitable powers) left as they wrench away that armored protection. Just you and the nightmare now. Mechanically? It's a reverse Aid. As a Metamorph Brick, it doesn't make sense to provide a bonus to others Blasts and such. That's not in the wheelhouse. But, a support sort of ability to make them deal more damage would still be appreciated. So, using overwhelming force to break apart an opponents armor means there isn't as much PD/ED in the way anymore and thus, regardless of the form of attack, more damage will be inflicted. Sure it might be more effective to simply hammer away with another attack, but I'm not talking what is effective. There are really easy ways to build effective but not interesting sorts of fights and designs. Not only that, but people are going to have... questions... when the monsterous hero instead of going for a knockout is trying to tear the Villian free of their suit of armor. Hero's don't do that. It provides some fun plot potential if taken with Bad/Questionable Reputation or similar.
  12. Curiously, the rules for the breaking and messing with Foci are in fact, defaulted to Fragile, not Durable. However, as Durable simply doubles the PD/ED of the object, it is no major hassle. Amusingly, while Transform and Killing Attacks are impacted by the difference between Fragile and Durable, both Drain and Dispel are not. Granted, this sorta makes sense. Doesn't matter how sturdy the hardware is if you are trying to turn it off or lower the power running through it. Either way, thank you all for your help! I'll be working to put out the metamorph soon then.
  13. Lacking Hero Designer myself, I will have to accept your word on that front. As listed on the Focus Table (Vol 1 6E, pg 380) all I am able to see is that Fragile offers an additional -1/4, and Durable imposes no change. Unbreakable, while mentioned in the text, does not appear, and does not indicate a cost in the text above. Given that is what I can see, I have based my assumptions upon such. And Ultimately, you are correct. Even if there is found a mechanically viable method for harming armor or disabling Foci, it is all set under the GM's discretion. I may feel that preventing such is limiting in choices for the players, but if it is to better focus their efforts towards the story and game design that the GM is more comfortable writing and offering, then so be it. The goal is to enjoy the game and tell a fun story. Creating, designing, and utilizing tools that do not help in that end... well... by definition, it's not fun.
  14. Yes, I am caught up on Unbreakable. It is treated as the default state of Foci (as noted given the additional -1/4 of Breakable Foci) and more over, with Inaccessible Foci it makes them all but a non-limitation lest I am reading it wrong. If a focus can neither be destroyed, or functionally stolen, then the only way to reasonably prevent the opponent from using it is to have it so they don't have the item on them in the first place. Which, while a reasonable tool in the GM's belt, it seems to me that the Players are all but unable to use this method of prevention against there foes. While it is perfectly reasonable for a Villain to sneak in and snatch away the Player's Power Glove at some point, or for the Villain to attack the Hotel that the Players are at while the Players are yet unprepared, it seems at least to my naive understanding, unthinkable that a Player might be able to engage a Villain where the Villain does not have their tools prepared, lest that is already written in as a plot point by said GM. And should a covert op be signaled to steal a Villain's Unbreakable Toy of some sort, that seems a secondary objective at best. To go in and stop the Villain, and if possible, prevent them from using their equipment, and so on. As for how often am I going up against Unbreakable? I do not yet know, lacking a game to enjoy such testing. Instead, I am left examining Villians and the generated Powers, and the Described Powers in the books. Where in, I am unable to find evidence of non-Unbreakable Foci. Even going so far as checking out the Real Armor and Weapons as they are described, they aren't listed as Fragile, and thus, Unbreakable. So how often am I going up against Unbreakable? I don't know, but unless the GM is specifically working to include them? It looks like Always.
  15. If I were looking specifically for a means to render Focus's defunct, a Transform would still actually be the more effective way to go looking over the mechanics. While yes, Dispel can work against foci, if they are unbreakable, the 65,536 Active point multiplier is still an impressive bar to entry. Transform however would allow me to generate something that has the ability to work against Unbreakable foci with reasonability. Transform, call it 6d6, no partial effect, No Range, Gestures with Both hands, Limited Target (Obvious Foci only) Eh... -1/4? -1/2? Up to Interpritation that one. 40 or 36 Real Points, costs 9 Endurance, and effects all Foci that they can reasonably touch. Foci are treated as having at least 1 body per PD/ED, Unbreakable ones with a Power Defense of 2x PD/ED. They have 1 PD/ED per 5 Active Points for a power in it, Which I can presume in most cases to be 50-70, so 10-14 Body. Less than most people. Unless it's Durable, which is given out for free (???) which would Double the PD/ED for free, and thus Body. Unbreakable ones then would have an expected 20 to 28 Power Defense, which makes it very difficult but not impossible to effect them. This however would work against pretty well Any Focus that they can actually see and touch. Armor as much as Mystic Necklaces and Power Belts and Laser Guns. Which, while technically fits very close, is not exactly the aim of destroying armor. I want them to feel vulnerable, not exactly helpless. Though, I will have to consider it.
  16. This... fundamentally is true. Looking over Transform, and what I am wanting, you are correct. I am seeking to cause a long term modification to an opponent via the destruction of their armor and protective equipment. It even goes so far as to allow a partial effects along the way, netting real results for both me and anyone else on the team without needing to completely succeed. The only real issue I have against Transform in this way, is the efficiency of it. I could go to Major, rather than Severe Transform, but that limits the reduction of PD/ED, Resistant or not, down to a total change of 12, or at least as the recommendation. And even basic Reistant Armor seems to be 8/8, which is over this limit. However, with Severe Transform, for the same amount of points put into it, I could render whomever was the target into an unresponsive frog or chicken, or chair or so on. Far more... useful... than simply destroying armor. Trying to examine the result in terms of limitations upon it however, I can help mitigate it though... -1/4 for setting the Target to an opponent with Armor might be swung, but I do not feel comfortable with that. Almost everything has armor of some sort, thus, hardly a limitation. Gestures, Both Hands for a -1/2 fits. They are working to rend the armor apart after all. Hard to do that when handcuffed. No range too makes sense for it's -1/2. They have to touch you. It still doesn't change the fact that this could be used to render the person into a statue or equally innert, but... I do not know if that would be worth a Limited Power Limitation. The only advantage here would be Partial Change, so that it is effective even before complete. So, +1/2. Netting a total of -1/2, so Each die of Transform, Severe would cost have Active points of 22.5, and cost 11.25 Real points... Expected aim would be 4 or 5d6, so 45 or 56 Real Points, with End cost of 9 or 11. Expensive, but very useful. All but impossible to put into a Multipower though, Active points of 90 or 112 and all.
  17. Good evening there! I'll get straight to it. I was struck by a wild hair while reading over some of the powers while considering a metamorph brick character I liked the concept of, and subsequently found that a brick is difficult to do cheaply without being cheap. Resistant armor, and regular armor too, sturdy characters in general are such a pain! You have to claw and break through it every time. I wondered if I could break it. Specifically, either normal or Resistant PD/ED. Now, Armor, specifically PD/ED, resistant or not, usually seems to come in one of two ways. Either it is part of the character, ala there base characteristic, or nearly always a Focus. Obvious and Inaccessible. They are wearing it after all. So, I can't simply pluck it from their bodies like I would a mage's magical necklace. However, the concept of a monstrous being pouncing down, and tearing out an armored character from their metal tin can was deeply amusing, So I had to rely upon Adjustment Powers. Drain works. Period, and unfortunately. The goal is not to weaken the opponents armor for a few moments. No, it is to tear asunder, destroy their sense of safety and drag them away kicking and screaming. So, naturally, this only left me with Dispel. Dispel stops a power until it can be reactivated. And since I have to work on a power, I can't simply target their base characteristic. This left me with only the option to hope that they have bought Resistant Protection as a Power through a Focus, and try to drain that. Which, happily, seems quite common. However, this too hit a dead end. While Focus's can be made fragile, I have yet to find evidence in either of the Villains Book, or in the listed example powers a single instance of a fragile focus. And worse yet, Dispel then seems to mock the attempt to change a non-fragile focus. Instead of stating that it simply can't be done, it left me on a goosechance through the book to find that Indestructible Foci are treated as having Difficult to Dispel... 16 times. That means it is multiplying the active points by 65,536. Which is quite frankly absurd. Worse yet, unlike the back and forth of other Armor Piercing and Hardened where they cancel out, Armor Piercing simply cuts the PD/ED in half of the target. Now instead of dispelling a 20pt power sixty five thousand times with a 24 on the dice, I now only need 22 each time. Lovely. So, the question, now that you know the information about it: Is there any way to actually work to render a foe's armor ineffective? Not to make my attacks penetrative, but to make the opponents armor rendered useless?
  18. Pardon for being butting in, but for an energy projector... The first thing that comes to mind for me is a Wizard. I know ya'll probably instantly think of Mystic and Casting Rolls and Power Frameworks. Not Energy Projector. And while at a conceptual level they are very different, that's not the level new people are looking at. You are looking to build a familiar Build, when the people aren't familiar with the Concept of the Build you are talking about. At first, if you have a character throw up an intangible wall of pure energy, and another character cast Wall of Force, the thematics are different, but the build functions similarly. So use that. Basic Energy Projector would have... Flight. Barriers. Blast both individually and as a group. Maybe a Change Environment or Entangle, but both of those start to veer into complicated territory fast. So instead of crafting a Power Pool or a Power Framework for it, call those individual spells. Flight? A fly spell, can make them all cloudy and gunk if you wish. Barriers? Summon a plane of force, or perhaps Earth or Iron if you want to get fancy. Blast? A Magical Blast called however you want... Astral Shot or something. And a basic Fireball gets the area version. The turning point from Mystic to Energy Projector is conceptual there. That instead of channeling "Magic" they are channeling "Energy." A lot of younger people, at least comparatively, want reason for how the superhero's are doing... whatever they are doing. Using something they already accept to work in games, Magic, is a useful shortcut instead of having them accept a whole new feild to draw power from, Energy. Tis my 2 cents on the issue. Source: Early 20's guy.
  19. Have been, and will continue reading these. Thanks kindly!
  20. Most wonderful! No, while I am looking into seeing how the official setting of the world is built at a very in depth level, ala what will likely be provided by the Champions Universe, the lore primer you indicate is at the core, what I am looking for at the moment. Simply something equivalent to a History 101 of the world. Given my current state, alternating nightshift, I highly doubt I will be able to play anytime soon, but the setting and world seem fascinating to me. So, my mechanical exposure will likely be limited to simply seeing what sort of characters may exist, which by definition, requires an understanding of the history to see how they would fit in, or would crop up. While I will begin to dig deeper when I am able to, and almost certainly ask both about how people have used specific characters in their campaigns as well as how they may wish to use them, I at the moment, lack the information about them to even start. Once I figure out all the features of this forum, I have no doubt I will begin plumbing it's archives to see what is there too! Thank you all kindly.
  21. No, for once, this isn't a question about building a good background for a character. Rather, I am new to Champions, and have fallen in love with it's universal system. Not the system of it's universe mind, but how the system allows generation of nearly everything under and inside of the sun. And probably more if you put your mind to it it. Lacking either a group to play with yet, or a world to delve into either, I am curious about the universe as a whole. Or rather... There seems to be a collective set of history and information about Champions that is garnered both through experience and understanding. Currently lacking both, I am trying to figure out where I might look to start building understanding of the world. Or rather, the traditional systems for Champions. Millennium City. VIPER, UNITY, Dr Destroyer, so on. While each campaign I've seen mentioned seems to have a fair bit of build up upon the root world described, there seems to be a base underlying... system. Game World or such. Where can I find information about it? How deep in the rabbit hole does it go, and how can I find it? Yes, there is variation between editions, but I hardly know what it is varying, let alone what the consequences of what is varied. Forgive me for being inexperienced, I have never dealt with Superhero... media in any real sense beyond a casual viewing of movies or such. But, I want to dig deep and see what is there. Where should I go? I have no doubt there are a multiplicity of options and sources, such is the nature of superhero media, and the end result varies wildly depending on such, but at least that would give me an idea of where to start.
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