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Fireleaper

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Everything posted by Fireleaper

  1. Re: WWYCD: Fuel for the fire Avatar of the sun: (essentially a human torch variant), option 1: if he forgets that civilians are not as strong as supers will blast monster, option 2: if remembers that civilians are not as strong as supers might assume that they will never get hurt by gasoline will delay to allow others to free hostages and shoot, option 3: will remember what all that earth culture that the other PC's try to drill into him and look for an alternative. Orca: Will dodge until hostages are free and then shoot, or if monster is about to eat hostages shoot and/or punch and/or Move Through him (flaming aura is so useful to ignite gasoline), might recommend that we lure monster into a petrol station next time.
  2. Re: Age and Sanction? So would underage be a minor or major social limitation at that point, and what would be the restrictions of being an underage super (aside from legally not being allowed to drink alchohol)?
  3. One of the characters I have been crafting recently just happens to be an underage hero (was thinking about 13-15), and I was wondering what the restrictions on sanction are? Considering that this character is part of a rich family and doesn't want his parents to know that he is a super (especially since in his secret ID he is a bit of a public figure), would he actually qualify for sanction or would his parents be informed or what? Please help me clear up this bit of legal obscurity.
  4. Re: The Munchkin Build Contest Just a quick question, since this is a munchkin thread. If you apply the -1/4 to your STR or DEX for not being able to use all of its value to an extra limb (e.g. a tail), do you apply the cost to the points you paid for the characteristic or to the active points in the characteristic? (i.e. do you include the +10 free points of STR for this limitation?), I generally just base it on the points that I pay just for politeness, but I think that technically you would use the total value.
  5. Re: The Munchkin Build Contest Reading this I had an idea for a "spiritual" transform. since a lot of superpowers don't necessarily have a "physical" or "mental" component, you could theoretically use a spiritual transform to Imbue a character with a super power (sort of like rewriting the metacode of a person). Although i would say that giving a mental power might classify as a mental transform. Also you could give someone a spiritual mark (like a mystic aura distinctive feature) so you could identify them or even track them down with the right sense. You could also theoretically use spiritual transform to "erase" in a long term fashion super powers like you could add them. Sort of like a curse where the hero become human for one day etc. to experience things like a normal person (i think i remember some shows where this happened).
  6. Re: The Munchkin Build Contest ok that can make a character I had designed dangerous. The idea was this character found a way to access a well of cosmic energy. Normally he just allowed a trickle to come through but if he needed to and had the time he could open the well all the way: 14 Opening The Well: Elemental Control, 100-point powers, (50 Active Points); all slots Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Increased Endurance Cost (x3 END; -1), Gestures (-1/4), Incantations (-1/4) 18 1) Draw upon the Well: Succor 10d6 (standard effect: 30 points), Costs END Only To Activate (+1/4), STUN, END, SPD, REC simultaneously (+1) (112 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Self Only (-1/2), Increased Endurance Cost (x3 END; -1/2), Incantations (-1/4), Gestures (-1/4) 30 18 2) Infusion of the Well: Succor 10d6 (standard effect: 30 points), Costs END Only To Activate (+1/4), Physical Characteristics simultaneously (+1) (112 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Self Only (-1/2), Increased Endurance Cost (x3 END; -1/2), Incantations (-1/4), Gestures (-1/4) 30 18 3) Empowered by the Well: Succor 10d6 (standard effect: 30 points), Costs END Only To Activate (+1/4), four Cosmic Powers simultaneously (+1) (112 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Self Only (-1/2), Increased Endurance Cost (x3 END; -1/2), Incantations (-1/4), Gestures (-1/4) 30 Since I didn't read the fine print on succor i just figured that i could do it once or twice and that would be it (note once being the primary thought). without the maximum effect rule coming into play this becomes truly a broken character since eventually even grond would be unable to stun him.
  7. Re: The Munchkin Build Contest Try 1d6 Drain, all Drains simultaneously (+2), Continuous (+1); 40 active; apply limitations if you want. this should annoy all those people who love using drain. might even apply reduced return rate.
  8. Re: Bizarre Spell Ideas I recently was converting the concept of one of my 3.5 DND characters over to hero. The character is meant to be a master conjuror so i gave him an unusual spell: Conjure Least Servants: summon up to 16, 75pt normals, any normal (+1/2), Specific Being (+1); 87 active; incantations (-1/4), Guestures (-1/4), OAF (calling card or similar equivilent, -1) 35 real (in a multipower so it became 3 real) The calling card is primarily a method of game balance as otherwise he would of been able to summon ANY normal, not just those who he essentially has a connection to.
  9. Re: Corruption of power You are right morality need not be altruism. I place the example of long term greed you have written as a form of self controll. directing your greed into a long term plan and having the Discipline to carry it out. Again I don't see this example as interfering with how I have described morality, although admittedly this example could represent a form of altruism (or lack of). I mainly wrote that comment on morality because it has never been accuratley described to me (lots of examples but no one has given me a solid definition), admitedly it may not be the best definition but it at least is a starting point. Also have you noticed that some villans can be more moral than some hero's - it is just their method which causes problems.
  10. Re: Corruption of power My two cents is that yes power can corrupt and absolute power can corrupt absolutely, but it is the self controll/discipline/altruism of the person with power that is the key factor. The problem i see in many supervillans is that either A: they lack a certain degree of discipline and loose themselves on an ego trip, B: They are too fanatically inclined with an idea (Frankenstein, Religeon, Someone being wrong, The only way to save the world is to destroy humanity etc.) and the gain of these powers decreases their humanity in some way (e.g. Menton and his puppets), C: Have been seeking power for a while and have forgotten why they needed it, giving them the idle hands syndrome. That being said some people are aware that they have power and are aware of the temptation to use it and set limits for themselves (e.g. will use telepathy powers in corporate dealings but only to confirm honesty of customers/partners) this is where i think that most supers start becoming hero's - when they choose to be limited by morality (morality as in some form of code or conduct that guides you in safe and responsible interaction with those around you.)
  11. Re: Healing, Based on ECV, Usable by Other... Nice power idea, some idea's for you to consider: The suggested way for UOO powers to not require you to maintain line of sight and/or be concious is to buy 0END and persistant (pg 273) - although it also suggests uncontrolled as another possibility, which would mean that you need to define when the uncontrolled ceases (i would recommend this with the uncontrolled condition being x amount of time passes or mindlink is broken) As you have built it you need to be in HTH combat range to bestow the power onto others, if you want the BOECV to have the desired effects you need to buy the ranged advantage. BOECV does turn it into a mental power and should be enough to allow it through mindlink (it is a -1/4 limitation for it not to work through a mindlink). Since Healing is normally unaffected by defences you do not get a cost reduction on BOECV I hope that these comments are useful.
  12. Re: GM Help: Supervillainous Death I think that both the "dead supervillan comes back even more powerful than before" and the "You killed my lover/boyfriend/girlfriend/goldfish/brother/sister so I will have my vengence" ideas are both quite classic, sometimes they might get combined "Damn I died and now I have had to merge with my lover/friend/goldfish so we are more powerful etc." Or you could explain where Kelvorite came from "ack, kelvorite comes from Mars - turns out the martians were exploring earth by the 'accidental' exposure of these two superbeings." As for the DA or other organisations, they might need to make some inquiry to ensure that it was an accident, maybe some other individual or organisation can use that to their advantage? Then again at least it is easier for them to locate avatar since he pretty much lives at the base at the moment. Of course how will the group try to explain to avatar that Tachyon is dead? Sorry if i sound like i am rambling but i just wanted to get these idea's out of my head.
  13. Re: I want to build my base out of plastique It would cost more than it was worth. If I recall my explsoive detonators (i.e. looking back through movies) electric current is one of the easiest methods to ignite plastique - which would mean that the base would explode everytime you switched on a light. This would upset the neighbours, require you to pay exorbiant damages, and lots of money to replace the base regularly. Just hope that the Villans don't know where your base is, because all they would need to do is set off an electric current to make it go boom. Now if you had a Transform building into plastique explosive (healed back by been blown up) that could get interesting.
  14. Re: I may be overthinking this, but Hmm, interesting but since you are able to determine that you are overthinking things then would that mean you also have: Detect: overthinking, (mental group), discriminatory, Sense; 10 active;Requires a Perception roll -1/2, 7 real
  15. Re: Regen again Probably to discourage people from being funky with regen. Using your example of 1/2 dice healing (how do you get those quote boxes by the way?) then you could also add variable effect from page 111 to have it "affect any characteristic below starting values, one at a time (+1/4)", you then with the 1/2 dice "regenerate" 2 points of STR, INT, PRE, PD, ED, STUN, 2/3 of a point of DEX, 1 point of CON, BOD, EGO, REC and 4 points of COM and END admittedly one at a time. Now with one body regeneration with the same advantage, the powers effect is consistant accros the board, 1 point of each stat regardless of what the stat is one at a time.
  16. Re: Regen again I would personally rule against always on as a limitation for regeneration simply because there is no penalty for it to be always happening, except maybe someone see's you regenerating in your secret ID. Now a regeneration with side effects that happens (e.g. recovery is reduced by an equal amount that is regenerated) whenever the regeneration would come into effect would be worth the -1/2 of always on because there is then a significant drawback to the regeneration which can penalise you.
  17. Re: Multipower and No Concious Controll Well thank you all for your help. Now for my next character concept a genesplicing symbiote.
  18. Re: Multipower and No Concious Controll I tend to work my characters into 350 point supers, even my spellcasters because the superhero setting can accomodate the majority of my concepts. But the special effects of this sword is that it is magical. As to how i have it so far: Greatsword: 2d6HKA(+2d6from STR), 0END (+½); 45 active; OAF (-1), Real Weapon (-¼), 2 Handed (-½), STR Min. 17 (-¾). plus +1 OCV; 5 active; OAF (-1), Real Weapon (-¼), 2 Handed (-½). Total Real 15 Sword Spirits: 100pt Multipower; 100 active; Must Change Slot on first action in turn (-½), All Slots: OAF (-1), Linked to Greatsword (-¼), Lockout (Must cycle through all slots before prior slots can be used again -½). 31 Real (all mutipower slots work out to 3 real using ultra slots) 1) Serpent: 5d6 Drain Any One Physical characteristic one at a time (+¼), Reduced Return (1 Minute, +¼), 0END (+½); 100 active; Gradual Effect (Post Segment 12, -¼), Multipower Limitations (-1¾), 2) Dragon: 8d6 EB, 0END (+½), AOE (6" Cone, +1); 100 active; Multipower Limitations (-1¾), No Range (-½). 3) Basilisk: 4d6 Transform (Anything into Stone), Recovers Normally, 0END (+½); 90 Active; Multipower Limitations (-1¾), No Range (-½) 5) Phoenix: 8d6 Sight Group Flash, Explosion (+½), Personal Immunity (+¼), 0END (+½); 90 Active; Multipower Limitations (-1¾), No Range (-½) 6) Wraith: 8d6 EB, Explosion (+½), Affects Desolid (+½), 0END (+½); 100 active; Multipower Limitations (-1¾), Desolid Only (-½), No Range (-½) Hope this should clarify things.
  19. Re: Damage Conversion I like the idea although with two possible modifications. 1: change it to a constant power as although it doesn't cost end to use it still effectively has an END cost. 2: When used with an END Reserve apply a modifier (probably +1/2 to +1) to either the damage conversion or the END Reserve, this should help mitigate some of the imbalance issues.
  20. Hello everyone, I'm new to these forums so if i posted this in the wrong place let me know. I am currently designing a character with a "mystic" sword which has a multipower tied into it. The problem the character has is that after 1 turn the multipower will automactically change slots, and the character will be unable to change the slot back until he has gone through all of the slots in the mutipower. I was wondering if this would allow the No Concious Controll limitation on the Multipower reserve or the individual slots or I should use some other method to represent this? I would appreciate any helpful comments.
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