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mattingly

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Everything posted by mattingly

  1. If all the slots in a Multipower have the Charges Limitation, does the reserve need take the Charges Limitation too? How about if the total of the Charges in all the slots add up to be an Advantage (>16) for the reserve? Does the Multipower need to take the Advantage?
  2. Maybe he has Bemused on an 11 or less...
  3. Re: I just became a member of the lollipop guild, the LOLLIPOP GUILD Let's all give JmOz a hand... (I shoulda quit while I was a head)
  4. And instead of buying a Slavishly Devoted Balrog at a +1, it's so much cheaper to buy Summon Balrog, Ranged (+1/2), and have him pop up inside the enemy camp...
  5. Since Images is the power to create light, to make a Torch spell, could it be made Explosive (instead of buying up the radius), so that the PER bonuses to see get less as you get farther from the center?
  6. Nah, I'd rather base my Magic Skill on COM. It's the same price as END, plus I can look good while spellcasting.
  7. I always figured that's what the new Power Skill was for.
  8. With a minimum cost of 1, I'm sure. I don't want to see a guy with 100 songbirds (or some negative point animal) followers.
  9. The cost of Followers is determined from the follower's Base Points. From the Bestiary, normal animals have a Base of 75, even though their Total Cost is often much lower. What does an animal with a Total Cost of 40, with a Base of 75 and 25 in Disadvantages cost to have as a Follower?
  10. I want to design a Find Weakness power that only works for the next strike. If the attacker wants to attack against half the defenses again, he'll have to Find Weakness again. This also means that there can be no quartering or eighthing of the defeneses. Find Weakness 13- with Melee Attacks; Weakness is Not Persistent (-1) Does a -1 sounds right for that?
  11. Your sidekick is Dr. Destroyer... Reminds me of the time we joked about building a character with Reputation: Dr. Destroyer owes him a favor. He didn't even need to have a favor from Dr. D, just the reputation for a favor.
  12. So, then, for a "mental invisibility" (see other thread), if the invisibility were visible to the mental sense group, would that qualify for a -1/4 Visible limitation?
  13. Autofire is forbid in the rules, but can Find Weakness be used with the Rapid Sense modifier? Or Rapid Fire or Sweep? Can Penalty Skill Levels reduce the penalty for secondary attempts?
  14. (Although I'm the editor for Hero Games' magazine, these opinions are only mine.) I've played both, as well, and in our group, we didn't see much of a difference in combat time. Acroyear, were you playing M+M with the Hero Points rules? That's 5 hits each combat for each character that are pretty ineffective, meaing that each character will average at least 4 hits to take down. Also, we noticed that Bricks are even more effective in M+M than the are in Champions. Apart from that, it's a pretty good system. Last I heard, M+M had two or three supplements planned. Anyone know what else is coming down the pike for them? Anyway, to compare the two systems, Champions is more finely grained. You can get exactly the character you want, but it takes time to build him that way. Once you've got him built, though (and the Hero Designer makes that much easier), the in-game play goes pretty smooth once you're used to it. Plus, there are plenty of combat options that you can add later, if you want. M+M character creation is quick 'n' easy, and once everyon'e spent their Hero Points, combats end very quickly. In many ways, it reminds me of the early editions of Champions, in which Skills were very broad. Things like "Detective" and "Acrobat" covered what are now several Hero skills.
  15. Thanks, Monolith. Would you consider Ego Attacks going against anyone on the team more common than Ego Attacks against an individual?
  16. A mentalist has Mind Link, but he also takes a little bit of damage from mental attacks against a mind that he's linked to. 10 Susceptibility: to Ego Attacks against characters within Mind Link, 1d6 (Instant, Common) In a typical superhero campaign, would you consider Ego Attacks to be Common? How about if it's spread out over several characters (sure, Mister X might not get blasted, but if anyone on the whole team gets blasted, that might happen a little more often)?
  17. The Real Cost for Mental Illusions would probably work out the same, but the Active Points and END would be a lot higher.
  18. It changed hands. Now Lisa "Kandris Seal" Hartjes is running things. There's a new issue due out in about two weeks, in fact.
  19. Thanks. And here I thought that Breakfall kept you from falling, but it was Acrobatics that could stand you up without a roll... Of course, the new Reposition Adder for movement powers works great for Running for the high-DEX types. For five points, you can change your position as a 0-Phase without any kind of roll.
  20. The reason that I was considering BOECV is that even if the target has unusual senses, his brain would not believe them. In that case, I could probably just make it Sight (the only normal Targeting sense), BOECV, to cover all the "brain's senses." But regular Invisiblity to most Groups with the Skill Roll Limitation and Living Minds (I like that better than Sentient, since it should also work versus animals) ought to cover it. The opposed Skill Roll would be lopsided, yes, assuming others had not bought up their EGOs. The mentalist's in question is 14-. Assuming most targets will be an 11- or 12-, they'll be operating at a -2 or -3 most of the time, giving roughtly an 8- to spot him. Good questions, Geoff. I'd rule that the Ego vs. Ego would be rolled each Phase (or maybe once at the beginning, and then again each time that the targets interact). A character watching the scene live through a closed-circuit camera (or television) would see the character, but a battlesuit character on the scene who sees through video cameras would not, because of range. If the target is far away (outside of the AP x 5 inches), he'd be unaffected by it, but a target within the mentalist's range (or maybe line of sight) would still have his brain blocked from seeing. So, it looks like I'll be going with: Mental Invisibility: Invisibility to Sight, Hearing, Smell/Taste, and Radio; Requires an Opposed Skill Roll (EGO versus EGO, -1/2), Only versus Living Minds within Range (-1/2) The mentalist will have two main defenses; being mentally invisible, or putting up a telekinetic force field, but he can't do both at once, so I don't want to limit the Invisibility too much, since it will be his primary defense. Without the EGO vs EGO Limitation, a fully invisible mentalist could easily get abusive, but I feel like this will balance him out. Any other comments?
  21. I want a mentalist to be able to turn off the perceptive centers of the brain, in regards to his own presence, so that even though the target's eyes can see him, the brain does not interpret those signals. But, if the target can beat the mentalist at an EGO Roll, he can perceive the hidden target (I don't want the power to be absolute). Mental Invisibility: Invisibility to Sight, Hearing, and Smell/Taste, Based on ECV (+1); Requires an Opposed Skill Roll (EGO versus EGO, -1/2), Only versus Sentient Minds (-1/4) Does the Invisibility need BOECV, or is that a waste? Does the EGO versus EGO count as a Limitation, or should it be assumed to be the special effect of the Fringe? Should the Sentient Minds be worth a -1/2, since it won't work against robots/cameras/etc.?
  22. Also, next week's Digital Hero will include the write-up of a near-future space station orbiting Mars.
  23. I normally build them as DCV, but when I want to get more detailed, I build them as a Multipower with Armor and DCV. The DCV is used in most situations, but when there's an attack that you know the shield won't help you avoid (like a charging rhino), you can brace it in front of you so that it will absorb some of the damage.
  24. I have continued to write for Haymaker! , in fact, but unfortunately, most of my recent stuff is copyrighted, and so can't legally be posted on teh web. The Scooby Gang, Looney Tunes, d20 conversion, etc. A lot of fun, though!
  25. Since Advantaged Hand Attacks can add STR dice directly, it's easiest to do it as an HA at half the dice you want it to have.
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