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misterdeath

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Posts posted by misterdeath

  1. Originally posted by Redmenace

    Its not like Marvel to let death slow anyone down, its more like a refreshing power-nap..

     

    Did Maximus have an ability? I can't remember any.

     

    Probably. I think he was supposed to have died before they left, but then they made it some sort of suspended animation crypt thing....

     

    RE: Powers. Some sort of undefined mental powers, I think. Maybe some "super inventor stuff". I was never clear whether he was mind controlling people with his brain, or with stuff, or with a combo of two.

     

    Most of the Inhuman related marvel sites give him Mind Control abilities.

     

    D

  2. Originally posted by Lord Liaden

    I don't know whether you would count the Terrigen Mist, the mutagen which produces the bizarre spectrum of mutations in Marvel's Inhumans. It's not a "drug" as such, and the effects are essentially permanent, but it is a powerful substance which might be isolatable from a corpse.

     

    Hmm... anyone remember whether Maximus the Mad died before the Inhumans moved to the Moon? If so, his body could be buried at Attilan's old site in the Himalayas.

     

    Everything I can find seems to assume that Maximus is still alive. I remember an issue with him well after the Inhumans were on the moon, anyways.

     

    D

  3. If you're into 3.5 D&D Unearthed Arcana (not to be confused with Monte's Arcana Unearthed) rocks. It's got tons of cool options, most of which are pretty balanced.

     

    Some are useless to me, but in general, there's lots of stuff that I can find to justify the price.

     

    Now, if the FLGS could get me a Dragon's Gate, I'd be set.

     

    D

  4. I was riding in the elevator with my supervisor's supervisor (the one who hates me), and this other guy got on. They struck up a conversation, and brought me in.

     

    The other guy stared at my nametag for a minute, then gave a slight nod, like he had memorized my name for future reference.

     

    Afterwards, Dina said, "Do you know who that was?" Me, "No." "That was X, he's the CFO. He memorized your name."

     

    She seemed pretty convinced that it was a good thing.

     

    The CFO knows my name. That makes me a little nervous, since my disorder doesn't let me match faces to names all that well. So, I doubt I'll recognize him, next time we meet.

     

    D

  5. Originally posted by SuperPheemy

    That wasn't Hong Kong Phooey. Far too competent. More like Go-Ku Phooey.

     

    Dude, HKP was created in '74. Then he was an incompetent lackwit with a cat and a wonky car and a magic book.

     

    Now, it's 2004. Add 30 years of experience points, and what do you get?

     

    Hell, over slightly more time Sue Richards went from being a chick that turns invisible to the most versatile badass on the team.

     

    D

  6. Originally posted by Chuckg

    No, that's not in the Champions rules, admitted. Then again, neither is the DCU.

     

    And it not in any of the published official DC hero super hero games, either.

     

    I haven't read any comics in the last ten years or so, so I'm not participating in that arguement.

     

    Just thought I'd throw that in to this mess. FWIW.

     

    Go back to your "Superspeed is the Real Ultimate Power" "is not" "is too" fest.

     

    And people think the SSM threads in NGD are useless...

     

    D

  7. Something that's beginning to chap my "spent way too many years in Chemistry to let it slide" ass.

     

    "All Natural. No Chemicals."

     

    No, not really. You see, Chemicals are those things that are making up each and every block of matter that you possess.

     

    No Artificial (man-made) chemicals, perhaps. But No Chemicals. Hell, even Air has chemicals (Nitrogen, Oxygen, etc). Pure Water is a chemical.

     

    D

  8. Re: MA Costs and Weapon Elements

     

    Originally posted by sbarron

    Here is the question. Do you make a character pay for martial maneuvers twice if they have 2 styles that have different weapon elements?

     

    As a quick example, suppose I made a character who is a fencer and a boxer. Would you make him pay for 2 martial strikes, one for using a sword and one for unarmed?

     

    I usually let him buy weapons element, and define the maneuvers as "Jab/Cut, Hook/Lunge" and the like.

     

    Since several different maneuvers can be subsumed into buying 1 Martial Maneuver, it seemed more fair to me.

     

    Plus, it seems to go with the rules in UMA on learning new styles, where you buy the Maneuver, buy the KS, and you can use the Maneuvers in common as the style.

     

    Plus, as you note, it's a good game balance thing.

     

    D

  9. Re: Ki tricks, any ideas?

     

    Originally posted by Rage

    So what I have at the moment is:

    -Create clothing, great if you're hard on your clothing and chances are if you're a martial artist you are.

     

    - Create food, logical extension of creating clothing I guess... It makes sense, a fighter needs to eat to stop him from being hungry why not create some food or at least make some come to you. Chau Zu the weakest Z warrior can telekinetically control things, so why not telekineticly control some wild turkeys to you?

     

    - Special effects, the creation of cool looking stuff using your ki, why not even get it to the point where the warrior can make something akin to a tv show through his thought processes.

     

    Any ideas?

    Come on, I know you do.

     

    1) Instant Change. Just define it to include "even when buck nekkid".

     

    2) Create Food/Drink. Either re-define the transform "Create Food Drink and Clothes" out of fine air, or use it as the SFX of "Does not Eat"

     

    3) TV Show: Images to sight and sound. they don't have to be very good, or very big, since only you want to watch them.

     

    You may end up wanting some sort of VPP with assorted "Useless Chi Tricks".

     

    That's what I ended up having to do for my guy with a Magic Amulet that allowed him to create items out of thin air.

     

    It ended up being cheaper to go that way than a big "Transform Air into Any object he wants" and having to argue with the GM over what stats to use.

     

    A weird Summon, with a wider effect, and the "100% loyal" modifier might work, but again, you run into the whole "GMs discretion on what these things do".

     

    Just some ideas early in the morning...

     

    D

  10. Originally posted by Von D-Man

    Added:

     

    Trained To Resist Mental Domination: 16 Points Mental Defense (20 Total), Hardened, Requires Ego Roll (and I have no idea why HD makes that a -3/4). Cost 12 points.

     

    It bases the cost of the RSR off of the Attribute in comparison to an Activation Roll. Or so I was lead to believe.

     

    Lookin good.

     

    D

  11. Originally posted by Gary

    As an aside, you can up his Con to 43 without any net increase in cost. :D

     

    23 CON 26

    10 ED 5

    20 REC 22

    50 END 2

    50 STUN 8

     

    Currently 63 pts.

     

    43 CON 66

    10 ED 1

    20 REC 14

    50 END -18

    52 STUN 0

     

    63 pts.

     

    Hee. He'd probably be better off tricking out the Str by dropping the "no fig" limitation.

     

    Or, better yet do both. Str 90 Con 40 flying uberbrick.

     

    D

  12. Originally posted by Von D-Man

    Well, by FF I meant the PD and ED he derives from it.

     

    The reason all those powers are linked it that they have a combined SFX - which is probably the better descriptor than "linked."

     

    Ah. got it. We're talking the 10 PD and ED from normal. That should have been obvious to me. I'm multitasking badly. Just call me Microsoft...

     

    You're trying for an Elemental Control without using an Elemental Control. I see. Makes sense.

     

    It was just a round number. He was 987 in 4E.

     

    Why - do you have suggestions?

     

    Not yet. Just having things percolate around.

     

    D

  13. Originally posted by Von D-Man

    No, I did. The LoW is supposed to be for his FF (I must have checked a box I shouldn't have). He is, however, supposed to have MD that requires concentration and an ego roll! SFX "Trained To Resist Mental Domination"

     

    That makes sense. Probably checked the wrong box in Hero Designer. I've done that many a time.

     

    That being said, I think linking the Lack of Weakness for the FF to the FF might be a touch cheesy. YMMV.

     

     

    Oculon scares me, then. :D

     

    Thanks!

     

    He's got 100 point Eyebeam multipower, and some levels using it. fortunately, he's got crap all defenses. He's a mobile artillery piece. Move in position and blast. Let the rest of the Viper agents cover his butt.

     

    But, 20d6 EBs are nothing to sneeze at.

    ---

    Are you limited to 1000 points, or is that just a lucky number?

     

    D

  14. Rebuild the FW as a FF.

     

    I think you're supposed to have Hardened on your PD and ED before applying Hardening on your Damage Resistance.

     

    Did I miss the Mental Defense? I see you have Lack of Weakness for it, but I'm not finding it.

     

    I'd have probably ditched the "Take it on the chin" Block maneuver and used that from your skill levels too.

     

    Or I'd have added a Martial Throw and a Quick Strike (+2 OCV, +1 DCV, Str strike) for 6 more points to get ten.

     

    50% damage reduction basically doubles the Stun and Body he has, so that puts him up to 100 and 40 respectively, which is pretty good.

     

    He's the kind of character I like to see. Well rounded, built to a concept, powerful, but not overly so.

     

    Sure, he can Find Weakness on a OCV 14 18 Dice punch. That's rude.

     

    He's a thousand points, and 500ish point Oculon can do similar stuff.

     

    Looks good D-man.

     

    D

  15. Some random ideas.

     

    1) Buy down his Str so that you do the 18 dice limit with your martial arts and enhanced Str. Buy more Str with the limitation (-1) only for lifting and bracing. You get the max damage you want, plus the ability to lift and mangle the stuff you want.

     

    Str 20, Offensive Strike, +2 DCs gives you the ten DC.

     

    Buying +40 Str, 0 End, no fig (-1/2), non persistant(-1/2) for 30 points (I'm doing the math in my head) gives you the 18 DC.

     

    Then buy +30 Str, 0 End, Only for lifting (-1), non persistant (-1/2) for 18 more points gives you the 90 STR you need for lifting purposes.

     

    2) Physical Limitation "Martial Arts and Str cannot do more than 18 DC" value dependent on what DC you're giving up.

     

    3) Modification of Supreme Serpent's idea. Buy the HTH levels, plus some STR, 0 End, no fig (-1/2), only to approximate martial arts maneuvers (-1/2) (kinda like Teleios). With a 20 Str, +30 more with those limitations'll cost you 22 points. Which might or might not be close to the cost of your maneuvers.

     

    D

  16. Originally posted by Gary

    Fmove maneuvers are fun and interesting in a heroic campaign. In a superheroic campaign, where the characters have gobs of movements, I find them very unbalancing.

    I think this is a case of YMMV. I find them to be less useful in most heroic campaigns because you can use other maneuvers to simulate the same thing. They only become interesting when you've got a lot of movement ability, and have a character in a genre that gives lots of movement ability.

     

    I personally don't see OIHID limiting enough on most characters to be worth a -1/4 overall limitation. It's the power armor syndrome to some extent, where the character is going to be terrifyingly powerful 90-95% of the time, but will be useless 5-10% of the time.

     

    There's been some cheesy OIHID constructions, sure.

     

    I find points to be a good reality check. ;)

     

    Sure. But I think it's a difference in styles mainly. I like to model what I'm trying to create, and see the rules as a means to that end.

     

    I like the model to be as accurate as possible, and if that means the construction is a little cheesy, that's ok.

     

    Some people, they want everything to nicely balance. That's a secondary concern to me.

     

    My first real character was a crippled normal guy with an amulet that gave him superpowers. I bought down his normal stats, and bought his super powers with IAF (because he had an amulet on a chain that hung around his neck). Horribly abusive? Probably. But that's what I was trying to model.

     

    With experience, he bought that down to OIHID (must have amulet to change) and later to No Limitation, because he got more used to the powers, and they started residing in his body instead of the amulet.

     

    YMMV, of cource.

     

    D

  17. Originally posted by Gary

    Champsguy, your character would never be allowed in my campaign because of the Stats and 0 end powers in the EC, and because I don't allow any Fmove martial maneuvers from UMA. I don't as a rule like OIHID, but that's not a deal breaker. I also have some rather harsh restrictions on VPPs.

     

    Honestly, if you want to play in a higher powered world and all the other players want to as well, why not simply give everybody an additional 100-150 pts to play with instead of using these very questionable character building tricks?

     

    I disagree about the Fmove manuevers. I find them to be a fun and interesting part of the system.

     

    I think he could probably do what he wants with a MP instead of the VPP, and would prefer to do it that way. Especially if he's only using it in certain ways anyways.

     

    I dislike stats (and count End Reserve as one of them) in an EC, but don't have much problem with the non End powers.

     

    I like OIHID, but I'd like to see a justification on why it's supposed to be limiting in this occurance.

     

    And in general, I don't give a crap about the point cost. I prefer to run a pointless game if at all possible. I like modeling the idea and seeing where that takes me.

     

    So, I'd probably tell him to cut the crap and make the character without the tricks, and we'll see how it points out.

     

    D

  18. Originally posted by Vorsch

    If you address some of my points to show me im over reacting then i might be swayed.But "one true way to game" im sorry your character is a munckin. Your not even tring to obey standard rules.

     

    I dint mention it before but your MA is rather effective for 10Pts ( 2x5pt UMA manuvers) what the name of this MA exactly? Munchkin Fu

     

    Standard rules: You have to buy ten points of martial maneuvers. pg44 Fred. "A character must buy 10 points of martial maneuvers. (even if it's just two 5 point maneuvers)"

     

    Nothing that says they have to be a style. Nothing says that they require training. See the Bestiary for the "tooth and claw" martial arts style.

     

    Stats and no End powers are allowed in ECs with GMs permission. pg 204 of Fred. Don't much feel like quoting.

     

    The Damage Reduction and Endurance Reserves are listed as separate powers, and as such, can have different limitations. And if you can convince the GM that it's acceptible for your super-speed multipower (pg 204 again), then it's legal.

     

    Find me one thing that's illegal. Quote me a page in either the BBB or Fred that says otherwise.

     

    Munchkin fundamentally means "I don't like it, and so I'm going to call it names". That's cool. You're allowed to not like it, and not allow it in your game. I probably wouldn't either.

     

    But, I don't see anything that's illegal in Phaeton. Immoral, perhaps. But not illegal according to the rules as written.

     

    Prove me wrong. Find something illegal, not just something you don't like.

     

    D

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