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Dan_Kopes

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About Dan_Kopes

  • Birthday 07/24/1968

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  1. Re: Munchkin powers on legal active point costs Da Stoopid Bomb: Drain INT 1d6, 1 Continuing Charge lasting 1 Day (+1/4), Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), Armor Piercing (+1/2), Penetrating (+1/2), Continuous (+1), Delayed Return Rate (points return at the rate of 5 per Century; +3 1/4) (75 Active Points); OAF (-1) Isn't this television?
  2. I looked through the FAQ and didn't find the answer to this question... If a character has Desol and buys "Affects Physical World" on his STR... 1) Can he use Martial Art manuevers and additional MA DC's while desolid? Or does he have to buy "Affects Physical World" on MA and the DC's as well? 2) Can this character pick up and use a real weapon? i.e. Picks up a gun with the "Affects Physical World" STR from an unconscious enemy/ally and then shoot someone with it? ...or pulls the pin on a grenade, etc? As a GM I'd say no to the first one, since they'd be using it all the time. But I'm not sure if I'd allow the second usage or not. And a question I need to ask to prevent my player from abusing the rules... 3) Can you buy "Affects Physical World" on zero STR? It costs no points and allows a desolid character to carry small objects. (Or on only 1 STR if zero is not allowed?)
  3. Re: Munchkin powers on legal active point costs One quick edit to the rules: 5) No MEGASCALE - it makes muchkinism too easy
  4. After reading through the attempted muchkin powers listed in the "New to the hero system, trying to figure out some things" thread, I thought it would be fun to start a thread on rules-legal powers that any half-intelligent GM would not allow. Rules: 1) 75 ACTIVE point cost maximum 2) Don't break any of the "not allowed rules", such as having healing/regen usuable more than once a TURN, etc. 3) Buy at least 1d6 of any power...no 1/2d6 or 1 pip base powers. 4) Give and in-game description of the background and use of the power. (i.e. how you rationalize it to the GM) I'll start with a power I thought of when I first started playing Champions in 1991. (God, I feel old. BASE POWER: 10 pts 1d6 Entangle ADVANTAGES: +1 AoE:radius (1") +1 x16 radius (16" radius) +1/2 0 END +1 Autofire 5 shots (+1 advantage because of 0 END) +2 x256 shots (1280 shots total) +1/2 Entangle transparent to attacks +1/4 Personal Immunity 10 x 7.25 = 72.5 Active Points DISADVANTAGES: -1/2 No Range -1/2 No DEF 72.5 / 2 = 36 Real Points Rationalization: This power was envisioned for several character concepts: 1) Earthmover - He calls mounds of dirt and sand to fill the area surrounding him. 2) Polymer - Sentient industrial-adhesive accident, spews forth and incredibly stick glue from his body. 3) Muck - Rampaging swamp beast who summons his sticky, clinging bog home to him. How it works: As any Munchkin Power it begins with adding a ton of advantages on a small power. Normally a huge numbers of autofire shots is pointless because you only hit with an extra one for every +2 you beat the attack roll by. But, teamed with an Area of Effect, all those shots have to go somewhere. With No Range and Personal Immunity you end up filling everything within 16" and you don't affect yourself. And with so 1280 BODY in the Entangle, even Grond will take over 70 of his phases to get out(18 BODY per phase). You could change the some the modifiers for taste: Affects Desolid - only have to worry about teleporters then Can't escape by teleport - can't remember if this is a modifier or an adder Sticky Continuous Reduce the AoE radius or Autofire shots to pay for other advantages. Remove the No Range disad to make a mess over a larger area. DISCLAIMER: I reserve the right to make mistakes. I did this from memory without th erule book in front of me. I remembered the doubling of Autofire from +1/2 to +1 if you also buy 0 END. If there are any modifier mistakes, reduce the radius or Autofire to compensate.
  5. I have recently purchased the 5th Ed revised book, because it has more information that the plain 5th edition book. 1) The example of the Suppress power seems to make it rediculously powerful. The example has a 2d6 Suppress vs STR being used on an alien monster... ...first use suppresses 8 STR ...second use suppresses another 6 STR For a total of 14 STR suppressed. This is over the normal dice maximum limit. And then the Suppress is used against a second alien. The example states that the multiple uses of Suppress stack as long as the END is paid for the Suppress each turn, for each use of it. So after 3 uses, the character is paying 3 times the END every Phase to keep the effects going. Is this correct? Because it seems that Suppress would be very unbalancing in a super campaign at 5 points per 1d6. A character could have a cheap 10d6 Suppress power that would make Grond as weak as a strong human after 2 shots(35 STR suppressed per shot x2 = 70 STR suppressed) 2) The revised edition rules for Succor seem to imply that it works the same way...even explicitly stating that Succor is not limited by the maximum dice effect as the other Adjustment powers. So if a character has a 10d6 STR Succor he can use it mulitple times to add an average of +35 STR for each usage? Doing this again every phase, as long as he can keep paying the 5 END maintenance cost per usage? So after 3 uses he has +105 STR that is costing him 15 END a phase to maintain? I am running a 5th edition game now, and I have been working on new villians and I wanted to use some adjustment powered villians. But Succer and Suppress seems to be overly powerful...temporary power, sure, but if you throw an extra 35 STR EACH PHASE onto your brick, your opponents are not going to last very long. i just wanted to make sure I was reading the rulles correctly.
  6. If you use multiple adjustment powers that all add to the same characteristic/power, do the points from all th epowers stack? Or are they limited to the max of the highest power? Example: 2d6 Transfer STR to STR - max 12 points 3d6 Absorption to STR - max 18 points 4d6 Aid to STR - max 24 points If this character gets the max result from all 3 powers does he have +54 STR, or just +24 STR?
  7. Re: Minor Knockback power 1" Teleport (2pts) +1 Usable as an Attack +1 AoE:radius +1/2 x4 radius +1/4 Hole in Middle -or- Personal Immunity = 7 Active Points -1/4 Only to move directly away from the attacker -1/4 Must pass through Intervening space = 5 Real points - Define the UAA defense as Desolid, 3 or more KB resistance, or extreme mass. - Special effect is that the power knocks people down. - You could add the adder Position Shift(to prone) for +5 points(base) - The it goes to 26 Active and 17 Real points. (This use of teleport is blatantly stolen from another thread.)
  8. Re: "Life Shield" - Reasonable Power? [+More] This power is not unbalancing, because it doesn't work the way you think... Healing has a maximum effect per day. So 1d6 of Healing will Heal up to 6 point a day, period. You can have it Trigger off a many times as possible, but once it heals 6 points, it won't have any effect until the next day. Here's is one of Steve's posts from one of the other areas. (It was referencing how Healing with the +1/2 Variable effect would work, but it applies to the simplified Healing also.) Re: Variable effect Healing - Followup It applies to each one separately, as I stated. If you Heal STUN at 12:02 PM, you can't Heal STUN again until 12:02 PM the next day. However, at 12:03 PM you could Heal PRE; then you couldn't Heal PRE again until 12:03 PM the next day. __________________ Steve Long HERO System Line Developer
  9. There have been a few questions about Healing with the +1/2 Variable effect, and I was wondering how does this apply to Aid, and it's variant Succor? 1) 5d6 Aid with Variable Effect +1/2 (stats, one at a time) - Use it to increase STR on 1 phase, then use it to increase CON on the second, DEX on the third, etc. Each stat gets the boost and fades at the normal rate, correct? (I'm fairly sure on this one...) 2) Same scenario as above, but with the Succor variant. 5d6 Succor +1/2 Variable effect. STR, then CON, then DEX...etc - The question here is since Succor is a Constant power do you lose the points in STR when you boost CON, and lose CON when you boost DEX, etc? - Or can you pay the END for each use of Succor to keep all of them going at once? So with 3 stats boosted you are paying 3 times the END each phase to maintain them? Thanks in advance
  10. Re: Telepathy build question Well, since this is Hero System there are many ways to build telepathic communication that works exactly like a normal voice. Here's mine: Character Disadvantage: Distinctive Feature - Voice only heard telepathically, all the time, major reaction - This only covers him speaking TO others. To cover him hearing only surface thoughts directed at him I'd buy it as: Detect [Directed Surface Thoughts], Sense, 360 degrees - This covers him hearing others' thoughts with the same range as normal hearing.
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