Jump to content

CaptD

HERO Member
  • Posts

    127
  • Joined

  • Last visited

Everything posted by CaptD

  1. Re: Tragic Replacement Check Ebay
  2. Re: Can you look this character over lol
  3. Re: Can you look this character over Your suggesting a 104 ft jump?
  4. Re: Can you look this character over Holocosts's says it costs 42. I saw no way of doing that. The mind trick was the hardest to emulate and its the simplest concept.
  5. Re: Can you look this character over I just re-read your post...lol I get it now. You didn't know what I was making.
  6. Re: Can you look this character over Oh and I have never let a character have spd 8 before.
  7. Re: Can you look this character over Yeah the high speed and dex are to allow him to hold actions to keep from getting clobbered. He can also use TK and light saber as attacks. TK to push people away (Not choking like darth vader). And light saber depending on what he is fighting. Obviously he shouldn't go to town on agents. When did I say I was making a Jedi? My memory is fading...was it when I asked about senses?
  8. It's a Jedi for a supers campaign. I'm not sure if he'll live the average attack is AP75. Anyway, if you can give some feedback on how I simulated the powers I would appreciate it. Any Suggestions would be appreciated. Val Char Cost 15 STR 5 29 DEX 57 25 CON 30 22 BODY 24 10 INT 0 20 EGO 20 15 PRE 5 10 COM 0 15 PD 12 15 ED 10 8 SPD 41 15 REC 14 72 END 11 58 STUN 15 6" RUN 0 2" SWIM 0 8" LEAP 5 Characteristics Cost: 249 Cost Power 22 Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF (Focus - Light Saber; -1), Will Not Work Against Heavy Missiles (-1/4) 19 Light Saber: Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), Armor Piercing (+1/2) (52 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), No Knockback (-1/4) 22 Jedi Mind Trick: Minor Transform Simple Suggestions as if they are targets own 5d6 (Telepathic Intervention), Works Against Ego Not Body (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (112 Active Points); Limited Power - Target is immune if attempt fails Power loses about two-thirds of its effectiveness (-1 1/2), Limited Class Of Minds - Humans [single species/type of mind] (-1), All Or Nothing (-1/2), Requires A Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4) 40 Telekinesis (40 STR) (60 Active Points); Requires A Skill Roll (-1/2) 45 In Tune with the Force: All-Sense Detects Physical Objects and Energy A Large Class Of Things and Each Extra Thing or Class of Things 14- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting 5 Power Defense (5 points) 5 Lack Of Weakness (-5) for Normal Defense Powers Cost: 158 Cost Martial Arts Maneuver 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 8 Cost Skill 5 Force Powers Roll 14- 10 +2 with DCV 3 Acrobatics 15- 3 Breakfall 15- Skills Cost: 21 Cost Talent 14 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 13- Talents Cost: 14 Total Character Cost: 450
  9. Re: Common Items I let them carry cell phones, but I treat them as a communicator with unluck...(lost signal ect...)
  10. Re: How do you handle healing? Don't the rules say once per day? And if your keeping track of wounds then its once per day per wound? If they want more they have to buy it with an advantage to cure a character more than once per day.
  11. I know in a superhero game you usually have to pay points for everything, but lets say the fight is over and the heros don't want the bad guys to take off. Would you allow them to carry wire ties? They cost a buck at home depot. If not they would have to buy them as entangles. Also, how about a car? House? Cell Phone? This kind of stuff comes up all the time.
  12. It seems healing is a little broken or I'm not wrapping my head around it. As I understand it, It's 10 pts per die. You can do it the simple way and you just roll your points and give the target the amount of stun/body you rolled once per day. So in my campaign I have a 75 AP cap on any power. So a guy wants A player who is a healer. So he can heal 7 1/2 dice of damage to a team member. On average he can heal 26 stun. If a character is hit with the average attack a 15d6 EB (75 AP). That character will on average get hit for 53 stun. So, he might be able to heal the brick. (30 pd/ED). But not the rest of the party. On the other hand, everyone can keep track of every wound and he would be able to heal them to better. But, I don't like the bookkeeping that has to take place. So I was wondering how you handle healing. Or do you just use it as is.
  13. How much woud you say this costs? Would you break it out to several senses? Force Sense: Any living thing. Any power use. Raw energy, forces, gravity, etc. A Large Class Of Things 19-/16- (no Sense Group), Increased Arc Of Perception (360 Degrees), Range, Tracking
  14. I saw a skill or ability that was "Fade into Darkness" in one of my books. Does anyone know where that is...I wanted to look it up and see how they built it.
  15. I'm looking for ideas on how to simulate a telekinetic shield that comes up automatically when the character is attacked. He wrote it as a missle deflect that is basically always on. I vetoed it because I don't allow missle deflect to be used that way. I had him change it to a higher DCV for ranged combat but that still isn't working for me because it makes his dcv too high. There only so many AOE or Explosions to throw at the character. (Villians can't hit him otherwise.) If I just give the villans combat levels then It will hurt the rest of the team alot.
  16. A mentalist has Mind Control and his mental powers are for Human minds. If the mentalist tries to mind control someone who turns out to be an Alien or Android...Will the mentalist know what kind of mind it is?
  17. I want a darkness attack where when the character hits another with it. It creates a darkness field that follows the target. So far I got 1" darkness...usable as an attack. My question is this: With darkness you usually only have to attack a hex. Does usable as an attack take care of this or would the character get a discount because he actually has to hit the opponent for it to work?
  18. Re: Does anyone have any idea why this is legal? Thanks Caris, Disecting it like that helps me clarify what I like and what I don't.
  19. Re: Does anyone have any idea why this is legal? Okay, I explained to him through an email that we are going to use Page 28 of Fred to define power limits. We are using "High Powered". He made a new character. Some of it is like the last. Now he added Extra-Dimensional Movement. So now it's not jumping around the world in 2 t-ports it's anywhere in the dimension. Some other things that bother me as well. Does anyone have any thoughts on this? Personally, I hate this phase of the game. Cost Power 5 +10 EGO (20 Active Points); Limited Power Power loses almost all of its effectiveness (Only for controlling summons; -2), OIF Expendable (Very Difficult to obtain new Focus; Amulet; -1) 5 Shadow Tentacles: Extra Limbs (8) 22 Shadow Sense: Spatial Awareness (Unusual Group) 30 Demonic Abilities: Elemental Control, 60-point powers 15 1) Tentacle Strength: +50 STR (50 Active Points); Only with Extra Limbs (-1/2), No Figured Characteristics (-1/2) 38 2) Tentacles: Stretching 10", Does Not Cross Intervening Space (+1/4), Reduced Endurance (0 END; +1/2) (87 Active Points); Limited Body Parts (Shadow Tentacles; -1/4), no Noncombat Stretching (-1/4) 32 3) Shadow Mantle: Force Field (25 PD/15 ED/10 Power Defense), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 20 4) Shadow Discorporation: Desolidification (affected by Divine Power), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) 21 5) Shadow Jump: Teleportation 15", Position Shift, x8 Increased Mass, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Limited Power Power loses about a third of its effectiveness (Only from shadow to shadow; -1/2) 37 Arcane Magick: Multipower, 75-point reserve, (75 Active Points); all slots Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4) 4u 1) Summon 2 275-point Shades, Friendly (+1/4) (75 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4) 2u 2) Extra-Dimensional Movement (Single Dimension, Any Location corresponding to current physical location), x4 Increased Weight (32 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4) 2u 3) Telepathy 12d6 (Human class of minds) (60 Active Points); Eye Contact Required (Constant Power requires eye contact throughout use; -1), No Range (-1/2), Activation Roll 14- (-1/2), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Incantations (-1/4) 4u 4) Wall of Darkness: Force Wall (10 PD/5 ED; 4" long and 4" tall) (Opaque Sight Group), Reduced Endurance (1/2 END; +1/4) (74 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4) 3u 5) Soul Strike: Ego Attack 6d6 (Human class of minds) (60 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4) Powers Cost: 240 Cost Martial Arts Maneuver 3 Tentacle Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 75 STR for holding on 3 Tentacle Throw: 1/2 Phase, +0 OCV, +1 DCV, 13d6 +v/5, Target Falls 4 Tentacle Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 75 STR to Disarm 4 Tentacle Strike: 1/2 Phase, +0 OCV, +2 DCV, 15d6 Strike 3 Tentacle Sweep: 1/2 Phase, +2 OCV, -1 DCV, 14d6 Strike, Target Falls Martial Arts Cost: 17 Cost Skill 15 +5 with Martial Maneuvers 3 Streetwise 13- 3 KS: Arcane And Occult Lore 12- 5 KS: DEMON 14- 3 Language: Demonspeak (completely fluent) 2 City Knowledge 11- Skills Cost: 31
  20. Re: Does anyone have any idea why this is legal? lol
  21. Re: Does anyone have any idea why this is legal? 10u 7) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Triggered by Ranged Attack (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (100 Active Points)
  22. Re: Does anyone have any idea why this is legal? I do that with mage characters. I'll half the multipower be a force field and flight. The other half will be attack spells. I have found though. If you have a huge multpower like this one we are talking about. An EC is cheaper.
  23. Re: Does anyone have any idea why this is legal? Dimensional Distortion: Energy Blast 10d6, No Normal Defense ([standard]; Telelport, Extra Dimensional Travel; +1) (100 Active Points) Is worth 100pts. Advantages pump up the power to make it effective.
  24. Re: Does anyone have any idea why this is legal? yeah these are 450 point builds with 15dcs(15d6 or 75pts) as the cap. I wanted the 450 for more rounded characters. I believe the term is munchkin? I call it mini-maxing
  25. Re: Does anyone have any idea why this is legal? Isn't it 200 meters to 10000km meters? Since he bought it 10000km = 1" and he has to move at least 1"
×
×
  • Create New...