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CaptD

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Everything posted by CaptD

  1. Re: Does anyone have any idea why this is legal? would any of you allow slot 13?
  2. Re: Does anyone have any idea why this is legal? Here's the barebones powers Cost Power 22 Spatial Awareness (Unusual Group) 150 Space Bending: Multipower, 150-point reserve 5u 1) Force Field (20 PD/15 ED/5 Power Defense), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 9u 2) Force Wall (15 PD/10 ED; 4" long and 4" tall), Reduced Endurance (1/2 END; +1/4) (93 Active Points) 5u 3) Invisibility to Sight, Hearing, Smell/Taste, Touch and Radio Groups , No Fringe (50 Active Points) 10u 4) Teleportation 25", Position Shift, x4 Increased Mass, Reduced Endurance (0 END; +1/2) (97 Active Points) 8u 5) Big Teleport: (Total: 125 Active Cost, 83 Real Cost) Teleportation 5", x4 Increased Mass, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Increased Endurance Cost (x2 END; -1/2) (Real Cost: 33) plus Clairsentience (Sight Group), Targeting, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points); Limited Power Power loses about a third of its effectiveness (Only with Mega-Movement; -1/2) (Real Cost: 50) 10u 6) Away You Go: Teleportation 13", x4 Increased Mass, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable As Attack (+1) (99 Active Points) 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) 10u 8) Stasis: Suppress Movement 4d6, all movement powers simultaneously (+2), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Continuous (+1) (100 Active Points) 10u 9) Change Environment 8" radius, -5 DCV, -6 OCV, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+1/4) (100 Active Points) 7u 10) Moebius Strip: Entangle 6d6, 6 DEF, Area Of Effect (One Hex; +1/2) (90 Active Points); Cannot Form Barriers (-1/4) 7u 11) Dimensional Rip: Killing Attack - Ranged 4d6, Invisible to Sight Group (+1/2) (90 Active Points); No Knockback (-1/4) 6u 12) Dimensional Warp: Energy Blast 15d6, Indirect (Same origin, always fired away from attacker; +1/4) (94 Active Points); OIF (Objects of Opportunity; -1/2) 10u 13) Dimensional Distortion: Energy Blast 10d6, No Normal Defense ([standard]; Telelport, Extra Dimensional Travel; +1) (100 Active Points)
  3. Re: Does anyone have any idea why this is legal?
  4. Re: Does anyone have any idea why this is legal?
  5. Re: Does anyone have any idea why this is legal? He has a normal 25" teleport as well.
  6. Re: Does anyone have any idea why this is legal? Okay, I misread that. So, it's just a matter if I want to allow him to t-port 10,000 km in one t-port.
  7. Re: Does anyone have any idea why this is legal? It is 200 active points. T-Port + Clarsentience.
  8. Re: Does anyone have any idea why this is legal? Well, my campaign can't really handle a guy who can go around the world in less than 3 seconds!
  9. Big Teleport: (Total: 125 Active Cost, 83 Real Cost) Teleportation 5", x4 Increased Mass, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Increased Endurance Cost (x2 END; -1/2) (Real Cost: 33) plus Clairsentience (Sight Group), Targeting, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points); Limited Power Power loses about a third of its effectiveness (Only with Mega-Movement; -1/2) (Real Cost: 50) This is in one slot in a 150 point multipower and Hero designer is accepting it. As far as I can tell it's 200pts worth of powers. Is it me or am I missing something. Also, does anyone else think this is a campaign killer power?
  10. Re: How would you build missles comic style You see the pre because I switched the format to get a simple text form. Also, good point about the str. Also a good point about blowing up after a sucessful hit.
  11. Re: How would you build missles comic style I'm essentially here in the discussion - I'm not a great fan of the summon [vehicle] approaches. I'm picking this approach to let fast thinking players have a chance of avoiding or reducing the damamge the missle would cause. It could be more fun then just haveing a RKA, roll to hit, and Boom. I'm wondering whether the OCV of the firer should come into it? Should anyone be able to fire a homing missile with equal ability? Does your agility in combat have that much effect? Not really, push a button and it will self target (This is comic book science.) Was wondering whether the missile might have a base CV regardless of firer - so, for example, the missile fires at CV 8 and has 10 levels. That means it should hit most people but that more agile folk will have more opportunity to shoot it down or distract it to another target. Correct. I'm wondering how fast it moves. Could someone simply outrun it in the time they had. For example, if someone was to be hit in four phases, could they push their movement and get outside the range of the missile? I'm assuming the answer to that is yes? Thus avoiding what was essentially a good,'to-hit' roll. Yes and No. If you see how I bought the explosion it's a HKA. So the missle has to actually hit it's target. So if the hero is fast enough he could out run it long enough for the missle to run out of gas (END reserve 0 REC). How do you get it to 'hit' a wrong target. Should the target have a chance of using a dummy target and getting the missile to get a wrong lock? How does that work? A base INT/PER roll modified by the GM for circumstances? Yes and I constrained it in it's disadvantages. It attacks the closest and most intense heat source. So Johnny Storm and heat up something and get it to hit that thing.
  12. Re: How would you build missles comic style
  13. Re: How would you build missles comic style Spence, thats what this guy has...Shoulder launchers. I
  14. Re: How would you build missles comic style What do you think about this. Val Char Cost 0 STR -10 30 DEX 60 4 CON -12 1 BODY -18 10 INT 0 0 EGO 0 0 PRE -10 0 COM -5 4 PD 4 4 ED 3 4 SPD 0 0 REC -2 8 END 0 6" RUN 0 2" SWIM 0 0" LEAP 0 Characteristics Cost: 10 Cost Power END 30 Flight 15" 3 3 Endurance Reserve (30 END, 0 REC) 0 20 Killing Attack - Hand-To-Hand 4d6, Explosion (+1/2) (90 Active Points); 1 Charge (-2), Side Effects - Destroys automation when used. (-1), No STR Bonus (-1/2) [1] 5 Infrared Perception (Sight Group) 0 Powers Cost: 58 Total Character Cost: 68 Val Disadvantages 0 Psychological Limitation - Always Targets Nearest and Hottest Heat Source.: (Uncommon, Moderate, Custom Adder) To summon 4 of these it will cost him 24 points. This is for a villian so I might be over thinking this a bit.
  15. Re: How would you build missles comic style My intention is to make missles that they can evade, out run or get it to target another heat source ect... If I wanted a simple attack I can go with 4d6 rka explosion and be done. It's just going to track heat sources. And I agree the retracking and being able to shoot them down are both comic staples.
  16. Is this legal? Major Transform 2d6 (Matter to Energy, BODY) (30 Active Points); Limited Target ([Limited]; Only on non-organic; -1/2) I'm not sure the limitation is valid. Wouldn't this just be a sfx? Also, are their rules to how much area an tranform could effect? For example if this tranform is targeted at a wall would it effect a 2" section of a wall or would it effect the entire wall?
  17. Re: How would you build missles comic style Do you think I should build it as a vehicle?
  18. In Comics they have Heatseeking missles that will follow a target until it finds another heat source. (Like in the Fantastic four movie). How would you build something like this.
  19. Re: Would you allow this? Cellular: Shape Shift ordinarily only affects the character’s outward appearance (broadly speaking). His basic identifying characteristics — DNA, fingerprints, retina prints, and the like — remain unchanged. With this +10 Character Points Adder, Shape Shift works down to the most minute levels of a character’s body. His DNA, fingerprints, retina prints, and so forth all change (though the character needs Imitation to make them mimic those of someone else).
  20. Re: Would you allow this? I was stating what the rule states: The cellular adder changes his DNA. Read it and correct me if I'm wrong.
  21. Re: Would you allow this? I would like to point out Hyper-man that the character in question bought Cellular and Imitation which combined costs 20 points. So in my mind he paid for the ability. Some in this thread would require him to pay foanalyze DNA as well. Which in my mind is just increasing the cost of the Cellular adder.
  22. Re: Would you allow this? You are right I was confusing you with Hugh. Sorry
  23. Re: Would you allow this? Also, can you sites some examples where the Cellular Adder coupled with Imitation can be used effectively without buying extra powers/Senses?
  24. Re: Would you allow this? I don't believe that there is one. Nor have I ever said that it gives additional abilities. Your the one with the argument stating that if you copy a superhumans/mutants DNA you sould get their powers. You can read Shapeshifting on pages 216-218. If you site my quote from Steve long his main concern was if their was enough DNA on the hair to allow for an accurate shift.
  25. Re: Would you allow this? You could save yourself alot of typing by saying "I don't allow players to take that Adder as written."
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