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bjvargas

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Everything posted by bjvargas

  1. ...and I got myself rolling on the floor when picturing the look on the face of a character like, say, Hawkeye, when he fires some Armor Piercing, High Explosive arrow at the Time Manipulator... The Timedude steps out of time, and not only turns the arrow back around at Hawkeye, but goes back and forth in time 4 more times to get other copies of the same arrow in flight at the Timeguy, and returns a total of five arrows at Hawkey, using Autofire. LOL And then there is a power my Timedude has that I call For Shits and Grins: Shits and Grins: Change Environment 1,024" radius, -2 CV, Varying Combat Effects, Varying Effect - Shits and Grins effects (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character can set Trigger multiple times; Trigger is pushing Time Stop button on Chronograph; +1/4), Selective Target (+1/2) (140 Active Points); Shits and Grins Changes Only things he can change by walking around and making those changes physically (-1/2), Notes: Inspired by (but a change from) Ultimate Speedster: Fashion Victim, pg 71 This power is used to represent classical Time Prankster Stunts. It may be used in or out of combat, but always for Shits and Grins. Example: Timex steps out of time and pulls one opponent's pants down around his knees (-2 DCV), knock's the aiming arm of a pistol user off to the side (-2 OCV), ties another target's shoelaces together (-X Dex), etc. Doesn't always have to be in combat or against enemies, either Sure, he could poke fingers into enemies' eyes, but could only get the For Shits and Grins for himself knowing he was able to do it (and maybe some itchy eyes for the target for a phase, -X PER), but he can cause no direct damage...no knives to the gut or anything like that. Time is stopped 'too hard' for any real damage to occur. Gods....I am loving this Time stuff, and this corny character
  2. DC Wrote: For example, specifically under the description of Linked in 5ER, it says that when two powers are linked and one of them affects the target's defenses, such as a damaging power and one that would bring down DCV, the power that does damage hits first. However, nothing I could find under Compound Powers says that. So the official questions are: 1) When two (or more) powers are combined into one "compound power", and all powers 'fire' simultaneously, and none of those powers are "linked", and one of those powers reduces a targets's defenses, is the target's defense reduced for the purpose of that specific attack? If not, 2) If the compound power fires simultaneously, but the damaging power has some sort of delay on it (be it Extra Time lim or Time Delay adv of, say, half of a phase), is the target's defense reduced for the purpose of that specific attack? Steve Replied: Maybe my brain is still fogged by Origins and plane rides, but I can’t envision any sort of power like what you describe. Compound powers either (a) involve Linked, or ( involve a power and an additional partially Advantaged or Limited use of that power (as described on 5ER 94). Before I can answer this I need you to give me a legal example compound power that would do what you describe. DC: Nah, it's probably me, lol. Hope you had a great time! Let's see here. From what I read on pg 94, it says that a compound power is built with 2 or more powers, and that partially advantaged or limited powers 'also qualify'. Looking back at the description of Compound Power on 5ER 16 it says "Typically" it involves powers that are linked, or partially limited...but not that they must be. Going with that, and keepig it simple (hah): Either: (Same Trigger Pull and Attack Roll is what makes them Compound) Compount Power Laser Rifle: 1d6 Flash to the Sight Group RC 5 END 1 1d6 EB Laser - Delayed Effect (1/4) Set to go off a split second (less than half-a-phase) after the Flash RC 6 END 1 OR: Compount Power Laser Rifle: 1d6 Flash to the Sight Group RC 5 END 1 1d6 EB Laser - Extra Time: Delayed Phase (0 - no benefit since it doesn't really limit the power) Goes off at half the character's DEX. RC 6 END 1 To me it's like a flashlight on the end of a rifle blinding a target just as the shot (in this case a laser) follows it. At light speeds, it makes sense to me that they are are all one attack, require only one trigger pull and attack roll. So the target loses some CV and has a harder time dodging (or whatever) the Laser Attack. Again I say, thanks for putting up with this stuff. But inquiring minds a tortured until they ask
  3. Reading through the FAQ, I saw that you wrote: "However, if a compound power is created using the Linked Limitation, the special rules for the range of Linked powers (5ER 300) apply. The example above doesn’t involve Linked, but many compound powers do." This makes me wonder about other compound powers that are not linked. For example, specifically under the description of Linked in 5ER, it says that when two powers are linked and one of them affects the target's defenses, such as a damaging power and one that would bring down DCV, the power that does damage hits first. However, nothing I could find under Compound Powers says that. So the official questions are: 1) When two (or more) powers are combined into one "compound power", and all powers 'fire' simultaneously, and none of those powers are "linked", and one of those powers reduces a targets's defenses, is the target's defense reduced for the purpose of that specific attack? If not, 2) If the compound power fires simultaneously, but the damaging power has some sort of delay on it (be it Extra Time lim or Time Delay adv of, say, half of a phase), is the target's defense reduced for the purpose of that specific attack? Thanks for putting up with this, lol. DC
  4. Since when a lesser power without Range is linked to a Greater Power with Range, the lesser power gets Range for free (5ER 300), and since 'twould make sense to me that the same reasoning should apply to Area of Effect, does it? Hypothetical: Laser Rifle with two settings 1) Laser Beam 60 AP, with Drain DEX 30 AP linked to the laser rifle - ranged does not have to be purchased with the Drain. vs. character changing settings on the same rifle 2) Wide Angle Laser 60 AP fired in a Cone, with Drain DEX fired along that same cone. Does the Drain now have to purchase AE Cone? If it does, I would ask the reasoning, except that I already know the macro you have set for that ;P DC
  5. Re: Time Attack - LOL Really...hmm...yeah, you are right. Thanks! DC
  6. Usually I don't like bothering with Time characters or powers because, well, how many GM's like dealing with them, at least when it concerns PC's. But I was dinking around with them tonight - and taking a look at Captain Chronos, and I ended up creating the following, and laughing my ass off. Rapid Transit Attack: Teleportation 12", -Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Half Phase Action to reset, Character can set Trigger multiple times; +1/4), - Safe Blind Teleport (For Timex and Target; +1/4), - Continuous (+1), - Usable As Attack (+1), - NND (Time Manipulation powers; +1), - Invisible Power Effects (Fully Invisible; Target (and others around) don't know what hit him - one moment he was 'there', and now 'here' - heh; +1) (132 Active Points); - OIF Unbreakable (Antique Gold Pocketwatch over manubrium on Suit - shines a light on the target, giving target a feel resembling the light from a train about to hit them; -1/2), - 16 clips of 1 Continuing Charge lasting 1 Minute (Increased Reloading Time: 2 Full Phases; -1/4), - Incantations (It's a line drive...; -1/4) Real Cost 59 Notes: SFX: Timex simply steps outside of the Timeline, picks up and moves the Target where he wants it, or damn close, then moves back to where he was. If the target is too heavy for Timex, he just adjusts the target in time until the target happens to be in the place Timex wants, taking into account the earth's rotation and path around the sun. Additonal SFX: As it is a continuous charge, once Timex has a 'fix' on a person (successfully attacked once), he continues to have success each phase (personal note - remembe that a continuing charge is inherently Uncontrolled) by stepping back in time to where he last 'held' the target and moves him/her again, to wherever he wants (could be done minutes, days, weeks, centuries, etc. into the future as SFX - whenever he happens to 'remember' (or be reminded by the AI)) that it needs to be done - leaving Timex free to keep fighting and taking his actions during 'normal time'. ROTFLMAO I know, someone has probably already done something like this, and I am relatively new here - but I had to share anyway. DC
  7. Re: Martial Arts, Foci, and Possibly HD I don't know either - twas the same for ghost-angel too /shrug But then, evidence now shows (via ghost-angel's valid points) and you telling me that there are rules saying it shouldn't be working the way I want it to in UMA that I am not supposed to be doing so anyway. I don't mind doing a workaround to get the points back, for GM approval stuff, when HD is intentionally built not to do something.
  8. Re: Martial Arts, Foci, and Possibly HD I can't disagree with you there. And that is all anyone had to tell mein the first place. "Not supposed to do it, so HD isn't set up for it." Hell, even if I had been told, "Try this...whoops, I thought work-around would work." Or, "There are rules in another book you might be missing." But somehow it seems to have grown well past all that pleasantry.
  9. Re: Martial Arts, Foci, and Possibly HD Uhhhh...hmm. You told me to put advantages on. Then to put the limitations on. In my example above, that is exactly what I did. I followed your directions exactly. I put the skills into a List (more than 10 AP worth, as directed). Then I did the advantage/limitation work on the List, as directed. I put +2 Advantages on all the slots in the list. 5 AP skills in the list did not go up in AP - they remanined at 5 AP. I then put a -1 Lim on all slots on the list. Obviously, if the +2 Adv didn't increase the cost. *Forget the limitations* altogether for a moment. To restate, I followed your instructions exactly. I created the list. I put the skills (more than 10 pts worth) into the list. I applied advantages to the skills. The costs did not change. And this time it wasn't just me. The same happened to ghost-angel. Off to uninstall/reinstall my java.
  10. Re: Martial Arts, Foci, and Possibly HD Now if only I could get that to work... see the HD thread about this, if interested. Doesn't appear to be working for ghost-angel either.
  11. Re: Would you like some sub-plots with that? It may be a bit more work than I want to go to on a regular basis personally (GM side), but other than that, I *love* it from a Player side.
  12. Re: Martial Arts, Foci, and Possibly HD Not to mention that it conflicts with the example given for Chen Kwai on page 220, where it says, "Chen Kwai wears a gem which tells him how to fight. He purchases his Martial Arts with the Limitation, Inobvious Accessible Focus (Gemstone). However, if he ever loses the gem, he becomes unable to use Martial Arts." So I am not sure what to make of it all, lol.
  13. Re: Martial Arts, Foci, and Possibly HD Please see the HD thread on this topic for the ongoing trials and tribulations of (and caused by) bjvargas (yup, that means more trouble)
  14. Re: Martial Arts, Foci, and Possibly HD 1) Ugh! I thought I deleted my post here when I moved it to the HD thread. But 2) The actual quote is, "Generally, characters may not put Limitations on Martial Maneuvers, but the GM can allow them to. As for what you say Dan, I will have to take your word on it - I can't find anything in the rules that specifically says that, so I figured they were like anything else, you don't need an Advantage to also apply a Limitation - but my track record hasn't been all that good lately
  15. Re: Wand of Fireballs (or the Champions Equivalent) I like it!
  16. Re: "Batman, but with..." You could set up a large pool so that he has lots of spells (gadgets), but let each individual slot have an AP cap.
  17. Re: [Help] Characters to 5th edition LOL. Yeah, even in super-super-superheroic level games I have played in/run, certain items, like flashlights, are available for no CP cost. Guns? Sure, even though they are available for cash, CP. But flashlights? That would be like charging CP for jeans and a T-shirt.
  18. Re: Skills/Perks Help All the above, plus you might want to check out the Degrees required of such Rangers to see what is required for them.
  19. Re: Martial Arts, Foci, and Possibly HD Of course I tried that, and I am still having difficulty - wouldn't ya know. I set them up in the list. I started applying limitations, and I noticed no cost change. So to really test it out, I made a Custom Limitation of -10, and still had no change in cost. Here are the results with No Limitations, and with the -10. NO Lim: Cost Martial Arts Maneuver Speedster Martial Arts (Ultimate Speedster)5 1) Flying Dodge: 1/2 Phase, +0 OCV, +4 DCV, Dodge [Notes: Dodge All Attacks; Abort; F-move] 5 2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab, Area Of Effect (8" Radius; +1 3/4), Selective (+1/4) [Notes: Grab Two Limbs, +10 STR for holding on; FMove == The Flying Grab maneuver allows the speedster to run up to someone and grab him.] 5 3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Throw [Notes: Grab Two Limbs; STR + v/5; Target Falls; FMove == The Flying Throw maneuver allows the speedster to grab someone and then throw him, using the speedster’s own velocity to increase the damage.] 5 4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm [Notes: Disarm, +10 STR to Disarm roll; FMove == The Passing Disarm involves running past the target and snatching something out of his hand.] 5 5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Strike [Notes: STR + v/5; FMove == The Passing Strike involves running past the target and hitting him, using the speedster’s velocity to augment the blow.] 5 6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, Throw [Notes: STR + v/5; Target Falls; FMove == The Passing Throw maneuver allows the speedster to “intercept” another moving character and trip or throw him so that the target’s own velocity works against him.] 5 7) Pressure Wave: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2 d6 NND [Notes: The Pressure Wave involves running around the target at high speed to batter him with increased air pressure, or the speedster rapidly pumping his arm to create a short-range “pressure blast” of compressed air; in either case the defense is Life Support (Safe Environment: High Pressure).] 5 8) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, Punch [Notes: STR + 4d6 Strike == The Rapid Punch involves hitting the target several times in the space of a second;] 4 9) Rapid Chop: 1/2 Phase, -2 OCV, +0 DCV, Chop [Notes: HKA ½d6 (2 DC) == Rapid Chop does the same as Rapid Punch (to more lethal effect) using the edge of the palm, or possibly the whole hand to rub something at hyper-speeds to create damaging friction.] 4 10) Spinning Escape: 1/2 Phase, +0 OCV, +0 DCV, Strike [Notes: +15 STR vs. Grabs == To use the Spinning Escape, the character spins or vibrates in place so violently that his captor can’t maintain a grip on him.] Martial Arts Cost: 48 WITH Lim: Cost Martial Arts Maneuver Speedster Martial Arts (Ultimate Speedster), all slots Custom Modifier (-10) 5 1) Flying Dodge: 1/2 Phase, +0 OCV, +4 DCV, Dodge; Custom Modifier (-10) [Notes: Dodge All Attacks; Abort; F-move] 5 2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab, Area Of Effect (8" Radius; +1 3/4), Selective (+1/4); Custom Modifier (-10) [Notes: Grab Two Limbs, +10 STR for holding on; FMove == The Flying Grab maneuver allows the speedster to run up to someone and grab him.] 5 3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Throw; Custom Modifier (-10) [Notes: Grab Two Limbs; STR + v/5; Target Falls; FMove == The Flying Throw maneuver allows the speedster to grab someone and then throw him, using the speedster’s own velocity to increase the damage.] 5 4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm; Custom Modifier (-10) [Notes: Disarm, +10 STR to Disarm roll; FMove == The Passing Disarm involves running past the target and snatching something out of his hand.] 5 5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Strike; Custom Modifier (-10) [Notes: STR + v/5; FMove == The Passing Strike involves running past the target and hitting him, using the speedster’s velocity to augment the blow.] 5 6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, Throw; Custom Modifier (-10) [Notes: STR + v/5; Target Falls; FMove == The Passing Throw maneuver allows the speedster to “intercept” another moving character and trip or throw him so that the target’s own velocity works against him.] 5 7) Pressure Wave: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2 d6 NND; Custom Modifier (-10) [Notes: The Pressure Wave involves running around the target at high speed to batter him with increased air pressure, or the speedster rapidly pumping his arm to create a short-range “pressure blast” of compressed air; in either case the defense is Life Support (Safe Environment: High Pressure).] 5 8) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, Punch; Custom Modifier (-10) [Notes: STR + 4d6 Strike == The Rapid Punch involves hitting the target several times in the space of a second;] 4 9) Rapid Chop: 1/2 Phase, -2 OCV, +0 DCV, Chop; Custom Modifier (-10) [Notes: HKA ½d6 (2 DC) == Rapid Chop does the same as Rapid Punch (to more lethal effect) using the edge of the palm, or possibly the whole hand to rub something at hyper-speeds to create damaging friction.] 4 10) Spinning Escape: 1/2 Phase, +0 OCV, +0 DCV, Strike; Custom Modifier (-10) [Notes: +15 STR vs. Grabs == To use the Spinning Escape, the character spins or vibrates in place so violently that his captor can’t maintain a grip on him.] Martial Arts Cost: 48 So what am I doing wrong *this* time? lol
  20. Re: Martial Arts, Foci, and Possibly HD Ok, I was trying to avoid looking dumb in front of you yet again, but you found me out Well, at least I now understand what list is for and how to use it. Thanks
  21. Re: Martial Arts, Foci, and Possibly HD "Only Advantages can be applied to individual Maneuvers" is what I get within the MA tab
  22. Re: Martial Arts, Foci, and Possibly HD The MA tab is where I started. Can you tell me where in the tab I can do that? Within that tab I can apply advantages, but it tells me limitations are not allowed (or something like that - whatever I typed above)
  23. Re: Martial Arts, Foci, and Possibly HD YupYup. I hate taking another thing to Dan...but I am beginning to think I must...
  24. Re: Martial Arts, Foci, and Possibly HD Uhhhh, hmmmm. K, so I go to the Martial Arts tab, I click on, say, Hand To Hand, I dbl-click on, say, Basic Strike, I click on the Add Modifier... button, I click on Limitations, and... Nothing is there. Empty window. I click on Unavailable Limitations and every limitation is listed. I click on one of those, I click on View Reason and it says, "Only Advantages can be applied to individual Maneuvers" I don't get it...but then again, I am sure I am still being dense, lol.
  25. k, I am probably just being dense again, but... 5ER, pg. 220 Skills (as powers) It says skills can be purchased as powers, then gives the example of Chen Kwai buying his Martial Arts with a Gem Focus. 1) How would one go about doing that? 2) How would one go about doing that in HD3? Thanks!
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