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mmshah

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Everything posted by mmshah

  1. 1) Can a power with the Inherent advantage and Boostable charges, be boosted? 2) What type of action is it to stop/restart a Fuel Charge? Zero, Half, Full, Attack? Or does it go by the power? 3) If a Fuel Charge is activated as a slot in a Multipower, do the points need to be allocated to the slot to stop/restart the Fuel Charge? 4) Can a power with Recoverable Continuing/Fuel Charges, Recover charges while a charge is still active? 5) Can a power with multiple Continuing/Fuel Charges "stack" charges concurrently? (The example I'm thinking of is Suppress/Succor) Thanks
  2. 1) Can one take a Naked Advantage of Charges? 2) Can one set Variable Advantage to Charges? 3) If 1 is yes, then how does that affect Burnout? Is the Burnout on the base power or the Naked Advantage? Thanks
  3. If a Character has a Power with an Activation Limitation, such as Extra Time (Only to Activate), is Drained/Suppressed, when the points return to him does he have to "activate" those points again? What if the Power is Drained/Suppressed to 0 Active Points? Thanks
  4. Re: Buying the Aid Power Ya for PRE that raw +20 would be better on average then 4d6. For Succor to STR it would be a little closer since it already costs END you wouldn't be able to save the extra -1/2 on the raw stat. Using your example: 8 Lunar Str: Succor STR 4d6 (20 Active Points); Increased Endurance Cost (x3 END; -1), Self Only (-1/2) vs. 10 Lunar Str: +20 STR (20 Active Points); Increased Endurance Cost (x3 END; -1) 8 for 14 or 10 for 20, the 10 for 20 for the raw stat is still better on average but its closer. Opps forgot Succor wouldn't give any figured characterstics which really sucks for STR as you get so much, the raw stat would be way better. +4 PD, +10 Stun, + 4 Rec.
  5. Re: Buying the Aid Power Its usually not cost effective if you aiding 1 stat, self only. You could try succor thats only 5 Ap per die, but costs end. Look at Self Only Aid like this it costs 7 points per die, which can add a max of 6 points. You're spending 7 to get 6 and limitations will just make it worse as compared to buying it outright since you already took self only limitation on Aid futher limitations will give a poorer return on investment versus limitations directly on a stat which will save more points. Thats why you have to use Aid for others or multiple stats otherwise its just pointlless.
  6. Re: Area of Effect Defense Aid to ED/PD/Armor however would be subject to the 1/2 effect that adjustment powers have on defensive abilites. They also fade at the full rate which is also bad.
  7. For attack powers I'd just assume they add as DC's add, but for non attack powers would they add the same way? For example lets look at the following compound power: Aid STR 5d6+1 Multipower 23 points 1) +Aid STR 2d6+1 So how would 1 pip + 1 pip add? Would it be 7d6+2 or 7d6 + 1/2d6? Similarly how about adding 1/2d6 + 1/2d6, I'd assume that would be 1d6. Or what about 1/2d6 + 1 pip? Would it be 1d6? Thanks
  8. Re: How to Build Delayable Absorption Well I was thinking of boosting a Characteristic so I don't think an End Reserve would work, but the Recoverable Continuing Charge idea seems interesting, however aren't recoverable charges not supposed to be able to recovered in combat which kinda doesn't work with this concept. Also you aren't supposed to be able to use Recoverable charges to get back charges fast then 1/day, thou to be honest I don't understand that, that seems the only point of recoverable charges. I wasn't thinking of that. That idea is interesting too, but I think one could mimic that by just taking the Delayed Return Rate advantage. Rather I wanted to be able to take a hit 'charge' say, 10 STR, and wait to apply the 10 STR at some later time like maybe in the next combat or something by taking an action, for example a Half-phase.
  9. So if you want to build an Absorption that can "store" charge how would you do that? The advantages I had in mind where Delayed Effect, Time Delay or Trigger, but wouldn't all of them just delay your activation of Absorption until a later time when if at the time you activated it if you were not being attacked it would do nothing? Delayed Effect also seems incorrect given its only supposed to be used in campaigns that impose a limit on the number of active powers at one time, even thou by its very name it seemed the most appropriate. Basically I want an Absorption that I can choose to either use the points I gain then or wait and "store" them for later use. Thanks
  10. Firstly is 1/2d6 or 1 pip of a power an adder (Such as Energy Blast)? In Hero Designer its listed as an adder but I couldn't find it in the main book. Secondly if it is an adder suppose I have the following 2 powers: Aid 1d6 to Energy Blast (Can Apply adders Advantage) Energy Blast 5d6 + 1/2d6 Now with the Aid if I roll a 2 then I can add +1 pip to the Energy Blast so does it become 5d6 + 1/2d6 + 1 pip? Or does this add like Damage Classes do? Or if I roll a 3 on Aid then I can add 1/2d6 to the Energy Blast so again does it become 5d6 + 1/2d6 + 1/2d6 or is it simply 6d6? Or are there other rules for adding them together? Or if instead of the Energy Blast Being 5d6 + 1/2d6 Base if it was 5d6 + 1 pip base, then rolling a 2 for Aid I could add +1 pip again so would it become then 5d6 +2 pips? or 5d6 +1/2d6? Or something else? Thanks
  11. Re: Improving Absorption Really need to have Absorption affect a number of Powers/Characteristics before it becomes effective. You will also require high defenses and/or Damage Reduction to take that pounding and stay up. However if you build that then the Absorption really becomes too effective. Theres no good balance IMO its either too good or too weak.
  12. If one has an Uncontrolled Power in a framework, sets it up and starts it, then switches the points to another power, can the Uncontrolled Power still be affected by an Adjustment Power? Thanks
  13. If one has a compound power where the 2nd part of the power is in a power framework as + 6d6 say, and takes side effect for the power is it based on the total active points or only the first part? If its on both parts totalled, can one take the side effects limitation on the part in the framework? Example: 6d6 Energy Blast 30 AP Multipower 3u +6d6 Energy Blast Can one take a side effects limitation on the 60 points of the Compound Energy Blast? And if so does that limitation apply to the cost of the part in the framework?
  14. If one has the following: STR 20 Naked Advantage for STR Armor Piercing upto 30 Points Martial Maneuver + 2DC Can one make a 6d6 HtH attack with armor Piercing? Thanks
  15. Do Adjustment Powers that add to a Characteristic as a Power give Figured Characteristics? Thanks
  16. If an Adjustment Power adds to a Power with an Advantage, does the rounding come into effect at any point or is it purely determined based off of what 1d6 of the Power costs? Example: Aid to Energy Blast 6d6 Energy Blast 1d6 (Armor Piercing) 7.5 Active So the example in FRED says that it requires 7 Points from Aid to add 1d6 (pg 107). However does it cost 15 Points of Aid or 14 to boost 2d6? Thanks
  17. pg. 102 of FRED says that "powers that inherently cost no END (such as Mental Defense) always function at full strength, even if the character is stunned or Knocked Out" But in the Stun and Knockout rules they state that only Persistent Powers stay on if Stunned or Knocked Out. What about Powers that are Constant and inherently 0 END, such as (Clinging, FTL, Absorption, Gliding, Missle Deflection and Skills)?
  18. If a character has 1d6 Absorption (Energy) to STR and 1d6 Absorption (Physical) to STR can he add a Max of 6 or 12 to his STR?
  19. Does a character have to have at least +1" of a Movement Power for an Adjustment Power to add to it (for things like Running, Swimming or Leaping)?
  20. Example: VPP (10 Pool) (5 Control Cost, Advantage on Control +3 1/4 Delayed Return Rate 5/Century, Real Cost 21) Slot: Absorption 1 1/2 d6 (Absorption as a Defense Option x2) Is the Advantage +3 1/4 Delayed Return Rate 5/Century legal to take on VPP only or must it be taken on all slots?
  21. When there is an advantage on the VPP Control Cost, can the following be a slot? Example: VPP (10 Pool) (5 Control Cost, Advantage on Control +3 1/4 Delayed Return Rate 5/Century, Real Cost 21) Slot: Absorption 1 1/2 d6 (Absorption as a Defense Option x2) This Power has an active Cost of 8x2=16 it shouldn't be able to fit in the Pool since its only 10.
  22. mmshah

    Dr. Who

    Re: Dr Who Regeneration (Resurrection only) 12 charges that never recover.
  23. Re: Doctor, Doctor! Can't you see I'm burning, burning.
  24. Re: Is Leaping too Cheap? With a movement power like Running I could maybe swallow that, you cant see where your going and make a few wrong turns and wind backwards from your starting point. But with Leaping you cant change direction once you start, if you wind you west of your origin point, you jumped west at the start. I mean if your in NYC face west close your eyes and jump, theres really no chance of you ending up in the Atlantic Ocean. And theres also the point that the scatter can be many times the furthest distance one can jump, I mean these rules seem preposterous at best. No one has indicated that Im somehow interpreting these rules incorrectly and I read one of the questions in the FAQ that pretty much seems to confirm thats this is how they work, and to me it really seems like they need some adjusting. I mean even with Megascale perception, you dont get X-ray vision (unless you buy that) so you still mostly likely cant see where your going (since you have to see when you start the jump on level ground, as you cant change direction mid jump) and wind up with the same problem. But lets take the second example I mentioned at the start, using the Realistic Leaping rules for super-strength characters in Ultimate Brick, these have the opposite problem jumps are far too accurate. I mean 13,000 miles is the longest Earthly jump one needs to make and is a Range Modifier of -44, so your only off by 44 Hexes or worst case 51 Hexes.
  25. Re: Is Leaping too Cheap? Clearly, but when you jump East, you're gunna end up East of where you started, not West, which is 50% likely if you dont have the required minimum levels as in the above examples. Hence my proposition of using scatter on a scale of 1 level down the Megascale chart. Only problem arises at the (+1/4) level, since +0 would be normal scale and too accurate.
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