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jeddy

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  1. Re: Eliminating Killing Attacks I am a horrible horrible crackhead. Please ignore all my previous posts on this subject. I have no idea where my numbers came from, but they're... um... a bit wrong. Continue to call it the STUN Lottery, i may start doing that too. *skulks off to figure out where my math went bad*
  2. Re: Math confusion The extra 3d6 comes from adding STR damage to the Passing Strike as well as the HA i guess. I personally don't think that's fair or balanced at all. What you've got there is a 90 active point attack for 24 real points. Even adding in the cost of the Running needed to get 15" of velocity (18 points, and not a cost dedicated to this one attack), it's substantially cheaper than any other 12d6 AP attack.
  3. This is an interesting discussion, what with all the talk of realism and such. However, not to be a drag, but how could ol' Hulk even swing a 60 ton tank in circles in the first place? I mean, the outward force of that thing would tear his hands off, assuming his feet could even find grip on the dirt. Unless he weighs 60+ tons as well of course. ;] We try not to think too much about realism in our games. If we can, we try and figure out how things should work. If it becomes a lot of work, or bogs down the fight, physics takes a back seat to what would be the most fun.
  4. Heh, that might qualify for AVLD instead. Hmm, so something like a 1d6 EB, Continuous, Uncontrolled as the dart (dump 10 or 15 END into it so it lasts a while), with a linked larger NND that has a -1/4 or -1/2 Lim: only when two or more darts are attached. That sounds promising actually. In fact, i like that, since if another taser hits quickly, the NND could go on for a few phases. The NND would be fairly easily stopped by ripping out the taser darts of course. This is going to cost alot too, NND, Continous, Uncontrolled. Sweet.
  5. Hi, i'm trying to get psyched up to GM for the first time, so i'm trying to get some baddies built with interesting abilities. My current idea is a bunch of little robots, each with taser-like darts that can conduct an electircal charge to the target, but only if another little guy has also hit that target. Basically, they can only discharge if the circuit between two bots is closed. It'd be NND vs not being conductive, or having some amount of Power Defense, etc. I was thinking that Trigger would be the ticket, but that requires that the hit roll be made when the trigger event occurs, not when the trigger is set up. I'd like to be able to roll to hit (simulating the dart hitting), then as soon as another one hits, bam! I could just Rule 0 it i guess, but i was hoping there might be a legal way. I also might want to use this power for a PC later on. ;]
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