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Dust Raven

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Posts posted by Dust Raven

  1.  I still have the hero designer files from the fifth edition release but I have a windows 10 computer now and can’t get it to install. Do I have to get the upgrade to Hero Designer 3 or is there anyway I could install what I already have? 

  2. Re: Super Shield

     

    Very nice Shield Hyper-Man.

     

    Checking some of my existing write-ups for similar shields, I've noticed many have a total lack of CSLs inside the Multipower. Instead they all have levels purchased outside. One has simple 5 point levels defined as "shield levels" which could apply to DCV (all), Block, or any action that can be performed with the Multipower. The Levels of course could not be used unless the Shield was held and functioned more or less like Overall Combat levels with a Focus Limitation.

     

    Also, almost all use OAF rather than OIF. Makes the Shield a lot cheaper. I figured it's worth the savings since they all have Martial Disarm too. :)

  3. Re: Super Shield

     

    I don't follow this construction. Are you talking about replacing the first slot with X levels of DCV? Or are you talking about buying levels with DCV outside of the multipower (OIF: Shield)?

     

    If the former, I don't see much difference, as it's not "passive" since you have to activate that slot. You may as well block.

     

    If you mean something else, I'm not following you.

     

    I mean the former. It would be passive as all you would need to do is activate that slot (a 0 Phase action and it requires no concentration to maintain, oddly enough exactly how the DCV levels would work outside the Framework). With a block, you actually have to abort your action.

     

    The only passive aspect is "+4 with Block DCV" and that's only because he didn't actually take a Linked to Block Limitation. The fact that it's in the description and probably wouldn't save more than 2 additional real points counters this argument.

     

    Because it's a Level assigned to a Maneuver, it only applies while using that Maneuver. DCV Levels apply all the time.

     

    The only way to missile deflect passively (that is, without using an 'attack action') would be to build it with the Trigger Advantage.

     

    You could just buy DCV Levels with the SFX of "I'm blocking/deflecting attacks".

     

    Ultimately, the only advantage Block has over DCV levels is that it would allow you to go before your attacker in the next Phase if you succeed.

  4. Re: Super Shield

     

    Your question seems to be more of a character design question than anything else. Suffice it to say that depending on concept it may make more sense for the character to have extra PD/ED bought through a shield than for the character to have missile deflection' date=' block and so forth bought through a shield. Neither build is incorrect, they are just different.[/quote']

     

    Agreed.

     

    But if I were inclined to allow Skill Levels into a Power Framework, I'd use plain DCV levels instead of Levels in Block and Missile Deflection. Not only do you get a higher defense bonus (or lower cost), it's passive and will allow the character to attack every round (with something other than the shield) while simultaneously blocking and deflecting attacks.

  5. Re: Buying the Aid Power

     

    All Adjustment Powers need a significant overhaul in my opinion. Aid is probably the largest reason for this, but Absorption and Transfer are also... wonky. Adjustment Powers make for some interesting and unique character concepts, but in their current incarnation there is no use for them unmodified, and they usually must be heavily modified. I believe every Power should be useful in a standard, unmodified form as a default, not a starting point that must be modified.

     

    Anyways, I'm ranting... :doi:

  6. Re: The thumb-lighter trick

     

    He has no other fire-based powers - if anything' date=' he's an air elementalist. The metagame point of his having the thumb-trick at all are to demonstrate that he's not /just/ an air elementalist, and that he's at least trying to learn other sorts of magic, even if he's not all that accomplished in them yet. (I tried to think of similarly minor tricks for earth and water, but none appealed to me enough, so for now I've just stuck with the fire-based one.)[/quote']

     

    I'm not just an air elementalist! I can also light my thumb on fire! :D

     

    As he doesn't have any other fire-related powers, I'd probably have him pay the point or three to own the power in a modern supers game. In my current state of mind I'd skip the 1 pip RKA nonsense because you're either going to need to continuously hand-wave things (did you remember to pay for Uncontrolled to actually light something on fire so it stays burning after your done touching it?), or end up with a really long Power (and there's no reason why the thunb-lighter-trick power should take up more space than the more important Air Elemental powers he's probably also going to have).

     

    My advice: Compare the usefulness of this ability to a Professional Skill and charge as much for it (1-3 points) and jot it down on the character sheet.

  7. Re: Underpowering powers?

     

    Without knowing what the restrictions are on "real magic" and what all goes into having "innate powers" and the required Disads, it becomes difficult to advise you in a way around them, assuming there even is one that you GM will allow.

     

    From what you've described, it my be possible to just buy your Powers using the Focus Limitation, but your campaign restrictions may prevent that. I don't know.

     

    While I would very much like to hear more about this campaign and it's restrictions/requirements, it may be best to discuss this with your GM first. If this character is even a possibility within the campaign, your GM will be best prepared to help you build it.

  8. Re: Bring Forth Sidekick?

     

    I agree with giving the Sidekick character the Teleport Power. It's also the first thing that occurred to me when I first though this was for a Follower rather than a PC, but it still works.

     

    Give the Sidekick enough Teleport to reach across the planet and a single Fixed Location (the Sidekick's mentor), and a Limitation to only Teleport to Fixed Locations. If the Sidekick cannot say "no" and may be Teleported while unconscious. Build it with an automatic reset Trigger. Place an additional Limitation "may only be activated by Trigger" and you're all set.

  9. Re: Fringe on Invisibility

     

    If it's all bought as one Power, I would definitely allow you to be Invisible to some Sense Groups but not others at any given time, and to use or not No Fringe in a similar way (either on or off). However, it would say that No Fringe applies to any Sense Groups you are Invisible to at the time through the use of this Power. At least officially.

     

    During actual game play, depending upon SFX, I might say the No Fringe may apply to any Sense Groups (or even individual senses), but not all.

  10. Re: Hancock's Weakness

     

    It certainly can be doouble dipping so if I see this I have a chat with the player. You might, for instance, decide that the 'infamous celebrity' limtiation means that people will tend to react badly to the character, so it has an effect on social interaction and public cooperation.

     

    The Public ID, you might decide allows people to research or know, as general knowledge, aboutt he characters strengths and weaknesses - so as villain might, for instance, know about his enraged or his amnesia, and be able to take advantage, or know that he doesn't have flash defence (maybe he should - those sunglasses featured quite a bit).

     

    You might eventually buy off the 'infamous celebrity; limitation whilst the public ID might stay in place, or even 'grow' in intensity.

     

    I see your point, but I would keep the Public ID and change the Infamous Celebrity to a Reputation if defined as you describe. Probably just splitting hairs but it's the way I'd do it.

  11. Re: Hancock's Weakness

     

    How about a susceptibility?

     

    Susceptible to

     

    Instead of damage though the effect is a transform (SPB to normal) with partial effect. You can heal the transform damage normally before the full trasnform takes effect (and SPBs can probably heal fast when fully loaded) but once it is gone it is gone, subject to whatever gave them theri powers in the first place.

     

    A Susceptibility might work if I wanted the power draining effect to happen more quickly than it seemed to happen in the film. I'm kinda torn between having it drain quickly, and potentially preempt some potential role-play between hero and villain, and having it take so long to drain away it takes the entire length of the story to have any significant effect (as it did in the film).

     

    Maybe I could link it into using their powers around each other, or have the use of their powers near each other cause then to be drained more quickly...

  12. Re: EGO usable simultaneously

     

    The character defends himself and his friends from mental attacks. EGO has some advantages over mental defense, obviously.

     

    I will probably do a compound power, EGO and mental def., but I just focused on the EGO for the question. I guess the mental def. might actually be trickier, since the EGO might be possible through succor, which just occurred to me now. Is that where you were going?

     

    SFX? - Generic magic. This is basically just a mystic with this group mental protection power.

    Yep, that's were I was going. The simplest solution is to just use Mental Defense, or a Power that grants Mental Defense such as FF and make it usable against others. While EGO has some advantages over Mental Defense, Mental Defense is cheaper and in almost all cases will provide a more certain defense (plus it protects against the damage from EGO Attack while plain EGO does not). If you really wanted to use EGO (because it may better suit the SFX you are looking for), I'd definitely suggest using Succor (perhaps AoE Selective).

  13. Re: Hancock's Weakness

     

    Physical Limitation would do the trick nicely IMO.

     

    What value would you give it?

     

    In my specific situation, there are two remaining "super people", but instead of being lovers, they are each others nemesis (and Hunted). I'm guessing I should base the frequency on the frequency of the Hunted, but what about the severity? Losing all of your powers is, in my opinion, Greatly Impairing (at least for someone who is used to being invulnerable), but it happens gradually.

  14. Re: EGO usable simultaneously

     

    I'm trying to build:

    - EGO

    - usable simultaneously (up to 8)

    - activated zero-phase, if possible (looks like it might not be)

    - activated w/o touching any recipient, as long as LOS exists

    - not requiring any recipient to stay in any particular area (LOS restriction is fine)

    - costs END, paid by grantor

    - deactivated if grantor goes unconscious

     

    I went through the FAQs, but I'm pretty lost now.

     

    If Ego is just too crazy, I'd settle for FF-mental defense, though I'd rather not.

     

    Thanks for any help.

    What exactly does this do (SFX)? There may be a simpler build for what seems like a complex effect.

  15. WARNING: This post contains spoiler alerts. If you haven't seen Hancock yet and plan too, go watch it real quick before reading this post. Go head... I'll wait.

     

     

    Okay, now that we've all watched Hancock...

     

    I won't go into the good and bad of the film, but there was something that really caught my attention from a character design point of view. Hancock seems to have a somewhat unusual weakness in that whenever he is in proximity of another of his kind (a specific type of super-powered individual), he gradually becomes mortal and loses his powers (as does the other individual). Apparently thousands of years ago, there were many people who were super strong, invulnerable, flying immortal people who two by two paired up with each other as lovers, became mortal and died. Hancock (and one other) are the last and have been separated for the past 80 years, but when they meet, he slowly becomes mortal and vulnerable to harm.

     

    So, how to model this? It's not likely a susceptibility, as the loss of powers appears to happen far too gradually, at least gradually enough for these two to engage in multiple super battles against each other before they are just normal people. However, once they lose their powers, it takes an equally long time to regain them once they have enough distance between them. I'm thinking of taking the easy way out and just drop in a Physical Limitation but I'm looking for more insight into how I can do this. Another Disad? Power Limitation? Something else?

  16. Re: Champion??

     

    ::Shutter::' date=' I was really hoping there would not be archtypes...[/quote']

     

    How would it work without archetypes? The environment the players interact with has to to compatible with each and every character a player may design. Since the game can't come up with tailored villains, the only alternative is to use archetypes predictable (from a balance point of view) game play.

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