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ChocolateMousje

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Everything posted by ChocolateMousje

  1. Silly me, I only checked the FAQ for defense powers That answered the last two questions, but not the first. If a carried character is inside the FF, and attacks out, does the FF hinder the attack?
  2. As a default, if you're carrying someone inside a FF with protects carried items/people... if they attack out, does the FF hinder them in any way? Conversely, if they decide to attack you, from inside the FF, does that negate the defense? Is it correct to assume that successfully grabbing/being grabbed does not mean the other person is "carried"?
  3. Nah, 3 AP is enough to run the LS: no need for sleep, and his total life support is an m slot... allowing him to keep it going at 3 or 10. I think he can survive 2 seconds of extreme hunger.
  4. For a new short campaign: GM is running a dungeon type game. The usual players have at first been told only 350 (200+150) point characters, bring 1 and 1-2 spares (or maybe 2 400s). He later interests 2 other players, former Hero 1st Ed/GURPS gamers. I tell them that I expect the GM will have a highly lethal game (the 'spare characters bit') and loan them some rulebooks (FRED, CU, Champions). After about 3 weeks, one of them comes up with Megaskilled Normal... NCM as his only disad, totally average stats, no powers, 14- mechanic, 31- computers (with all subskills), 31- electronics. (This after explaining to him that 14- is exceptional skill, and 20- is godlike) His avowed combat tactics are a) run away 6", SPD 2 use arms to surrender (although he didn't the one fight we were in so far) At least so far he's having fun... and after we won the fight he hacked the base's computers in about 0.01 seconds... next session we're slated to fly to a remote South American abandoned ruin though, so I'm still trying to convince him to take his xp and 130 available disads and buy something . No computers for 100 miles of the ruin...
  5. ... The GM has approved all this so far? The obvious question is just what your campaign starting limits are, and how you think your GM will run the game... if I was running this, and approved some of those powers, it'd be to subject you to interesting torments... (total LS, and you want to fire your 90 AP EB?... you suddenly realize it's been a week since you last ate or slept and decide to take a nap. Sorry, you're unconscious and can't change your multipower back...) Anyways, you have alien meteor dust that you can instant change into a costume that grants incredible powers? You're already far too much of a combat monster IMHO, so this is what I'd suggest based on your character concept/background: alien mentality: A bit of mental defense. However, you can also be affected as an Alien mind class. I don't see how a bit of meteor dust can give so much DI... extra time or remove it. The original meteor was attracted by a man-portable magnetic device. Why aren't you affected by magnetics at all? (vulnerable, susceptible, or even gain some magnetic powers?) Not quite sure how meteor dust in your blood makes an OIF They KO you, remove the costume, and drain your blood? Power defense is always good if you can afford it. Regeneration should be 0 END, always on, persistent. As written, yours does not work... if you are KO or dead, it shuts off... making the resurrection adder rather useless. If your GM approved it to work anyway, then we have the interesting case where they drain you to 15 BODY and a KO, then since you have no END while unconscious, your regen burns STUN into a deep coma level...
  6. Re: Re: Re: Killing Attacks - How Powerful? 17 DCV? What's his ECV? I had a GM build a 1/2d6 KA, BOECV, does body, autofire for a friend's character in a game he wasn't running... If he's got no ranged attacks, damage shield...
  7. Dunno about you, but I think ghosts and spirits would be more likely to have automaton abilities like Cannot be Stunned or Takes No Stun... if anything, Does No Stun feels more appropriate. Hm... all the powers seem to use Standard Effect. To me, spirit bolt sounds more random than the other powers While it is faster, remember that SE generally will average lower than rolling, and sometimes you want that small chance of doing real damage with a good roll that you can't get with SE. Does member of Bathory Family(Frequent) really come up more often than Romany/Gypsy(occasional) in your character's area?
  8. Isn't this just the reverse of instant change (any clothing to costume)? You're just making instant change (costume to any clothing)
  9. Re: First Char for Review Life support for only 7 points looks like it's in the EC, which is strange since it isn't a 40 point power and doesn't qualify as an EC power (no inherent END cost) The -2 limitation is also rather huge, "power only works while Desolid" is the Linked limitation. (which would probably also prevent it from being in the EC unless it was a desolid/LS compound power) You might be able to add Side Effect based on her need for emotional control psych lim. This character currently seems to qualify for Normal Characteristic Maxima (it's at the bottom of the Characteristics tab instead of with Disadvantages). 2 SPD is rather slow... true, you don't need much if you can go desolid, but you'll be hurting if you run into anything that can affect you while desolid. Low defenses, same thing. At 15 Dex, segment 12 nearly all supers and possibly many agents will get a chance to attack before you can activate your only defense (desolid)... if your GM allows -2 lim for only works while desolid, you're not going to start many fights desolidified. What do you use the WF chain and rope weapons for?
  10. Power defense protects against suppress. If character A has a suppression field vs RKAs, and character B has power defense and fires an RKA into the field, does B get to apply power defense against the suppress by default, or is this a GM/based on SFX call? (or just requiring the Ranged advantage on the power defense?) I said yes before, but after thinking about it some more, I think I'm thinking too much...
  11. Let me try to clarify: If the power is on, but not active (for example, a damage shield defined as a pop up weapon), should it be easily visible to casual observation to someone who doesn't know what to look for? I don't dispute that once activated the effects are fully visible, and afterward you could pick out the source, or that it could be predefined as visible even when on but inactive (fire aura damage shield). I just don't think that, on a first meeting, without seeing the power in use yet, characters should automatically be able to say, "Hey, force field... I'll use my NND not vs FF on someone else"
  12. What default maximum? Even if you were thinking of Aid's maximum from dice that'd be 2 BODY from a 1d6. The standard effect 1 BODY just means he doesn't have to roll every time, but takes the average of 1.
  13. As a default, must a power be clearly visible when it's on but not actively in use? Example 1, a force field. Can I define it as clear (maybe a little distortion if someone looks for it) until it blocks an attack? Example 2, a damage shield. Defined as pop-up lasers, hidden under cover until attacked. They're there if you know what to look for, and the effects are fully visible so I don't think IPE is appropriate. I personally think something easily visible like a fiery RKA damage shield is a -0 visible limitation (since it being that visible is just as much a deterrent advantage as a tactical limitation).
  14. How should you buy the 5 point equipment doubler and when? 1. Simultaneous use (a pair of 6-guns) or backup only? (sword and extra sword)? 2. Frameworks. Is it bought as part of a slot/framework, or outside it? (Gun multipower plus 5 point second gun, guns multipower with a pair of guns slot... 5 points in slot or outside framework?) 3. For active point limits, should it be considered an adder? (60AP, 55AP power +5AP) or not? (60 AP power +5 per double) 4. Can you buy it with an EC, and if so, how? (If #2 and #3 don't already answer this)
  15. Re: Help with a disad If they can't be bought off, doesn't that mean normal humans are immune to "radiation accidents"? Seems potentially more limiting than NCM though, since NCM just makes you pay double for going over... but still worth less, since they're far less likely to occur anyway.
  16. Maybe apply the limitation Side Effects (-1 Extreme greater of 60 AP or power's, +1/4 always occurs when changing VPP slot, +1/4 only affects Focus of opportunity, +1/4 Standard Effect Rule 3 Body/Die Major Transform Focus of Opportunity to OAF for VPP slot) total -1/4 Herodesigner: 97 Variable Power Pool, 60 base + 37 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (135 Active Points); OIF (-1/2), Limited Class Of Powers Available Slightly Limited (-1/4), Side Effects (Side Effect does a predefined amount of damage, Side Effect only affects the environment near the character, Side Effect always occurs whenever the character does some specific act -1/4) Powers Cost: 97
  17. Just a couple days ago... waiting for a campaign game battle, the leaders are all late/not able to play, so the rest of us go for a 350 point champions free for all. Player with Thunderbolt II zooms by.. misses, takes a minor hit with knockback and falls down. Gets up and tries a half move through (13d6+1) starting with my light brick... hits for 13 body, unfortunately for him I have 8" of knockback resistance and he rolls average, I don't move and we're both stunned. Since he's SPD 8, he recovers and gets to go again, this time he declares a full speed move through (16d6+1) on three people, starting with me... unfortunately, it's 4 1's and only one 6... 13 body again, -5, -8" kbr = 0, both of us are -2x STUN (not quite GMs option, but long enough with 3-4 enemies and no allies with aid/heal nearby)
  18. ... so what makes using the hero's electrical power superior to regular and more easily accessible sources of power? Other than for fun, of course.
  19. Powers with the BOECV advantage remain visible as normal, and BOECV doesn't grant mental awareness. My question is then, does a BOECV power become visible to mental awareness? Or, since it isn't a true mental power, is it still invisible to mental awareness?
  20. They are... but BOECV powers don't count as true mental powers. BOECV's description specifically notes that the power is still visible if it normally is, and doesn't grant mental awareness. Hm... I suppose I should check the FAQ to see if it becomes visible to mental awareness Anyways, nothing says you can't retroactively give your NPC IPE and/or another 2d6 drain if you want to
  21. Except EGO is 2 character points per point, and drain works off cp... a drain of 7 is only 3 (and a half, usually rounded in players favor) EGO. Maybe 4-5 shots to drain an average 10 (those post-12s...)
  22. Looks good... ED may be a little low, but hard to justify more with his backstory. Only real problem I see is SPD 7 with only 10 REC and 36 END...
  23. Actually, I think it makes more sense to have the mastermind be a new villain... existing campaign masterminds could already be busy elsewhere, forcing you to change your storyline or scramble to fit someone else in. This way, if you'd rather have it be Mechanon instead, you already have his stats. Meanwhile, this thread has given me an idea. I was already going to give next sessions villains a little boost... but instead of generic gadgets, a little misdirection is probably in order... maybe it should look like Warlord's technology...
  24. Hrm... your hunted mentions 'public ID or easy to find', so why haven't you taken the public ID disad? Watched - civilians afraid of people lurking in their bathwater? Should your Healing be able to work on others? Looks like a candidate for self-only. That'd mean you can't put ARW on the multipower pool though. But you can probably just make it a 120 point pool and only put ARW on the other slots anyway, since putting it on the pool isn't saving you any points. I'm not sure how water leaps... you can buy it down to save a few points. Then again... why aren't you using an EC - Water body?
  25. This concept looks like it should have an END reserve, low base REC, +REC only with access to large amounts of water. Hm... you have a 8d6 water blast, and an 8d6 ice blast? Why not just an 8d6 +1/4 variable FX (cold)? Personally, I'd put reduced endurance on the water abilities, and possibly x2 END on the ice. An investigator probably needs some research skills... computer programming, bugging? The multipower slots could use some tweaking, a 60 point pool, but most powers are in the 35-50 range ultras. Not big enough to use the whole pool, but big enough to prevent you from using more than one slot at a time. If you add some 10-25 point slots, you'd have something else to do with the rest of the pool.
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