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ChocolateMousje

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Posts posted by ChocolateMousje

  1. Originally posted by Southern Cross

    Actually,the character is even more of a mess than you've stated, ChocolateMouseje,because Meteor has three ultra slots on his multipower,which means that,not only can he not use any other Multipower slots while firing his 18d6 EB,but if he uses either his Explosive EB or Healing,he is lonly has either 3 or 10 Acrive Points available from his Multipower reserve (depending on which ultra slot he uses).

     

    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.

  2. 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

    B) 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...

  3. ...

     

    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...

  4. Re: Re: Re: Killing Attacks - How Powerful?

     

    Originally posted by TheAuthority

    The player in question made a martial artist with 17 OCV/DCV. Obviously he was hoping not to get hit. I suggested he change his character, after playing a mission or two, because I felt his character was unbalanced. He declined saying this was the character he wanted to play. He was quite vehement about it too. So now I need to make his Hunted as powerful as his.

     

    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...

  5. Originally posted by Outsider

    No resistant PD/ED, and only 6 PD/ED overall?

     

    Very vulnberable. If you get hit when you aernt desolid, you're really not much tougher than a normal.

     

     

    You also might (or might not!) consider taking a "Does No Body" limitation on your Spirit Bolt. Depends on your conception of the power, of course.

     

    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?

  6. Re: First Char for Review

     

    Originally posted by xgotghrrl

    Hello and Happy New Year and all that stuff.

     

     

    20: Ectoplasmic Body Control: Elemental Control, 40-point powers

    30: Wraith Form : Desolidification (affected by Magic, Mental Attacks and Spirits and Ghosts), Costs END Only To Activate (+1/4) (50 Active Points)

    END: 4

    24: Riding the Aether: Flight 10", Position Shift, x8 Noncombat, Costs END Only To Activate (+1/4) (44 Active Points)

    END: 3

    07: Life Support (Custom Adder; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); Conditional Power Power Only Works While Desoild (-2),

     

    10: Social Limitation: (Frequently, Major, Not Limiting In Some Cultures)

    Notes: Member of Bathory Family. Infamous Ancestor (Countess Bathory).

    10: Social Limitation: (Occasionally, Major)

    Notes: Gyspy Blooded. Reputed Romany Ties.

     

    Notes: Elisabetha must maintain constant emotional control and detachment or suffer backlash of pathos from the use of her powers.

     

    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?

  7. 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...

  8. 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"

  9. Originally posted by Christougher

    Okay, exactly what part of that living coral power implies it has unlimited body? Continuous would only restore it to its default maximum, 1 Body. Even autofire adds only 1 Body per additional entangle, (I believe) up to the default maximum of 1 Body.

     

    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.

  10. 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).

  11. 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)

  12. Re: Help with a disad

     

    Originally posted by JmOz

    I would like it if my players who chose to play a strait human got 75 points in disads for the package deal,

     

    Currently they get 70

     

    20 NCM

    20 2x Mental Effects (Common)

    30 2 x Stun Particle Weapons/Blasters

     

    Now, some other limits they have on the type of powers they can have:

     

    No inate powers (exept Magic)

    No Super Skills (Invisibility as Super Stealth)

    no Skill rolls over 18-

    Magic must be heavily limited (-1 in Lims as a base MINIMUM)

    None of the above Disads can be bought off

     

    However none of these strike me as a disad worthy of points

     

    Any ideas?

     

    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.

  13. 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

  14. 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)

  15. Originally posted by Knuckle Sammich

    Arrg! I forgot about IPE (the NPC doesn't have it.) So things will really change next game.

     

    I thought most mental powers were already invisible unless the Visible limitation was taken with the power.

     

    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 ;)

  16. Originally posted by phydaux

    Well, I think it's a GREAT idea.

     

    Just be sure to limit yourself to 2D6 of Ego Drain. You'll avarage a 7 on 2D6. This will drain most heros to an EGO of 3 (10 - 7 = 3) and even high EGO heros and PCs (EGO 15-18) down to around a 10.

     

    For those really high EGO heros you just hit them twice with the Drain.

     

    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...)

  17. 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...

  18. 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? ;)

  19. 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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