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Tonio

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Everything posted by Tonio

  1. Re: Force Wall Well, bear in mind that 1200 PD/ED force wall takes an hour to build, and you'll be spending over 800 END per Phase to keep it up. Given that build, though, you probably wouldn't be able to protect from a plane crashing into a building, unless you knew about it beforehand. You need time to build up the Force Wall! Also remember you need to keep on concentrating on it to maintain it (not just to boost it)... if you stop doing that, it goes back to 1PD/1ED/1". The more I think about it, the more I like it.
  2. Re: Rolling mechanic question I meant to comment on that, but I forgot. =/ Serves me right for trolling the boards at work, hee hee. I like the concept. A lot. I haven't worked out the math (I'm sure this fiddles with the standard hitting bell curve, I just haven't worked out how), but I'm sure that can be adjusted by adding or substracting dice (one die of each color? or three dice of each color?). Well, let's see... right now: OCV + 11 - 3d6 >= DCV means you hit. Ignoring auto-hit and auto-miss, the highest DCV you can hit is OCV + 11 - 3 = OCV + 8. The lowest DCV you will always hit is OCV + 11 - 18 = OCV - 7. What you're proposing: OCV + 2d6 - 2d6 >= DCV means you hit. Ignoring auto-hit and auto-miss, the highest DCV you can hit is OCV + 12 - 2 = OCV + 10. The lowest DCV you will always hit is OCV + 2 - 12 = OCV - 10. This means with your proposed method, ignoring auto-hit and auto-miss rules, there's a greater range of DCVs where chance is an issue, and you can hit higher DCVs. (This was expected... 4 dice as opposed to 3 makes for a fatter bell curve.) On the other hand, those extremes are harder to acheive: rolling two 1s and two 6s is harder than rolling three 1s or three 6s. Taking into consideration auto-hit and auto-miss, and assuming auto-hit and auto-miss with your system are defined as two 1s and two 6s (which color dice depending on whether it's hit or miss), the chance to hit OCV + 10, or to miss OCV - 10, is higher with the current system than with your proposed system. I view this as a good thing, though. I'm not too fond of auto-hit and auto-miss, although I do recognize the necessity (you should always have a chance to hit, or miss). The chance to hit your own DCV with the current system is 62.5% (11- on 3 dice). With your proposed system, it's close to 55.6% (the equivalent of 14- on 4 dice). I'd say this is a good thing: hitting someone who's as good as avoiding being hit as you are at hitting people should be closer to 50/50 than 62.5%. I dunno, all in all your system feels better, more realistic without being "deadlier". I like it!
  3. Re: Force Wall The 5ER text doesn't seem to imply this. It says that at "its base level, a Force Wall is 1" (three hex sides) long and 1" high", and that "a character can increase the size of his Force Wall by +1" in length or height for +2 Character Points", which seems to imply that the "three hex sides" is a description of what, exactly, is meant by 1".
  4. Re: Force Wall Gah... I totally spazzed on the fact that you mentioned you had 13 pts to spend... sorry about that! You might try: 5pts Force Wall (1PD/1ED) 8pts Succor Force Wall 2.5d6 (Standard Effect, 7pts), Reduced Endurance (0 END; +1/2) (19 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Self Only (-1/2) That's 13 pts. You start out with a puny 1" Length, 1PD/ED force wall, then you can Succor it, stacking Succors every Phase as long as you're concentrating. The Force Wall grows by 1" length or height (not both), and 1PD/ED each Phase. Once you stop concentrating, the Force Wall goes down to 1PD/ED, 1" Length. I'm not sure I'd allow this, though, since it seems a bit overpowered for just 13 points... but it does seem rules-legal. (Assuming SPD 4, after 1hr of concentrating on it, the Force Wall is 1200PD/ED, 1200" long (or tall, or any combination thereof).)
  5. Re: Missile Deflection and Skill Levels... I'm guessing it's cuz a mechanism already exists for that (Damage Shield, or Trigger (when attack is blocked)). An argument could be made that the mechanisms for both are so wildly different, which is inconsistent with HERO philosophy, though.
  6. Re: Rolling mechanic question I think it all comes down to the psychological factor... With the current system, you can't really get "into" rolling high as good (or low as good), since it depends on the situation. I don't think that system is hard to "understand", I think it's hard to get a general feeling for dice-rolling with that system. In d20 (or any other "consistent high-rolling" system), you roll the dice, see high numbers, and instinctively feel good about it. With HERO System's dice-rolling system, you either roll dice, see high numbers, think about what you're rolling for, then decide whether it's good or bad (no real "gut, instinctive feel"), or stop and think about what you're rolling, formulate an expectation or desire, roll, then feel good or bad depending on whether your expectation or desire was fulfilled or not (not a lasting, inherent feeling, but one based on a recently formed, and extremely short-term, expectation or desire). Of course, this can all change if, for example, you use clear, blue, regular-sized dice for skill, attack, etc. (all the roll-under's), and big, opaque, red dice for damage and effect (the high-roll's). Or in a high-powered campaign, you can get used to wanting high numbers on large quantities of dice, but low numbers on small quantities (3, to be precise) of dice.
  7. I think I'm reading the book right when I read that the total Active Points of all the active slots in a Multipower have to be equal to (or less than) the reserve points, while the total Real Points in all the active slots in a VPP have to be equal to (or less than) the points in the Pool. Doesn't this encourage limiting VPP powers while discouraging Limiting Multipower powers, when really it should be the other way around, given that a Limitation on a VPP power is less limiting (since you can change the power anyway) than one in a Multipower? Am I reading something wrong (I don't think so, although I THINK Multipowers behaved like VPPs do, back in 3rd Ed.; I could be wrong, tho)? Or am I missing something? (I do realize there's a note about how GMs should pay attention to Limitations on VPP powers... but still!)
  8. Re: Variable power pool? Questions... 1. if you can mimic powers you see, and use them any time from then on, I'd call that a -0 limitation (at best, a -1/4), since your pool will eventually (soonish?) be unlimited, and "powers you've seen" isn't necessarily limited to powers you've seen in actual gameplay; your character can use powers s/he's seen while you weren't playing him/her (i.e. powers s/he's seen in the backstory you write for him/her, powers seen between gaming sessions, on tv, etc.) 2. Read the section on positively adjusting power frameworks under adjustment powers in the handbook... it has an example of Aiding a VPP. Basically, you can boost the pool (and control cost) itself, which will allow you to use more powers, but won't make those powers more powerful. You can, additionally, boost individual powers (you need to have boosted the pool enough to "hold" the newly boosted power). Also note there's no such thing as "infinite fade rate". You can make it long enough to be virtually inifinite (say, 100 years?), but it'll cost you a lot. I'd suggest spending XP to make the VPP larger to reflect this. 3. Characterstics can't be bought in Frameworks, so I'd suggest going with Aid or Succor (possibly with standard effect) in the VPP for this.
  9. Re: Force Wall Why is it not what you're looking for? (Not complaining, just wanting to know so I can suggest something more appropriate. ) And yeah, you could also use an Aid to Force Field. Linking's not appropriate, I think, unless you simply can't put up the Force Field without also concentrating and making it stronger. Using Aid you'd just write up your basic Force Field, then add another power as Aid to Force Field, Continuous, Self Only, Concentration throughout. You might also want to increase the Maximum Effect somewhat, while using less dice of Aid, to allow for a gradual increase.
  10. Re: Force Wall I'd say partially limit a Force Wall with Extra Time. For example: (Total: 75 Active Cost, 47 Real Cost) Force Wall (5 PD/5 ED) (Real Cost: 25) plus Force Wall (5 PD/5 ED) (25 Active Points); Extra Time (Extra Phase, -3/4), Concentration (1/2 DCV; -1/4) (Real Cost: 12) plus Force Wall (5 PD/5 ED) (25 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 10) That'd give you a 5 PD/ED Force Wall you can do instantly, which you can boost to 10 PD/ED if you concentrate for an extra phase, and to 15 PD/ED if you concentrate for a full turn. I think. =)
  11. Re: Building a Library HERO Designer means I get to write up oodles of characters at work, which gives me more time with my loved ones when I get home. Much love for HERO Designer!
  12. Re: Knockback Only, No Direct Damage I could be wrong, but I think there's an example in the BBB that describes just this, when talking about how you should examine what the power actually does without considering game mechanics, before actually trying to build it. When you think about it, the power does not do "normal damage at range", which is what EB is for. It "pushes targets away", which is (part of) what telekinesis does.
  13. Re: Knockback Only, No Direct Damage Sounds like Telekinesis.
  14. Re: Limited Recovery Hm... REC is also much cheaper than the corresponding Healing. For 54 CP I can either buy 3 1/2 d6 Healing to STUN and END simultaneously, 0END, Decreased Re-use Duration (1 turn), Extra Time (Full Phase), Self Only, Concentration (1/2 DCV) (which is 122 AP), or I can buy 54 REC, not for post-12 recovery (-1) (which is 108 AP). Hell, even unLimited REC would be better... 27 REC is better than 3.5d6 Healing. The Healing would give me 13 STUN and 25 END on average, up to 21 STUN and 42 END per Turn. 27 REC would give me over twice the STUN on average, and slightly more END, on average, and significantly more per Turn, if used more than once. And that's assuming no Limitations on it. Hrmph!
  15. Re: What rule don't people know? Dunno... same thing happens to me. Apparently, the group I game with isn't fond of Grabs (in this or any game), so they come up so infrequently nobody ever remembers the exact rules. *shrug*
  16. [b]Tekstorm[/b] [b]Val Char Cost Roll Notes[/b] 20 STR 10 13- Lift 400.0kg; 4d6 [2] 27 DEX 51 14- OCV: 9/DCV: 9 20 CON 20 13- 20 BODY 20 13- 10 INT 0 11- PER Roll 11- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 4/25 PD 0 Total: 4/25 PD (0/21 rPD) 4/25 ED 0 Total: 4/25 ED (0/21 rED) 5 SPD 13 Phases: 3, 5, 8, 10, 12 22 REC 28 40 END 0 75 STUN 35 [b]Total Characteristic Cost: 187[/b] [b]Movement:[/b] Running: 6"/12" Flight: 28"/56" Leaping: 4"/8" Swimming: 2"/4" [b]Cost Powers END[/b] 122 [i]Nanite Control:[/i] Multipower, 122-point reserve 8u 1) [i]Neural Attack:[/i] Energy Blast 7d6, Area Of Effect (18" Cone; +1), Attack Versus Limited Defense (Power Defense; +1 1/2) (122 Active Points); No Range (-1/2) 12 8u 2) [i]Sensory Overload:[/i] Sight and Hearing Groups Flash 11d6, Area Of Effect (13" Cone; +1) (120 Active Points); No Range (-1/2) 12 12u 3) [i]Disruptor Barrage:[/i] Drain END 6d6, Area Of Effect (13" Cone; +1) (120 Active Points) 12 12u 4) [i]Concentrated Corrosive Blast:[/i] Killing Attack - Ranged 8d6 (120 Active Points) 12 7u 5) [i]Energy Rush:[/i] Healing STUN and END 3 1/2d6, STUN and END simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (122 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 6 [i]Autonomic Nanite Activity:[/i] Elemental Control, 12-point powers 6 1) [i]Nanoadhesive Skin:[/i] Clinging (27 STR) (12 Active Points) 6 2) [i]Nanite Self-sufficiency:[/i] Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing) (12 Active Points) 2 3) [i]Subconcious Nanite Propulsion:[/i] Flight 3", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (12 Active Points); Limited Power Power loses almost all of its effectiveness (Only to Decelerate; -2) 70 [i]Nanite Enhancement:[/i] Elemental Control, 140-point powers 25 1) [i]Body Rebuilding:[/i] Healing 7 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (140 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 48 2) [i]Body Reinforcement:[/i] Force Field (21 PD/21 ED/21 Power Defense), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (142 Active Points); Always On (-1/2) 50 [i]Propulsion:[/i] Flight 25" 5 10 Luck 2d6 [b]Perks[/b] 11 Money: Filthy Rich 2 Contact: Jacob Meredith (Contact has significant Contacts of his own) 8- [b]Skills[/b] 2 SS: Nanotechnology 11- 2 PS: Research Assistant 11- 1 SS: Applied Physics 8- 1 SS: Mechanical Engineering 8- 1 SS: Electrical Engineering 8- 1 SS: Chemistry 8- [b]Total Powers & Skill Cost: 413 Total Cost: 600[/b] [b]450+ Disadvantages[/b] 10 Unluck: 2d6 15 Distinctive Features: Crawling, metallic skin (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Social Limitation: Public Identity (Frequently, Major) 10 Hunted: Jacob Meredith 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Rivalry: Professional (Francis Lowenbaum; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Rivalry: Professional (Peter Washington; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Psychological Limitation: Reckless, Impulsive (Very Common, Strong) 15 Psychological Limitation: Insecure (Very Common, Moderate) 15 Physical Limitation: Hyperactive (All the Time, Slightly Impairing) 5 Reputation: Unreliable, 8- 5 Dependence: Nanite Matrix Powers Gain 11- Activation Roll (Common, 1 Day) 10 Dependence: Nanite Matrix Takes 3d6 Damage (Common, 1 Day) 10 Vulnerability: 2 x Effect Transform (Uncommon) 5 Vulnerability: Sonic (Uncommon) [b]Total Disadvantage Points: 600[/b] [b]Background/History:[/b] Scott Meredith wanted a career in nanotechnology. Unfortunately, he was a mediocre student, so his father, Jacob, had to pull a few strings (and lay down some serious cash) to pull him through school and get him a job as a research assistant to a well-known nanotechnology researcher, Francis Lowenbaum. Intent on proving himself, and desperate to be seen as better than his co-worker Peter Washington, he frequently went to the lab after-hours and experimented without using proper safety measures. One night, he spilled a batch of nanites all over himself. After desperately washing off, he noticed his skin had changed, turning metallic, and it would continually crawl and squirm. During that night's sleep, the change had taken over all his skin, and he discovered he could manipulate the nanites that now infuse his body in several ways. He went public with his new abilities, claiming it was intended, trying to prove to the world that he's a better nanotechnologist than his co-worker and even his boss. [b]Personality/Motivation:[/b] Tekstorm main motivation is a drive to prove himself. He's reckless, impulsive, and unreliable. His father keeps a close watch on him, and his inability to acheive his independence makes him insecure. [b]Quote:[/b] "Eat nanites, blockhead!" [b]Powers/Tactics:[/b] At close range, Tekstorm will use his nanite sprays to wear down enemies. Against opponents farther away, he won't hesistate to fire corrisve nanites, even though he risks killing them. If necessary, he can gather up his nanites, regroup them, and get a rush of energy. He's fond of standing on unexpected surfaces while attacking. [b]Campaign Use:[/b] [b]Appearance:[/b] Tekstorm's skin is metallic and never stops moving. He's always fidgeting and fussing about, a side effect from the nanites infusing his body, which continually trigger random nerves. Link for html character sheet and ease of reading: http://www.mythosys.com/hero/tekstorm.html Opinions, suggestions, comments, criticism, etc... please! =) Note: character hasn't been submitted for GM approval yet, so the small-valued EC isn't officially approved, even though is contains powers not normally allowed in an EC. The point savings are small, and the risks (having all the powers Drained, Dispelled, or Suppressed just by having one of them Drained, Dispelled, or Suppressed, for example) are not only appropriate and consistent with SFX, but outweigh, I believe, the advantage (an 8-point savings). I'm reasonably certain it'll be approved, especially considering my GM is very lenient regarding things like that.
  17. How much would you say buying REC which can't be used for the free post-12 recovery is worth? -1/4? More? The concept, in case you're wondering, is a character infused with nanites. When he stops to "boost" and "regroup" his nanites, he gets a rush of energy (STUN and END), but this won't happen automatically. Hm, see, that's the good thing about posting here... just by typing that out, I realized Healing or Aid would be better suited!
  18. Re: Quick Question 5ER, pg 118:
  19. Re: Disad: Sensory Overload ? The effect itself sorta sounds like a Mental Entangle, no? Mebbe write it up as a Suceptibility, only subsituting the damage dice with an equivalent (not equal) amount of mental entangle dice?
  20. Re: 0" Flight? Hm, I'd forgotten to take that into consideration... takes 2" of Flight to fly upwards at 1". Given that, wouldn't 1" Flight, Levitation (-1/2) acheive the effect I initially described? Meaning I can't actually fly upwards, since I can't overcome gravity, but I won't fall. And I can't fly sideways because of the limitation. Although I could decide to fly downwards at 2", which isn't part of the original power description... On the other hand, thinking about deceleration, I think I'd rather go with a heftier amount of Flight, with a "Only to decelerate" limitation, worth at least -1 1/2 (I'd give -2 as a GM... I mean, you can't MOVE with this "movement" power!), maybe adding "No Noncombat Movement" (not needed to simulate the power... can always say he can decelerate faster if he takes CV penalties).
  21. Re: 0" Flight? Why wouldn't he be able to decelerate a fall? A character with 1" Flight with no Limitations can fly at 1", even if he's falling, no? Or does he have to decelerate to 0" velocity before being able to control his flight? If the latter, I guess buying, say, 20" limited to hovering only would allow me to decelerate at 20", just not move anywhere? Edit: Heh, you guys post fast... these questions were answered, thanks! =)
  22. How do I build a power which would let the character simply hover in place? He would not be able to move anywhere, but he wouldn't fall, either. The Levitation (-1/2) limitation sounds like it'd work, except that limits flight to up/down only, whereas I want to limit it to NO movement at all. I guess I could fudge it with a, say, Limited Power (Can't move; -2), but since I'd be buying only 1" of Flight this way, the whole power would only cost 1cp, even if 0 END and Persistent. Is there a better way to build this?
  23. Re: Our Party: Explosion waiting to happen GAH! That was my bad... that was meant to be from the character's perspective, not mine! As in: VigilanteMan says, "I can't stand all you moralist hypocrites!"; not: Tonio says, "VigilanteMan can't stand moralist hypocrites". I do NOT consider BoyScout characters to be moralist hypocrites by default. Some are, just like some Vigilante types are just rebels without a cause, mean just cuz they enjoy it, and really villains who kill only bad guys as an excuse.
  24. Re: [Character] Yttrank Is it Cable? Or something like that? I seem to recall him being from the future, and I think he wanted to prevent his future reality... and I'm pretty sure I've seen him with guns in pictures. But I really don't know anything more about him (well, except, I think, his costume's blue?). Haven't read anything with him in it. So any similarities are pure coincidence!
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