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Tonio

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Posts posted by Tonio

  1. Re: Mixed Movement

     

    A Move Through doesn't REQUIRE that you make a Full Move. It is just a maneuver that CAN be made with a Full Move.

     

    Right, but I still can't do two half-moves and a move through. :D

     

    Only one form of movement can be used per half move made.

     

    Further down on the same FAQ link:

     

     

     

     

    There is no restriction on what forms of movement are combined other than the restrictions built into those movements (like gliding and swimming).

     

    Meh, ok... so I can't do one half-move using multiple forms of movements... sux. Would that mean I'd have to be right up to wall if I want to half-Tunnel through it then attack on the other side, since I can't quarter-Run, then quarter-Tunnel through it? Kinda counter-intuitive, I'd think.

  2. Re: Mixed Movement

     

    Hrm, but a half-move with Running, then a half-move with Leaping isn't the same as a Full Move. For example, consider Move Through, which requires you to make a Full Move, and presumably wouldn't work with "two half moves". Also, that doesn't answer the "mixed half-move" question... could a character, for example, mix Flight and Tunnelling in a half-move?

  3. Re: "Stun Target" power -- what am I doing wrong?

     

    This hit me today. It seems so simple and elegant that it must be wrong.

     

    I'd imagine the special effect might be, say, a wave of sudden nausia that causes the target to pause.

     

     

    Dispel Constitution, 20d6 (60 ap), -1/4 reduced penetration.

     

    1 dc Energy Blast, penetrating, standard effect (should do 1 stun, period), linked to the above attack.

     

    Given that constitution is 2 points per, you basically roll 10d6. If the total exceeds the target's CON + Power Defense, their Con is dispelled (reduced to zero) and they take 1 stun damage (more stun than their con) and become Stunned. This averages hitting someone with a CON of 35, more if you haymaker, and will always take care of a standard NPC.

     

    The only lasting effect, once their turn of recovering from being Stunned is over, is 1 stun damage...which is about as harmless as you can get.

     

     

    Note: if you consider CON to be a "defensive power" and thus be difficult to dispel by default, you might be left rolling 5d6, which only averages 17.5...hits many heroes and but misses most bricks. Haymaker would push it up to about 21. You could stun someone with a CON of 30, but it's unlikely.

     

    This seems far to good to be true. What am I missing?

     

    You can't Dispel Characteristics. Also, even if you could, the attacks being simultaneous, you'd be checking against the un-Dispelled CON for Stunning.

     

    A solution I've found for the "Stun Target" power is a STUN Suppress with the Instant Limitation. Being Instant, it has no lasting effects (any other hits would go against the target's normal STUN). But if you Suppress more STUN than the target has CON, he's Stunned. As per the rules, getting the STUN back from the Suppress ending won't revert your Stunned status.

     

    Edit: Meh! Beat me to it! But yeah, what Hyper-Man said. :)

  4. Re: Defences against the stun of KAs

     

    You don't see determining a base value as different than modifying an existing one? Then I guess we don't have much of a common ground to discuss this issue over.

     

    This is misleading... in both instances you're applying a multiplier to a value to determine the total STUN inflicted. You can think of it as "KA's normal multiplier is 1d6-1, NA's is 1... hit locations replace the normal multiplier with another one". You can think of KA's as doing a "base" STUN equal to the BODY done, which then gets multiplied by the STUN multiplier, rather than doing a base STUN equal to the BODY done multiplied by the STUN multiplier. Mathematically, they're the same thing. Using that point of view, the only conceptual difference between KA STUN multiplier and NA STUNx when using hit locations is whether they're applied before or after defenses.

  5. Re: Does anyone have any idea...

     

    Uh' date=' what? You can put a 30 Active Point power in a 30pt VPP. If you put -1 in limitations on each, you can have two 30 AP powers in that pool.[/quote']

     

    I'm pretty sure what The Rose meant was that since a VPP has a control cost equal to, at least, 50% of the APs in the pool, the most APs a power in it can have is 66% of the total active cost (not the pool cost) of the VPP, "total active cost" being APs in the pool + control cost.

     

    A 30pt VPP costs, at best, 45 APs (real cost can be less if you apply Limitations to the pool cost). The most APs any power in it can have is 30, which is 66% of 45 (well, closer to 67%.. it's two thirds).

  6. Re: Does anyone have any idea...

     

    I'm not sure I understand your answer...

    by includes do you mean EC's CAN include powers with the zero END advantage or do you mean that they are included in the restriction?

     

    I meant EC's can include them. (See below.)

     

    HAs to what can go in OFFICIALLY' date=' powers that normally cost END but have the 0 END advantage [u']can not go in an EC[/u].

     

    According to 5ER, pg 314, it can go into an EC:

     

    "Normally, all slots in an Elemental Control must cost END or have the Reduced Endurance Advantage (characters can buy the END cost down to 0 if they wish)."

  7. Re: Multipowers

     

    One could argue whether SPD is actually rounded at all' date=' since the fractional SPD does count towards buying your next point of SPD.[/quote']

     

    It is rounded. It's just that rounding occurs after everything else. So when you're buying your next point, you re-calculate everything, and round at the end.

     

    Of course, then you have your optional (house) rules for fractional SPD, for example the one where you roll 1d10 at the beginning of each Turn, and if the result is less than your fractional SPD (counting 10 as a 0, like most d10s are marked), you act as if your SPD were one more for that Turn. :D

  8. Re: Energiser Bunny Effect

     

    I had a weeble character (Kestrel) who I must say was a lot of fun to play (he remains one of my favourite superhero characters). He was essentially a middle-level martial artist with a tiny gadget pool/utility belt: his only "superpower" was "regeneration". Essentially he was an "agent" with one power. He got hit more than a regular martial artist, but he could deal with the hit.

     

    The build was self only Aid to STUN (continuous, persistent, 0 END, with increased maximum as already mentioned: I didn't bother to make it inherent), plus regeneration, plus damage reduction and decent CON and BOD. The damage reduction is key, because it essentially doubles the effect of your Stun Aid (making it cost effective: which otherwise it isn't, really) and keeps you from being wiped out with a single large hit. If your GM is nice, you can roll the whole lot into an EC called "Wolveregeneration" or something similar. It's not really a munchkin build because it's still not super-efficient. It's going to be a big chunk of the character either way: figure on around 100 points on this "power". But if you do that, the character really is a weeble: with 50% damage reduction and 2d6 STUN aid even an attack that does 100 STUN through his defences will fully "heal" in a turn if he's SPD6: attacks on a more normal scale will heal in 2-3 phases - meaning the character can usually soak one or two hits per turn and stay functional - more, give him a few phases unhit, and he'll be fresh as a daily (relatively speaking).

     

    This has several advantages over the "High defences actually represents regeneration of damage" approach (which is perfectly viable: just not what I wanted in this case). The first is "feel". In this case, mechanics = SFX. The character does get hurt and he does get better. Secondly, it allows you to face off against opponents with exotic attacks and have the character perform as desired. Since you don't rely on your defences as much as a Brick, an opponent who can avoid defences is actually not much more dangerous to you than a conventional one. Thirdly, it means that the character can still be threatened by lower-powered opponents: lots of small attacks are as dangerous as one big one - again, this is different from the high def builds.

     

    Now, Kestrel did spend a fair amount of time lying down taking recoveries, :D but he was always there at the end of the fight. In fact, the GM actually expressed some frustration (along with some admiration) at exactly how hard the character was to take out of play: and to me it suited exactly the "torn costume, covered in blood, but still going" image I had. My only other comment is that you need some other shtick for this guy unless you want to play Punchingbag Boy. Since it sound like you don't want other superpowers, depending on the game this could be super soldier (a weapons and gear gadget pool) wandering immortal (lots of skills, a sword) martial artist (guess the power set!) or infiltration expert/bounty hunter (Stealth, concealment, computing skills, a weapon or two, lots of skills), etc

     

    cheers, Mark

     

    Why not use a STUN Heal instead of an Aid? As I understand it, current Aid boosts your max and doesn't "heal" damage, and it seems like what your concept calls for is the opposite (not a higher STUN score, but rather a "continuous recovery").

  9. Re: A Comeliness for Every Sense Group

     

    What does mental sense detect if not personalities interacting with other personalities, just in a direct, rubber science kind-of-way?

     

    An outwardly pleasant personality would be attractive to the mental sense group. An outwardsly harsh and bullying personality would not be attractive.

     

    The fact that people can project an outward personality that is different from their inner personalities is why we have actors and sociopaths.

     

    How attractive your "mental voice" is (the one you use to communicate via Telepathy/Mind Link), how pleasing the mental commands from Mind Control are (this has nothing to do with how hard to resist they are, of course), how awesome your mind "looks" to a Detect Minds power, etc.

  10. Re: Mirror Images w/ Teleport ... also, Teleport w/ Martial Arts

     

    Personally, I would not allow this build. (as a PC)

     

    The way it is currently built, how could this character ever lose a fair fight? Any time anyone attacked him, he could switch to a duplicate that wasn't being targeted.

     

    The only way to beat this character is to ambush him. Not fun. Not balanced.

     

    Well, note he can only create one Image per Phase (or can he Sweep/Rapid Fire that?), so unless he comes prepared with multiple Images, he'd have to spend time creating the Images before he can switch to them. Time during which he can be attacked, and while he's not attacking back. Also, you can, with a high enough PER or an appropriate sense, know which is which and attack accordingly. Against a HTH opponent he has a significant advantage, that's for sure. Against ranged, not so much, especially since the small size of the Images prevent them from appearing to fire at range (if you see a blast coming at you, you know that's the right one). Also note he can't switch after attacking, since you can't perform Zero-Phase Actions afte an Attack Action. This isn't a problem for him if he's attacking at HTH Range (Images are Touch, too, so you'd feel a smack), but at range it's an issue.

     

    Also' date=' what is to stop this character from having an infinite move rate? IF you can move 9" whenever you want, then what's to stop you from moving 90" in a segment? 900"? 900000"?[/quote']

     

    The range of Images added to the Charges Limitation on his Images. He can have 8 Images tops (8 charges on the power), so his maximum move rate would be 72", and that's after using up all his Images (might take him 8 Phases, still not sure whether he can Sweep/Rapid Fire the Images power), and only if he sets them up so they're 9" apart, in a straight line.

     

    He can move an infinite distance if he's ping-ponging between Images, but he can't attack while he's doing it (the no zero-phase after attack thing); at best he'd be able to "scout" up to 8 different spots (separated by no more than 9" from each other), but he'd get a probably heavy PER penalty on those (for not spending a lot of time at each spot), not to mention it'd look like he's there, anyway (so no stealthy scouting).

     

    Here's how my wife's Temporal Manipulator built a similar Power:

     

    Everywhere At Once: Sight, Mental, Hearing, Smell/Taste and Touch Groups, Danger Sense, Spatial Awareness and Combat Sense Images Increased Size (16" radius; +1), +/-3 to PER Rolls, Reduced Endurance (1/2 END; +1/4) (112 Active Points); Set Effect (Only Copies of herself; -1), No Range (-1/2)

     

    Everywhere At Once: (Total: 115 Active Cost, 64 Real Cost) Indirect (Any origin, any direction; +3/4) for up to 100 Active Points of Temporal Powers (75 Active Points); Limited Power Only from Copies (-1/2) (Real Cost: 50) plus Running 20" (40 Active Points); Only "inside" Everywhere At Once Images (-1 1/2), no Noncombat movement (-1/4) (Real Cost: 14)

     

    We limited it to 10 Images of the character total inside the Images Radius as a -0 "Let's not be Complete Jerks about this" Limitation. But in a given Phase she can move anywhere, and her Images also run inside the area, and any Image (or the real thing) can appear to attack (the Indirect Power).

     

    I wouldn't allow the Trigger version as you're not moving out of phase for what, as we found out in practice, is an incredibly powerful ability. Even for the very high powered game we were in this was just not someone you wanted to enter combat with.

     

    Well, that works great for actually being everywhere at once (or close to it). I might actually "borrow" it for an NPC. ;-) On the other hand, what my player wants isn't so much that but the ability to appear to be in several places (without actually being there at all) plus the ability to instantaneously swap places with any of those images. The idea behind the 0-phase thing isn't so much so he can do it multiple times, but so that he can do it without "wasting" a half-phase action.

  11. Re: help me with Animalistic powers

     

    well' date=' I didn't say which bit of the Sun :D[/quote']

     

    Well, it's still not hotter than any bit of the sun. It gets close to the effective surface temperature, but doesn't quite get there.

     

    None of which is relevant at all... it's just a stupid nitpick, sorry!

  12. Re: A Comeliness for Every Sense Group

     

    I also think that "attractiveness" doesn't really make sense for all sense groups. Does an attractive sound just add to PRE? How do you justify "attractive to Radio sense group"? I think making it apply separately to other sense groups just isn't worth it and would be unnecessarily complicated.

     

    While I don't think it's worth it, it can make sense for any and all sense groups. "Attractive to Radio Sense Group" means that anybody perceiving them with a sense in the Radio Sense Group finds their Radio Sense Group "appearance" attractive. "Man, check out Radio Gal's transmit frequencies... I wish I could transmit like that!"

  13. Re: Always on for size and/or density altering powers

     

    I'm closer to Lord Liaden's POV on this.

     

    Small and Large are SFX of a Character's Size.

     

    Sometimes you win, sometimes you lose.

     

    If you're very small all the time, you get to pass through holes larger characters cannot. On the other hand, as LL points out - it comes along with a a whole host of other issues, and some of them may be social issues.

     

    I don't see you getting a benefit you don't pay for any more than I see a Fire based Character being able to light a fire place without having to pay for it being unbalanced.

     

    Problem with this is with growth, you're paying for the benefits. With Shrinking, you're getting them "free" with the Disadvantage. With growth, you pay for reach and get a Disadvantage for being too big to fit in some places. With shrinking, you get a Disadvantage for lack of reach, but get to fit in more places for free.

  14. Re: Mirror Images w/ Teleport ... also, Teleport w/ Martial Arts

     

    Thanks for your replies!

     

    On the first issue' date=' why the Trigger? and what is the Trigger? [/quote']

     

    Trigger is "mental command". The reason for it is to make it into a 0-Phase action, so that he can t-port at any time. This is necessary to maintain the effect where you never know which are Images and which is the real character.

     

    On the second issue' date=' you could just buy an EB with the special effect he zooms to the person and hits them and zooms back to where he started.[/quote']

     

    I thought about it, but decided I wanted better definition, specifically allowing him to use his MA for these hits.

     

    There's at least one problem I can think of straight away. I'm sure there are others too. Consider the case when the target is within the 'move up to' range of the martial artist and is known to be there' date=' but the target is not in sight. What should happen by the desired special effect is the martial artist runs up, smacks target, runs back. Neither stretching nor an energy blast will simulate this without some method, such as N-Ray vision, of being able to sense the target with a targeting sense. An energy blast approach will also require indirect on the EB. [/quote']

     

    Hm, true. I guess a Clairsentience, limited to t-port/stretching range, Instant, would be justified. It'd represent him running into and out of a spot really quick, just to take a look. Or actually, link it to Stretching.

     

    Looking at other options' date=' run up, smack, run away (back to starting point) sounds a lot like a limited form of move-by manoeuvre to me. You can buy HTH levels and some HA Attack to simulate a range of martial manoeuvres, although some manoeuvres such as martial throw, etc., will be difficult to simulate in this fashion.[/quote']

     

    Problem with move-by is you can't use it with t-port. =/

     

    I would say buy Clairvoyance' date=' must have duplicate who can see target. This would dovetail right into the Teleport power set. I.e, he looks thru his duplicates eyes finds the one that can 'see' the target and attacks from their location. EB with Indirect, only from a duplicate, must be able to 'see' target from attacking duplicate.[/quote']

     

    I think I didn't explain myself properly at the beginning... these are two completely unrelated characters (one makes duplicate Images to which he can teleport, the other's a pretty standard speedster martial artist).

  15. Re: help me with Animalistic powers

     

    (alpheid's claws fire a supercavitating jet that's briefly hotter than the sun - really!@)

     

    Not quite. It's close to the effective surface temperature of the sun, but nowhere near the core temperature, which is around three thousand times hotter, nor the corona, which is around a thousand times hotter.

     

    Still impressive, though!

  16. Two unrelated (well, they both involve Teleport, but that's a coincidence, really) questions/issues/requests for comments:

     

    First, a power (or couple of powers, really) one of the PCs in a campaign I'm starting wants has him creating one or more mirror images of himself, which act just like him (not mimic him, they just act like he would). Additionally, he can swap with any of these images on a moment's notice. There are two general ways this is useful. The first is defensive/tactical: an attacker is never quite sure which if the images is the real character (unless he makes his PER roll, of course), he can get a multiple attacker bonus by himself, etc. The second is mobility: he can, for example, cross a canyon by projecting an image on the other side, and then swapping with it. Here's what we've come up with... what do you think? (I might've posted on this issue before... this is the "finished" version.)

     

    22pts Holograms:  Sight, Hearing and Touch Groups Images 1" radius, -8 to PER Rolls,
    8 Continuing Charges lasting 1 Minute each (+1/4) (55 Active Points);
    Set Effect (Duplicates of the character; -1), OIF (-1/2)
    
    29 pts Hologram Swap:  Teleportation 9", Reduced Endurance (0 END; +1/2),
    Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically,
    immediately after it activates; Mental Command; +3/4), Invisible Power Effects
    (Fully Invisible; +1) (58 Active Points); OIF (-1/2),
    Limited Power (Only to swap with hologram; -1/2)

     

    The other issue is... I'm trying to build a super-fast martial artist (not a new concept, I know!). Super-fast as in "mobility", not as in SPD or reactions, which would be normal-fast. Basically, instead of high Running, he'll have teleport, must cross intervening space. Question is, would Stretching, Instant (-1/2) be a good way to simulate his running real quick up to the target, smacking him, then running back? I'm thinking Instant since the "Stretching" only lasts an instant (he can't be in both places at once). Stretching because it'd let him use melee attacks at range, even giving him a velocity damage bonus, which is appropriate. Can anybody think of any problems with this, in terms of things that might not make sense?

  17. Re: Social resolution mechanics for Hero

     

    Based on simple observation: people (of either sex) who are (or think they are) more attractive, tend to be pickier about who they will let pick them up. In this situation COM as the resistance stat makes sense (to me, at least). It wouldn't help in a case where the social interaction involved wasn't largely physical. Self esteem isn't a monolithic construct - how people feel about themselves is also context dependant.

     

    cheers, Mark

     

    I think this reflects something more like COM being a complimentary roll here, otherwise low COM, high PRE (ugly but imposing) targets would be incongruously easy to pick up, while high COM, low PRE (shy beauties) would be inordinately resistant to seduction.

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