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Razoric

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  1. Re: Variable Power Pools It will do whatever you, as the GM, will allow. It could give people wings as transformative magic, it could make people melt, it could make an Area of Effect spell that will blast the crap out of everything and anything... However, a VPP is limited by a few things: Pool cost, control cost, GM choice, and experience points. You buy a VPP, you need to at least get half it in control cost (and only the control cost is affected by limitations). At its very standard, you have, let's say: VPP (100 active points, 50 control points) Add magic only, and it's (100 active points, 33 control points, magic only (-1/2)) Then, of course, you need to account that he needs a skill roll to activate (+2 advantage for cosmic, which is 'anything anywhere') And if he only had 150xp (let's say 75/75 campaign), then he has, what, 10-20 points left over to protect himself? Also, when he has, let's say, a magical armor up to keep himself alive, then he can't spend the points that are already active anywhere else without dispelling them. So while very potent, eventually, you can only do so many things at once (not to mention that you incur an action point penalty for every 10 point you try to alocate in your VPP, unless you took the right advantages (thus raising the cost of your VPP). And the GM can say 'no' to the player if he tries to do something that just doesn't seem 'magical'. And I'd enforce a 'egypt' theme to the magic, too. I mean, there are myths and stories about egypt, after all, that he should follow. You don't see a vehicle summoned in egypt, now do you?
  2. Re: Self-destruct attacks Strange apocalypse: Transform (Matter to Strangelet) 1d6 (15 active points), 1 charge (never recover, -4)) 3 real points
  3. Re: Radical Adjustment Like Power Defense ^^
  4. Re: Pulling over ala 'bloody spear' Ooh, I like that one. Cheaper, too. http://docs.google.com/Doc?id=dfptcppd_225kjssggk Considering this is still a 'heroic' campaign rather than superheroic by design, and my char already is drenched in XP, I might just need to stick with getting my few points of sessional XP. A nice idea, though ^^
  5. Re: Pulling over ala 'bloody spear' I get the strange vibe that a thrown attacker in such a way could very well collide with yourself if you weren't braced "Get over he--agh!" I decided to build it as a compound power with stretching. The final build I decided was: Grab and drag maneuver (full phase) 9xp 1) Spear: Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR), Range Based On STR (+¼) (19 Active Points); OAF (-1) END: 2 10xp 2) Stretching 7" (35 Active Points); OAF (-1), Cannot Do Damage (-½), Instant (-½), no Noncombat Stretching (-¼), Linked (Spear; -¼) END: 3 Now the problem is to get the XP for it. I have to get my character's hit-shot penalty skill levels up first...
  6. Re: Pulling over ala 'bloody spear' Thanks much for the answers
  7. In this case, Bloody Spear is Scorpion, in MK's, tagline attack. He shoots out a spear, it stabs into the opponent, pulls them over (while Scorpion shouts "Get over here!") and the opponent is then briefly stunned. I've been kinda wondering how to simulate something like that. I had the idea of a "Teleport, must pass through intervening space", perhaps, or maybe a telekinesis. Probably it'd be a power that can only be used once an HKA (ranged) for the spear itself was used successfully. Maybe add in a 'does knockdown' effect to simulate the stun. Opinions? If someone already pointed it out, I'd like to see it. Didn't quite find it in a brief search, though.
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