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Acroyear

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Everything posted by Acroyear

  1. Here's some earlier discussion on books that might help... http://www.herogames.com/forums/showthread.php?s=&threadid=957
  2. Re: Re: How much of a change? My group still hasn't switched. They haven't felt a need to. The above answers are pretty spot on, imo. Some stuff changed, some didn't... it's not a really huge difference, but the little things could add up to a lot. Lesser experienced players might not even notice the difference.
  3. The explosions are actually more for riot control and hitting mobs of normals or agents. I didn't want to make them totally non-lethal, though (thus, reduced penetration rather than stun only. Oddly, reduced penetration is worth a lim and stun only isn't). I figure a couple body pips damage will send them packing even if they aren't KOed. You're right about the AP for the most part. 10d6 avgs 10 Bdy, 35 Stun. Vs 25 Def that's no body and 10 Stun. 7d6 AP avgs 7 Bdy, 25 Stun. Vs 25 Def that's no body and 12 Stun. Where it starts to matter is when you start seeing, like, 40 Def. The 10d6 attack won't do anything but the 7d6 AP at least does 5 Stun. When to use it is very important but overall, I think it shows that the advantage is pretty balanced and there's no much difference (unless you're looking for more knockback control). The air supply is intended just to be an air tank on the backpack for high altitude flying and such. There's no End or anything on the vehicle to attach that kind of lim to right now, but I might tweak it if it seems like more fun. If I don't end up using this guy, he'll end up in my Enemies Online project which is only about 6 strong right now.
  4. Oh yeah, the DNPCs are the ex-wife, the kid and the lab assistant. I just tapped them out for the points since this was a work in progress. I wanted a jetpack thing but I also wanted to be able to send the jetpack off to do other stuff by remote control (I dunno why - weird ideas of sending it to pick up guys, recon, pick up and drop off supplies, etc) as a more support thing. Notice his normal abilities are on the lower side for energy projectors (at 10d6... seems the new average is 12d6). He's mostly support as is. Actually, I thought of him more along the lines of the air guy in Captain Power (anyone remember that show?) as I was building him...
  5. I think posting it to the boards pretty much equates to "rip this off if you like it."
  6. Re: Re: Re: Re: REALLY visible power effects No, but visible always indicates a power in use and the user to three sense groups (assuming you have one of those senses capable of observing that area). The only way to conceal that you are using a power is invisible power effects. Being able to follow the attack back to its source is already intrinsic in this and isn't worth a limitation. Mutiple kinds of special effects allow you to follow the attack back, bullet types, slow thrown objects, and glowy beams. They all allow you to do it exactly the same. Being a glowing beam of energy isn't any more of a limitation or disadvantage than a flamethrower, a laser beam, etc, etc (which we have countless examples of, none of which take the limitation "visible.") To be extra visible, perhaps, you can been seen using the power from exceptionally far away (but now we're talking miles and, then, how is this limiting? Unless you have a lot of characters around who can attack you or something from a few miles away...I just fail to see how this is hindering in the least. YMMV But, hey, if your GM allows it, go for it
  7. Re: Re: REALLY visible power effects That's kind of intrinsic to the the whole SFX thing. You can be bullet-like (hard to see in transit) or phaser-like (a beam). No beam-ish powers get "visible" as a lim (which is most energy effects, really).
  8. Ha! Your style is no match for my style. Your master is weak and pathetic. He only taught you how to lose with that style. How can you compare your style to mine? Vermin Pigdog! Ha!
  9. Oh, I know you didn't. Just thought a disclaimer was in order for a select few. It hadn't, but you nailed that guy on the head. It looks to be a fun and potent assortment of powers...and I assume it is because there have been, like, three Terra Forces in our campaign (all played!). That's part of the challenge, too... I have my shotgun ready for all these clay pigeons. Heh heh. (also, all ideas to be shared for the benefit of the masses...)
  10. I wouldn't think so. I mean, then every fire guy and photon blaster or whatever would be taking the lim for free points. For example, you can have the SFX "I jump up, grab the Sun out of the sky and throw it at you" and it's not worth anything, really, unless you want to start paying points for it. For extra bright lights that can actually illuminate stuff... you're looking at Change Environment or flash linked to it. Similarly, you could look at a possible disad (impossible to use powers covertly) making it impossible for you to conceal or stealth or anything while using the powers.
  11. I'm tempted to say "oh, hi, Dan." That is Terra Force almost exactly. Here's some more of my silly-ass, not as good as Jim Lee art
  12. I'd use duplication, I think. Guy in suit with powers with Hero ID only stuff on the things the suit offers and then "can't use power when duplicated" as a limitation. Depending on how often you plan to "split" would determine the value. The more often you split, the more it's worth. Then the duplicate is just what the suit-creature is. This allows you avoid all the clunky "usable by others" advantages and stuff of the suit ON the guy AND avoids the cheesiness of "Hey, you only paid 1/5 for all these fancy powers. Munchkin!" stuff. Fuzzy Gnome, no, you shouldn't (current framework rules). But can with GM permission.
  13. Ok, I think I've narrowed it down to the following: Mechanon Jr - He's the armored guy in my Character for Review thread. A scientist type who found an old Mechanon lair and has been blowing through his cash adapting it for personal use. Armor type character. Dinky Man - (these are just working names, if you hadn't noticed...) Is kind of like Reed Richards, but just shrinks instead of stretches (might add some shrink others stuff in the future and Pym-like unshrinking gizmos and labs) Actually, the original idea here was the multiform idea with body alteration powers. One form shrinks, one grows, one for DI, one for Desolid and one for stretching (and a nice bag of tricks for each)... but that was way too expensive. Anyway, he's to be the brains guy. Other skills-types in the group tend to be focused on being sneaky/B&E ninja type stuff. Smart guy type with "don't hit me" powers. I sure wish I could fit in the other forms, though... Lost Son of Krypton - the thug from another world here to do "community service" because he got kicked off his now totally pacifistic planet. Mini-brick type. Mechanon Jr #2 - An android built by Mechanon for whatever reason, but a computer accident caused it to go renegade & heroic. Possibly, Mechanon had the brain patterns of a golden age hero he was studying to try to learn the secrets of human "heart and bravery" in the face of his obvious superiority. I figure Jr has some sort of retractable flesh coating gizmo so he can blend in, too, but when the doodoo hits the fan, he retracts his flesh and is all roboty. Kind of like the Vision in background. Essentially a blaster type. Nazi boy - Champsguy's version was more interesting than mine with dimension spanning bad guys and stuff. I have no idea what character type I would apply it to, but I was thinking some sort of radiation blaster (like a combo blast/drain thing) or something more "sinister" seeming (like the entropy powers I was thinking of in one of the random rolled up guys). I was thinking he's cut off and just astounded at this world's anti-nazi POV and would eventually come around (in the meantime, he's pretending to be like anyone else... waiting for a rescue). Of course, halfway through this I'll probably piece together something else from the ideas here.
  14. Heh heh. I almost always take hunteds by much tougher guys, usually ones who can exploit my character's weaknesses. Why not? Anyone who takes, like, hunted by Bulldozer is just point scraping. Let's see some stuff blow up. woohoo. btw - the above post if it wasn't obvious, I was considering turning the wing into a shield... not a shield into a shield. That's just silly
  15. Re: This just in... Yep, tons. One character was actually big on genetic engineering and alteration and "edited" all of her children to be super duper ubermen. She also, to some degree, used genetics to "cure" some metahumans of their abilities (hey, even Doc Savage labotomized crooks on occasion).
  16. I think it has its hits and misses. It lacks some abilities and output options, in my opinion, of HC and in its favor... um. It works with 5th ed without a new template? The extra things it does offer are not things I have found a need for (in fact, I couldn't even name them... I'm taking the word of other people that it does have more). The dynamic lists of modifiers are a roadblock to more creative ideas if you're not a "rules in stone" type forcing you to use generic items which just sprawl text all over the character sheet. You can fix it if you go in and edit a HTML output, but it appears it can't be done on the output templates, themselves (also with lack of abbreviation and lots of extra data crammed in there. I feel it crams the templates with way too much info - some people may prefer that, though). For example (and this isn't evena rules in stone example), I tried to create a list with a linked option... but lists don't offer it. So I either have to add linked to each power (invalidating the use of the list, in this instance) or toss on the generic lim (which generates a line and a half or more text for the more attractive templates). Lastly, some of the nicer templates just print horribly if you are heavy in a category like skills. Rather than a new page, restarting the columns and etc, it's more like you have a reeeal long sheet of paper that is simply cut in the middle (which is what it is, really). I have a couple characters that I'd never print out on HD because they would look terrible. Better to use a HC 5th template or just handwrite the thing. Also, because of the dynamic nature of everything, I find it works pretty slow in comparison (just how the code works) the inability to see multiple tabs (skills and powers, etc), and the requirement to open up many features (like martial arts) just to see costs makes the overall experience a much slower one, in my opinion. Perhaps minor nitpicks for some but you do lose some functionality in the end, in my opinion. Perhaps as more templates become available (so you can cutomize all skills on one sheet or all powers or whatnot) some of these issues will go away... but that seems to be in the realm of fan made stuff. Anyway, those are some of the faults I find with it. If they don't sound like they'd be an issue for you, then by all means, it'll work just fine for you. I wish I had some improvements to applaud so this doesn't sound like pure bashing but, unfortunately, I can't think of any (although you can use a jpg image instead of a bmp image in the image field). Your beta participation probably made you aware of many of these issues so, ultimately, you probably have a pretty good opinion on it all.
  17. Bladedancer and Gazelle come to mind. So did Maelstrom in a sort of "she's everywhere..." sort of a kinetic acrobatic fighting style impression.
  18. Not familiar with that Libra. What sorts of things were possible with those abilities?
  19. Looks like, the X part is essential to existing.
  20. Well, don't let your work go to waste... there's a whole thread dedicated to supers names here Enforcer, I was also thinking about giving the shield a multiform to transform into a little vehicle with no movement or anything and just lots of def (and maybe the cannon)... like a Shield (that you just hope doesn't get broken). Leave on the "Def Protects Passengers" part, you know? Then he really could stand up to normal soldier types (machineguns and such wouldn't even do Stun).
  21. The team is actually called Guardians of Order and has a member named Tri-Stat? lol
  22. Um, no, actually. They are wings like on a jetplane wings and my justification for him to use the pack to get to scenes quickly and then detach to fight. Like Mazinger.
  23. Some background info: He's a wealthy scientist type who discovered an old Mechanon lair and has been blowing through his fortune analyzing and adapting the technology (he hasn't the wealth advantage... burning through the dough). He's been obsessive enough to lose his wife (and child) for the most part. Intended future would be a support skills type guy who isn't a total slouch in combat. He has to abandon the wingpack for close quarters fighting (not like the DCV matters... but it won't fit being 6' across). He would also begin to start adapting the unusual "drain" type powers Machanon has to help with support more and possible come up with some innovations, too, but mostly it's going into "super agent" things like skills and such.
  24. I'm still messing around with the drones. They should be tennis-ball sized little things (think of the Ball from the Phantasm movies...) Edit: I'm not too happy with them, btw. I'm probably going to take a different angle. Edit #2: Whoops. Old one. Sell off the Ego and give it a point of english so it can take commands.
  25. Wingpack Automaton Drones Val Char Cost -20 STR -30 10 DEX 0 0 CON -20 8 BODY -4 10 INT 0 3 EGO 6 5 PRE -5 10 COM 0 0/2 PD 0 0/2 ED 0 4 SPD 20 0 REC 0 0 END 0 0" RUN-120" SWIM-20" LEAP0Characteristics Cost: -47 Cost Power END 45 Drone Body: Automaton (Takes No STUN (loses abilities when takes BODY)) 18 Drone Body: Armor (2 PD / 2 ED) (added to Secondary Value) 24 Gravitic Propulsion: Flight 8", Reduced Endurance (0 END; +1/2) (24 Active Points) Sensor Suite, all slots: IIF Bulky Fragile (-1) 4 1) Multi-Wavelength Spotlight: Change Environment 1" radius, Increased Maximum Range (175"; +1/4), Varying Effect (Limited Group; +1/2) (9 Active Points) 1 2 2) Recorders: Eidetic Memory (5 Active Points) 2 3) Infrared Sensors: Infrared Perception (5 Active Points) 4 4) Ultrasound Sensors: N-Ray Perception (10 Active Points); Flashed as Sight & Unusual (-1/4) 5 5) Commlink: Radio Perception/Transmission (10 Active Points) 9 6) Zoom Lenses & Parabolic Mics: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group; Additional Sense: N-Ray Perception: +4, Additional Sense: Normal Hearing: +4, Additional Sense: Radio Perception/Transmission: +4) (18 Active Points) 5 7) Frequency Tracer: Tracking (Radio Group) (10 Active Points) 4 8) Data Transmitter: Transmit (Sight Group; Single Sense: N-Ray Perception, Single Sense: Normal Hearing) (9 Active Points) 2 9) Ultraviolet Sensor: Ultraviolet Perception (5 Active Points) 13 10) Cyberlink: Mind Link (Specific Group of Minds; Additional Class of Minds, Number of Minds (x4)) (30 Active Points); Does Not Provide Mental Awareness (-1/4) Powers Cost: 137
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