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IndianaJoe3

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Everything posted by IndianaJoe3

  1. This is the simplest option and probably the most realistic (if you go for that sort of thing). A conventional sling might put a fragile potion bottle under too much stress if used in the conventional manner.
  2. TFB had a video where this was described as, "tactical Jack Sparrow." Sounds about right.
  3. The, "Protects Carried Items" adder should let the defenses apply to an OAF.
  4. The site seems to be offering me the option of voting more than once. Of course, doing that would be unsportsmanlike, so I will refrain. I hope that our opponents are as honorable.
  5. I don't see it as a Limitation on what powers the character can create. It's that all of those powers must use a specific SFX, and anything that is resistant to that SFX (or can shut it down) will give the character a very hard time.
  6. Hawaii alert: False missile alert sparks panic
  7. Dark Champions is 5th edition, but goes into some detail about what skills an ex-military character would have. Converting the various packages to 6e is trivial.
  8. I think that Darkness would work better.
  9. It's easy to create examples where Unified Power would seem to be appropriate, but applying Adjustment Powers with certain SFX creates illogical results. For example, take a telekinetic whose Blast, Flight, and Resistant Protection (force field) are all derived from his telekinesis. Unified Power would seem to make sense, since they are all manifestations of the same ability. Drain Telekinesis would reasonably affect all of them. OTOH, a Gravity Trap (Drain Flight) is defined narrowly as affecting one way that power is used. and should have no effect on others.
  10. Champions Powers (the 6e equivalent) has them.
  11. Remember that a turn is only 12 seconds. If the hero has to hold the building up for a couple of minutes, that's still 10 turns.
  12. I don't like the idea of the characters needing a, "Common Knowledge" skill. Not knowing significant information about the campaign world should be a Physical Complication, not the default.
  13. It's not one 60 AP power - it's a suite of powers that are over 150 AP. It's pretty much all of his combat abilities. And if you want to (effectively) 1-shot him, it should be expensive.
  14. One of the APGs has expanded rules for Cramming that might do what you want.
  15. I must apologize. I skimmed your posts, but, looking back, I think I misinterpreted what you were defending. I think that Dispel Powered Armor is probably the best mechanic, but Drain Powered Armor would work as well. ("Powered Armor" is probably a tight enough SFX be valid.) Teleport is definitely the wrong power, even if it does match the SFX.
  16. The problem is there's no clear line between, "cool power concept" and, "'I win' button." It shouldn't be cheaper to teleport someone out of armor than to remove it via other methods.
  17. There is probably a build that has the, "base damage" using one charge, an intermediate level using two, and the full effect using three. "Requires Multiple Charges" looks right, but I think it's designed to apply to Multipowers.
  18. It's the SFX of a character buying an RKA. More seriously, this is so far outside the situations the rules are designed to cover that it's pointless to apply them. Transform Raw Materials to Guns? RKA, Universal Focus with lots of doublings? Summon dopplegangers of the character, only with the guns? Extra-Dimensional Movement to a universe where to guns exist but the raw materials don't? Whatever floats your goat, because the rules aren't designed to give a meaningful answer.
  19. There are a couple of ways this could be bought, depending on which mechanical effect you want. If all they do is help pilot the ship (monitoring its subsystems and such), they could simply be bought as Skill Levels with the appropriate roll. If you want them as characters (NPCs, probably) they could each be a Computer or AI that provides complimentary skill rolls for appropriate tasks. I lean towards the simpler approach, but YMMV.
  20. Most of my played characters are heroic enough to take the alleged perp to the cops if he surrenders, no matter what the circumstances. Some of my anti-heroic NPCs might let him go, if their prejudices align with the shooter's claims (or if there is other supporting evidence).
  21. Yeah, stretching your neck around a corner is precisely what the Adjacent modifier is for.
  22. You know, I think you're right. The differences between the normal and the bold are subtle (in Chrome, at least) but they are there. The italic is drastically lighter, which is what threw me off.
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