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Shinobi Killfis

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Everything posted by Shinobi Killfis

  1. Re: Summon specific being? I was seeing a multitude of the officer in traction examples in my head or even dead so you lose the points you spent. I guess if the specific being is determined at the time you summon it for a speak with ghost of the corpse over there power I can see it as an advantage. My chain of thought went something like this. 1. Reading duplication, a side bar mentions using summon as a form of disposable duplication, 2. Hey that's kind of cool, something like Naruto.(yes I'm a 36 year old man who read Naruto, I blame it on working at a comic store for years especially during a period of really bad American comics) 3. Huh, Amicable+1, specific being +1. Yikes.... 4. Read specific being, Um I guess he is kind of a specific being. Specific weak version of self. It has your knowledge and can communicate it with you. I couldn't pull off the you gain the dupes knowledge when you recombine, but that happened in later issues that I did not care for anyways. 5. It really does not feel like a +1 advantage for what I'm going for. Its borderline specific being, so my sample character won't have specific being.
  2. Re: 6E Telekinetic Strength Continuing with the comparison, I guess my point is I would not mind a 25 ton marvel girl to 100 ton colossus. Its the 25 ton to 1.5 kiloton that bothers me, even if its at range your power is the look I can lift stuff power. If the other archtype outclasses you at it by that much it just feels weak. Oh, well its not that big of a deal. As long as we don't use AP and more use other forms of balancing I'll be fine.
  3. Re: Another view of Damage Negation (6e) That is part of the problem, but look at some of the guns in 5e(6e may have toned down the stats on to of the stun lotto change). Some of these guns our AP attacks from Menton level villains. A 3d6 autofire, armor piecing attack even with average stun devastates supers.
  4. Can someone explain why this is an advantage. It seems more like a limitation to me. What am I missing?
  5. Re: Another view of Damage Negation (6e) I'm not sure how goofy it is. Supers frequently survive and shrug off large supers attacks. For example cyclops might blast away with optic beams that blow through buildings and only bruise a super. Even antivehicle weapons of today aren't as destructive as the attacks of a super as depicted, yet frequently in Champions a heavy machine gun would mop the floor with supers. If you are bouncing energy attacks which would take out tanks, it seems wierd when a rifle drops you. For this power I'd like a all or nothing version. I like the way normal defenses work vs most super attacks, but I'd like the ability to ignore the attacks from small arms.
  6. Re: Get away from me. A whole lot of Ugly Dispel Comeliness in 5e?? 8d6 dispel, does knockback, double knockback, Explosion, PI, no range. Everyone near by turns so ugly they physically recoil from themselves. In 6e Dispel PD would work well vs everyone but bricks, maybe dispel ED or dispel recovery. Dispelling a Stat or anything persistent while doable always seems weird to me. Before I heard the ruling on you have to have the sense for it to effect you for KB flashes, for dispel I had a repulsar ray that was dispel knockback resistance, does knockback, double knockback. But I guess it would not work on people without knockback resistance then. It usually hit for 20" of knockback, people usually knocked enough off with the roll that it did 12d6 if they hit something really solid, but they did go flying. Now you just have to megascale it for more fun.
  7. Re: 6E Telekinetic Strength Marvel has fairly weak strength compared to DC. Virtually no one is in the 100+ ton range and fewer still exceed 100+ tons by a big margin. When I convert marvel character concepts to a champions world I adjust strength to the norms of that world. Colossus is supposed to be fairly strong, but under marvel he was in the 50 tons range. If 60 strength is average strong buy I'd put him at 60 strength, if 60 is high strength in the setting I keep him in the 50 ton range and a 55 strength. Same for telekinetic's, I expect her strength to be under the team strong guys just not by the margin the same AP would indicate.
  8. Re: Get away from me. That's how I did it in 5e. I found that with double knockback being a 3/4 advantage it dropped any EB down to the level it wouldn't do damage anyways if this was in a multipower so doing a non-damage power like flash works great. If I could figure a universal thing to dispel that would work as well.
  9. Re: All Books In Warehouse: APG, Both 6th Ed Curses, I suspect Gator orders through a distributor. Well I got the PDF from the website, so that will hold me.
  10. Re: 6E Telekinetic Strength I noticed under the characteristic power it gave an example of Strength just for lifting at a -4 limitation. Or at least I think it says that, the iphone isn't to great for reading PDFs. For TK would you think that would be the same limit. I don't know why, but it doesn't seem as limiting to me when its at range.
  11. Re: All Books In Warehouse: APG, Both 6th Ed Any idea on when we should see them at our local stores? Are they getting shipped to at the same time as the direct orders from your website?
  12. Re: 6E Telekinetic Strength Yeah, I've been able to work it with charges. But for any power based character where charges don't make much sense it just doesn't work very well. With the same 60 point multipower you either have 6D6 1/2 end or 8d6 and blow through wads of endurance. 6d6 bounses off all opponents in the same ballpark and doesn't really jack up agents unless you hit with most or all of the shots. So you end up having XD6 NNd, area of effect, 0 end just so it does something and it ends up frequently doing too much. Frustrating, but like I said I can just call the multiple shots a special effect and go from there.
  13. Re: 6E Telekinetic Strength For my first character for 6E I wanted to go with a basic Telekinetic. Strength, forcefields, flight, and a EB. I was using Jean Grey back during the X-Factor days as inspiration. Like I said I get the utility and balance side of things to some degree, but given how weight scales it quickly gets to a point where Telekinesis looks really weak in comparison. Initially I wanted to keep it simple as I learn the differences in this edition, but I bumped into this issue. While I expect the strong guy to be stronger I wasn't envisioning 25 tons compared to 1.5 kilotons weaker. Not that it relates to this character but I can't get autofire to ever work effectively either without either gimicking the system hard or using way too many AP. My attempts at a Gambit character throw mutliple cards as a special effect not as an actual autofire attack. Reducing the Endurance to a bearable level ends up making the damage so weak that it bounces off all defenses and doesn't even really hurt many viper agents much, or it ends up costing a whole heck of a lot and isn't much more effective than a basic 12d6 attack. I should make a new thread for autofire, but it can wait until I have to deal with it.
  14. So as in previous editions telekinesis costs 3 for 2 points of strength. Now while it feels balanced on the usefulness scale it is ranged and somewhat indirect strength, when you bump into AP limits it feels really weak in lifting power. Lets say you were standard superheroic and had a 80 point AP guideline. Your GM is feeling generous and lets you have 81 points or a 54 Str telekinesis. You can almost lift 50 tons, meanwhile mr muscles has an 80 strength and can lift 1.5 killatons. When it comes to the Damage and dice I get the balance but 50 tons compared to 1.5 killatons just feels total weaksauce in comparison. Now if the bruiser puts himselft at 60 strength because he wants to be in the 12 dice of damge area then hey you are in the same ballpark of lifting strength. But all else being equal you look like a wuss when it comes to lifitng power. Any suggestions from people more familiar with creative rules taking on how to make a telekinetic with "Tons" of lifting strength while not really caring about the daamage output. I'm not sure if this works, but I've thoguht of taking Extra Limbs(infitnite-telekinetic contrructs), stretching, does not cross interveining space, and indirect to some level) Then just take a bunch of strength defined as telekinteic strength. I don't know how these capabilites work together with AP limits though. Side note: 6e looks sweet, I really love all the rule changes i have noticed so far. The layout and art are top notch as well.
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