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i3ullseye

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About i3ullseye

  • Birthday 02/02/1970

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    You know, stuff. And things... lots of things.

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  1. Re: Lifetime Subscription I am a horribly addicted MMO player. Play tons... beta tons... but thats a steep investment for a blind buy. I have a free account for life on another game, and it isn't even installed anymore. Sure, it kept me happy for a few years, and they still "technically" support it. But there are still soem things that make me fear this game will not hold my interest like many others have. As a PC gamer, the whole "co developed for PC and Xbox" thing just worries me.
  2. Re: Top 5 Favorite 5E Supplements Heres mine... Sidekick Fantasy HERO Ultimate Martial Artist Post Apocalyptic HERO Dark Champions
  3. Re: It's the Little Things.... Our current game, one character is The Mime. Whatever he does becomes fully invisible reality. Walls, ropes, ladders, jackhammers, etc.... He has 2 really cool little powers added for effect. One, in his multipower, he has eating... requires skill roll like everything esle.. but it created real food with a Transform on the air around him. Sure, you can't see it, or taste it.... but it fills you up. He also has Clinging... bought with Gestures, requires a Mime roll, does not resist knowckback.. and cant use it to climb or move. This allows him to sit on invisible chairs and lean on invisible walls without falling. he can also do the whole body tilt and mambo like a champ! Really funny things come out of this... all for only 3 points.
  4. Re: Master of the Unseen Fist I think invisible extra limbs with stretching, and indirect... actually keeps this in check. You get the benefit of surprise, and no range mod. But it is expensive to build, so you aren't hitting people 30" away. A solid super level build (350 pt character) will have about 5" of stretching. This also means you can hit ONE tyarget that far away with a strike. But if you grab, your inches of stretching used must be less than 5" total, so you can grab 2 guys 2" away, but if the 3rd guy is also 2", he is 1" out of your range. It is a complex character to run I think also, and a nightmare for a GM who isn't ready for it.
  5. Re: 6E Rules changes confirmed so far Back in our day you young whipper snappers... Martial Arts costs more based on how strong you were, so you didn't have all these martial arts bricks running around...
  6. Re: It's the Little Things.... I am a big fan of giving the GM soemthing to work with. 11 pts.... Retrocognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Precognition/Retrocognition Only (-1), Blackout (-1/2) This gives the character flashes of the past, but only when the GM decides those flashes would help propel the story forward.
  7. Re: effective megascale teleport You might also want to consider a form of radio perception that links into the global GPS grid or something similar. That would allow for Latitude, Longitude and Altitude to pinpoint where you are going. Not exactly seeing where you are going, but you could use maps at that point. Megascale radio reception with Targeting added could cover this. Lighting Calculator and Eidetic memory for maps and plotting locations would seem to be a nice effect for something like this. If you expand this inter stellar (more than 50 AP) you could even use astrogation to pinpoint targets. I would say this is a movable fixed location. But thats just me.
  8. Re: Master of the Unseen Fist yeah, I don't mind this approach either... but should ANY maneuver really have a DCV modifier? Also, adding DCs to an art, and having that apply through TK... gets nasty real fast. So instead of adding 4 points to get 2 strength or so... you are getting a full +1D6, or 5 strength applied force. Sure, it is only with those maneuvers, but it is something to watch I think.
  9. Ok all. Just wanted to ask/discuss some ideas about telekinetics and martial arts. I built a concept art around TK a while ago, but haven't updated the idea in years. So I want to throw a few ideas here and get some input, and maybe come up with what may be some of the best ways to approach this. I know this isn't as sexy as 6E talk, but maybe most of it will carry over anyway. Option 1) Normal Telekinesis and a Weapon Element for the existing arts This is nice and easy it seems. You can use all your martial maneuvers at range basically, which accomplishes quite a bit. But what are some of the complexities? Benefits? Pitfalls? Obvious benefit can be surprise maneuver bonuses out the yang. But when we look at telekinetics, do you really use an arm or a leg shaped force? Do the same rules even come close to applying? At the minimum you may want to require Fine Manipulation. But with no action reaction, and no real limbs per se, can any hold maneuver really function the same? Another real issue I have with this approach is one of CV. Do you get the OCV and DCV mods for what your thoughts might be doing 10+ hexes away? Do you also need a seperate weapon element for each weapon being wielded telekinetically? So you need one for Sword, and then one more for TK Sword? This seems to make more sense because it's movements and uses would be quite a bit different I think. So what are everyones opinions of Option 1???? And Option 2) A custom made TK art This one has some benefits also, like possibly having custom combat maneuvers that could even add to ECV. Doing this you may avoid the basic pitfall of maneuvers that don't quite fit with the idea of using your mind at range. You could just make it a series of various strikes with CV modifiers and damage or STR mods. Would Martial Dodge even be in the art? Maybe NONE have a DCV mod since they have no bearing on your physical body position. I think this one take a bit more work, but is certainly a bit cleaner overall. You still get the benefits of suprise many times. You can take a weapon element for bare hand perhaps, but that might be a hard one to crossover also. You could even think of making the motions with your hand and mind at the same time, so the TK adds as a strength bonus to your physical movements, but I really think at this point it should be bought as something other than the TK power... but a cool concept nonetheless. Option 3) Extra Limbs! I built a character this way once, and it was a blast. I took extra limbs as indirect and invisibe. By definition, I can now have as many invisible hands and feet as I needed within my normal reach. I think I actually bought stretching also, and didn't get the real telekinesis power at all. I also built an art around this concept, since I now have limbs to do various grab and hit maneuvers. An autofire hand attack is a power, and thus outside the scope of the art and TK itself, but the maneuvers you could build with this using the advanced/optional maneuver building were quite impressive. This links these limbs to your characters own strength however, but in a way this can be advantageous overall as you pay for strength once, and need not buy it "again" by grabbing telekinesis. So... pros and cons for each approach? Options? Ideas for specific martial maneuvers and costs?
  10. Re: Making sense of Senses Sight interprets amazing amounts of iformation, but it can't categorize it and quantify it as much as an analyze might. I think spectral scans are a great example. We see a painting, and some people discern the differences in various blues more than others. But an analyze might just be able to tell you exactly how many shades of blue, sort of like Photoshop or other graphics programs pulling the color palette data out of an image. Perfect pitch is kinda the analyze of hearing I think also. But again, analyze can take that to a far greater level depending on what you want to accomplish. There are some people who can tell you all notes and major/minor chords that are heard when you drop a plate on the ground. I have even seen people play that back with notes on a keyboard and recreate the general tone of the crash. Amazing stuff.... out of well attuned but completely normal hearing. I think our senses are clearly gathering enough data to be truly analyze in nature, but without the cognitive awareness to process that data (and practice/training), it is just overflow.
  11. Re: Confused about 6th edition Best possible approach is you make a few of us very happy at Spo Con in a few weekends!
  12. Re: 6Ed Character Sheet? Character sheets for me are just quick reference for what I need to have in Excel... hell, the first things I did on my old Atari computer were random number generators for AD&D character generators. I am a fan of the 3 column that become popular in 4E in the BBB. But I think a more strict CHARACTER sheet, and then the back side being all the general combat mods and such works better. Back in Champions 2 and 3 we used sheets that were simply stats on top, powers and skills on lines in the middle... and the bottom section for disads. Everythign else was in a book, or on a game screen, or in your head. I don't think simplifying the sheet is a bad idea. There is a lot of info on many of the current character sheets that the individual character will never use. Many combat maneuvers come to mind.
  13. Re: Making sense of Senses I would say the eyes are organs that do indeed detect light. But only light that reaches them. They can also determine when it is bright or dim to some degree. The fact that you can distinguish color is discriminatory, not identifying individuals... you see the different wavelengths of light differently. Analyze is making sense of this. Putting those color patterns into recognizable forms in the brain is analyzing. Also... there is no depth perception in the eye. It is only that we can interpret the stimuli from 2 different points that our brain determines the range to the object. Same with hearing for that matter. We calculate based on triangulation and expected levels of input... so lower volumes and such or smaller objects... BOTH of which are very easy to trick or mis-percieve. Now to be fair, sight as a whole is talking about both the eyes AND the brain capacity to analyze and interpet it, so what one eye can do is not the fair example of sight in game terms. I get that distinction. But I still think it is more sensible (har har) to make the base sense not ranged, and use a ranged adder of sorts for clairsentience. Otherwise, I see the sun and feel it's light... I see the moon... what are the ranges on these powers/abilities again?
  14. Re: Making sense of Senses I know it seems that we need to call some of these ranged, when they truly aren't in a pure physics sense.... but if we remove that range modifer form the base senses, the whole power set then completely replaces Clairsentience. And to me would be a lot cleaner overall. Now you pick WHAT you percieve... you then decide if it needs to come to you (no range) or if you can detect it without it being near you (ranged). Then get into the detail of discriminatory and analyze. This allows Mega Scale and other tricks to be applied here also. Just what seems logical to me.
  15. Re: Making sense of Senses To add a bit more to this.... referring to an earlier post, no Smell is not ranged. Technically humans have no senses at all that are ranged. We only percieve those items which go out of their way to come into contact with us. Sight is light striking us, sounds hit our eardrums, and smells are exciting the sensors inside our nostrils. Buying senses ranged would mean seeing the light hitting somewhere distant from you, and is really a bit like Clairsentience. But thats not how they are listed, and that always kind of bugged me. Having Mental Awareness at range means you detect a mental power at a distance, with no energy crossing the intervening space between you and the source of power. To me, that is range... but all the other ranges freely applied to the sense groups are actually a misnomer I think.
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