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MistWing

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Everything posted by MistWing

  1. Re: Critical Hits & Fumbles I haven't read the entire thread so, my appologies if this has already been mentioned My problem with Crits is two-fold. If a person is so good at what she does that she naturally has a 20- on her roll, rolling an 18 not only means she misses (which is reasonable), but that every time she misses, she Crits (In our games, this is not an unusual occurance. Each of us is a 'super-expert' in something). Similarly, if a person's chance to succeed at a task is less than a 3- then, not only will rolling a 3 automatically hit, but it also Crits (I would allow that just hitting 'uses up' your Crit) My opinions, of course. MistWing SilverTail
  2. Sorry, I didn't know where to post this. Where can I find the distances between the planets of the Terran Empire (or a representative sample of the distances)? Thanks MistWing SilverTail
  3. I have a question concerning the interaction between Danger Sense and Invisibility. Assume I have Danger Sense with the 'Works With Senses I Don't Have' Adder on it (Sorry, I forgot what it's actually called and my book isn't handy). My opponent has an enhanced invisibility that includes "Invisible To Danger Sense". Would my Danger Sense work against her? If not, how would I get it to work? Would I have to buy a "Detect/Sense 'Invisible to Danger Sense'" power? Thanks MistWing SilverTail
  4. I would like to buy Damage Reduction for my Entangle. Basically, I fire an Entangle at my target and the resulting cocoon is what has the DR on it. To (maybe) complicate things, the Entangle is Continuous, healing itself if it takes damage. According to the rules, I would have to buy it "Usable On Others" with the 'other' being the resulting Cocoon. My question is, do I have to buy multiple uses of UOO to get it to work on multiple Entangles? That is, on Phase 1, I shoot an Entangle at target #1. It has the DR on it. On Phase 2, I shoot an Entangle at target #2. Since Entangle 1 has DR on it and since it's Continuous, would Entangle 2need its own copy of DR (necessitating buying multiple uses), or would the purchase of a single use be enough to handle all of the Entangles I use. I hope this makes sense Thanks MistWing SilverTail
  5. I noticed in the book, there was no provisions for Damage Reduction - Power or Damage Reduction - Flash. In our game, we allow DR - Power and haven't noticed any problems with it. I was wondering, is there a reason you didn't include it that we're overlooking? I mentioned in a post to the Discussion board that my GM isn't too fond of unexpected surprises and, if there is something unexpected about DR - Power or DR - Flash, he would prefer knowing about it before getting hit with it. Thanks MistWing SilverTail
  6. One of the players in my group wants to have a Force Field Bubble and asked me to ask you if you had any ideas on how best to do this. Her idea is that she can generate a bubble that acts like a Force Field instead of a Force Wall. That way, she can shoot out of it with no problems, but she can also protect others. According to the book, the use of Area Of Effect is frowned on for Force Fields. Usable On Others is recommended. The Only problem is that she doesn't know ahead of time how many people/objects would also be in her Force Bubble. If she purchases too few, some people would not be protected and, if she purchased too much, she just wasted points. While we, as a group, think that Area Of Effect is the best way to go, we thought it would be best to ask others and see if you had any alternatives. Thanks MistWing SilverTail
  7. In a previous post concerning my Multiform (Class of Minds), I mentioned that, mentally, I was almost completely a member of the form I assumed (for example, a bird). The idea is that, when I Multiform into a bird, only my EGO and my INT prevent me from literally being a bird. One limitation I thought of for my Multiform was that an Ego Blast could cause me to forget that I am a Multiformed bird and believe that I am a really bird (albeit, one with rather unusual powers). I was wondering if anyone could come up with a good way of doing this while at the same time, keeping the limitation down below the -1/4 level. The idea is that this is a limitation that wasn't noticed before since we rarely deal with Mentalists who can do this (Note: This is a part of the '0-point' limitations I mentioned in an earlier post). The only requirement is that it's an Ego Blast that triggers the mental change Thanks MistWing SilverTail
  8. According to the rules, the following maneuver is illegal: Fly, Teleport, Fly. In actuality, what would happen is: Fly, Teleport, Fall, Fly. I could do a half move Fly, then a half move Teleport. I couldn't do anything else until my next phase, which would be 2 segments away. During those 2 segments, I would fall. And, if I were close enough to the ground, I would crash. What I would like to do is to continue flying after teleporting. Part of this, I can do by proper use of my 'Momentum' advantage (I forget its actual name). This can (sort-of) maintain my horizontal flight (kind of llike being shot out of a cannon, you just keep going). How would I maintain altitude? Thanks MistWing SilverTail
  9. This is a bit difficult to explain, but here goes. I have the power of Multiform which I use to change into a variety of animal forms (mythical as well as real). My Multiform has a Limitation. Basically, it's a psychological limitation where certain events can keep me trapped in a given form for an extended period of time (Even though it's Phychological, it's still treated as a Power Limitation). When I first made the power, the GM was rather (actually, excessively) lenient in the cost of that limitation, allowing me to take a -1 for it. In actual game play, it turned out to be closer to a -1/2, but by the time we figured it out, my character was established and correcting the limitation would actually penalize me significantly. So, my question is, can anyone think up some relatively minor Power Limitations on Multiform? My idea is that there are a series of '0-point' limitation that, collectively can total a -1/2 (for example, 4, -1/8 limitations would work). My idea is to avoid waking up one morning and suddenly being hit with a new limitation. Rather, these would be limitations that were always there and that I've kept secret. Suddenly allowing the bad guys to discover them or by being put into situations where they suddenly come up more often would be easier to deal with Thanks MistWing SilverTail
  10. In our games, one thing we have allowed is what we call "Double Damage Reduction". Basically, you buy DR twice and you get to apply both DRs after defences. So, if I buy DDR at 75% each, one 1/16th of the damage getting through my defenses will affect me. We have had no problems with this. However, I was wondering if anyone could think of any problems we might encounter. My GM would rather not be taken by surprise too often. So far there haven't been any with this power, but it would be nice to at least know of any we haven't thought of Thank MistWing SilverTail
  11. My character is an accomplished shape shifter. I use Multiform to provide a wide assortment of forms and each form has various Skills to imitate the form's mindset. For example, my Bird form has Knowledge Skills, Language Skills, Professional Skills, and Science Skills. Of course this may all be overkill, but it's intended to represent that, when I assume my Bird form, I am almost completely transformed into a bird, mentally and physically. My Int and Ego are all that stand between me being myself and being a bird (while I do have non-bird powers in my bird form, they don't provide the necessary anchor to allow me to retain my sense of self). Because I am changing so completely into a bird form, I think that I could be justified in claiming that my Class Of Mind (as reference in the Mental Powers description) is that of an Animal instead of a Human. However, since this classification may well render me immune to a wide variety of mental Powers (since most Mentalists wouldn't buy Mental Powers affecting animals), I would assume that I would have to purchase this classification. My question is, how much is a reasonable cost for this classification? I don't want to assume that I would get it for free since my GM most likely would require me to buy it in some fashion Thanks MistWing SilverTail
  12. I have an idea for an ability for my character. Basically, I do not take OCV or DCV penalties from either Invisible characters or from Non-Combat Movement. I think (but am not sure) that I can deal with the OCV penalties by purchasing an appropriate number of Penaly Skill Levels. However, I can't buy Penalty Skill Levels to offset DCV penalties. So, I will have to buy a 5-point Skill Level and limit it to only offset the penalties. My question is, how much is the limitation worth? Thanks MistWing SilverTail
  13. Hi there. I'm back (after a long hiatus). I've come up with a few questions and I hope that the group can help me with some of them. This first question is mainly just a 'curiosity question'. Several years ago, Wizards On The Coast wrote a gaming supplement called 'The Primal Order' which provided rules that would let you role play gods. The game provided rules to adapt 'The Primal Order' to other game systems, including Heroes. The central idea regarding the game was the introduction of Primal Energy which explained how the gods could do everything. One capability of Primal Energy was the creation of Primal Energy Shields that were able to stop anything (think of a Force Field that blocks anything). You put so much energy into the Shields and that determined how many points of damage, from any source, it could block. I figure a straight Force Field bought for all 5 main defenses would work for most things. However, I couldn't think of a way to generally block NNDs or ALVDs. Does anyone have any ideas on how to do that? Thanks MistWing SilverTail
  14. I asked the following question in the 'Rules' board and was told that it was illegal. Question: Can an NND be a 'compound NND'? I have an idea for a power that would require the target to have Life Support AND make an Ego roll. I was wondering if anyone had any ideas on how to accomplish the same thing? Thanks MistWing SilverTail
  15. What is the proper way of measuring very long distances... a straight line or following the curve of the Earth? The Earth is about 8000 miles across. So, if I have a teleport capable of reaching 8000 miles and distance is measured in a straight line, I can go anywhere on the Earth by 'going through' the Earth. On the other hand, if I have the 8000 mile teleport and the distance follows the curve of the Earth, I can only teleport about 2/3rds of the way around the Earth. Which is correct? Thanks MistWing SilverTail
  16. Can an NND be a 'compound NND'? I have an idea for a power that would require the target to have Life Support AND make an Ego roll. If it isn't legal, how would I accomplish this? Thanks MistWing SilverTail
  17. Can a power be linked to two or more powers? Ex: Power A is linked to Power B and to Power C so that when either Power B or Power C goes off, Power A also has to go off. Assuming it's legal and assuming that Power A is the lesser power, would I buy Linked twice, change the value of the Linked cost, or simply declare the the Link as being to two powers? Thanks MistWing SilverTail
  18. I have Multiform (which I use as a form of Shape Shifting into a variety of animals). I have a limitation on the Multiform that can, under certain conditions, trap me in the form for a long period of time (minimum of one hour). The limitation, however, only rarely goes off. We have arbitrarily set the limitation at a -1. However, I was wondering, how would I properly determine what the limitation cost should be? I have found nothing in the book that aids me in 'building' such a limitation (rarely going off, but long lasting when it does). The section on the limitation 'Limited Power' doesn't really help and I was wondering if anyone could give me some guidelines on how to properly determine the limitation value Thanks MistWing SilverTail
  19. I was wondering if anyone could help me with these questions. Two of them concern a Force Wall and the third one is about Area of Effect. Q1. I'm devising a teleport power that acts via a pair of vertical 'disks' that you walk through. One side of each disk is the entrance/exit of the teleport. The other side is a black disk that acts like a force wall. How do I determine how large the Force Wall should be? The book doesn't assume a vertical disk as a Force Wall's shape. Q2. In the afore mentioned teleport, the portal can have a variable size, ranging from a couple of centimeters across to about a hundred meters across (this allows me to teleport whether I'm shape shifted into a mouse or a dragon). How can I effectively change the size of the Force Wall accordingly? Requiring a MultiPower with every possible size seems in-efficient. It also seems wrong since the cost would be much higher than the benefit gained. Q3. Q2 got me wondering about how an Area of Effect could similarly be altered. Again, the official way is via the MultiPower. And, again, I think that the cost of such a power may well exceed the 'cost' of the benefit gained. I would appreciate any input with these. And, my thanks in advance. MistWing SilverTail
  20. I have Multiform (which I use as a form of Shape Shifting into a variety of animals). I have a limitation on the Multiform that can, under certain conditions, trap me in the form for a long period of time (minimum of one hour). The limitation, however, only rarely goes off. We have arbitrarily set the limitation at a -1. However, I was wondering, how would I properly determine what the limitation cost should be? I have found nothing in the book that aids me in 'building' such a limitation (rarely going off, but long lasting when it does). Thanks MistWing SilverTail
  21. I was wondering if the following is a definition or a limitation, and, if it is a limitation, how much should it be. I have a Power Pool and I want to require any power that goes in there to be required to have certain advantages (ex: 0 End and No Visible Effect). I can see it being a limitation since it eats up some of the points in the Pool. However, since not every power would be affected by it (those powers that are naturally 0 End), I can also see it being simply a case of it being a definition. Also, assuming that this is a limitation, how would I determine what the limitation cost should be? Thanks MistWing SilverTail
  22. Re: Question About a SPD Limitation Hi there. I want to thank everyone for their input regarding my SPD question. I like the idea of an advantage to the affected power. It's 'smoother' than fiddling with the SPD itself. I'll check it over with my GM and see what he says and if he thinks a +1/4 per extra segment is appropriate. He may think it deserves a +1/2 or even a {shutter} +1. I don't think I'll recommend the +1 cap that was suggested though. That would have the effect of doubling the Base Cost of the power and would have no affect on the advantages. In the case of me Entangle, the advantages are a SERIOUS consideration. The main reason I’m not in favor of the ‘buy the power twice’ method is because it isn’t ‘general’. With my 6 SPD, the ‘buy it twice’ works fine. But for someone with a 5 SPD, this wouldn’t work. So, it isn’t ‘general’ and I have a preference for ‘general’ solutions... comes from being a programmer I guess. Another reason I’m not in favor of it is because my character sheet is ‘messy’ enough and I don’t want to add to it. I REALLY need to come up with a better way of describing my powers For those who think that this game sounds like a ‘munchkin’ game... you’re absolutely right. It is. Fortunately for everyone, it isn’t our regular game. We just decided to write up some ridiculous characters and play a similarly ridiculous game on occasion. Our normal game, while still a high-power game, is MUCH more reasonable (kind of like the JLA) Speaking of ‘munchkin-ism’, would anyone be interested in help me with my ‘Smart Power’? I have the basic idea, but haven’t written anything up yet. If there is enough interest, I can start a new thread... along with a ‘munchkin’ warning. Again, thanks for your input. I really appreciate it. MistWing SilverTail
  23. Re: Question About a SPD Limitation Trebuchet I think that my last responce to you was probably not worded as well as it should have been. I did not intend to challenge your opinion. Rather, I sought to understand it. My appologies if I caused any hard feelings. And thank you for what you have provided MistWing SilverTail
  24. Re: Question About a SPD Limitation > We also have no set caps in our campaign, but we do have a set of > informal guidelines. One of those guidelines is basically that no PC > can be overwhelmingly more effective in combat than the others. > Better in some aspects, yes. (Our team's SPDs range from 4 to 9, > defenses from 12 to 33, and dice of damage range from 10 to 15.) But > no PC exists in a vacuum. Why would a character like this even need a > team? What would make him interesting to play, or to fight alongside? We also have guidelines, although less informal. For example, our GM requires us to have a specific attack-type that we are (somewhat) vulnerable to. In my case, it's Mental attacks. While I do have some Mental Defences, they are much less than my other defences. Further, they only block Mind Control and Telepathy (I chose to limit the 'range' of defence in exchange for a higher defence within that range). Another player (coincidentally, our Mentalist) has limited Power Defences, which I have. Yes... we colaborated on this We play a VERY high-point game, being more concerned with getting the specific power we want over it's actual cost. Fortunately, our GM can easily handle this level of game. Why are our characters in a team? That was in our origin... We were given major powers in exchange for being in a team (BTW: This is a space-based game). If any of the characters leave prematurely, he or she is penalized severely. Effectively, we were given the points for our powers in advance and now we have to pay them off. If we leave early, the unpaid-for portion of our powers is lost. This is the in-game justification. Out-of-game... obviously we prefer being in a group What make my (or any of the other) character interesting to play? Basically, this is a 'me-getting-power' game. So, each of us is playing him or her self with mega powers. We find it interesting > Your character apparently has a selection of special powers which can > be triggered on his "off" Phases designed just to prevent him from > harm. That's rather cheesy, even if not outright illegal. No doubt > he'll also be able to take Recoveries on those so-called "off" > Phases. So on the odd Phases he's not attacking, he has a Phase to > defend himself with actions or actual powers. I don't see it being illegal. It's really no different from having a computer that can analyze the incoming attack just before it hits, and activating a teleporter to get me out of there. The only significant difference is that the system is a part of me. I can't take recoveries or perform any other action during the 'off-phases'. Other than the Smart Power, I can, in no way, act off my phase. And even the Smart Power is NOT under my control. It acts when a specific event occurs. BTW: I didn't think of it before, but it's logical that most Mental attacks should be able to bypass this power since I am not a Mentalist and most Mental attacks are Stun-only, which is not considered 'serious damage' > Your character has a bunch of continuous offensive powers that last > for "only" 1 minute (Which in Champions might as well be an eternity > since in my 22+ years of Hero experience NO superhero fight lasts > that long. Most last less than 30 seconds.) An opponent who is > paralyzed is merely a victim. Paralyzed or unconscious characters may > be automatically killed in 1 Phase. The '1 minute only' attacks have been around for a while on my character. Some further explainations: My Dragon flame continuous effect is restricted to where it hit. It's easy to avoid after the initial attack. My Poison: As I mentioned... it's suppose to be VERY dangerous. No excuses for the duration My Transform attack: This is actually a weak 'per phase' attack and there is a defined (although a bit difficult) way to stop it prematurely, in which case, the Transform 'damage' is automatically 'healed'. The idea behind it is that the target now has a bigger problem to deal with than trying to fight me. If a super-villianess is in danger of changing into a normal raven, she probably won't be as concerned about me or my cohorts as she would be about stopping the change Like I said, these were defined before the 12 SPD idea, so the '1 minute' duration is already in effect > Based on your further description, I would permit the 12 SPD, but > your suggested Limitation on it would have a value of -0. It's more > of a special effect than an actual Limitation. So, there really wouldn't be any particular reason not to have a 12 SPD character. The cost is the same. > My opinion: It's a rather clever idea, but it just wouldn't be much > fun to play around. It's your game and you can of course do as you > like, but I wouldn't play with you and none of my players would even > dream of bringing such an unbalancing character into our 12 year old > campaign as a PC (As a team-busting villain, sure.). Of course this is your opinion, but I am curious. With the exception of the Smart Power, all of the other powers are already being used with no problems (well, the Healing isn't exactly being used that way, but it's close). The only difference I see with those powers is that the Continuous powers can act twice as often. Or is it the Smart Power that you have the main objection to? I'll admit that this is a bit questionable. > Do post the final character; I'm curious to see how you execute this. I'm afraid that posting the character would be a bit of a problem. Because the game being a high-point game; because of the way I write up the Heroes part of the powers (which is nearly univerally not-liked); because I explain everything to death; and because I am a chronic procrastinator; it may be some time before I get it up. Thanks again MistWing SilverTail
  25. Re: Question About a SPD Limitation TheEmerged I think the biggest difference between what you have and what I'm after is that I'm not acting outside of my phases. Instead, it's my POWER that's acting all the time. Except for my Smart Power, I no longer control the Continuous powers. And my Smart power is not under my control at all. It will go off if I'm in serious danger whether I want it to or not (So, the 'common' trick of interposing myself between an attacker and his victim may not work. If my Smart Power decides it's too dangerous, I may Teleport to safety without wanting to) MistWing SilverTail
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