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DigitalGolem

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Everything posted by DigitalGolem

  1. Excellent point, along with the post re: flexibility on the previous page. No, Galactor isn't in my campaign, but aliens ranging from 3 cm to 1 km in size are in it, and the "alien size" package deals in Star Hero were most helpful. However, additional mods were needed for each races' gravity adapations, aquatic environs, extra/longer/shorter/lack of limbs, etc. Growth and/or shrinking, Always On, would not have made this any easier, as none of them are even remotely "humanoid". (No 'rubber suit' aliens allowed in this campaign.) thanx heaps, DGv3.0
  2. The object body table (Fred p 304) gives a Body of 10 for an 800kg "unliving" object. The material defense table (same page) gives concrete a Def of 6. I'm not sure what type of rock we're talking about here; its def may be higher. So if you use the Def+Body you get 16 DC's, perhaps more. That's more than enough to kill any normals caught in the blast (-4 Body), take out light vehicles and un-armored buildings. I'd use the Explosion and Mega-scale advantages appropriate for the size of the blast, but I'm not sure exactly what scale to use. I guess the next question is, will this thing wipe out a single block, or half the city? Oh, and don't forget the Double Knockback advantage; can't have a decent meteor strike w/o flipping a few cars end-over-end down the city streets! Alternately, you can ignore the Def+Body limit, and use the move-thru velocity of 105,000 hexes/segment, which gives you 35,000d6 "normal" damage. Apply the Explosion advantage to this, and you get a blast radius of (I think) 70km, without using Megascale. Hope you've got lots of dice! Enjoy. DGv3.0
  3. Re: HOW abusive is this? I would suggest... Side effect: Unluck; Cumulative. Then sit back and watch the fun....
  4. Re: Clever, but not futuristic Now THAT is interesting. Imagine a futuristic version of that, using blood from a clone of the victim! Of course, if technology is advanced enough to produce illicit clones, there will probably be easier ways to kill someone without getting caught. DGv3.0
  5. Re: Ice gun. That would work. The reason I suggested water is that it's available just about anywhere, and freezes easily without special equipment, which makes the weapon much easier to hide/transport. That's assuming the campaign setting includes an earth-like environment. Solid nitrogen would be much easier to get on Pluto, for instance. (?) DGv3.0
  6. The Ice gun; Makes its own ammo from water, may also dissolve various chemicals in each round, and after hitting its target at lethal velocity, the ammo dissolves. No evidence. How to accelerate an ice needle to a lethal velocity, I have no idea. Perhaps a high-tech heating element in lieu of a firing pin, creating a small but powerful steam explosion? Any other suggestions? thanx heaps, DGv3.0
  7. One method I've used for this (in Star Hero) is to buy charges for the End Reserve's Recovery stat. One recovery every turn is 300 recoveries per hour, so I'd give the Recovery three hundred charges that don't recover. DGv3.0
  8. There are so many ways to add DC's that almost any DC cap will run afoul somehow. Example: 80 str brick throws character with shrinking, shrinking character turns off shrinking, performs move-thru w/ extra dice from ridiculous thrown velocity. Yes, this really happened, but I can't remember how many DC's it did. Way too many. We had a universe to save, OK? The thing is, the GM knew this was possible, and allowed it in extreme circumstances. Just once. If we had done it too often, our group would have acquired a "reputation" disadvantage, and that's what I would advise for your 6d6KA problem. People will talk, and even if he doesn't kill anyone, villains he encounters will be prepared to deal with him. They'll use human shields, or stay out of range, or stage a diversion to keep him busy. I agree it would be easier to just re-work the character's power level, but if that fails, you can handle it in-game, in ways that fit the circumstances, and might actually result in some good character development. (pun intended) Have fun, DGv3.0
  9. Accessibility can also be decided on the basis of "dramatic license". If your character has a focus which he seldom loses to grabs, etc, then you should just call it Inaccessible, and take the reduced limitation. This is okay, as long as it's in keeping with the appropriate level of "realism" in a given campaign. Another consideration is high strength. Sure, anyone can grab a weapon, but if the wielder has a Strength of 75, it's not likely anyone can take it away, so that also might be called Inaccessible. Unless there are lots of villains with high strength scores. DGv3.0
  10. Re: yes I'd suggest an autofire attack (for multiple hits) and a few dice of normal damage. A 2d6 HA on an average roll will do 0 body and 5 stun. Three hits will stun a target with a con of 14 or less. Against a target with even a little armor, it won't do much at all. Or, a larger HA with the NND advantage. The defense is just a higher-than-normal PD, which is common enough (I think) to bring down the NND cost to +1/2. Would either of those work? DGv3.0
  11. This looks similar to the write-up for "spiritual contacts" in Fantasy Hero, in some ways. So you could do it as an organizational contact. DGv3.0
  12. I'm looking forward to it; Terran Empire was a fine piece of work, but not quite what I'm looking for. And yes, I will have hover-tanks! Can't do a Hammer's Slammers rip-off without the hover tanks.... DGv3.0
  13. Re: 3 point level I agree with almost all of this, but have you really considered whether "all knowledge skills" is a tight group of related skills? How far apart can different KS's get? KS: NASA KS: Wicca KS: Broadway Musicals Would you consider this a "tight group of related skills"? I hope not. On the other hand, if a character does have a group of related knowledge skills, the 3pt skill levels would be just fine. thanx heaps, DGv3.0
  14. Nope, we were just discussing the use of Dwarven Space Archers in the Terran Empire setting.... ...smiling innocently....
  15. If I were a Sagittarian, this would have me extremely worried. Lucky for me I'm a Leo....
  16. If I understand this correctly, your change in form isn't always under control, and it's costing you massive amounts of points. You might consider a "No Conscious Control" limitation on the Multi-form power, if the GM won't go crazy with it. Perhaps the -1 level, rather than -2, would work. DGv3.0
  17. Re: Re: Shameless cheesy-ness I'm wondering; does the requirement of picking a specific range apply to a variable advantage? Is a mega-scale advantage with a different range considered a different advantage?
  18. Extra presence, only for attacks. Fireworks are impressive, even at 10 active pts. DGv3.0
  19. Shameless cheesy-ness A variable +1/4 advantage will allow the 1km mega-scale to be re-defined each time the power is used, to any value up to 1km, or down to anything over 1 hex. I'm not sure if this is a "valid construction", though. DGv3.0
  20. Yes, the "Any Area" advantage is weak, trading off raw power for flexibilty. The actual shape of the effect can be changed every time the power is used. If that's more flexibility than you actually need, then you probably have a good reason to take another limitation, or maybe even reduce the value of the advantage. (+3/4, perhaps, or see the "one shape" limit under Force Wall) Also, the area covered can be doubled by adding +1/4 to the advantage. Sure the whole thing is expensive to begin with, but another +1/4 is as cheap as it gets. I just remembered that there is a "line of hexes" variant on the Explosion advantage which covers a much longer line, but of course the damage drops off with distance. And the +1/4 to double the length would apply here, too. That could do some serious collateral damage! Good luck. DGv3.0
  21. 'shasa; I can appreciate your frustration. However, it's not the system itself that's 'paranoid', it's the way people apply it. It's almost impossible to have a "point limit" of any kind without creating a scarcity situation for players designing characters. But that's a topic for another thread, so I'll get back to your original point. Back on page 1, I suggested a simpler, cheaper way (or two) to make this type of power work. Have you ruled out that idea for some reason? Perhaps I can improve it; let me know. Here's another thought; you might take T-port as a side-effect of an attack. Some GM's might worry about abusing this power, to get a "free move", but a "full phase" or other limitation would eliminate that problem. thanx heaps, DGv3.0
  22. Well, for 5pts you can get skill levels that apply to all[/] Int skills, so I would think that skill levels for Knowldge Skills, which are a subset of Int skills, should be less expensive. On the other hand, 3pt skill levels are usually defined as working for a "related group" of skills, which are usually no more than three different skills. So how many different Knowledge skills are we talking about, and how closely are they related? If they're spread across a wide spectrum of subjects, and there are more than five of them, the 5pt skill level would be appropriate, and still cost-effective. Perhaps with a "KS only" limitation of -1/4, as a compromise, if the character has lots of other Int skills to which these skill levels won't[/] apply. Splitting the difference, 4pts per level. Does that work? DGv3.0
  23. I'm not sure if "No KB" is worth anything here; if there's no Body damage, then there's no KB either. Unless, of course, I missed something. DGv3.0
  24. I created a character like this, back in 3rd ed. (I think.) The teleport power had a RKA linked to it, with the limitation must t-port thru target, but no other advants or modifiers. I didn't think of it at the time, but one way to affect an area with this attack would be to change it to an EB and spread the damage across the "line of transit". There are a few more details about this construction that need to be hammered out, but it was 15 years and two editions ago, and I don't have Fred with me. Anyways, I hope this helps. thanx heaps, DGv3.0
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