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Sidetrack

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Posts posted by Sidetrack

  1. Re: Power that does less damage the larger the area

     

    depending on the GM' date=' 1'] Overlapping hexes may be disallowed

    2] they may be allowed but not increase damage

    or 3] if GM is generous, they will be allowed, but will be resisted by DEF separately

     

    Admittedly I only got a look briefly at the AOE Autofire rules (6e) and perhaps I mistakenly read it as allowable with an OCV penalty that limited how many times a single target could be hit. What effect would 5pts Autofire Skill: Concentrated Sprayfire have on that? It allows multiple attacks to be made against a single target.

     

    or 3] if GM is generous' date=' they will be allowed, but will be resisted by DEF separately[/quote']

     

    Maybe not as much of an issue with an AVAD all or nothing..

  2. Re: Power that does less damage the larger the area

     

    I'm not up on the specifics of Autofire AOE's... but couldn't something like this be tailored to work?

     

    12 pts Bee Swarm: Blast 1 point, Attack Versus Alternate Defense (LS: Poisons, immunity to bee venom, resistant physical defense all over; All Or Nothing; +0), Constant (+1/2), Area Of Effect (1 2m Areas; +3/4), Mobile (1m per Phase; +1/2), 16 clips of 32 Continuing Charges lasting 1 Minute each (+1 1/2), Autofire (20 shots; +1 1/2), Non-Standard Attack Power (+1) (12 Active Points)

     

    Where the character sprays out 20 small 1pip AOEs (whatever shape is appropriate) overlapping them, or piling them up as desired.

     

    Would it work... why not?

  3. Re: Balls of Steel

     

    At the very least I'd make Cojones del Aceros pay for the access to his signature item.

     

    Perk: Access to Balls (5pts) based on: Major Transform 1d6+1 (standard effect: 4 points), 16 Charges (-0); Conditional Power (Only at Ball Depot) (-1 1/2)

     

    akin to Fringe Benefit: Improved Equipment Availability Military equipment

     

    That would give CdA a renewable supply of Balls of Steel, with which he could do whatever he wanted. In gameplay though it'd never be quite as handy as a blast, because of course he didn't pay for a blast. They could be misplaced, awkward to tote around, slippery with machine oil, take extra time to dig out of the sack, taken by CdA groupies, fumbled, spilled, sold for scrap by Crack Wizard, etc... but always more fun than a sack full of doorknobs. Then there's the sack itself, it could be snagged, ripped, burned by his nemesis Emasculator's AOE fire attack (Scorching Tirade), dropped, left with the weapons check girl "Sorry CdA, Blazing Steel conjures his sword out thin air as a Focued HKA, he paid for that you know. Just be a sweetie and check those steel baseballs with Tiffany at the front desk. Safety first! Besides there are a lot of corrosive chemicals inside, they can be very dangerous to non-Foci"

     

    Also there might be strikes, materials shortages, overseas outsourcing that would affect the perk at times... "Sorry CdA, our overseas supplier switched to ceramic without our consent. I got things straightened out but we've got a container load of these things. Couldn't you use *some* of them? Look, they've still got your logo stamped on 'em. No? What can I say, the ship's engines that use these bearings changed specs. Everything's ceramic theses days, son. The factory had to re-tool, but you're my man CdA, you know I can get you something comparable. I still have plenty of those 3 BODY jobbers around here somewhere, that sack would hold at least 20 of those. The Batman loves those things. Well OK, I see... maybe Lenny down at Ball Emporium has a few, I'll make some calls."

     

    I'd never allow it to be as advantageous as someone who paid for a Blast, even Blast with a focus limitation with which he could define his own accessibility. I assume that someone who has paid for their power has already expended the resources to overcome a lot of these incidentals. Thus they get to use their power according to the standard rules for powers. Call it Opportunity Cost.

     

    **long story short: Sure, find a cheap way to supply 'Objects of Opportunity', but balance that against 'paid for' Blasts.

  4. Re: Time Manipulation based powers

     

    I actually had/have a 5E PC based on "Time Powers".

    ...

    1) A bonus of +5 to Speed, 1 Continuing Charge/Day that lasts a Turn, with the Side Effects that his Speed is reduced by 5 for the following Turn. Simply defined as borrowing time against the immediate future, with the single Charge representing the strain it causes.(I've actually NEVER used this Power, bizarrely enough)

    I'm building one as well, different background story of course, and instead of a speed increase to trade against the immediate future I went with Duplication for largely the same effect. He can pull a duplicate of himself from a not too distant future moment. The character and the duplicate will both have Teamwork and make a lot of Coordinated attacks.

  5. Re: Power Skill with No Power

     

    Having never really used Power Skills I'd put myself in Sean's Camp on this one, that being said... I don't see why Brick Tricks, Chi Manipulation or JohnWooism couldn't be used to add some extra flash to a character with extraordinary characteristics or martial arts skills so long as it fits the 'grittyness' of the genre.

  6. Re: Open Followup to Steve Long's answer about being sleep deprived

     

    This factor is a hard one to include given that everyone has adrenaline pumping during combat' date=' for instance, so this is a balancing act with modifiers and if/how to temporarily reduce sleep deprivation penalties, as compared to others not suffering from that. Further discussion will probably sort this out eventually. It is a good point.[/quote']

     

    I'd describe it as an easy 'push' to normal, but greatly increased difficulty to push further.

     

    You state a pretty detailed analysis here from your personal experience' date=' which is very helpful. Do feel free to add more input, and have some rep for you effort in the meanwhile. Thank you. :)[/quote']

     

    Like I said, it's just anecdotal but sometimes that makes a decent reference/comparison point... and hey, I got Rep!!! Thanks.

     

    It's also always pretty interesting for me to hear Race Across America (RAAM) stories from a couple of friends. Ultra-endurance events like that would definitely be a good source of exertion/sleep deprivation data.

  7. Re: Open Followup to Steve Long's answer about being sleep deprived

     

    Interesting discussion, much of it I agree with. As someone that frequently does solo sailing passage I figure I'll throw in a few blurbs from some anecdotal experience with a 26 day ocean passage singlehanded.

     

    In addition to EGO and the other stats mentioned, after 24 hours awake PER definitely suffered, keeping a good watch, keeping good sail trim all became progressively more difficult. Also in addition to EGO checks, I'd look a lot at CON, END and REC.

     

    After 5 days of getting by with no sleep or a few 15 minute catnaps a day, I was able to get by just fine on 3hrs sleep a day. One solid 8 hr sleep at the end of the trip allowed a pretty much full recovery. Lack of a perceived threat made it psychologically harder to stay alert and awake. When near an island, reef or shipping lane it was much easier to stay awake than when in the middle of the Pacific.

     

    The 3 hour a day sleep schedule kept me running at what I would guess was 90% effectiveness mentally and upwards of 95% physically.

     

    Light had an amazing effect on my ability to stay awake. 6 hours of darkness and it would be time for my daily can of coke or tea to help keep me up, but regardless of my exhaustion sunrise got me going and cheerful, and daylight hours were pretty easy to endure. The hours of 2AM to sunrise were the hardest time to stay awake. I feel that more than an occasional caffeine lift would have left me more tired overall.

     

    Adrenaline gave me quite a lift as well. I'd say that during occasional stressful or exciting bouts I was operating at near peak performance.

     

    Worth noting that sailing was a constant minor level of physical exertion, with once or twice daily bursts of moderate physical exertion and very occasionally something more than that. Like the caffeine, I think that more exertion (or even an injury) would have left me needing more sleep daily or a lot more caloric intake. I'd say my caloric intake was low to moderate compared to normal.

     

    Without a defined goal and daily progress, the lack of sleep would have much more devastating.

    There were other affects more related to sensory deprivation/monotony that I wouldn't attribute directly to sleep deprivation.

  8. Would it be valid to consider damage type (killing vs normal) a 'special effect' for the purposes of the Variable SFX Advantage?

     

    So that this power could do either 2D6 Killing Edged, 2D6 Killing Edged Fire/Heat, 6d6 Normal Blunt, or 6d6 Normal Blunt Fire/Heat

     

    Mutable Weapon: HKA 2D6, Variable SFX (regular or Fire/Heat, and Blunt or Edged; +1/4), OAF (-1) (form of attack can be changed from staff to sword or a white-hot version of either)

    Strikes me as a pretty valid house rule. Maybe more advantageous than the Club Weapon maneuver which I think would preclude other martial arts maneuvers, but roughly cost equivalent to a multipower (All slots: variable, OAF, Lockout, Unified) but with the advantage that it could be Adjusted from another framework.

    Would it officially be a valid use of the Advantage though?

  9. Re: How to Build: Desolidification Only vs Metal

     

    Walking Through Things Limitation:

    Since even a coat of paint prevents passage, we're talking about extremely limited circumstances where it would work. Maybe 10% of the time.

     

    As defined the paint thing would be most likely defeatable given time. A coat of paint on the other side of the metal surface could likely be defeated by casual strength with a Move-Through. Interior paint couldn't be pushed into the metal but could be removed if a gap could be created big enough to get a finger through into the metal.

     

    I agree that the limitation value is pretty genre/campaign subjective. It'd be a pretty powerful Pulp Hero ability.

  10. Re: How to Build: Desolidification Only vs Metal

     

    As you have it written means that a metal weapon will both pass right through you but still deliver its damage. Certainly your Damage Reduction will help there, but is that the effect you were going for?

     

    That was the idea, using the desolidification itself for damage immunity would seem to open things up for a lot of interpretation from the GM, whereas the Damage Reduction is more straightforward. Hopefully a less objectionable way to build it.

     

    My next question is: Do this characters attacks now ignore metallic defenses? What if I have a HKA OAF (katana)... could I slice through Wolverine's arm without hitting the metallic skeleton... or punch someone inside their metal armor?

    I'm guessing not. Would something like this simulate the ability?

     

    Naked advantage, AVAD non-metallic PD (+1/2), Does Body (+1), Linked (Desolid to Metal; -1/2)

  11. Re: How to Build: Desolidification Only vs Metal

     

    I strongly dislike using Desolid for 'immunity' The reasons are simply too numerous - and too well rehearsed to go into here, but can I suggest:

     

    Desolid (Only to metal -1) 20 points PLUS

    3/4 physical damage reduction (Only v metal -1) 30 points

     

     

    I think I've settled on this:

     

    Desolid to Metal 38pts

    Physical Damage Reduction, Resistant, 75%; SFX Desolid, Only vs Metal (-1), Nonpersistent (-1/4)

    PLUS Desolidification , Does Not Protect Against Damage (-1), Only to Metal (-1), jointly Linked (-1/2)

    Cheaper than full Desolid, more expensive than Damage Reduction and the advantages/limitations seem to balance out.

     

    Thanks Sean!:thumbup:

  12. Re: How to Build: Desolidification Only vs Metal

     

    Err' date=' most walls aren't metal, so passing through walls wouldn't generally be an option. Might be handy if you get put in a cell with metal bars, but other than that I'm not seeing the ability to pass through metal allowing you to take a lot of shortcuts. Also, not sure how it qualifies as "near immunity". Granted, bullets and knives are two of the most common types of Physical attacks, but if this is a Super game you'll still take damage from super strong fists, clubs, and other assorted non-metal PD attacks, not to mention all Energy attacks. Honestly I don't really see this as over powered. If I were you I'd check with the GM, showing him the version [i']without[/i] the Naked Advantage first and seeing if he'll accept it.

     

    I meant near immunity to metal based attacks meaning they'd need Affects Desolidied to touch you. Not horribly over powered to my thinking either, but mimicking it with Damage Negation I'd spend the same amount of points for 75% of the effect (still get clobbered if someone threw a bulldozer) and not receive the added benefits.

  13. Re: How to Build: Desolidification Only vs Metal

     

    I'm not quite sure why, when you limited the desolidification, you made it specifically against metal attacks instead of just against metal in general. You seem to be asking how to add a small aspect of desolid to metal when you specifically wished it away in that limitation....

     

    I think I would have made the limitation 'Only versus metal (-1)'.

     

    I was going with a listed disadvantage 'Only To Protect Against [Limited Type Of Attack] (-1)'

     

    FYI' date=' unless things have changed in 6E you don't need to purchase Affects Physical World if using a Limited form of Desol.[/quote']

     

    I believe that's a GM discretion item...

     

    If I were to go with:

     

    27 Desolidification (affected by Everything but Metal) (40 Active Points); Only vs Metal (-1/2)

     

    the near immunity it offers seems to beat out similarly disadvantaged Resistant Protection, Damage Negation or Phys Dam Resistance on price and gives you the ability to pass through walls to boot. Seems too cheap.

     

    Does The Ultimate Metamorph have any info on Limited Desol?

  14. Re: How to Build: Desolidification Only vs Metal

     

    I'm not quite sure why, when you limited the desolidification, you made it specifically against metal attacks instead of just against metal in general. You seem to be asking how to add a small aspect of desolid to metal when you specifically wished it away in that limitation....

     

    I think I would have made the limitation 'Only versus metal (-1)'.

     

    Only To Protect Against [Limited Type Of Attack] (-1) was the only thing specifically mentioned in 6E1. I was guessing that a more liberal disadvantage would be worth less, but was hoping there was maybe something from The Ultimate Metamorph that laid things out a little clearer

     

    FYI' date=' unless things have changed in 6E you don't need to purchase Affects Physical World if using a Limited form of Desol.[/quote']

     

    Normally, because the character is still technically

    solid and able to interact with the solid world

    freely, he must buy Affects Physical World for his

    STR and all Powers that can affect physical objects

    (unless the GM gives permission otherwise). This

    makes Desolidification a very expensive form of

    defense. However, at the GM’s option, a character

    with a limited form of Desolidification doesn’t

    have to buy Affects Physical World; he can touch

    and affect the solid world automatically.

    Don't figure on getting too much flak for it, but didn't want to have to start refiguring too much from scratch if I did.

     

    If something like this will work, then great:

     

    20 Desolidification (affected by Everything but Metal) (40 Active Points); Only vs Metal (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

     

    Seems pretty cheap for immunity to bullets and blades, and the ability to move through metal.

  15. So, I'm building sort of a character (6e) with anti-metal elemental powers and I'd like him to be able to become completely desolid to metal.

     

    This includes swords, bullets and passing through metal walls (providing they are completely metal and don't have say: a coat of paint on the side the character is on). Otherwise, he should be able to affect and be affected by everything else.

     

    The closest I've been able to get is:

     

    16 Desolidification (affected by Everything but Metal) (40 Active Points); Only To Protect Against Metal Attacks (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

     

    23 Naked Advantage: Affects Physical World (+2) for up to 20 Active Points of Physical Stats (STR, PD, ED) (40 Active Points); Does not affect Metal, Power loses about a third of its effectiveness (-1/2), Concentration (1/2 DCV; -1/4)

     

    That's as by-the-book as I can make it, but obviously it doesn't quite cut it. By my reckoning it covers almost everything but passing through metal objects and the limited power disadvantage feels pretty nebulous (like most of the other powers I've built for this one).

     

    Any suggestions to get me closer to my objective without getting too hand wavy or god awful expensive? Do the Concentration Disads work alright as I have them.?

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