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MrAgdesh

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Posts posted by MrAgdesh

  1. Playing around with a character who generates Gates (just FYI this is under 5th, although the only difference I see with 6th is the change from Continuous to Constant as a Duration Advantage)

     

    I think I have it right;

     

    If I take Area Effect 1 Hex, I also need Usable Simultaneously (by however many people I want to be able to go through at once) and Extra Mass if any of them exceed 'average', right?

     

     

     

    Incidentally anyone know of any write-ups of Marvel's Blink and Cloak?

     

    Thanks in advance. :)

  2. Gate (6E1 Pg 301) states; "...while it's open, anyone of the proper size and mass can move through it..."

     

    Would this be able to transport multiple people simultaneously (assuming that they were all average mass) due to the Area Effect 2m Advantage, or would it be one at a time unless the relevant amount of mass adders were built into the power?

  3. Easily done with 6th Ed, but what would be the best way of handling this in 5th? SFX is a character made partly of Darkforce, so that when punched, the attacker's blow disappears into his body and re-emerges striking the attacker.

     

    Damage Shield seems to be the only way (and clunky, as the attacker's power level is variable) unless porting over the 6th Ed mechanic in some way?

  4. Hmm, I can see that, although personally I would go with a limitation rather than the Trigger advantage to get the feel. I understand the need for something to prevent the player from just deciding to Hover whenever he felt like it (if that's not the flavor he is looking for) but as you are obviously making the power WEAKER (by limiting when he can use it) and not STRONGER (since he can, RAW, have it active after a teleport without the need of trigger) then it sounds more like a limitation to me "Only to momentarily hover after a teleport" (-1) than a complex Trigger setup.

     

    Of course I am not trying to argue that it CANT be built that way (technically I am not trying to argue at all here) just stating my opinion that I don't feel it needs to be.

     

     

    Don't worry, I know you're not arguing, just debating your point. Always good to get different points of view, especially with HERO. :)

     

    When you say RAW, I take it that you mean he is activating his Flight before he 'ports?

     

    One problem would be say, if the character initiated a teleport, but failed to say that he was turning on his Flight prior to the 'port. Yes, you should probably be forgiving as a GM as you know that his power is 'meant' to work like this. But what if he was Mind Controlled to 'port? With Trigger the Flight will kick in regardless. Just seems to me to be a more intuitive way to handle it. Although Trigger is an advantage, the power is limited enough in other ways (Only to Hover, Instant) that it will bring the cost down. To be honest, the Flight is so minimal that it will be dirt cheap to buy anyhow.

  5. Why would you need trigger at all? you can RAW turn flight on and "hover" without using a movement action to do so and I don't believe there are any rules that activating teleport would turn off your flight. So you are hovering before your teleport, and hovering after your teleport, you should be okay.

     

    You MIGHT have to take a half move to start "hovering", that's not really covered in the brief glance at the rules that i did but after that point I am pretty sure you can just keep your flight "on" (paying 1 end per phase of course) and teleport as your movement action.

     

    The Trigger was theorised because the character doesn't really _have_ Flight. He cannot use it for any means other than hovering, briefly, after a teleport move. So it would not be correct to Zero Phase action turn on Flight prior to Teleport, and as has been said, Trigger will allow you to get around the no 0 Phase Actions after a Full Move rule, if bought at the right level.

     

    So, game-mechanics wise, I can see no real difference, but I think Trigger more elegantly describes this effect.

  6. you still need to figure out what to do after the flight kicks in as your move is done and are now a floating duck who cannot even shoot back

     

    There's nothing to figure out, because there's nothing to do, You're a floating duck who cannot even shoot back. Much like any other character who has completed their actions and now are waiting for their next phase, except that unlike most other characters you happen to be hovering in midair as an even more obvious target.

     

    you need to switch to another mode of movement which means you start falling

     

    The entire point of the power is that you never start falling.

     

    If this is going to be another NCM teleport you are going to fall for 2 phases

    at speed 6 this is 4 segments

    when your flight kicks in again you will be at a velocity of 40m/sec and 100m down

     

    No, when your Flight kicks in you are at velocity 0 because it activates before you begin to fall.

     

    your flight will only slow you 5m a phase

    at best you will hit with 55m of velocity(27.5 d6)

     

    Like I said a little planning and you look cool falling with grace

    you just need the right tools and 1m of flight is not enough

     

     

    Why would you need trigger at all? you can RAW turn flight on and "hover" without using a movement action to do so and I don't believe there are any rules that activating teleport would turn off your flight. So you are hovering before your teleport' date=' and hovering after your teleport, you should be okay.[/quote']

     

    I was going to object to this statement then I read it more carefully. You may be right. Possibly it can be bought Linked with the Teleport and after every teleportation you are assumed to be "hovering" - even if it's hovering in contact with the ground.

     

    You MIGHT have to take a half move to start "hovering"' date=' that's not really covered in the brief glance at the rules that i did but after that point I am pretty sure you can just keep your flight "on" (paying 1 end per phase of course) and teleport as your movement action.[/quote']

     

    bigbywolf: First, taking Instant off the construct means there is nothing stopping you from hovering there phase after phase Instant means it only lasts for a phase.Next phase you start to fall, unless you teleport at once.

     

    edit: Beast: "What is the sfx of the flight." A good question, actually, I'd kind of wondered. WHY does this character hang there in temporary defiance of gravity?

     

    Lucius Alexander

     

    The palindromedary says that no matter how you slice it, it looks like a 1 pt Power (barring house rules)

    I agree with you on the use of Instant to keep the flight until the start of the character's next phase.

     

    The SFX is that the character is 'phasing' in. Reacclimatising to our world's gravity if you will, after a brief trip through the teleport dimension.

  7. I realise that you cannot activate 0 Phase actions (turning on Flight say) after a Full Move, but the character wanted the flight to always kick-in regardless. It also makes no game sense that gravity will not affect him if he only partly exerts himself (half move) yet will if he pushes himself to the limit (full move). I understand that Trigger does not allow you to get around the 'no actions after a Full Phase Action' rule, so in the interests of dramatic licence I will allow him to activate it. Unless I'm missing some completely rules legit way to do this? Basically, the effect we want is at the start of his next Phase its either teleport again or plummet!

  8. Which is why I allow people to 'radiation accident' their powers along the way if they become unusable, or no longer fun for GM or player. However, in the teleporter instance, I would not be 'punishing' the character for taking his power (he can still teleport himself here there and everywhere) I am merely responding to his ingenious way of abusing it via the system.

     

  9. For me, I'd simply not allow it to be done over and over, I mean, really, what kind of story would it be if the same tactic were used in a confrontation over and over? A boring one. Yes, there is winning, but where is the cool story in that, if it's just that?

     

    Unfortunately, where writers can be relied upon to not use the same tactic repeatedly (e.g., I remember the Vision making his hand desolid to use as a killing attack) players are a different kettle of fish and I think it's hard to justify saying something like "don't you think you've used this tactic a little too often?!"

     

    So I personally would allow a tactic like this, repeatedly, ad nauseum, as it leads to interesting plot developments. After awhile, the villain community learns that there is a one man clean-up team in this particular city with an unusual and fairly permanent tactic to imprison them.

     

    They plot and research the best way to stop this character. They approach Sinister Organisations to purchase teleportation suppression devices so that they might co-ordinate and take this guy down (which they do with the aforementioned Alpha-Strike, ignoring best as possible all other opponents until Teleporter is down).

     

    They hire lawyers to protect their (human) rights and get this tactic made illegal (it may even be already) and yes, Bad Guys DO press charges.

     

    Master Villains with similar devices or may take it upon themselves to intervene when all of their hirelings are being depleted. They may even surgically, or mystically engineer a villain as an antidote - somebody who can teleport the offending teleporter away at even further distances or better yet, extra-dimensionally.

     

    Characters that are stranded may make similar deals with entities to get back. Maybe the deal cost them greatly and they now have a burning psychological hatred of the teleporter that extends to wiping out anything that he holds dear.

     

     

    The campaign is a constant developing thing and their are always repercussions to actions taken in it. The first time somebody played a mutant, the referee didn't disallow it he just made a note to self: Sentinels! :-)

     

     

     

     

     

  10. The player has since told me that the hovering thing lasts momentarily (it takes gravity a few seconds to kick-in), so I will just build a minimum amount of Flight Linked to his Teleport with the Instant limitation added.

     

    I'm aware of the potential abuses of UAA (STOP signed), and I've followed the current thread on Megascaled Teleport abuse with interest, but this player isn't abusive and has some really nice ideas and justification which to be honest I can't post here in case any of my other players are looking. His ideas give me plenty of scope for future plot developments. Stranding people (albeit villains) is something I can deal with, as every action has consequences...

  11. Hmm, I hadn't thought of Trigger.

     

    Ok, thanks. He also wishes to create 'Gates' (as per pg 234 of FrEd). He wants to be able to create portals that his colleagues can voluntarily go through (UOO) but he also wants to be able to use them offensively, dropping a gate on a villain and thus teleporting him without also going with him (UAA). He also wants to make these gates Ranged. I know that you are not supposed to apply Ranged as an advantage to powers that are 'self-only' (Teleport) but I am prepared to waive that for the circumstances and his desired effect.

     

    Does he need to buy both Usable by Others *and* UAA as advantages or will just the latter suffice?

  12. Re: Looking For Input On Potential New Fantasy Product

     

    So here's the next step: give me three reasons why playing Fantasy Hero is superior to playing D&D' date=' Pathfinder, and their ilk. Please try to be brief and concise. I will be compiling together all of your answers and taking them into account when and if this project gets the green light.[/quote']

     

    Would you also like three reasons as to why it wouldn't be?

  13. Re: Rules You Didn't Know Until Champions Complete

     

    It's obviously working for you, so that's the real test.

     

    To me, being able to routinely force those nimble characters to DFC, leaving them prone and thus at 1/2 DCV until their next phase, means a nimble character has no hope if his opposition use any teamwork whatsoever. One thrown car + another character delaying until Mr. Nimble is prone = Mr. Nimble KO'd.

     

    I wouldn't call it routine. There will be a finite number of "weapons of opportunity" on a battlemap, whether you apply flextiles or draw the scenery on yourself. The items are almost certainly spread out across the map so that at least a half-move, maybe a full one is required to pick them up.

  14. Re: Rules You Didn't Know Until Champions Complete

     

    In the real world or a realistic setting if a you punched a brick wall you would break your hand. Heck' date=' people break knuckles and fingers, etc... quiet often in hand to hand combat. Hitting things with your hands can and does also hurt your hands in return. Hulk punching a wooden wall might not hurt his hands, hulk punching the rocky and super hard Thing might hurt himself in the process.[/quote']Amazing Spider-Man, #141, where Mysterio causes Spider-Man to attack a brick wall thinking that he is being attacked by his Rogues Gallery. This causes problems for him in this and the following issue.
    There are no rules for this in Hero (as far as I know)' date=' and to be honest it would be a crazy thing to simulate in combat (imagine using rules like this in a martial arts campaign?) but that can be a reason for using other objects in combat rather then your fists. [/quote']5th Ed Ultimate Brick pgs; 27-28 6th Ed APG pg; 12 Typically this consists of strength thresholds - your PD vs STR and how accustomed your body is to using high strength.
  15. Re: Rules You Didn't Know Until Champions Complete

     

    Except that the agile opponents tend to avoid those big objects' date=' indicating AoE is too generous compared to the source material. [/quote']Dive for Cover rather than Dodge? This also provides for the SFX of Spidey clinging to the actual object and spending a panel of the action doing so.
    It's pretty hit & miss in the comics whether the target of that attack' date=' who nimbly avoids it, has been appreciably slowed in doing so. Seems to me guys like Spider-Man and the Beast often leap onto that huge object hurled at them (avoiding any damage), then launch themselves off the object to counterattack. Seems like one phase to dodge/dive for cover and a second to attack weren't required.[/quote']The nimble character probably isn't usually appreciably slowed, but in the dramatic sense - the actual run of panels - you could at least argue that he is. So, Hulk stoops and picks up an adjacent car in one panel, brings it down on Spidey in the next. He looks for the remains of the Wall Crawler in the next, where we see Spidey clinging to the remains of the object in the next panel. I don't ever recall a Dive for Cover + counterattack in the same panel. I've allowed AoE attacks with improvised weapons for years, and a boost to damage. Bricks use AoE weapons against more nimble opponents to stand a far better chance of hitting them, forcing them to DfC. They use them against other bricks to get more damage through. I have no problem emphasising this and use the old Flextiles product to positively encourage it. :)If you are concerned that this unbalances Bricks in my game against nimble characters, it never has. Nimble characters will almost always be 1-2 SPD higher and thus can afford to abort to DfC maneuvers and so on.
  16. Re: Going First

     

    I believe (I will have to check the book again later to be sure) that aborting trumps EVERYTHING. The only time you cannot abort is if you have already taken a phase this segment, so even if you lose the DEX roll you can still abort to dodge again.

     

    Edit: Okay that's not quite right. If you "hold till he stops dodging" he can abort to dodge again (basically you cannot "force" him to stop dodging long enough for you to hit him). If he chooses not to abort and instead tries to "race" you then you go to the DEX roll. If he loses the DEX roll he cannot then abort because he lost. So he has to choose BEFORE the DEX roll, but he still gets to choose to Dodge if he wishes.

     

    I think that there is a good call here for the GM to disallow an abort and have both parties go straight to the DEX roll.

     

    Whether a character can Abort' date=' and to what Actions, is always subject to the GM’s discretion. The GM may limit a character’s capacity to Abort based on the circumstances, the special effects of powers, Limitations taken on particular powers, and so forth.[/quote']

    In essence, the higher DEX character is pressing the attack before the lower DEX one can respond. Of course if CSLs were shifted to DCV on the last abort then the defender is still fighting 'defensively', just being slightly overwhelmed by the attacker's reflexes if you like.

     

    This can create some interesting dynamics. With characters where the difference in DEX is slight (typically 1-2 points) then the resulting DEX rolls will not be that different (a difference of +1 at most). So a higher DEX character forcing a lower DEX fighter into an attack by Holding his Action until the same DEX could have the tables turned quite easily. I happen to like this as;

     

    a) it changes the impact of the order of actions in the DEX countdown

    B) it throws players who know the system well and who know how to play the Hold/Abort actions to greatest effect.

     

    I think that the DEX roll trumping abort is something that came with 5th Ed (maybe even 5rEd). I don't remember it before that rules set.

  17. Re: Going First

     

    If i go last, and I am attacked earlier in that phase, I can abort to a defensive move (going to use dodge as my example here). On the next segment where I get a phase my bonuses will apply till everyone else has attacked (since I go last). I can then attack at the end of the phase, and will be able to abort again before anyone has a chance to attack me. Therefore I can keep my "defensive" bonuses up vs all attacks (baring Held Actions, but I can also Hold an Action, and RAW the high DEX guy will still normally be forced to go before me if we both hold "till end of the phase" (he will win the DEX roll). I wont get into (Hold until he attacks) shenanigans here since that has nothing to do with who goes first/last in a segment (since we both can do the same thing).

     

     

    To get around the Dodge bonus, a higher DEX fighter only has to Hold his Action until the DEX of the character dodging comes up ("I hold until he stops dodging"). Odds are that the higher DEX character will win the DEX roll and the former 'dodger' cannot then abort.

  18. Re: Things That Go Bump in the Night

     

    I'd love to do a comprehensive fully international book on the supernatural for the HERO System' date=' but such a volume would dwarf my [i']Asian Bestiaries[/i] and almost certainly end up as thick as the Hero System Bestiary.

     

    Will buy the book but would also love to see this.

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