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bigbywolfe

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Posts posted by bigbywolfe

  1. Re: I killed a fellow PC last night...

     

    I think that sort of thing is exactly why multiple people have just said that they let other people or the GM control their PC when it’s being controlled.

     

    One would assume that all Psych Lims and other factors would have been accounted for, and the mental control succeeded anyway. Even someone with a Code VS Killing at the Total level could be forced to murder someone if the Mind Control rolls beats there EGO/Mental Defense by enough. Plus, unless the character was antisocial the entire campaign, or actively disliked all the other PCs, than the whole catatonic thing would seem like a copout.

     

    You may have noticed that multiple people have said they hate when players try to side step the effects of MC. IMO not role-playing the PC as being controlled is just as bad as any other form of Munchkin behavior, maybe even worse since it is meta-gaming at the most blatant and obvious level. If, as a GM, I allowed players to play out Mind Control the way you suggest, there would never be another mentalist in my campaign, because the NPCs would do the same thing and MC would be virtually useless.

  2. Re: A "Closer"

     

    One thing I've used was Change enviro...penalty to trans dim stuff (summons , gates, etc...) with a long lasting and radius.

     

    You squigle weird chalk marks all over something, or place and extra dimention forces don't work very well for a long time...so extra time , radius limited by physical access etc....

     

    I don't know if it's what the OP was looking for, but I love that idea. I may have to use that in my Victorian Supernatural Mystery campaign.

  3. Re: Force Field with Various Methods of Activation and SFX?

     

    Here's some example powers that should solve most of your construction issues:

     

    40 Can't Touch This!: Force Field (10 PD/10 ED/10 Power Defense) (Protect Carried Items), Hardened (+1/4), Costs END Only To Activate (+1/4) (60 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Activate Roll (14-), Concentration (0 DCV to activate), Extra Time (Extra Phase to activate), Increased Endurance (x3), Linked to Movement Power; -1/4), Required Hands One-And-A-Half-Handed (To reflect limited manipulation ability once FF is activated; -1/4) 5

     

    20 That's Gotta Hurt!: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (40 Active Points); Hand-To-Hand Attack (-1/2), Linked (Can't Touch This!; -1/2) 1

     

    The cost of the FF can be adjusted in many ways including increasing the Variable Limitations that must be taken to (-1) for a final value of (-1/2).

     

    Hope that helps.

     

    HM

     

    I like the “One-And-A-Half-Handed” to reflect his limited manipulation. I would never have thought of using that without a Focus. I’m curious about the “Linked to Movement Power” however. Is that to represent the activation when performing a Move Through? And if so, shouldn’t it be an advantage, since it disposes of the activation roll? Overall I like the build, but some clarification would be greatly appreciated.

     

    Here's how I'd do it. There are more complicated an technically accurate ways, but this works fine IMO. If you want 14- activation, drop the limited power to -1/4. the END use is a customisation of 'END to activate' - again not the most technically accurate version but close enough for government work.

     

    12 REAL

    Force Field (10 PD/10 ED), Costs END Only To Activate (NB END COST paid every turn PS12; +1/4) (25 Active Points); Limited Power Power loses about a third of its effectiveness (Limited manipulation; -1/2), Limited Power Power loses about a third of its effectiveness (Activates on 11- but ALWAYS activates when doing a move through or move by; -1/2)

     

     

    8 REAL

    Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), Linked (Force Field; Greater Power is Constant or in use most or all of the time; -1/4)

     

    I like the simplicity of this build, but I’m not sure if the GM will accept it, since, as you say, there are more technical ways of doing it. Particularly since those more technical ways may very well cost more, and the general rule of thumb is when two or more options are available for the exact same effect, you usually err on the side of paying too much. That and since I may be able to change the power over time, as the teens gain EXP and receive specially training for their powers, I think a more technical approach would be easier to adjust further down the line.

     

    Thanks to both of you, both great builds. I might simply drop the whole pay each turn thing and just make it a pay to activate. If nothing else it will make the book keeping easier.

     

    Another question I forgot to mention earlier. Can powers be linked to Enraged/Berserk? If so, could that be built into the power, so that when the character goes Enraged his shields automatically rise? I don’t think his Enraged trigger condition or doing a Move Through will happen all that often, but I would like it linked to both if possible.

    Also, when protecting him from a Move Through the FF should turn off as soon as the MT is done, unless he had intentionally activated it earlier, in which case it was just on anyway. Can that be done with either of these builds, and if not, how might it be done?

     

    Thanks,

     

    Micah

  4. Re: What are your HERO stats like?

     

    For me:

     

    Must find things once I've started looking: Uncommon, Strong

    Will Scream Incoherently at video games when they "cheat": Uncommon, Strong

     

    I so used to do that. I was also one of those kids that practically jumped everytime Mario had to...:P

  5. I’m creating a character for a very low level Teen Champion game, 50/50 points. The premise is that all the characters are kids with psi-powers at a special government training school, and each one basically has one power or schtick.

     

    I want my character to have a force field, as his main, and at least initially, only power.

     

    Here’s my problem. He is inexperienced and has trouble using the force field sometimes. I want it to become activated in two ways: 1) it will require an Activation Roll of either 11- or 14-, not sure yet, 2) it will automatically protect him when he does a move through. My first thought was to create the power with one of the Variable Adders, however, the shield that protects him while doing a move through seems like a Trigger, which is an advantage, and the Activation Roll would be a limitation. Is there any way to build this into one power, or do I need to build two, almost identical powers, and apply Lockout to both of them so that they are not stackable (in other words, so he cannot activate his FF and then have the Move Through FF added to it when he does a MT)?

     

    My other issue is that I want to add a Damage Class or two that only works when his FF is on, to represent that fact that his shield is harder than his fist. This seems fairly straight forward, +2 DCs, only with HTH attacks, link to the FF power. However, if I have to build 2 versions of the FF, one for when he activates it on purpose, and one for when he does MTs, than can I link those bonus DCs to both powers? Or should I just add a custom limitation, only when FF is active?

     

    Next, I don’t want to totally buy off the END cost, but I don’t want him pay for it every phase either. Is there an option, other than halving the END cost? Some way to have to pay END, say, once turn, without having to deactivate and restart it? Maybe this would just be a Custom Adder?

     

    Lastly, his FF is somewhat impairing. It blocks all contact between him and anything else. In other words, he can’t eat or change clothes, etc. when the FF is active. I want it to be so impairing that it might actually be hard to carry or pick something up after he has already activated it. I thought about using the “Limited Manipulation” Disadvantage that is used on a lot of creatures in the Bestiary, and setting it to infrequent, to represent that it is only an issue when using the power, but I would prefer to build it into the power itself if possible. Any suggestions?

     

    Sorry if any of these are blatantly obvious. It’s late, and I haven’t been able to find answers thus far.

    As always, thanks in advance everyone,

     

    Micah “Bigbywolfe”

  6. Re: Mental Feint?

     

    Images/Mental Illusion, again, worked perfect except for it not being for a single target and the fact that it doesnt force them to take a defensive action.

     

    Um, not saying this is the way to go or anything, but Mental Illusion does hit a single target and, if sucessful, forces them to respond. Of course, they may not respond the way you intend...

  7. Re: Healing Flash or transform damage

     

    Ehh... I see the point' date=' but then one die of Heal (10 Active) can heal on average 3 Segments of Flash, which would be 15 Active (average). Either way it's going to be skewed. Technically, though, by the canon that Defense is cheaper than Offense, I would be forced to agree. I don't know that I would allow it; I generally use the RAW. But I agree in principle.[/quote']

    But Healing the flash is not Defense, is it? That's what Flash Defense is for. If the argument is that healing Flash is over priced when compared to healing BODY when considering the different prices, sure, that's a point. IMO, however, it doesn't contradict the canon "Defense is cheaper than Offense" concept, since we are not talking about defense.

  8. Re: Newb Champions

     

    As odd as it may sound, I would recommend, eventually, picking up the Bestiary. It contains real animals, fantasy/mystical creatures, and some science fiction/movie creations. It may be helpful for any sort of fantasy campaign. Also, Hero Designer is a life saver, especially for new GMs trying to become accustom to balancing points, creating NPCs and villains, and makes it easier to submit characters for review here on the forum. Like ercarlson1974 said, sounds like Champions and probably Fantasy Hero would be safe bets.

    Also, check out http://www.killershrike.com/ for premade character in multiple genres (great for getting ideas), premade magic systems, package deals, and tons more.

  9. Re: New Disadvantage Idea: Phobia

     

    While the "predictable response" thing is a great idea, it can be easily house ruled using the existing Enraged/Berserk rules, so I don't think having it officially stated as a rule is a huge issue to push for game wise. Also, people often seem to forget that specific responses can be added/noted with regular Psych and Physical Disadvantages. Check out: http://lostcoastgaming.com/files/masterlists.htm for examples. A lot of the limitations have specific values; -1 DEX, -3 for all social interactions, etcetera.

  10. Re: The De Construction Krewe

     

    Bubbles has the power to create nearly frictionless and unbreakable transparent "bubbles" of force that act as her defense' date=' offense and essentially costume.[/quote']

     

    :nonp: The transparent bubbles act as her costume?!:jawdrop:

  11. Re: Darth Vader vs. The Hulk

     

    First: I did acknowledge that photon torpedoes can be used at warp.

     

    Second: it's easy to make inferrences--can you cite specific examples of Star Trek combat taking place at warp?

     

    Third, given the HUGE difference in FTL speeds between the Star Trek ships and the Star Wars ships, the Trek ships will never get within weapons range unless the Wars ships want them to.

     

    How's that? Star Wars ships have to pre-plot a course to use there FLT travel, and cannot easily deviate from that course. Star Trek ships can go multiple times the speed of light and can change direction, do combat manuevers, etcetera at any level of Warp speed. I'd say Star Trek has the obvious advantage in FLT over Star Wars.

  12. Re: Madison Summers

     

    I decided to go with an MP, added a few more gadgets, upped his defense slightly. Barring the need to modify it after GM review, this should be the final verson.

     

    [b]Knockout - Madison Summers[/b]
    
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    35    STR     25   35      16-       HTH Damage 7d6  END [3]
    18    DEX     24   18      13-       OCV 6 DCV 6
    20    CON     20   20      13-
    13    BODY    6   13      12-
    13    INT     3   13      12-       PER Roll 14-
    15    EGO     10   15/25      12- / 14-       ECV: 5/8
    15    PRE     5   15/30      12- / 15-       PRE Attack: 3d6 / 6d6
    10    COM     0   10      11-
    14    PD      7   14/19             14/19 PD (14/19 rPD)
    12    ED      8   12/17             12/17 ED (12/17 rED)
    5    SPD     22   5                 Phases:  3, 5, 8, 10, 12
    11    REC     0   11
    40    END     0   40
    41    STUN    0   41
    6    RUN      0   6"                END [1]
    2    SWIM     0   2"                END [1]
    15    LEAP     8   15"                15" forward, 7 1/2" upward
    
    [b]CHA Cost: 138[/b]
    
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
        "Super" Characteristics - END=
    16     +10 EGO (20 Active Points); Only In Heroic Identity (-1/4) - END=
    12     +15 PRE (15 Active Points); Only In Heroic Identity (-1/4) - END=
        Defense - END=
    3     1)  [b][i]Thick Skin[/i][/b]: Hardened (+1/4) (3 Active Points) applied to PD - END=
    3     2)  [b][i]Thick Skin[/i][/b]: Hardened (+1/4) (3 Active Points) applied to ED - END=
    16     [b][i]Thick Skin[/i][/b]: Damage Resistance (14 PD/12 ED), Hardened (+1/4) (16 Active Points) - END=0
    19     [b][i]Thick Skin[/i][/b]: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points) - END=0
    17     [b][i]Thick Skin[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll  (-3/4) - END=0
    6     [b][i]Thick Skin[/i][/b]: Energy Damage Reduction, 25% (10 Active Points); Requires A CON Roll  (-3/4) - END=0
    3     [b][i]Even His Ears Are Thick Skinned[/i][/b]:  Group Flash Defense (6 points) (6 Active Points); Requires A CON Roll  (-3/4) - END=0
    6     [b][i]Even His Eyes Are Thick Skinned[/i][/b]: Sight Group Flash Defense (11 points) (11 Active Points); Requires A CON Roll  (-3/4) - END=0
    6     [b][i]He Doesn't Look That Heavy[/i][/b]: Knockback Resistance -3" - END=0
        "Super" Senses - END=
    6     +2 PER with all Sense Groups - END=0
    3     Ultrasonic Perception (Hearing Group) - END=0
          - END=
    10     [b][i]FW HtH[/i][/b]: Find Weakness 11- with Related Group of Attacks (20 Active Points); Limited Power Power loses about half of its effectiveness (Only usable once per oponent/object, cannot be stacked (max of 1/2 DCV); -1) [Notes: Use with Boxing Maneuvers] - END=0
          - END=
    45     [b][i]Explosives, Gadgets, and Gimmicks[/i][/b]: Multipower, 90-point reserve,  (90 Active Points); all slots OAF (-1) - END=
    2u     1)  [b][i]Concussion Grenade (Flash Bomb)[/i][/b]: (Total: 80 Active Cost, 21 Real Cost) Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 13) [b]plus[/b] Energy Blast 4d6, STUN Only (+0), Explosion (+1/2) (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 8) - END=[3]
    2u     2)  [b][i]Tazer Dart[/i][/b]: (Total: 90 Active Cost, 25 Real Cost) Drain CON 4d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (60 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 17) [b]plus[/b] Energy Blast 6d6 (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4), No Knockback (-1/4) (Real Cost: 8) - END=[3]
    3u     3)  [b][i]Smoke Bomb[/i][/b]: Darkness to Sight Group 4" radius, Conforming (+1/2), Uncontrolled (+1/2) (80 Active Points); OAF (-1), 2 clips of 1 Continuing Charge lasting 1 Turn (Recovers Under Limited Circumstances; -3/4), Range Based On Strength (-1/4) - END=[1 cc]
    2u     4)  [b][i]Incendiary Device[/i][/b]: Killing Attack - Hand-To-Hand 3d6, Range Based On STR (+1/4), Explosion (-1 DC/2"; +3/4) (90 Active Points); 1 Charge (Recovers Under Limited Circumstances; -2), OAF (-1), No STR Bonus (-1/2) - END=[1]
    1u     5)  [b][i]Padded Shot-Put[/i][/b]: Energy Blast 10d6 (50 Active Points); OAF (-1), 2 Recoverable Charges (-1), Range Based On Strength (-1/4) - END=[2 rc]
    
    [b]POWERS Cost: 181[/b]
    
    [b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
    8      +2 HTH Damage Class(es)
    3      Clinch: Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on
    4      Cross: Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
    5      Hook: Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike
    3      Uppercut: Takedown:  1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls
    4      Counter: Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block
    4      Block: Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4      Bob and Weave: Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    4      Escape Clinch: Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
    
    [b]MARTIAL ARTS Cost: 39[/b]
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
    2      CK: Randolph Glen, NY 11-
    2      AK: New York State 11-
    2      CuK: Superheroes 11-
    2      PS: Construction 11-
    2      KS: Boxing 11-
    2      KS: Theater 11-
    1      KS: Action Movies/Popular Media 8-
    3      Demolitions 12-
    3      Hoist 12-
    1      Electronics 8-
    3      Acting 12- (15-)
    3      Breakfall 13-
    3      Trading 12- (15-)
    3      Combat Driving 13-
    3      TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles
    3      WF:  Common Melee Weapons, Homemade Weapons, Thrown Rocks
    
    [b]SKILLS Cost: 38[/b]
    
    [b][u]Cost[/u]   [u]PERKS[/u][/b]
    3      Anonymity
    
    [b]PERKS Cost: 3[/b]
    
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    15     Psychological Limitation:  Code vs. Killing (Common, Strong)
    15     Social Limitation:  Secret ID (Frequently, Major)
    15     Hunted:  Angry Mob (Organised Crime group of GM's choice) 8- (Mo Pow, Harshly Punish) [Notes: Madison is currently oblivious to the fact that one of his first actions in his new city of operations messed up an important and delicate negotiation between two organized crime families.  And one of them is not happy about it...]
    10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) [Notes: Knockout does not know or understand the source of his powers.]
    10     Distinctive Features:  Big For My Size (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone) [Notes: He sticks out like a sore thumb.  People seem to notice him, and frequently comment on his size, even though he's not THAT big!]
    10     Physical Limitation:  Klutz (Frequently, Slightly Impairing) [Notes: The character is clumsy, either because of inattention or nervousness.  He tends to trip a lot, bang his head on low-hanging objects, drop things, etc.  He's at -1 to any Dexterity-based roll that is non-critical; klutzes tend to lose their clumsiness when their lives are at stake.  [[Crushing Grip]] is a painfully appropriate complement to this Disadvantage.]
    10     Physical Limitation:  Crushing Grip (Infrequently, Greatly Impairing) [Notes: This Disadvantage is only appropriate for characters with a Strength which is greater than that of human possibility.
    Under stressful situations the character unconsciously applies his casual strength to whatever he is doing.  Shaking hands with the President for a shy character might result in crushed bones.  Opening a door when he's about to meet the girlfriend he stood up earlier might result in ripping it off its hinges.  Trying to avoid a small girl in the road while driving might result in wrenching the wheel off.  Gripping the arm of his seat at a very scary movie might result in crushing plastic and steel into a paste.  This does not apply to situations where the character is trying to apply force greater or equal to his casual strength, of course.
    What is considered stressful to a character is up to that specific player and the GM.]
    10     Psychological Limitation:  Shy Around Ladies (Common, Moderate) [Notes: Lacking much social experience with the opposite gender, this character will often become nervous to the point of distraction when confronted with any one-on-one interaction with a woman he does not know (or possibly with one he does, if attracted to her).  This will result to a -1 to all PRE or INT based social/interaction skills (except for Acting in front of an audience) when interacting with women he does not know and may lead to problems with his “Crushing Grip” if he becomes to nervous.]
    10     Physical Limitation:  Old Fashioned Gentleman (Infrequently, Greatly Impairing) [Notes: Extremely reluctant to strike a lady, even a villain, unless directly assaulted or feels it is absolutely necessary to in order to save someone else.  Even then he will usually attempt to restrain, grab, or otherwise deal with the situation before actually hitting a woman.]
    15     Enraged:  Old Fashioned Gentleman (Uncommon), go 11-, recover 11- [Notes: Sees abuse to women and children as wrong, without exception.  If he sees a man attack a woman or child he will become enraged and, while he won’t break his code vs. killing, he may severely injure the attacker if he does not “snap out of it”.]
    15     Psychological Limitation:  Always Aware Of The Public's Perception Of Him (Common, Strong) [Notes: A character with this Disadvantage is conscious of his standing in the eyes of the community, and wants that perception to be positive.  He will hesitate to undertake any action that damages his reputation or alters the way the public feels about him unless other Psychological Limitations apply]
    15     Physical Limitation:  His Word Is His Bond (Infrequently, Fully Impairing) [Notes: ''Description:'' The character is devoted to keeping his promises.  Once he has "given his word", the character will keep it, regardless of obstacles and distractions.  If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal.  Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly.  This Disadvantage is often part of a [[Code Of Conduct]]; if so, it doesn't count twice.  If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)]
    
    [b]DISADVANTAGES Points: 150[/b]
    
    Base Pts: 250
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 399
    
    
    
    

  13. Re: Bolt, the super dog

     

    If you are modeling “TV Bolt” not the actual “Oblivious Bolt” that he is, I think his intelligence should be higher than 9, but with the “animal intelligence” disadvantage, (or maybe even “near human intelligence” disad), possibly with the Cunning/Smart template from the Bestiary. Definitely need to add the Knockout Karate Chop to the Martial Maneuvers. Also should probably up the Psych Lim about protecting Penny to total. Reputation of Super-dog should probably be dropped, the only people who really seem to know on the TV show are Penny, her father, and the bad guys.

     

    That’s all I really see. If you want to flesh him out as a character a bit more, though, you could add some background skills. You know, KS or PS: dog tricks, stuff like that. And Brick Tricks may actually be appropriate.

     

    Overall, nice build:thumbup:

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