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TheDux

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Everything posted by TheDux

  1. Re: Cat Burgler's Glasscutter Nice, lovehow this topic errupted with ideas. to all
  2. Re: Cat Burgler's Glasscutter I second that lol.
  3. Re: Grappling Hook, 1 tool, many uses Slowly but surely Clear the Air is becoming more and more interesting to me. Question: Keep in mind the SFX of this attack, and SFX of the person I describe. Mist Master has a Desolid form where he turns into a smokey cloud. What kind of effect could Clear the air have on him? Mechanically I might be able to drain his desolidfication power, reverting him back to his true form. But SFX would "scatter" his SFX. (un)Fortunately i might not run into this problem for this character. Just a curiosity.
  4. Re: Grappling Hook, 1 tool, many uses Nice work. Going to use the TK ability for sure. And while Clear the Air isn't my favorite ability, it is well built and I see enough use for it to adapt it into the build.
  5. So for this "Cat Burglar" I am building, I am buying some basic tools for him. This is a side project for a game I may be playing next month (first non-super). *Rambling about the game and character* I am really excited about this game. GM actually assigned us "roles" based on our previous efforts to help us with our gaming and role playing (to help build weaknesses into strength). I am the "Rebel Espionage Master", so I chose a master burglar hired for this particular job in exchange for a clean record and a new life in England (where any further misdeeds would be outside the "Cop" character's care). *Back on topic* So while I was brain storming some of the tools he would need I realized that a Grappling Hook has so many application that a Multi power would be needed. What I have so far is (in skeleton) Clinging: OIF, Extra Time (to throw hook), Cannot Resist Knock back, Both Hands and Feet required, Usable by others, Only Up to 10", Only Up to 600 LBs at a time, RSR Swinging: 17", OIF, Extra Time (to throw hook), Usable by others Entangle: xd6, OIF, No Range HA PLUS Stretching: HA +2d6, OIF PLUS 6" Stretching So, other uses? This is a Very Powerful heroic campaign with a "supernatural" feel (i.e.: using the Grappling hook as a weapon without particular "ninja" training). Ideas, recommendation, general discussion?
  6. Re: Cat Burgler's Glasscutter Thank you. PS: No idea why the icon ended up next to title...must of clicked it by accedent.
  7. Looking to see if this is the right way to build a class cutter using Reinforced Glass (2 DEF 1 BODY) as a superior (maybe not best quality) glass. This glass cutter does not work on the scoring then breaking principles, but rather doing both at once. Glasscutter works as such: The glass cutter comes in three pieces that need to be asembled before use, and disassembled after use. The 5 inch suction cup is the base of the device. A 4 1/2 inch arm unfolds to 9 inchs and is attached to the top of the cup. A blade is then attached to the end of the arm and slides along the arm to desired hole radius and then locks into place. The user places the suction cup on flat glass, locks it into place using a locking lever. The blade is then pressed against the glass and then circled around the perimeter of the desired hole (5 - 18 inch diameter) until the cut is achieved. After the hole is cut, it takes dexterity and skill with the suction cup to remove the cut glass without dropping it. Here was my idea, will it work? Cat Burgler's Glasscutter - HKA 1/2, 0 END (+1/2) (10 Active Points); OIF (-1/2), Only To Cut Glass (-1/2), Takes Extra Segment To Install/Uninstall (-1/2), Full Phase To Make 1 Full Cut (-1/2), RSR (Sleight of Hand (-1/2) Does this seem right?
  8. I would like to thank Sean for his Find Weakness alternative, I have already put thin into one of my character builds, with some alterations based on the character's needs. Now I was thinking of another, less active, "chance based" damage increasing ability. NOTE: Not a Find Weakness alternative, but an alternative way of getting a similar effect (subtle difference). But rather than taking time to find the "weak point" and being able to exploit it for a given period of time, this would be more instinctive, maybe like a reflex with a low to moderate chance of success. While I have some building bricks, something is missing still. I am using a trigger and DEX based RSR (with a penalty). Improved Critical Hit - Aid Xd6 HKA, Trigger (Successful HKA, resets automatically), 0 END; RSR (based on DEX - Y), Limited Power Improved Critical Hit damage cannot exceed 2 times the damage of the trigger. Where X = an amount of dice equal to about 2/3 the number of dice on the highest applicable HKA; Y = a penalty to the DEX roll to decrease the chance of activation. so could read Aid 4d6/DEX - 3 depending on variables to be determined later. The problem is that the triggered effect takes place AFTER the trigger (the original attack) and therefore does not boost the damage of the initial attack. The next problem is the fact that I only want the Aid to last for the single attack, and not linger. So my next idea was replace Aid with just an HKA. Improved Critical Hit - HKA Xd6, Trigger (Successful HKA, resets automatically), 0 END; RSR (based on DEX - Y), Limited Power Improved Critical Hit damage cannot exceed 2 times the damage of the trigger But this makes it a second attack rather than additional damage to the first attack. How can I create this triggered ability, that has a CHANCE of increasing a single attack from a group of attacks (all HKAs with certain focus)? Or will one of the above work?
  9. So my girlfriend is finally joinging me on the HERO side! Basically her character is (more or less) a puppet of a war god. He basically acts through her, but in order for him to make this connection to her she must be engaged in a fight, and the more havoc she causes, the more his power pours into her. My first idea was to set her up with som basic powers (HKA OIF for an axe, Armor) just to get the fight started. Then to ad a small - moderate END reserve that these "godly powers" draw from. Something like: War God's Might/Momentum - 50/100 END Reserve with 5 Recovery (-X Limited Recover, only when making a successful attack or when a successful attack hits you). Powers that run off this reserve would be Characteristic boosts that cost END, superpowered HKAs, Growth, Dencity Increase, ect. All of which will cost a continuos amount of END from the reserve. Question is, how do we make the END Reserve start with 0 and remain at 0 calm periods? Seems like we should be able to use Limited Power with this. Any advice on this would be very helpful.
  10. Two people (on the same side) try to control a target. EXAMPLE 1 (Synergy): Captain Enigma and Madam Marvelous both want to make Krunt call down his goblin guards, and possibly other actions that they both agree on. Captain Enigma is more skilled at Mind Control and makes a successful Mind Control. Krunt's breakout roll needs to beat 15- against Captain Enigma's attack. To support her companion Madam Marvelous makes a successful Mind Control against Krunt, beating the target by 5 (breakout roll 13-). Can only 1 have control of Krunt's mind? As in one or the other overrides the other? If no: How does Madam Marvelous's attack effect Captain Enigma's? Does her attack add to the breakout roll (making it 16-)? Does Krunt have to make 2 breakout rolls (one against each) or does he make 1 breakout roll against both. If 1 roll against both: Does 1 successful breakout break both, even if it was only enough to breakout of 1 Mind Control? Example Krunt rolls 14-, enough to break out of Madam Marvelous's control but not to breakout of Captain Enigma's. EXAMPLE 2 (Anergy): Captain Enigma uses Mind Control to force Krunt to bring the Orc's Heart Jewel to him so he can corrupt its power and betray Madam Marvelous. Madam Marvelous uses Mind Control to force Krunt to throw the into The Lavas of Kornq, the only way to destroy the Jewel. They both choose to pay END to keep the Mind Control in effect. How is this dealt with?
  11. Character I am helping a friend build (more of a tender toe than me) is building a character who has many (somewhat magical) skills that a can only be used while wielding a dagger. So he has a number of powers that look like: Dagger Strike - HKA Viper Strike - HKA PLUS HKA (-Gradual Effect) Nerve Strike - HKA PLUS Entangle Erruption Strike - HKA PLUS EB (+Explosion) (-Delayed Effect) (-Extra Time) He also has an uncanny ability to find the perfect place to strike with a dagger. In order to get the Find Weakness effect on all attacks that require use of a dagger, would he buy it as 10 point "one type of attack" or 20 point "any group of attacks"? I am also designing an "Arcanist" that has a similar uncanny ability to strike with magical spells (Non-elemental, Fire, Ice, Lightning, and Poison), and need some help understanding different levels of Find Weakness. I was trying to think of this logically. Working backwards the scale would look something like this: 30 Points - All Attacks 20 Points - Magic Spells 10 Points - Lightning Spells But the text shows All Flame Spells is on the 20 point level. I am guessing this would have to be realtive. Compare the following Energy Blasters (Wizards): Volcano Shaman: 60% of powers (by Character Points) are fire based attacks. He can study a target to find the best way to strike with his fire attacks. Grand Druid: 20% of powers are lightning based attacks, 20% fire, 20% ice. He can study a target to find the best way to strike with his magic attacks. Since Find Weakness can be applied to 60% of each of thier attacks, would they both take the same point level? Volcano Shaman's applied to a narrower (but equally large) group and Grand Druid's applied to a broader group? Alternatively Can I use Armor Piercing as a naked advantage to apply to all attacks used by dagger and how/why would I do this? Find Weakness is obviouly cheaper if there are enough powers that I would have to add AP too (+1/2 can add up quick). It seems that Find Weakness is out the door anway, and this method is becoming the norm.
  12. Re: Autfire with charges Might have answered my own question, could i do this ith clips? 6 clips of five with an addtional limitation "Clip is emptied after 1 use regardless of remaining charges"? I was only reading over the main Charges section...and i missed clips somehow.
  13. My character generates between 1 and 5 glowing orbs around him that launch and strike multiple enemies (5 shot Autofire). He can only use this power only 6 times per day (6 charges). The Power looks like this: 16 Duck, Duck, Goose 5d6 Energy Blast, Autofire (Max 5 shots, +1/2) (37 Active Points); Charges (6, requires extended (6 hours) rest to recover, -3/5), Costs END (-1/2) I also bought Autofire Skills (Accurat, Concentrated, Skipover). My question is, does each shot from Autofire cost 1 charge, or does 1 use of power cost 1 charge. EX: I use all five Autofire shots to attack 5 different enemies. Did I just spend 5 charges, or 1? The SFX for the power is more accurately depicted as 1 charge per use of the power. I have read and reread Charges and Autofire and could not find the answer. I have included Cost END to represent power drawing its energy from him. The charges represent the limited number of times it can be used.
  14. Re: Telekinetic STR linked to normal STR Awesome! Great idea with streching! When you recommended that I almost jumped out of my seat with joy because it is such a cool way to do it! I would still like to hear more recommendations, but I am building this power now.
  15. Note: The Gorget of Power may be refrenced throughout this post. It is an OIF (+20 to STR but drains END slowly, limited mind control [enraged, taking off gorget removes enraged]) in the Comic Universe worn by higher ranked gladiators). Gladiators are slaves and forced to wear the gorget. My brick character has a ability to "use his STR at range". I am using TK for this, the problem is that the SFX links his STR to the TK. Meaning if he puts on "The Gorget of Power" (or Aid/Drain/Transfer STR is used on him) his TK STR should also increase. I know that STR should not be bought as a characteristic with range advantage in place of TK, but somehow it seems the only "proper" way to do it. Unless I but TK equal to base STR with +0 TK STR is always equal to STR. I think +0 is right since it can be both boosted and drained by draining just normal STR, but boosting/draining TK's power would NOT affect normal STR (since TK power would be the ability to properly project the STR). I am thinking this deserves anywhere from a +1/2 to -1/2 (because I keep weighing different aspects differently. What I have looks like this so far: 27 Strength Projection: TK (40 STR) (60 Active Points); Charges (3, recovered after extended rest (6 hours), -1 1/4)
  16. Re: Advice on building a brick character I am one taking advice, and have little room to give advice this early in my gaming career, but as a comic writer I would like to add this: I like to mix it up with my bricks, add a couple unexpected powers. My current brick (The Dux) is a brick with an energy blaster side. So far in test play it has worked out pretty well. Bricks have (in my opinion) become very drab singular focused characters (big and tough), and while that IS what a brick is I feel an impulse to make my bricks more versatile. After Dux I am working on a classic brick in a different body: small frail girl whose muscles, organs, and bones are basically organic titanium. Now classic brick power I have always liked is what i named "Comic strike". Leap into the air, before hitting ground you make a strike at person in "adjacent" hex (maybe with reduced OCV), then as you land and cause the classic shock wave effect. Take this from a comic writer more than a HERO player.
  17. Re: GM: Opinion on multiple Distinctive Features Thanks alot, I wanted to make sure I was using the system and NOT abusing it. I think I have narrowed it down to two big ones like Ghost Angel said (with another limitation (not DF) later on for when he becomes a target of hate and distrust and/or fear when he becomes a public figure and stops using forms of cover.
  18. Re: Final Fantasy XI style Ninja Shadows Thanks alot! I went through the last several pages recently (just browsing, but with this in th back of my mind) and I didn't see it. Should have used search! Thanks again. Short little blurbage: Saddly FFXI was a less than great game, only stuck around because of great friends I met early during my "whats this game about, will I pay for it?" trial(great friends make sub par events amazingly fun). But I recently had the idea of making a table top FFXI using HERO to build the classes. This would take some of the great game aspects (subjobs) and rework some dull ones (limited class customization, endless grind). Anyway, any Hokuten Knights from Midgar, here is a shout from Layn/Makea:celebrate.
  19. Re: GM: Opinion on multiple Distinctive Features Thank you very much! Now when you say "You'd get one BIG distinctive features disad, but that's all." How much would you say the total would be?
  20. My character is a 7.5 foot duck massively muscular with white orb eyes, webbed feet that can't fit into shoes and have a distinctive strange accent and speaks broken english and is not accustom to human society. I am thinking of DF as: A 7 foot duck walks into a bar, if people who were in the bar were questioned the nexted day, would they remember? Different distinctive features. Massive size - Concealment does not alter size Duck features - Can be concealed with holographic tool White orb eyes - Is concealed with holographic tool Does not wear shoes - Is concealed with holographic tool Accent - Can be concealed with voice synthesizer Broken English - Cannot be concealed except by not talking Awkward - Cannot be concealed All "duck" features (Duck Features, Does not wear shoes, White Orb eyes) can be conceal with holographic tool so I think this can be grouped as one. Human society could see this all as one feature anyway I would think. The voice is concealed by seperate tool so this would be seperate feature I would think, but broken English cannot be concealed. I would make this one feature with a note that it does not conceal the use of English. The concealment tools run on a battery and therefore could run out of energy and expose features. Awkward behavior cannot be concealed so this, again would be a seperate feature. The massive size is not conceal, and is not connected to other traits. Broken English/Awkward I could take as a Social Limitation that has similar effect as Distinctive Feature. GMs, what is your opinion?
  21. Here is the idea: Utsusemi: Ichi -These duplicate forms (shadows) that inhabit the same hex as the caster that the enemy can't/have trouble determining as the real character. The shadows do not attack and any successful physical attack destroys the a shadow before an attack can hit the character. The spell requires the use of a small paper focus that are kept in secret compartments of the costume. The focus is destroyed when used, but several focus are carried. The shadows do not make attacks. The spell takes extra time to cast and caster must have complete focus while casting. The spell has a short cool down time (thinking 1 whole turn). Autfire attacks can destroy all three shadows and if more attacks than shadows make contact the remaining succesful attacks deal damage. First I was thinking Image, but really doesn't seem right. The second was a varition personal force field (at an extra cost, or required cost) that negates all damage for the next three attacks that has a SFX for multiple images character. There is a second versions of the spell (Utsusem: Ni) that function the same but spell cast quicker and has a slightly longer cool down (full turn and a half). So you can see the need for both spells rather than buying up the first power. In addition the character is a martial artist tank/brick that relies on avoiding damage rather than taking mass amounts of damage. The shadows are the main way to achieve this, but to support this (prevent shadows from being destroyed) the character has both high DEX and I am thinking of a power that adds DEX but only for DCV limitation that is always on. Would this be the right way to do it? If someone could build the shadows and/or +DCV power or at least tell me if the +DCV power is on the right track, I will be very grateful.
  22. Re: Autofire + Double Knockback Wow thought this would be simple enough to get an answer already. Does nobody know? Is the question so stupid that everyone refuses to answer?
  23. Acording to the Autofire advantage Knock back is calculated by "count[ing] the BODY of the largest attack, and add +1 BODY for each additional attack." If the attack has double knockback, do you add +2 BODY for each additional attack? EDIT: Martial Artist that practices Wing Tsun could make a pretty powerful knockback attack with this.
  24. Re: "I can't bring myself to kill, but..." Thats how I would think of it. Thanks.
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