Jump to content

TheDux

HERO Member
  • Posts

    96
  • Joined

  • Last visited

Everything posted by TheDux

  1. This character has a strong Code Against Killing, but in her arsenal of powers she has an ability that is designed for for causing instant death. The question is, would I add a limitation to the power to make a roll in order to bring herself to kill, or would that be part of the Psychological Limitation? I have seen a power built with an Activation Roll limitation for a phychological, but i thought this was incorrect. So what is right?
  2. Re: Can you explain Aid to me? Excelent. Now this makes sense to me. Now here is the problem that I am having, I need to turn a power that adds +20 DEX and +1 SPD into a constant power that stays on and costs END even if the character is knocked out. The power costs END every turn it is turned on. SFX: Hyperspeed is activated by pressing a series of buttons on the suit in order to increase reaction speed while draining the suit's batteries. Increase END (Costs END) does turn Chracteristics into a Constant power that can be turned off and on and costs END. But Constant powers turn off after if the character is knocked out (an effect i would like to eliminate). How would I do this? If someone could create this power I will give them two thumbs up and a smile.
  3. I posted this question in another thread (with different topic) but felt it deserved its own thread. I have not explored Aid/Succor much and I am having some trouble grasping its use. My understanding is that 1d6 DEX costs 10/5 (Aid/Succor). With Standard Effect rule (or just the average) this would be +3 to DEX's Active Points, meaning that you would get +1 DEX. But +1 DEX only costs 3 rather than +1 DEX with Aid/Succor for 5/10 character points. Could I not get the same boost by buying +1 DEX as a characteristic with some limitations? What am I missing here? Thanks for the clairification. EDIT: I would like to note that for the use of Aiding others I can understand the cost.
  4. Re: Hyperspeed Boost First thanks everyone and thank you Hyper-Man for reminding me of Standard Effect rule. But... I am not sure if I am understanding Aid/Succor correctly. I have not explored this power fully. The following is a simple example of how I am understanding it. If I want to use Succor to boost DEX by +1 (with Standard Effect) it would cost me 5 Character points. That being that 1 point of DEX costs 3 character point. Succor +3 STR would also cost 5 Character points (1 STR cost 1 Character Point). The problem is of course that 5 Character Points > 3 Character Points and you get the same result. So why would I not use Characteristic (Power) with Focus, Costs END, and a (dis)advantage that turns a persitant power into constant (can't find one in book, but feel like there should be one, even for +/-0). It would seem The only way that I can see that Aid/Succor working would be 10/5 Character Points buys +3 to the total value (1d6 Aid/Succor takes base 10 DEX to 13 DEX). But that seems a bit over powered (+3 speed for only 10/5 Character Points). And even then it would not make sense for STR/INT or anything else that costs less than 2 points. So I am guessing that Standard Effect isn't the bright path for Aid/Succor. But I am sure I am missing something important.
  5. Re: Hyperspeed Boost Succor was an idea I had thought of, but using dice to calculate the totals is something I am not too fond of since the power is regulared by a micro computer and is more exact. Maybe if I could buy Succor for exact values rather than d6s, but thats why Aid/Succor is costs less than buying characteristics.
  6. Concept (OOG): Regular human has a battery powered suit that provides for energy attacks and hyperspeed movement including quick travel (+X running), quick actions (+X speed; +X OCV/DCV). Hyperspeed is activated by pressing a quick series of buttons on the suit and drains the batteries as long as it is active. It can be turned off by another series of buttons. While Hyperspeed is active the character can also get additional quick speed boosts to phase through solid material (desolidfication or very short range teleportation). Concept (IG): A boost that allows the character the option to use certain speed based abilities. Namely +X running/limited flying, +Speed, and +OCV/DCV. As far as the extra speed and OCV and DCV need to weigh buying them separately and buying them with just +DEX. Half phase to turn on the power, and as long as it is turned on it costs END, draining the END Reserve, regardless of actions taken. The character could stand still, but as long as the power is active it costs END. Most individual power granted by Hyperspeed that normally costs END is free because of the constant END cost (some abilities such as Desolidfication/Limited Teleport would still cost END and can only be used be used while Hyperspeed is active). How would this be constructed efficiently?
  7. Re: Back up battery In games where the GM allows for trips back to base to recharge between big missions then yes 900 would be quite a bit. But when you have a GM who has sent you on a simple "stop the bank robbers robbing the back down the street" mission and ended up on a 4 month expedition to a distant planet where the human equivelent is still struggling with te wheel and the beasts and monsters on the planet nearly killed the most powerful superhero of earth... "Why not buy recovery for the END?" I like to stick with concepts for character. This one, Breakneck, is a reckless speedster with a battery powered suit and almost every action she makes is based on the powersupply of the suit, from extra running to the energy discharge attacks and hyper speed (+X speed, cost END every turn its on). The batteries were designed into the costume so the thier weight and bulk did not factor into the speed loss, while the on board charge would. So two smaller back up batteries were added, placed in specially designed comartments on the boots, for emergencies. And as far as being reckless, I see Breakneck running out of END during a long up hill battle, installing a new battery and releasing the whole battery in one large bang out of frustration and/or desperation "now or never" situations. So key points: GM likes to leave us with nothing more than the costumes on our backs and/or exhuast our resources over long periods. Reckless character who rather sacrifice renewable energy (recovery) for speed. Woohoo for long winded posts created just for the point of filling empty time while staying 98% on topic!
  8. Re: Back up battery Thanks for the help. I really didn't think the I needed Duration Limitation, but wanted to be sure. So the verdict is that I do get the -2 (No END rec) on the full value of the cost? Just to confirm.
  9. So my Powered Armor/Speedster has a main battery (500 END) and two Back ups (200 END each) that must be manually exchanged (cheaper than 900 END). So basically I have 200 END Reserve (20 Active); -2 (no recover except for large charger at base), OIF (-1/2), 2 Charges (-1 1/2) Would I take Duration Limitation (Non persistent) and Extra Time? And for a Extra Time (Full Phase) it would be -1/2 right? I am building without a book at the moment, just need to double check full phase value. Help, comments, suggestion very appreciated.
  10. Re: Ninja Spring Leap This would mean that I could only make 1 direction change, correct? That is more limited than I am looking for.
  11. This was a smaller topic in a previous post of mine, but I feel it needs its own topic to get a solution. Basic Idea: So a superhero that I am working on is an Elven bounty hunter in modern human society (she is one of few elves who live among humans). She (along with Ninjas i might make in the future) can enhance movement by springing off other objects. How I want it to work: With a running start (moving minimum of 2"), the character can attempt (Acrobatic skill roll) to spring off a wall, tree, street sign, bulkier characters, cars, and other solid/stable objects in order to get a boost to her movement in a logical direction along a strait line. From that spring (if they have enough movement left and there is another surface) they can make another spring at -2 Acrobatic roll. Movements can be made in 3 dimension (as long as it it logical). What I am Thinking: 20" Flight with a limitations something like: -Requires 2" running movement to begin power -Must have surface to spring off of -Requires Acrobatic Roll -Max 5" per spring -Failure prevents further movement (unless falling, in which case you use common sense). How do you think this would be best created? Thanks in advance.
  12. Re: Multipower help and clarification I would like to say thanks to everyone for the help. There are some things that I should have double checked and had my answer, but it just slipped my mind. As far as GM or player, you could say both, neither, and something else. I cannot find a game in my area, but I endlessly build characters and play test then so I can be a better player (by fully understanding combat and character creation), possibly become a GM for friends (being the most RPG experienced I am the designated GM), and because I am an amateur comic writer and HERO has done a great job in helping me to develop my characters and put them into perspective. I was thinking about Teleportation, but there was a temptation to take a look at Gliding and Flight. I really don't think I will add the Inherent advantage then. I wanted to be "correct" and "accurate", but really it seemed a bit redundant. Thanks again everyone
  13. Character I am designing is (in common terms) is an Elf, and I just want to cover basic "Elf" in my comic-verse (very quickly) as much as I can in game terms. The question is, what can I group together for Multipower if anything at all? Note some powers I am not sure how to express in game turns and need help building. Elven Genes Life Support (Diminished Eating: Eat once per week) Inherent (+1/4) 1 Active Point Life Support (Diminished Sleep: 1 hour of "meditation" per day/8 hours of sleep per week) Inherent (+1/4) 1 Active Point Life Support (Longevity: 400 year lifespan) Inherent (+1/4) 2 Active Points Life Support (Immunity: All terrestrial diseases, biowarfare, poisons, and chemical warfare agents (combination of two example immunities)) Inherent (+1/4) 24 Active Points (total for two powers) Elven Acrobatics Leaping (+10") 10 Active Points; Require Skill Roll (Acrobatics, -1/2) Running (+5") 10 Active Points, Require Skill Roll (Acrobatics, -1/2) Cat's Grace Land safely from a most falls, requiring an Acrobatic skill roll. Spring Additional running when character is able to "spring" off a surface (allowing movement in 3 dimensions). Requires an Acrobatic Skill roll for each leap at an accumulative -2, failure results in the end of movement. Elven Powers Extra-Dimensional Movement (Transport self and up to 100kg other to Temple of the Crystal in Mono-Terra) 25 Active Points Invisibility (Sight Group), No Fringe, 0 END (+1/2) 45 Active Points Basically I need clarification on what can be grouped together in a multipower, how broad the difference can be. I can see that i can group them as I have above (with possible exception to Elven Genes). Or could I group everything more broadly as just "Elf". So help, advice, clarifications would be great. Thanks a lot.
  14. Re: Weapons and weapon Techniques Another one came to mind and I need help constructing. Rend Armor: Deals no/limited damage but creates a hole in armor that can only be repaired by the normal means in which the armor would be repaired (meaning plate armor requires a blacksmith, and the hole does not repair over time). This basically gives an opening to all other to bypass armor. NOTE: This would only work on armor that is a Focus/Real Armor. Not a character made out of rock whose "armor" is his body. This would have no effect on Ben Grimm for example.
  15. Re: Weapons and weapon Techniques If I buy my 2d6 HKA with 0 END, I still pay END for the STR that i use? Or does that included in the advantage?
  16. Re: Spreading Good WIll Read past first paragraph for the kicker. Well the character I am working on right now, a multi-billionaire, respected by the world for creating jobs around the world, eliminating poverty in his home city, buying companies that own sweatshops just to give the workers decent pay, and funding development for the tools that brought tyrants to justice. He has spread goodwill across the globe. Where his face and name is, everyone follows. And with his Harvard degree in hand, and a nice seat in the Senate, there is talk of a very successful run for President of the US. Problem is: He is the leader of the more powerful gang in the world. Each sweatshop, each technology investment, each third world country made more powerful, each work in bringing in money for him, adding to his resources. All of it being used for secret underground projects to raise his army, to make himself more than a man, to become a god so he can bring the world under his rule. World domination through a process of good will, conspiracy, business loop holes, and the most advanced technology in the world to bring down those who would stand in his way. To be worshiped, to own the world, to be immortal. So what would he do? Spread as much goodwill as he can. How could he let some mystical force destroy his favorite toy.
  17. My character (superhuman) is the master with a particular (rare) type of sword and has some very defined techniques with this sword. I just have some questions about weapons (superhero, bought as HKA power) and adding techniques to his powers. First question is: If my hero has 35 STR and I buy the sword with 2d6 HKA. To use the sword it would cost 3 END. Now I can apply my strength for 1d6 for each 15 strength I have for an additional 1 END per 1d6. Meaning I can use no STR, deal 2d6 for 3 END; 15 STR, deal 3d6 for 4 END; or 30 STR, deal 4d6 for 5 END. I DO NOT have to spend more CP to apply STR. Is the above correct? Anything wrong? My next question/questions are more about weapon techniques. Basicly I want to have 3 techniques planned for the sword. Cleave: Standard attack with the sword but armor piercing. Power Attack: A more powerful attack that has additional knockback. Sword Sweep: A powerful sweep that strikes at thress adjacent hexes. Would these three powers be bought as HKAs and Linked (disadvantage) to the power that represents the weapon? Or would these be completely seperate powers not linked (but be required for the sword to be drawn). Probably best done with a Framework. Can I get an opinion on this? Maybe some more techniques to consider. Also, through training and the special properties of the sword, he can deflect bullets and other speeding missiles. This would be included in the Framework, correct?
  18. So is Aid visible or invisible? Trying to reduce the cost of my Aid power, and I see the power being visible, and I can't seem to find it in the book.
  19. Re: Multiform help and advice. If I linked an Area of Effect (radius) Flash to my multiform and wanted the point of origin to always be the Hex that I am in, would I take the -1/2 No Range Limitation? Or would this also negate the range of the radius? Next, would the flash effect me? Would I need to buy the "Hole in the Middle" advantage? EDIT: If the radius is 1" for every 10 chaacter points, would this just be the character points from the flash or the Flash + Multiform?
  20. So here is the concept: My character has the skills and powers to get by in a fight and pull his own. His powers focus more on supporting others and protection than offense. He also has a powerful defense mechanism that transform him into a form of pure energy that is pure offense. Questions that I have (from the basic to the more complex): When I create a second form, basically i am creating a whole new character with a different character sheet, correct? Exception might be the second form being a very low powered frog. If the main form has a "psychological limitation code against killing", the other for would not have the limitation by default. If the transformation (the act of transforming into the alternate form) causes a shock wave effect that would knock everyone back, how would I include this? The transformation only takes place when the hero is in dire situations (I will say at 10% or less Stun or Body, or determined by GM). Does the Accidental Change disadvantage (don't have book with me, I hope that is the right term) cover this? So the transformation is accidental FOR THE MOST PART, but I would like to be able to control it (somewhat) after a while. Meaning after the form has come over me a couple times, maybe if it try hard enough I can transform at will. How would I include this? For the Reversion Limitation, how much of a disadvantage would it be if the true form is 300 (before disadvantages) points and the alternate form is 500? I guess this coms down to opinion more than anything, but being a novice I am relying on your opinions. Well these are the issues I am running into. Any help and advice would be great. Thanks in advance.
  21. Re: Character for comic and game. Copyright issue? So here is what I have gathered: Copyright is not the issue since names cannot be copyright, only trade marked. Intellectual Property is not an issue since there is not an issue since it refers to an abstract properties of the work, and a name would be something more concrete. Trademark is the issue IF the DC does in fact have the name trademarked. Now this directory of trademarked names does not have a listing for Solomon Grundy. The United States Patent and Trademark Office has 1 listing for Solomon Grundy's which is a colonial men's costume store (or something of the sort) and that seems to be a "canceled" patent. With this research done, and the fact that Solomon Grundy is not an original name BY DC comics but a character from a nursery rhyme James Orchard Halliwell-Phillipps in 1842. From my understanding a name from legend or nursery rhymes cannot be trademarked. Example: I could right a Robin Hood story (or use the name) without Disney's consent so long as he was not a fox with and little john was a bear. Other animals could infringe on IP rights. How much of this is accurate? This just from the research that I have gathered.
  22. Re: VVP or Multipower I thought that you could only assign 1 characteristic to 1 Aid power. Meanign it had to be "Aid STR" "Aid Spd" "Aid Int".
  23. So my character can boost and enhance others' (and his own) characteristics and/or powers. Basically Aid without limitation of 1 characteristic. Not sure if VVP or multipower is the right way to go. In the end I think I might have to use two different pools in the end. This will also be my first time using VVP and multipowers. So if I could get some advice and help. I am buying Hero Designer next paycheck so, in the end this should be a lot easier. Thanks for the help.
  24. Re: Mental Feint? I was thinking first about Mental Illusion, and the speed drain, and then about Images. Speed drain felt like a little bit of a stretch for the powers SFX, though mechanically it works perfect. (As a personal taste i like to keep powers and their SFX as close as possible, though I break this rule more often than not). 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. I was also thinking about creating an EB that dealt no damage, but that does not give me the versatility that I am looking for (I want some control over what defensive action they take without saying "DIVE FOR COVER!!!!" more like "LOOK OUT! THIS EFFECT IS ABOUT TO HAPPEN, TAKE THE DEFENSIVE (in a logical way)!!" Thanks a lot for the help. Any other recommendations?
×
×
  • Create New...