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Wyrm Ouroboros

HERO Member
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About Wyrm Ouroboros

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    'Six Degrees of Suck.'
  • Birthday 11/04/1969

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  1. As I understand the Harbinger of Justice, while he might do bad things to looters, he'd be as likely (if not moreso) to go after bad cops.
  2. Mmmm. 'Locking on' usually takes time; that time could, I think, be represented by the 'Cover' maneuver. Purchase the OCV with the Cover maneuver (which basically means 'I know I hit because I already rolled the dice') and then the shooter can decide at the end of the phase whether or not the shot actually gets taken. Otherwise the lock-on doesn't happen (i.e. the Cover maneuver doesn't succeed) and no shot is taken, no END or Charge expended.
  3. ... most of my characters eliminate him, with prejudice. Whether that's Freedom (he's clearly too stupid/irresponsible to use such power wisely, i.e. what Megaplayboy said), or Kiershia (because he's inversely a threat to K's own activities), the guy is toast.
  4. I think I'd personally go with either the UAA EDM or the Force Wall, with the side effect that the power user is always transported as well. Toss in that it only ends (moves both back, wall comes down) when one of the two is unconscious, and ...
  5. Actually, you just solved the issue that was being talked about after I originally posted that: 'what about too-weak shots that don't take the shields down at all?' Those would (presumably) be taken care of by the ship's basic DEF. Thing is, though, that ships in Star Trek don't have armor. Basic DEF from being a tritanium-whatever hull, sure, but they don't have armor, ablative or otherwise; get through the shield, and so long as you can damage the hull, hey, you're blowing holes in the ship. (In Star Wars, they have deflector shields, sure, but they also have armoring; this is one of
  6. Because the mechanical limit is there to put a thematic limit into numbers. Characters have always been able to go above the Normal Characteristic Maxima - but at a cost, which is generally x2 cost for each point up to the hard limit. Setting your characteristic maxima is a statement that 'this is where you go from being a normal (if athletic) guy to a truly Heroic individual.' This is the sort of stuff that you set so that someone can go over it, and people are sure to go 'wow, that guy is strong/fast/smart/can take a hit!!!' When it comes to package deals for other races, the package
  7. Having been a Shadowrun player, they often get played as 'all four' - the target (usually) isn't a player character, but often their boss or an NPC negotiator who is the target. What I've had some success with is rolling the dice - sure, in secret - for both sides, because at a meet, characters are ALWAYS tense, and often wind up with the target not dead, because why lose eight points looking for a head-shot if you don't have to? it provides a heads-up, makes the players go after him, and sometimes is a link to who might want the original target gone.
  8. ... and when you claim that something is physically impossible when it clearly isn't - because, y'know, a tire (or tyre) is actually a flexible object - you yourself completely lose credibility. The last bit especially gets me - how the hell can you say that someone never saw a guy wearing heavy leather gloves inflict a pressure cut on himself through extreme use of a weapon? Do you somehow mysteriously know that sharp metal can't cut through thick leather? If so, well, the cows of the world will undoubtedly be very happy... Geez.
  9. A double cost for 'slightly defy' seems to me to be extraordinarily steep, is all I'm sayin'. x2 for those last 5 points of STR? Sure. x2 for all your martial arts, though?
  10. Remember that Reduced END for an autofire Power is doubled.
  11. True. Could even take a disadvantage, -1/4 perhaps, that says that after X shots you have to take half a phase (or make a quickdraw roll) to 'change clips' ...
  12. If you wanted to really get technical, have a Naked Modifier for that one power. Hero Designer can't Naked Modifier a disad (which it default-designates Charges as), but it lets you use Differing Modifiers for Negatives, so I wound up with this: Thompson Sub-Machine Gun, .45 ACP: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; +1) (75 Active Points); OAF (-1), 100 Charges (+3/4) (Drum): 37 points. Differing Modifier: 4 clips of 32 Charges (+1/2) (37 Active Points) for up to 25 Points of Thompson Sub-Machine Gun (the base cost of the power): 12 poin
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