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Wyrm Ouroboros

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Everything posted by Wyrm Ouroboros

  1. Re: Avengers: The Next Generation on Hero Central ... you don't? These are the Avengers. If the character hasn't got the chops -- if, in DC, he wouldn't be able to fit into the JLA -- he isn't going to be one of Earth's Mightiest Heroes . He needs to have either enormous raw power or incredible technique, as well as that driving need to be A Hero!! Someone who snagged Dad's X and his old friend's Y and went out to do something would fit more into the Thunderbolts, I'd think...
  2. Re: A DC Animated-style HeroMachine Holligan? You mean Hooligan?
  3. Re: Avengers: The Next Generation on Hero Central
  4. Re: Avengers: The Next Generation on Hero Central
  5. Re: Avengers: The Next Generation on Hero Central Somebody get his switchblade. ... On the other hand, maybe if we just replace it with his switch-scythe ...
  6. Re: I need help with a Talent? Perk? Skill? Not entirely certain what you're meaning. What does he do? Actually alter public opinion? Manipulate the view on the opinion poll, e.g. a computer hack? Or does he call a few contacts, who throw opinion the way he wants? How he does it is as important as doing it...
  7. Re: Stats for barbed wire Re: the 'Vs. ED' bit -- no, of course not. HC just has that as the default, and I didn't think about changing it. In regards to building the fence as an Entangle, well, they are avoidable. And even if you're 'caught', for someone with manipulating digits it isn't too hard to get yourself off them -- IF you take the time to do so. Yes, cattle can get killed on barbed wire fences, and the rolls of barbed wire in WWI and WWII were nasty things (and they'd have a different build), but for the most part the above is what I'd see for a fence topped with barbed wire. They slow you down, and if you're not careful, they hurt you.
  8. Re: Sweep or Autofire for melee? Our recommendation to make sure he doesn't feel it to be too overpowered, of course, is to make sure that you don't use it TOO often -- or several/many times on the same opponent. Don't bother Sweeping the poor little speedster running on the ceiling; reserve your Sweeps for the 6-story megamachine that everyone's trying to take apart.
  9. Re: Avengers: The Next Generation on Hero Central Need to add 'Ranged' to that Taunt power, though. Maybe 'Limited (Voice) Range, +1/4' ... interesting build in that he's a martial master without any martial arts. Missing out on some valuable points, but I'm sure you know that...
  10. Re: Punch-Through Lightsaber, rapier, plasma lance, whatever, yes. The problem lies in that the rapier / lightsaber / plasma lance may not do enough Body to kill the person, but because of its nature -- penetrating, generally -- it may go right through and damage whatever or whomever is behind that target as well. So Sgt. Major gets shot through the arm by a plasma lance (taking, say, 2 damage), and the superhot jet continues on through to nail Lt. Wheed right between the eyes, killing him dead. I suspect I may have wing it. A 2d6 x2 Penetrating attack might be able to do its damage to two or three non-rED targets before 'burning out'... ... hmmm. That's not a bad rule of thumb. 'A Penetrating attack, if it can reach (e.g. rapiers can't go much beyond 1' behind their thrust-through target), can damage a number of targets in a row equal to 1 + the number of Penetrating multiples they have taken. Resistant Defenses are considered to act as 2 'people', while a target with hardened defenses cannot be punched or blown through.' Thoughts?
  11. Re: Avengers: The Next Generation on Hero Central Updates for Cap'n Quasar!! The big thing is the background, but I also actually put his 'this is what I use' powers into the VPP as well as revising the Quantum Voices to help reflect their background.
  12. Re: Finger & Palm Print Mimic Technically, palm readers do the same thing his eye does -- look at the palm print. Shapeshift to sight group would be the trick if there is no chance of failure. Cybernetic Handprints: Shape Shift (Sight Group, limited group of shapes), Imitation, Instant Change (35 Active Points); Hand / Finger Prints Only (-2), Must Possess Print Information (-1), Restrainable (Only by means other than Grabs and Entangles; Cyberware; -1/4): 8 Real Cost. If, on the other hand, there's still a chance for failure, make it a bonus to the Security Systems roll.
  13. Re: Stats for barbed wire Barbed Wire: Barbed Wire Fence: Change Environment 1" radius (2" Line; +0), -4" of Running, Long-Lasting Permanent, Reduced Endurance (0 END; +1/2) (51 Active Points); Extra Time (5 Minutes, Character May Take No Other Actions, -2 1/4), OAF Immobile Durable (-2), No Range (-1/2), Avoidable (Effects Can Be Avoided By A Dex Roll Or Moving At 1"; -1/2): 8 Real Cost. Barbs: Killing Attack - Hand-To-Hand 1 point (vs. ED), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Persistent (+1/2), +2 Increased STUN Multiplier (+1/2) (15 Active Points); OAF Immobile Durable (-2), Extra Time (5 Minutes, Only to Activate, -1), No STR Bonus (-1/2), Avoidable (Damage Can Be Avoided By A Dex Roll Or Moving At 1"; -1/2), Linked (Barbed Wire Fence; -1/2), No Knockback (-1/4): 3 Real Cost. So: 11 points to be able to set up your barbed-wire fence in a 2" line. It usually slows people down by 4", and causes them damage if they don't either a) slow down to 1" movement to go over it, or make a Dex roll to avoid it. Subject, of course, to the usual acrobatics rolls to go over a fence without slowing down...
  14. Re: Avengers: The Next Generation on Hero Central I give to you Captain Quasar. Baad things have happened in the Universe at large, and he's here to save the triumphant Skrull race. ... yeah, it's sort of complicated. What's worse is that he's hearing Captain Marvel, Quasar, and all the rest of the previous users of both the Quantum and Nega-Bands...
  15. Re: Avengers: The Next Generation on Hero Central Hmm. Will be building the newest Quasar, latest wielder of the Quantum Bands!!
  16. Re: Earthquake and Move Earth The volume of earth you're moving, of course. What is it, 5 Body for each cubic hex of earth? Going by damage stats, you need +1 Body for each additional inch radius? So if it's a 10" wide, 20" long, and 3" tall chunk, you're looking at 600 cubic inches worth of earth; volume of a sphere is 4/3 (pi) r^3. Reversing it and plugging 600 in, you'll need to affect ... 3.63" worth of earth, rounding to 4" -- or 8 BODY worth of earth. (That, by the way, is a hill roughly 60' wide, 120' long, and 18' high.) That might really be considered ridiculously easy; I might alter it so that the radius is be 'radius outwards', and then increase it by the base amount for every doubling of inches 'deep'... For your future information, the inches is equal to the cube root of (Volume * 3/4) / PI. Or, if you use Excel, '=((A1*3/4)/PI())^(1/3)' Just don't forget that many 'hills' are only a few feet of soil, with rock underneath. Moving rock increases your difficulty ...
  17. Re: Punch-Through Ach. One of those things I don't have. Can anyone summarize for me, bare-bones the rules?
  18. Re: Earthquake and Move Earth Earthquakes are nasty long-term things; I'd put it on a Continuous Charge or Uncontrolled, with a short (1-2 Turn) duration if the character makes it 0 END. However, the Change Environment rules are all you could wish for in that regards, reducing movement or forcing DEX rolls, doing damage ('only to structures'), and the like. 'Move Earth' might be trickier, but you could probably do it with a Change Environment as well. Failing this, a Transform might be necessary.
  19. So you have a really nice, really vicious attack, or something that by all rights should go through A and into B. Good examples would be rapiers, lightsabers, plasma lances, and the sort -- in short, attacks that may do only a certain amount of damage to the first thing they hit, but that can go through that target and into another, again doing damage. This damage may not necessarily be enough to kill the target; you can run a man through with a rapier (for example) and punch into the guy holding him, and yet kill neither of them directly. (Bleeding rules, of course, take care of the slow, lingering death they both deserve ... or something.) Is this just F/X, and GM determined as to whether and/or when it happens? Could/should this be defined as an Advantage, that it does X damage to the person, and possibly Y damage to anyone/thing directly behind them? Might it be considered to be an attack that is AoE Line, but for a limited length (and presumably width) of Line? In short, what option would you take, and how would you build?
  20. Re: Who is the best Super in comics? Batman, the Atom, Spiderman, Shadowcat. ... I think that's all I have.
  21. Re: EC's cannot have non-END powers!!!! I've always permitted two things inside an EC, so long as it was appropriate: Armor Strength These two are typical brick powers; you should be able to build yourself a decent semi-invulnerable 50-80 STR Colossus without having to totally gut yourself. I know some GMs don't permit Strength, but for the brick it's a primary power. Likewise with the Armor; I'd otherwise might as well drop 'Force Field, 0 END' into it instead. (Yeah, I know -- it'd need Persistent, too. Anyhow.) Otherwise, though, it depends on the intended power level of the campaign, at least for me.
  22. Re: Game of Thrones I sincerely hope not. Rowlings hasn't nearly the chops George RR has; comparatively, she got lucky.
  23. Re: X-Men: The Next Generation campaign on Hero Central *sniff* My hopes is crushed.
  24. Re: X-Men: The Next Generation campaign on Hero Central What do you think leaping and lifting are? Kinetic control on a contact level, causing a defined effect -- 'my body to go thataway' or 'that object to go thataway' or whatever. The Marvel campaign characters seem to be characters who are already comfortable with their powers, and are focusing less on 'gain control and experience' and more on 'doing good in the world'. My own revisions/take on Artillery: Artillery Player: Val Char Cost 13/32 STR 3 20 DEX 30 20 CON 20 13 BODY 6 20 INT 10 14 EGO 8 20 PRE 10 16 COM 3 4/24 PD 1 10/24 ED 6 5 SPD 20 10 REC 6 40 END 0 40 STUN 10 6" RUN 0 2" SWIM 0 2 1/2"/6" LEAP 0 Characteristics Cost: 133 Cost Power 37 Kinetic Control: Elemental Control, 74-point powers 38 1) Kinetic Flight: Flight 20", Position Shift, x4 Noncombat, Reduced Endurance (0 END; +1/2) (75 Active Points) 39 2) Kinetic Field: Force Field (20 PD/14 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (76 Active Points) 41 Kinetic Stability: (Total: 45 Active Cost, 41 Real Cost) Knockback Resistance -10" (20 Active Points); Nonpersistent (-1/4) (Real Cost: 16) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, 25% (Real Cost: 10) 32 Kinetic Well: Absorption 5d6 (Physical, into END), Can Absorb Maximum Of 60 Points' Worth Of Physical Damage (40 Active Points); Limited Phenomena (Not Vs. Cutting Damage; -1/4) 51 Kinetic Alterations: Multipower, 76-point reserve, (76 Active Points); all slots Gestures (Requires both hands; -1/2) 4u 1) Kinetic Slap: Hand-To-Hand Attack +8 1/2d6, Double Knockback (+3/4) (75 Active Points); Hand-To-Hand Attack (-1/2), Gestures (Requires both hands; -1/2) 5u 2) Kinetic Sting: Energy Blast 12d6 (vs. ED), STUN Only (+0), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (Requires both hands; Handclap; -1/2) 5u 3) Kinetic Bolt: Energy Blast 15d6 (vs. ED) (75 Active Points); Gestures (Requires both hands; Straight-Armed Handclap; -1/2) 4u 4) Kinetic Blast: Energy Blast 10d6 (vs. ED), Explosion (+1/2) (75 Active Points); Gestures (Requires both hands; -1/2), Increased Endurance Cost (x2 END; -1/2) 4u 5) Kinetic Lance: Killing Attack - Ranged 3d6+1 (vs. ED), Armor Piercing (+1/2) (75 Active Points); OIF (Significant Object of Opportunity (Double-Fist-Sized or Larger); -1/2), Gestures (Requires both hands; -1/2) 4u 6) Kinetic Dart: Killing Attack - Ranged 2d6 (vs. ED), +2 Increased STUN Multiplier (+1/2), Penetrating (x2; +1) (75 Active Points); OIF (Small Object of Opportunity; -1/2), Gestures (Requires both hands; -1/2) 4u 7) Kinetic Impact: Energy Blast 7 1/2d6 (vs. ED), Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (76 Active Points); OIF (Object of Opportunity; -1/2), Gestures (Requires both hands; -1/2) 3u 8) Kinetic Wave: Energy Blast 8 1/2d6 (vs. ED), Personal Immunity (+1/4), Explosion (+1/2) (75 Active Points); Extra Time (Extra Segment, -1/2), No Range (-1/2), Gestures (Requires both hands; -1/2) 4u 9) Kinetic Touch: +60 STR, No Figured Characteristics (+0), Only Touch Required (+1/4) (75 Active Points); Cannot Do Damage (-1/2), Gestures (Requires both hands; -1/2) 5u 10) Kinetic Freeze: Teleportation 1", No Relative Velocity, Position Shift, Ranged (+1/2), Usable As Attack (x256 maximum weight per inanimate target; Defense is Kinetic Manipulation powers, being stationary, or having Position Shift on a movement power; +3) (76 Active Points); Gestures (Requires both hands; -1/2) 4u 11) Kinetic Barrier: Force Wall (15 PD; 3" long and 2" tall), Reduced Endurance (1/2 END; +1/4), Transparent to ED Attacks (+1/2) (76 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1) 3u 12) Kinetic Sponge: Force Field (14 PD/9 ED), Limited Range (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (75 Active Points); Ablative (-1 PD/ED Per BODY Over Defense; -1), Gestures (Requires both hands; -1/2) 6 +19 STR (19 Active Points); Can Only Be Used With Martial Escape (-1 1/2), No Figured Characteristics (-1/2) Powers Cost: 293 Cost Martial Arts Maneuver Savate 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) [i]Coup de pied bas[/i] (Low Kick): 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike 5 3) [i]Coup de pied chasse[/i] (Side Kick): 1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 Strike 4 4) [i]Crochet[/i] (Hook): 1/2 Phase, +2 OCV, +0 DCV, 4 1/2d6 Strike 5 5) [i]Direct[/i] (Jab/Cross): 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike 3 6) Footsweep: 1/2 Phase, +2 OCV, -1 DCV, 3 1/2d6 Strike, Target Falls 4 7) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 28 STR / 47 STR vs. Grabs Martial Arts Cost: 29 Total Character Cost: 455 Base Points: 450 Experience Required: 5 Total Experience Available: 0 Experience Unspent: 0 The martial arts help him both fight and break free if his hands have been Grabbed; he's got 145 points left for other skills.
  25. Re: X-Men: The Next Generation campaign on Hero Central Not meaning to offend, but this simply means that instead of having ten powers independently, you should have your MultiPower(s) and plenty of skills, talents, and other 'add-ons'. Trust me, I'm the first to applaud a concept that has a boatload of non-combat / background support action going on; if it's combat-effective to boot, bonus. There is no reason, with 600 points, to NOT build to both your concept and to an effective character. Additionally, I really don't understand why you have 50 Strength TK with No Range instead of a boost to your strength. Inside a MPow, it isn't going to affect your figured characteristics, and if you're touching it -- which, with No Range, you'd have to -- why couldn't you add your own strength to the maneuver, or vice-versa? Functionally, you're grabbing something and heaving it around at a 50 Str; just do it that way instead of the more-expensive-Active-Points version of TK, No Range...
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