Jump to content

Wyrm Ouroboros

HERO Member
  • Posts

    961
  • Joined

  • Last visited

Everything posted by Wyrm Ouroboros

  1. Re: Helpful Fans of your Hero On occasion these sorts of people are also useful -- recall the super fan-boy in Galaxy Quest -- in 'non-combat situations'. You might, therefore, also want to purchase a comparatively low-level organizational contact, 'Heroman fans'. Or higher-level, depending on whether or not you have lots of them, etc. etc.
  2. Re: Rainbow's End and Beyond Fortunately, I am not that large... But I amten times that smart. 40 Int ...
  3. Re: Rainbow's End and Beyond And there's the Rainbow Trail people, soon/eventually to be led by Chester Sherwood Schwartzwald, aka 'Nutshell' -- the hyperintelligent superrich megalomaniacal powersuit-piloting British red squirrel (Sciurus vulgaris) who wants to conquer and rule the world through heroism, popularity, and sheer cuteness factor. The eleventh-richest being in the world, and the richest squirrel in the universe.
  4. Re: The Super drugs In the superheroes game 'Aberrant', several superpowered drugs are examined -- some stuff that acts as a long-term (6 hours) Drain on a character's powers, other stuff that, taken by a norm, boosts their strength up to superhuman levels... some pretty good stuff.
  5. Re: At What Cost? As a GM, and going by the description of the power to do this to anything pretty much off the cuff, in my book this is all VPP stuff. The VPP would get 'OIF' for all the objects, but not on the pool itself. While an MPow might work as well, you'd always need points handy with which to purchase the next 'neat new slot' sort of thing. The VPP, on the other hand, might get 'Visible F/X' and/or 'Incantations', as the tattoo is on his body (for the first) and he has to call out what it is (for the second). As a GM, the mundane stuff basically wouldn't matter -- though I MIGHT require a limitation as to how many tattoos the guy can have on at once...
  6. Re: Telepathically releasing untapped Potential I'd recommend there being a 'turn off' condition instead of 'healing it back'. You flip the on-switch, and the switch can always be flipped off.
  7. Re: Super Shield One AVLD that I like is 'vs. dodge/luck/avoidance-based defenses' -- i.e. combat luck and other 'I get out of the way' dodging things. Wind-person's 'shove stuff aside' force field would work, too. This works well for 'cuts through anything' weapons.
  8. Re: The Fear Thing and the Child Yeah, and in Rainbow Trail you have ... a hyperintelligent squirrel. Muahahahahaaa...
  9. Re: Super Shield Huh. Presumably the idea is to have Shield Hero always be able to have some of the DCV available. I'd just lay in the ultra attack slots down a bit, and add another ultra DCV slot to make up the difference. Then again, IMO, Shield Hero shouldn't HAVE 4 DCV available for hiding behind his shield; that's what the FW is for. He could buy some DCV outside of the MPow (because it's very frowned upon to purchase CSLs inside a Framework) and have the shield be the OIF explanation, but it's all about what the GM wants to let into his game. Always, always remember -- if the PCs get it, so do the NPCs -- which means the bad guys...
  10. Re: Making Uncontrolled AOE powers not depending on SPD Yes/no. The idea behind the design was so that you wouldn't have people doing damage each and every segment, or otherwise faster than they were; eminently balanced, from my POV. What you could do is either a) design it as an immobile summoned creature ("The Flames") that has its own SPD and constant power or whatever, or add '+X SPD, Only For Incendiary Grenade Damage (-1), 1 Charge, etc.' or some such.
  11. Re: Super Shield Presuming you aren't using it TO attack; you can't shift it back at the end of your attack. If you Abort, however, you'd be fine -- or if you're attacking some other way. As for the 'armor', I'd go with the '1 hex-side Force Wall' thing -- protects against explosion, though not AoE -- because if it doesn't get through the Unobtainium, then you're totally fine.
  12. Re: Stormy Relations I resemble that remark ...
  13. Re: The Fear Thing and the Child TFT and Alona are a neat comic concept -- well, graphic novel, maybe -- but I really don't think it's something that'd fly in any real campaign, I agree. Well, maybe a horror group ...
  14. Re: The Fear Thing and the Child Seems a little ... extreme ... for Rainbow's End. As a PC, anyhow. I wouldn't really think that the girl would be appropriate for going adventuring, etc., and TFT isn't exactly the adventuring type...
  15. Re: Bocv There's a problem with requiring a good Line of Sight as well, unless you're using a massive AoE or something along those lines. If you tell us exactly what you want, we might be able to come up with something. BOCON might do what you want, but it might not, due to all of ITS pesky limitations. What you might do, if you want the range/lack of cover modifiers, is to purchase something along the lines of this: Telekinetic Targeting: Mind Scan 2d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), One Way Link (+1), Cumulative (96 points; +1 1/4) (47 Active Points); Mandatory Effect EGO +30 or Greater (Must Always Achieve Max Level; -1): 23 Real Cost +4 ECV with Mind Scan: 8 Real Cost +4 ECV with Mind Scan to make up difference between Higher ECV and lower DCV: 4 Real Cost The first ECV skill should be fine-tuned to make up the difference between the PC's normal 'hit' and his mental 'hit'. The second ECV skill would require GM permission, but is meant to indicate that if they've got an ECV up to 4 points (or whatever) higher than their DCV, you can still attack them at their 'DCV' level. If they've got a lower ECV than DCV, these levels don't apply. The power as a whole is TK-based -- TK fingers reaching lightly out to find and confirm the identity of the person you want to grab. This requires a few things, of course. IPF/X is used to indicate that people will almost never notice it. 'Penetrating' means that even if they have 'Mental Defense', you'll still be able to build up points with your TK touch. Cumulative is necessary because you have such a sucky low level of dice; Penetrating, however, means that even if they have Mental Defense, you'll still slowly get a telekinetic hold on them. Speaking of which, you HAVE to get the 'EGO + 30' level -- because at that point you've got a full TK grab, and you can start whacking them around the place. Painful, ain't it?
  16. Re: Poison's Champions Art Thread I need a good image of M.
  17. Re: Why do the Champions waste so much time being "good citizens?" "Captain Stupendous, I've received a threat against my person from The Zoidbergs. You and your team go kick their tuckuses. Tuckusi. Whatever." "SIR YES SIR!!" *flies off* Always a dangerous step when you start threatening nation superpowers -- especially ones that may have supers of their own. Far better to develop your abilities so that YOU can be the ones getting the grants and jobs and such, then take them over -- and get the job done yourself. (Tends to be secondary to the usual 'saving the universe' thing, I admit...)
  18. Re: Why do the Champions waste so much time being "good citizens?" Which is where the supergeniuses come in. Marvel actually has (or had) people like Tony Stark and Reed Richards developing technologies to help huge swathes of people out -- plans to increase the fertility of drought-stricken lands like Somalia, etc. etc. Part of the problem, however, is that social ills cannot be instantly addressed unless there is a break point. Magically feeding everyone leads to even more violence, as groups fight over who has control over the magic gizmo that feeds everyone. However, if everyone is starving, making certain everyone is fed equally leads to changes at the core sociological level. Selecting the 'break points' is the trick of conquering the world. That and having both the technology and the money invested...
  19. Re: Stormy Relations M would laugh in their faces. Then in the face of the 'Norse God of Rock' (again; she would've done as soon as he'd claimed it). Then tell them to get the hell off her planet, because if they WERE gods, they'd've done something a long time before now about all the shite their germanic and norse folk had been doing to others; q.e.d. And if they went and tried to go all godly on her ass, she'd whup them back to Valhalla and slam the gates, saying, "You did without Middenheim for a thousand years, we'll do without you for a thousand more."
  20. Re: Spear of Destiny "The ability to destroy a tarrasque is insignificant next to the power of a truly massive PRE attack..." On HC, there's a character in one game that has, I kid you not, a 100 PRE. Doesn't matter if you outnumber him, he's so impressive that Darkseid, Dr. Doom, and Sauron would all sit down and behave if he frowned at 'em ... Just think of it -- an average 70-point PRE attack. Average.
  21. Re: Countering Criminology with NSLs? I agree. However, I'd also allow Criminology to be 'countered' by Criminology -- a criminal can clean up the crime scene, take particular care in how s/he works the crime, that sort of thing. Knowing how something is done can enable you to circumvent the 'usual methods'. Every one (or two) successes would provide a -1 to the investigative roll. I like the 'Invisibility to criminology' thing, though...
  22. Re: Trigger and multipowers? So my #3. That's what I figured -- though I like the note that the player could set all the triggers in sequence, then just need to reset them if/when they went off.
  23. Re: Trigger and multipowers? Yes/no; it depends on how you run it. Version 1 (The Player-Friendly Way): The whole multipower is Triggered; specific things set off specific MPow slots. The character has to take the Trigger as a MPow advantage, not for each slot, and the '3 or more triggers' Advantage increase to boot. Version 2 (The Layered Way): Both the MPow AND each slot require the Triggered ability; that way the MPow gets triggered to change to the appropriate slot, and the slot is triggered to go off. Nasty, but ... technically an interesting construct. Version 3 (The Other-Players-Friendly Way): The MPow OR the slots can have the trigger on them -- but to have the power go off, the MPow has to be set on that slot, i.e. the character can't set it up, then change slots and do something else and still have the trigger power go off. Version 4 (The Unfriendly Way): Don't allow it. Probably the most 'balanced' of all of them is Version 3, because it makes the character have to think ahead. 'Am I going to need this? Or will I need the other thing?' Version 4 ... honestly isn't balanced; there's no reason one CANNOT have a triggered power inside a MPow. But that is, as always, a GM call. (... are you Marco Sturm on HeroCentral??)
  24. Re: Limited SPD Depends on how much you use them. If you have 6 SPD, +6 SPD only for stuff I use all the time, I wouldn't give you any disad on it at all. I've had something similar, yes -- 'only direct energy manipulation (TK, EB, Missile Deflect, but not Flight; -1/2)' -- but the limitations are on stuff that were LIMITING to the character. Movement is curtailed, as are a lot of the really cool tricks she can do. Otherwise, take 6 SPD, +6 SPD (intellect uses only) or something.
×
×
  • Create New...