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garlic

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  1. Re: Pain Ray That was partly intentional -- there's nothing in a pain ray that makes you run away either as far as I can tell, just like tear gas doesn't make you run away. This sounds like the right sort of idea, except it looks like change environment penalties can't accumulate according to page 137 of 5er. But 2 powers, one making them susceptible to the other makes sense -- with the pain ray making you more susceptible to the guy with the bullhorn telling you to disperse.
  2. The military has a new weapon that they haven't fielded yet that is intended for crowd control. It's a microwave beam intended to heat up the water under your skin and cause pain that feels like burning. However, the effect is short lived, as soon as you're out of the area of effect of the ray you don't feel the pain any more. So the pain ray is intended to make people flee so that the pain goes away. How would you build something like this? Here's my first guess. I'm not entirely happy with it. 36 Pain Ray: Mental Illusions 12d6 (Human class of minds), Area Of Effect (25" Cone; +1), No Normal Defense (Faraday shield; +1) (180 Active Points); Based on CON (Defense: ED; -1), OIF Bulky (-1), Mandatory Effect EGO +20 (Must Always Achieve Particular Effect: skin feels like pain / burning; -3/4), Costs END To Maintain (Full END Cost; -1/2), No Range (-1/2), Limited By Senses Touch Group (-1/4)
  3. Re: Multiple Attacks Where can I read more about the rules behind multi-power attacks. Is a melee hit that includes str damage, HTH modifiers, and a martial art strike a multi-power attack?
  4. Re: defense against grabs / throws, and TK grabs / throws So it looks like the key we were missing was the immediate casual strength role. Can someone abort to make a strength role between being grabbed and thrown?
  5. Re: defense against grabs / throws, and TK grabs / throws So it looks like the key we were missing was the immediate casual strength role. Can someone abort to make a strength role between being grabbed and thrown?
  6. We're new to Hero, and this past week our mentalist used Telekenesis to grab and immediately throw the badguy that we were battling that was standing his ground at a particular point to cast a spell. Mechanic-wise, all he did was role his attack, and upon success compare his TK strength to the weight of the badguy to determine throw distance. Is there no defense against a TK throw like this? Or put another way, is there any defense against getting thrown at all? I'm more concerned with the forced movement then of the damage done.
  7. Re: move through damage So max velocity = move, but it takes 1" to add 5" of velocity. awesome. I think I still have some questions as to when the opponent won't take damage, but I'll have to check when i get home. Thanks a lot guys!
  8. Re: move through damage Ok, so target takes full damage all the time, and the mover takes 1/2 damage if he knocks back, and full damage if he doesn't. damage is STR dmg plus (relative) velocity damage. I'm still confused as to how I determine someone's velocity.
  9. After reading the 5ER move through rules, I'm confused about the damage that the opponent takes and that the character doing the move through takes. 1) The rules say that damage is based off of STR + velocity -- what is the character's velocity, and how does that relate to their move? Does this change if it's a 1/2 phase move instead of a full phase move? 2) Typically both character's talk half of the damage. However, the rules on how knockback is involved confuses me: what cases does the character doing move through take more than 1/2 damage? Does the opponent ever take more than 1/2 damage (presuming they aren't knocked into something)?
  10. Re: Heros Haitian character power creation help I've modified the AOE to be smaller to get some more dice of affect, and switched out selective and personal immunity for hole in the middle. I missed the max effect on cumulative. -- an additional 1/4 would double that amount. with 8 dice, doubled gets me to 96, so I could handle egos up to 66. I also missed the communication requirement for mind control -- which means I want the telepathic modifier. I understand about only turning off ones that can be turned off. That seems like the sort of compromise I'd have to make though for this sort of effect. Here's the Mind Control power as it currently stands: Stop Using your Powers AOE field: Mind Control 8d6 (Human class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2), Hole In The Middle (+1/2), Cumulative (96 points; +3/4), Continuous (+1), Area Of Effect (72" Radius; +1 1/2) (240 Active Points); Mandatory Effect EGO +30 or Greater (Must Always Achieve [Particular Effect]; -1), Set Effect ("Don't use your powers"; -1/2), Stops Working If Mentalist Is Stunned (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4)
  11. So, I want to make someone that is a power suppressor -- someone who takes inherent super powers and disables them or weakens them greatly. Here's the Powers I've come up with based on some of what I've seen on the forums and my own thoughts. This is the first time I've done this, so I'm concerned I may be missing something obvious or doing something wrong. Can you check the powers out and let me know what you think? My GM did not specify an Active Point power limit. I'm not sure if he/we will regret that. My 3 main powers are selective stopping the use of super powers in radius around me, selective suppressing of super hero level primary characteristics around me, and Sensing others powers as a sight like enhanced sense. Also as a part of this reduction in others powers abilities I took some defenses. For my AOE powers I took a lot of range increasing modifiers, because it seemed like a relatively cheap energy blast or other range affecting power/ability would very easily be unaffected since it's range increases so rapidly. 57 Stop Using your Powers AOE field: Mind Control 6d6 (Human class of minds), Personal Immunity (+¼), Reduced Endurance (0 END; +½), Cumulative (+½), Armor Piercing (+½), Continuous (+1), Area Of Effect (352" Radius; +2 ¼), Selective (+¼) (187 Active Points); Mandatory Effect EGO +30 or Greater (Must Always Achieve [Particular Effect]; -1), No Range (-½), Set Effect (Turn your powers off; -½), Does Not Provide Mental Awareness (-¼) 20 Sense other's Powers: Detect A Large Class Of Things: Other's Super Powers 13- (Sight Group), Discriminatory, Analyze 55 Suppress SuperHero level Primary characteristics: Suppress Primary Characteristics 3d6, four characteristics simultaneously simultaneously (+1), Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Armor Piercing (+½), Continuous (+1), Area Of Effect (192" Radius; +2 ¼), Selective (+¼) (97 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (cannot reduce characteristics below 20; -¼) END: 4 15 That didn't seem very powerful: Power Defense (15 points) 10 That didn't seem very mental: Mental Defense (15 points total) 15 That didn't seem very bright: Sight Group Flash Defense (15 points) 30 That tickles!: Combat Luck (15 PD/15 ED)
  12. Re: Swath Attack Depending on the lizard, wouldn't it be more like a cone area affect? Cone AOE is +1 to the length for every 5 active points, with a +1 modifier. Radius AOE is +1 to the radius for every 10 active points, with a +1 modifier. The difference between cone and 1/2 area radius looks like only 1 hex at a range of 2"
  13. Mental awareness with detection and analyze can be used to detect active powers -- but how would you go about sensing inactive powers?
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