Lets just say that you have a different focus on what your power set is, instead of trying to say who's armor is 'better'.
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Lets just say that you have a different focus on what your power set is, instead of trying to say who's armor is 'better'.
It's a lot more than thirty or so. Speaking of, how does one convert between combat movement and noncombat movement?60 meters of flight is still a lot. That will certainly get you around the battlefield with ease.
It's a mutation.How is your powers derived? I mean, is it a natural mutation, or did you pick up a magic jewel that gave you super speed?
15d6 Blast seems pretty common so I'll assume you'll want to be able to take at least one blast of 45 STUN damage, which Miles should be able to do without getting knocked out. Stunned is a different matter. If the bad guy rolls 75-90 it might just be better to take the L.Consider the level of damage you guys are able to dish out, and look at what would happen to you if you got zotzed by Terranaut or Luminary using their Blast power on you. Then consider that the enemies you will be facing will either be a team of supers at a similar power level or a smaller number of bad guys that are tougher than you in order to be able to take on a team and not get blasted out of the game in the first round.
50% Physical Damage Resistance, Energy Damage Resistance, and Mental Damage Resistance would be 30 CP a pop, correct? That is a decent bit but I suppose I could make it work. I'm not sure how well an alternate identity limitation would work with this particular character but I'll see if I can figure something out. Are defenses applied after or before damage reduction?Damage Reduction is a good damage reducer if you get it at the 50% level or higher, but it gets expensive. If you have some talisman that grants your powers, or a transformation from a 'civilian id' to 'hero id' like Luminary, that also trims points off with a 'Only in Alternate Identity' Limitation.
That sounds like a good idea- it would reflect the ability to accelerate a punch without necessarily having greater lifting capacity. I'll try and figure out an appropriate number of damage classes to add, and maybe see if I can't take the flavor of his desolidification ability and turn that into some sort of armor-piercing attack.You may also want to look at getting a few Damage Classes for your martial arts. While the Passing Strike with your velocity is going to hurt, you only have a base 15 Strength, and that is only 3d6 damage before any bonuses you will get from the martial maneuver. Also, you may not have the opportunity to be able to run at your target to get the velocity bonus every time.
I'm afraid I don't see Passing Throw in my version of the book. Could you give me its cost and full effects?The Passing Throw maneuver is a good one to look at. It gives you a +2d6 +v/10 in extra damage, and it can be used with a full move. As an added bonus, your target falls, making them vulnerable to others while they are down.
Not a hundred percent sure what you mean. Are you talking about changing from combat to non combat flight?It's a lot more than thirty or so. Speaking of, how does one convert between combat movement and noncombat movement?
Defenses are applied first, then the Damage Reduction is applied after.50% Physical Damage Resistance, Energy Damage Resistance, and Mental Damage Resistance would be 30 CP a pop, correct? That is a decent bit but I suppose I could make it work. I'm not sure how well an alternate identity limitation would work with this particular character but I'll see if I can figure something out. Are defenses applied after or before damage reduction?
The Passing Strike has the following stats:I'm afraid I don't see Passing Throw in my version of the book. Could you give me its cost and full effects?
That is a good summary of it. There is the option to use xp to buy off Complications, and if it is appropriate, you can switch Complications around and change them in game, subject to Storyteller approval.Sherwood I've got a mechanics question. HERO is probably like White Wolf in that if you gain a Flaw/Limitation after Character creation, it's just yours and you don't get any points for it, right?
Case in point - some of the hopefully-soon-to-be-Force-of-Californian-West-Coasters here have this "15 - Psychological Limitation: Overconfident (Common, Strong)." Now, if they spread their way of thinking to the others that don't, it's there for good RP while those that do have it are clearly playing out their Limitations accurately.
Is that the way of things?
I was asking about whatever it was you did to get 82 meters from the Megascale movement power I originally had. I'm trying to see what my "megascale" movement would be based just on my 60m combat movement.Not a hundred percent sure what you mean. Are you talking about changing from combat to non combat flight?
Defenses are applied first, then the Damage Reduction is applied after.
I see. That looks kind of like a cross between Leg Sweep and Passing Strike, but either way it seems pretty good. I'll add it to the next revision.1/2 Phase, +0 OCV, +0 DCV, +2d6 +v/10 FMove, Target Falls and it costs 5 points
The big limiting factor in increasing your TK strength is the Active Point limit I have set right now. In time, I will raise it up from 75, but that will be a little bit from now. TK costs 3 Active Points per 2 Strength, then when you add the Reduced End to it, that caps you out at a 40 Str instead of the 50 Str you have now.Sherwood Okies! Moar questions, moar!
Concerning TK, in our Conversation, you and I discussed two different versions of TK - one with Reduced END cost and lower TK Strength, the other with normal cost with higher TK Strength. I was expecting Dreamy to wind up with the former. So... I am curious - if the former is chosen, one can build up the TK Strength somehow? But if the latter is chosen, you're stuck with it and if it becomes too END-expensive to use, well, you can't really reduce its END cost because that's changing the core of the Power or something?
What's it all about, Alfie?
Lets just say that you have a different focus on what your power set is, instead of trying to say who's armor is 'better'.
The original write up had you with 30 meters with the MegaScale Advantage tacked onto it, putting its Active Cost at 82 points. So if you were to stick with that in a Multpower, you could have a second slot for your combat flight with the full 82 meters, since Flight is a 1 meter-for-1 point power.I was asking about whatever it was you did to get 82 meters from the Megascale movement power I originally had. I'm trying to see what my "megascale" movement would be based just on my 60m combat movement.
Having a Damage Reduction in a Multipower would be ok under some very strict conditions. Since the power must be the active slot for it to work, if you shift it to a different power, you no longer have the Damage Reduction active and running. That means if you have one slot with say, 50% Physical, and another with 50% Energy, and still one more slot for 50% Mental, you can do that. But you will have to declare which slot is active at any one time, unless you have a large enough Multipower to have more than one slot running at once.What's the practicality of having multiple types of damage reduction in a power framework? I assume it would be frowned upon and disallowed to have them in a Variable Power Pool with "Character Has No Choice Regarding How Or When Powers Change" and "VPP Powers Can Be Changed Only In Given Circumstance" (when about to be hit by an attack), but a Multipower might still work depending on how often attacks of different kinds will be flying at the same target in the same phase.
Thats what the loser says to make themselves feel better.
Maybe, good D., but always consider the source. If any other Game Master were to say this, I think I would reflect as you do, however, I think Sherwood genuinely means it the way he has said it.
And, if the other Power Armor hero is stronger than yours, well we are just starting out, aren't we? If a starting character has a total of 500 character points, and this person has 700, there was probably a day when they were at 500 and looked up to somebody else. That's how heroes and role models are made after all, right?
But once the decision is made (and the only reasons I'm even considering letting you make changes are the fact that you are new to the Hero System and we have not started any combat yet) you are locked into it and cannot change the slot from a 50 Str TK at normal End cost to a 40 Str TK at 1/2 End. The only other option then would be to buy another slot of your Multipower.
Lol was making joke at my expense. I'm quite interested in seeing how the power armors compare and seeing how Colt will look at things.
Oh! Sorry, man! I am so clueless sometimes. Maybe that's why I can play a character like Dreamy! Ha ha ha!
I have been mean to mention that I really like your Character concept! It brings up memories of the comic books of old where humanity explored the universe with techno-goodies like Colt's suit. Plus, I can't help but like the name Colt. It's wild like the horse!
Go ahead and give me a Weaponsmith or Mechanics roll, depending on what focus you want to have on Ultraweapon's armor; either general systems or his firepower.To that end. Now that you mention it,
Sherwood
Given that Ultraweapon is also a techie, would it be reasonable for Colt to no more about him?
Go ahead and give me a Weaponsmith or Mechanics roll, depending on what focus you want to have on Ultraweapon's armor; either general systems or his firepower.
I will make the adjustment ASAP. That will give you the 40 Str TK at 1/2 End.Unless for some reason you need Dreamy to have the normal TK, I would like to go with the reduced cost TK.
Mind Link in a slot has the same issues as having Damage Reduction in a Multipower. Once you switch slots to a different one, the Mind Link will be cut.I was hoping to unlock a slot for Mind Link so that we could all seamlessly communicate together in the future. How many XP would that cost?