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  1. Set value for increased characteristics

    I think I definitely misunderstand :- ) I'm away from my rulebook, so possibly missing something obvious here. So, without the "Time Limit" limitation, if I activate the Claw! then switch the VPP to another power I lose the Claw! - correct? But with this "limitation" I can have the Claw! AND another power? I really don't see how Time Limit can be a limitation except (as you say) where initiating the power requires a lot of hassle (Extra Time, END etc) and where without the Time Limit this would just be a constant ongoing power. But then, the idea of Constant or Persistent powers that take loads of limitations on initiation, then remain on indefinitely is problematic in itself! As a GM would you be happy if a character had a bunch of extra characteristics and constant powers with "Extra Time (1 hour, only to initiate) -3/4, Gestures and Incantations (only to initiate)-1/4" What if the character only had to cast the ritual once a year, say? In this case I can see Time Limit reducing the abuse potential, but potentially making things worse - if I put "Time Limit 1 day" on all the powers in my VPP what is to stop me having multiple constant powers running simultaneously?
  2. Armor of many parts

    Absolutely. By taking limitations you are telling the GM you want them to be a factor. And by taking the second limitation you are expecting your power to cause problems or be non-functional about twice as often as someone who just takes IIF, or OIHID. Maybe about a third of the time, or one in three encounters rather than one in five for IIF. Comparing with a character without the limitation - a character can have PD/ED 8 with no limitations, PD/ED 10 with IIF, or PD/ED 12 with IIF/Extra Time. The GM has to ensure that none of the three choices are obviously better than the other, and that all players are equally happy with their choice.
  3. Imagine if you will

    You can certainly buy Major (or even Severe) Transform, and state that the way to fix it does not include normal healing - you transform the victim into a creature that has only one arm and one stump. There is nothing to "heal" back, any more than I can "heal" an extra arm on to myself. Or Transform to affect characteristics - so the victim's base STUN is 10; you could be Aided, but not Healed. Now, if the methods to reverse the Transform are very obscure, then I can certainly see a case for an advantage, but if this is a villain the point cost becomes less significant anyway.
  4. Awesomely creative approach! Fie on the Extradimensional Space power! In fact, I wonder if we can use Extradimensional Movement and Transform (with appropriate advantages and limitations) to duplicate every power in Hero?
  5. How much damage does my truck do?

    "If that 1 metre per second locomotive were hauling a train of 3000 tonnes, it would be the equivalent of the car hitting you at 40 metres per second, or 144 kph. That's not survivable without superpowers." The issue is more the kinetic energy required to accelerate the impactee to the new combined speed of the impacting object/impactee (and how that is transferred across the body) rather than the inherent kinetic energy of the impacting object. It's not like the train shudders to a halt when it hits you transferring its entire energy. Except when you are Superman and it does, but that is a whole 'nother physics question. Thus the falling issue - me falling 1m and hitting the earth is indistinguishable from the earth moving 1m and hitting me (relativity, right?).*. So, I'm with massey on this one, a train weighing 2500 tons moving at 1m/s doesn't do the same damage as a 1 ton van at 50m/s. *I suspect (not an expert) that many of the injuries at low speeds are caused by impacts transferring the energy over a low surface area (like a landing on a spike), or running people over, or tearing injuries?
  6. Toward more dynamic combat

    BigDamnHero: "I do have a house rule that essentially lets players Abort to an offensive action if their opponent is ignoring them - they don't get a free action, but they can take their action early, and may get bonuses. It's really only designed to prevent abuses of the turn sequence like "I run right past this guy because it's not his Phase so he can't do anything about it." It rarely comes up, and is more of a deterrent than anything else." OK, this looks awesome. Clearly it is abusable, or it would be RAW ("I punch him, then abort to punch him again"; "I abort" "Well, I abort first with higher DEX"). You are clearly a master GM whose players are happy to take your ruling as Law, but if someone was going to introduce this, are there any tips on how to explain it to players so that they don't misunderstand and either a) feel conned or take the mickey?
  7. Adding Damage Reduction to itself?

    Like DasBroot - I wouldn't expect to see it in a character build, but if it happened through a convincing concatenation of circumstances I would apply the modifiers serially and then multiply into the damage.* 50% with an extra 25% - that's 1/2 x 3/4 so multiply damage by 3/8! *Technically if you took 31 damage and multiplied by 1/2 (15) then 3/4 (11) you get a different answer than if you multiply 31 by 3/8 (12) due to rounding. Given the infrequency of this occurrence, and the tiny difference it makes I can't believe I even care about it - but dammit, if I wasn't a bit of a maths nerd I wouldn't love Hero so much...
  8. An alternative to the Speed chart

    Maths arguments aside with bell curves (we all agree, I think?) I just love the idea of every player having twelve cards in front of them, with (say) 5 hearts and seven spades; or five awesome sportsball players and seven from a team you don't like - I don't know how you do this in the US). Shuffle them up at the start of each turn, every phase all the players slam their top card down in front of them to see if they act. Issues: Makes coordinating and planning more difficult. Haymakers are perhaps less valuable if you don't know when your opponent will act. You could draw all the cards at the start of the turn to generate and display a SPD chart anew every turn, but gosh, who can be bothered? Maybe everyone sneaks a look at their own top card after slamming down the previous one - may give people time to plan their action during other people's turns and speed things up? Characters may get pummelled for a few phases with no comeback, or vice versa, so it adds a bit of swinginess to combat. I'm not sure if this would be a bug or a feature. Would the GM have a separate pack of cards for every villain? Or do they just stick with the speed chart? They have enough to worry about, and both sides using cards doubles the swinginess. Segment 12. Maybe you still have the first segment of combat having everybody act and everybody getting a free recovery. Then each turn you could either just say everyone gets a recovery post segment 12 whether they act or not, or you mark one of the cards as your recovery card, and you get it at a random time each turn. Or you could just take one good card out of the twelve (so with SPD5 you would have 4 good, 7 bad), and everyone always goes on 12. Still, I would love to run a couple of combats this way just to see how it works out...
  9. Active Sonar: Air to Water

    I wasn't being snarky, honest - I really am delighted you are looking at this. If someone wanted to come up with a list of limitations for powers that better reflect real life, I'd be super happy. And I'd learn stuff! On the other hand, I really do mean that the level of detail is down to the individual group. Some people like their mooks to use guns like this (Thank you Hyper-man!) : Heckler & Koch P30L (9mm): (Total: 29 Active Cost, 15 Real Cost) RKA 1d6+1 (20 Active Points); OAF (P30L handgun; -1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4), Required Hands One-Handed (Semi-Automatic; -0), 15 Charges (2 clips of 9mm bullets; -0) (Real Cost: 6) plus RKA 1 point (5 Active Points); OAF (Polygonal Rifling; -1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 15 Charges (2 clips of 9mm bullets; -0) (Real Cost: 1) plus +1 OCV with the P30L (2 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +1 to offset Range modifier with the P30L; OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +1 to offset Recoil modifiers with the P30L; OAF (Type 1 Recoil Compensator; -1), Side Effects, Side Effect occurs automatically whenever Power is used (+1 to Hearing PER modifiers; -1/2), Real Weapon (-1/4) (Real Cost: 1) Others are perfectly happy with 2d6RKAs, or even just 6d6 blasters. That's why I say that Hero is perfect for you - it lets you tinker to find whatever level of complexity and realism you and your group want.
  10. Active Sonar: Air to Water

    Wow, is Hero the right game for you! Every GM gets to decide when/how to implement the laws of physics are in games that essentially rely on ignoring the laws of physics (well, in Champions, anyway). The key thing is not "what would my physics professor say?", but "what do you want to happen in your game?" If you and your players love the idea of using physics wherever possible, and you don't mind the extra possible fiddliness ("If I'm flying 20m above the ocean using sonar to find something 60m below, what is my modifier again? What if I'm 60m below the water using sonar to track something 20m above?"), then you go for it! "The Physics of Superheroes" is a brilliant book that let me have fun while actually learning stuff and you should totally look at it*. Alternatively you could call it an "Advanced Transmedium Sonar Device with Automated Distortion Correction", ditch the complexity and everybody is STILL a winner :- ) *Unless you wrote it, in which case - Hi, James, it's a honour to speak to you...
  11. Ah, I was thinking of it being similar to attacking an object - you want to smash that unified field theory, not just STUN it. I should have said BOD 10 :- ) So with Hardness 10 even a good scientist (15INT, +3d6 Skill = 6d6) will probably never crack it, especially if you assume that the period of time per skill roll is, say, 1 year - 30 rolls over a career, chance of getting 11BOD on the roll more than once very small. Once you get up to 7d6, or even 8d6 then you begin to stand a chance, and if you were Dr Destroyer (30INT, +4-5d6 Skill) you'd be chipping away at it every other year, probably solving it within your lifetime. And that's something really tough! Or, if you assumed it was something that lots of people could work towards, maybe make it Hardness 7 and BOD 100, those 15INT +2d6 scientists are beginning to contribute, especially if you let them Coordinate. A few labs with 20 really smart +6/7d6 scientists will solve it in a single generation!
  12. Always delighted to discuss rule tweaks. I like the unified approach - it lets you differentiate between tasks that are just too hard for any normal person to do, and those that anyone can achieve with time. Obviously you set the hardness and "stun" based on what you want as a GM Unified Field Theory in physics? OK, not solved by the smartest people in the world so far. Let's assume they have 20INT, and +3d6 skill. Do we think it's just really hard, but once you get it it's pretty simple? Like say - relativity? OK Hardness 10 STUN 10. A few really good rolls from a really smart person and it's cracked! Or it's tough, and there's just so much to it. Like, say - quantum physics? So, we're looking at Hardness 7 STUN 1000. Lots of people can chip away over time, and you're probably going to get there in the end. Obviously can integrate modifiers for time, once you decide on the base time for the skill check add a Hardness for every step down the time scale!
  13. Gencon 2017

    Aaaaarrrrrrrgggggggghhhhhh! I really wanted to play Himmelkrieg, but my rubbish and ungrateful sons wanted to play Paranoia. This is literally the first time ever there has been the opportunity to play Hero at Gen Con that I have ignored. Curse you and your awesome Hero gaming!!!
  14. Bleeding

    Totally agree with above. As a GM it can be hard to balance objectivity - "I'm just following the rules" vs picking on players "I'm just following the particular rules that screw you guys over". The best option is to discuss with the players which optional rules they want so that everyone at the table is aware of the lethality of the campaign. Some players like to know their characters have a reasonable chance of dying - it gives them a sense of achievement to survive against the odds. Other players get their dopamine rush from other parts of the game - roleplaying, affecting the world, gaining power, being a mysterious loner vigilante etc, etc None of these are wrong, it's just the age old problem of ensuring that either everyone enjoys the same sort of game, or in the far more likely case that people are different, that you hit all the players sweet spots often enough that they enjoy the game anyway. And, of course, if the resulting game doesn't hit your sweet spot then there is a different issue, but - oh, my goodness - I'm derailing the thread...
  15. Toward more dynamic combat

    This is a great idea - would give some benefits to more versatile heroes, perhaps some penalties for agents and norms with blasters - but that sounds OK. The only thing is that penalties are always more depressing than bonuses. Perhaps you could just use +1 surprise move bonuses for people who use a different attack?