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BoloOfEarth

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BoloOfEarth last won the day on September 2

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    Database programming
  1. Hero System 5th Edition

    I'm of the camp that there are some things I preferred about 5ER, and some things I prefer about 6E / CC. For instance, I prefer Transfer to Drain + Aid, but find Barrier vastly superior to Force Wall. Left to my own devices and if I had the time (and skill) to reprogram Creation Workshop to accommodate it, I would probably have used a combination of the two editions. As to COM / Striking Appearance, it's easy enough to convert one to the other based on points spent. 3 points for +1 / +1d6 Striking Appearance = +6 COM, and vice versa. Probably have to do some 1-2 point adjustments along the way, but really not a major deal IMO.
  2. New Series--The Orville

    Yeah, I know. I had exactly the same disconnect and thoughts. I was just being a smarta** about my strong expectation that the writers have put next to zero thought into things like that. That said, as to multiple users going separate ways, I'd think it could maybe be done by directing different users into discreet areas of the holodeck which can be walled off on the fly, with each area having its own rotatable, variable-movement, variable-tilt user platform. If users are supposed to be in sight of each other but far away, use holograms of the other users, appropriately small enough to show them at a distance. So even though Phil and Steve see each other at, say, opposite ends of the football field, they're actually about 20 feet apart, separated by a holo-wall with sound dampening active.
  3. Enough zombies?

    What about modern zombies' apparent ability to use smartphones? Because I see dozens of them every day, walking across campus and crossing streets, blithely texting to their hearts' content without regard to oncoming traffic, other pedestrians, etc.
  4. New Series--The Orville

    I think it's all handled in a very complex manner using Handwavium and Dontthinkaboutite. It seems to me that sections of the floor would have to move / incline / rotate / etc. to accommodate people's movement. But really, I suspect it's one of those things you're expected not to look at too closely or think about too hard.
  5. VIPER plots

    Some suggestions for future scenarios (take or leave them as you wish): Kidnapping of a now-retired scientist who worked on the US Army's Man Amplification Project (powered armor) to get info on what worked and didn't work VIPER breaks into a research lab where Kelvarite is being studied Theft of some Cyberline drugs from PRIMUS (if they exist in your game world) Lure a hero into an ambush by a bunch of rookie VIPER agents, with lots of hidden sensory equipment around to detect how the hero's body reacts to the various attacks. My personal favorite plot arc: Have your heroes go up against very low-level successes of VIPER's Man-Mutation Project on a one-to-one basis, with the heroes most likely defeating them handily. Make each VIPER semi-powered goon distinctive in some way, whether in powers or personality, hopefully in some way that is counter to the specific hero involved. (Water powers vs. the fire-throwing hero, casual killer type vs. the healer hero, etc.) The VIPER subjects may be so low-powered that they don't even warrant being thrown into a super-prison, just locked up in a regular prison. And then later VIPER has a breakthrough on the MMP that allows them to vastly increase a subject's power levels to make them comparable to the heroes. So VIPER breaks those subjects out of prison and powers them up. Done right, this can set up a nice set of arch-nemeses for the heroes to cross swords with.
  6. Quote of the Week from my gaming group...

    A friend is running a D&D 5th edition game, in which I'm playing a Neutral Good paladin named Raphael. I've been portraying him as kinda looks-superficial ("that b*****d messed up my hair!") and quite the player with the ladies. He's also a bit of a rogue (not the actual character class, but the personality), with a few rogue-type skills he got at character creation. A month back, when we reached 4th level, I emailed the DM: For those who don't know feats in D&D5, Lucky allows you to either give yourself Advantage (roll 2 d20s and take the better of them) or forces a foe to have Disadvantage (he rolls 2 d20s and takes the worst of them) in attacks against you, and you're able to choose to use Lucky after the initial die is rolled (but before effects are determined). You can do this three times between long rests. (In effect, three times a day you can get a re-roll or force an enemy to do a re-roll.) In my first session after Raphael got Lucky, his first use of the feat was to avoid a big bad's critical hit, followed by cancelling out Raphael's own critical fail. Last night, being Lucky allowed Raphael to avoid two critical failures of his own and cancelled out a foe's critical success. One of Raphael's crit-fails was on a saving throw vs. poison (which I'm guessing the DM would have ruled did max damage based on the crit fail). After last night's game, the DM commented: "You know, at first I thought you were being silly, but that Luck thing is really working for you."
  7. VIPER plots

    What was the final plot? And how did the kids do defeating it?
  8. I challenge you!

    Yes, MST3K material Video gaming. I'm not a fan at all of most sports. Thanksgiving desert: Apple pie (with or without ice cream) vs. pumpkin pie (with or without whipped cream topping)
  9. Enough zombies?

    I second GM Joe's recommendation of iZombie. I also enjoyed Zombieland. Other than those, though, I'm not a fan at all of zombies.
  10. I liked this installment a lot. I especially liked Eel talking Laydee Lit out of a life of crime, instead of just busting in and bashing heads. A nice mix of tactical acumen and heroic personality displayed. More and more, I could see Eel becoming a hero team leader in his own right. Favorite comment: "(If that wasn't a sign all the good names are taken I don't know what is)" I have to admit, I was getting a little worried we were going to mainly be getting the Caleb Lambert Show, but this satisfied my need for a little more superhero action. All in all, I think you're maintaining a fairly good balance. Since these kids were presumably *not* of the "rich brat" type, I have to wonder what payment they made to the Fumians to get the tech. I hope you put a little thought into that (though I suspect you have, given your past writings). Also, since Marcy will most likely be forthcoming to Lady Obsidian, how three early teen girls got in contact with the aliens in the first place.
  11. Dispel vs Gadgets & Electronics (CC)

    Yep, the Hero Golden Rule. Personally, I'd say that it's dulled and covered with rust, so it can't work as a HKA. Outside of combat, you could give it some TLC and restore the sword to its former glory. Same idea with, say, powered armor. If a cyberkinetic successfully uses Dispel against, say, Defender's Resistant Protection, then the bad guy has activated the powered armor's emergency release catches. So the chest and back plates fall off, the flex-metal sleeves and leggings retract, and he's standing there with his helmet, boots, gauntlets, and (most importantly, to satisfy the Comics Code) his metal shorts. So he can still use his radio and IR, his boot jets, and his gauntlet-based attacks (since none of them were Dispelled) but otherwise he's effectively a sitting duck. He'd have to spend some time outside combat disabling the emergency release system before he can put Humpty Dumpty back together again.
  12. Dispel vs Gadgets & Electronics (CC)

    Yep. And completely inapplicable in respect to Dispel, because Dispel doesn't do BODY.
  13. Order of the Stick

    I got a chuckle out of how Belkar went "whew" when the Protection From Evil spell cast on him ended.
  14. Dispel vs Gadgets & Electronics (CC)

    FWIW, Cantriped, I happen to agree that Dispel is not the way (or at least, not the proper way IMO) to "destroy" gadgets / foci. In my game, for example, an EMP blast is done with a Penetrating RKA, Only vs. foci / gadgets. However, at this point I'm playing devil's advocate and discussing the RAW. With that in mind, when you say, " All that matters is if I can beat the Highest Active Point value associated with the Object/Foci. If I can, than per the description of an example of Dispel, the object/foci was Destroyed, and per the definition of what it means to destroy a foci, that means that I've deprived the focus of all of it's Powers (until it can be "repaired, recharged, or rebuilt" whatever the GM thinks that means)." -- where do you get that all you need to do is beat the highest AP associated with an object/focus? Which example are you pointing to? Please cite a book / page. I see lots of places in both CC and 6E1 where it says you have to deprive a focus of all Powers, but nowhere that it says you just have to beat the highest. I've gone so far as to check each instance of the word "highest" and "largest" in both CC and 6E1, and I don't see where you get that. The closest I see is in Focus where mention is made about the PD / ED of the focus being based off the largest power on the focus, but that's for doing BODY damage to the focus, not Dispelling the powers on it. As to your statement: To be pedantic, Dispel doesn't explicitly only target Powers. It only explicitly affects Powers. If you're going to Dispel Grey Ghost's Desolidification, you still target GG to do it. Likewise, if you're going to Dispel Defender's Flight, you would target Defender (or more properly, Defender's Jet Boots). And since his Flight is on a focus (Jet Boots), a successful Dispel would render that Power inoperative until the boots are repaired.
  15. Dispel vs Gadgets & Electronics (CC)

    Well, give that both statements were from CC, I'll stick to that source. Therefore, I'd point out the following statement (CC: 58) which states very explicitly: "Dispel affects only Powers." Powers. Not Power Frameworks. Therefore, Dispel would have no effect on a Multipower Pool itself, though one could still Dispel the individual Powers that make up each slot of the Multipower. (And again, you'd need to do that either individually, or en masse with Expanded Effect.) And once they were all Dispelled, presumably the Multipower would be useless. Furthermore, you say yourself "a device isn't "destroyed" until all of it's powers are lost" (emphasis added) and then turn around and say "you only need to be able to beat the highest active point power bought through the focus (Defender's 60 APs Multipower) to destroy the entire focus (and every power bought through it) with Dispel." Sorry, but no. You have to Dispel each and every power on the focus before it's destroyed. That means each slot (Power) in his Mutlipower... as well as his Flight, radio, etc.
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