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Steve

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Steve last won the day on May 10 2014

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    Hero Games Otaku
  • Birthday 06/02/1966

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  1. Steve

    A Modified Champions Universe

    It sounds like you need to seriously consider either strongly limiting or maybe even eliminating entirely some of the origins/power sources that are used by comic books. If aliens and extra-dimensional beings are rare to nonexistent, then those are origins/power sources that should probably be edited out of your campaign. Inborn powers like mutant abilities or characters wielding supertech might then make up a larger portion of the superhuman population. This can have social ramifications within the superhuman community. If eight out of ten superhumans are either born with their abilities or invented them like Tony Stark, then the smaller groupings of power sources stand out more. The Gestalt setting showed that a pretty cool campaign world can be built with a single power source for superhuman abilities.
  2. This is a campaign idea I've been thinking about recently to use with my current gaming group someday. Second Chances is a boarding house set up to assist supervillains in their efforts at reintegrating back into society after they've served out their sentences in Stronghold, maybe for those who've gotten released early for good behavior or after serving on the Champions Universe's version of the Suicide Squad. It's a government-sponsored halfway house dealing in supervillains. It might even make for a decent convention game background. My thought was to use it as the basis for a PC team, putting together former supervillains into a ragtag group of anti-heroes that actually can do some good together. Think Guardians of the Galaxy, only made up of parolees. It could also work for a Dark Champions: The Animated Series sort of setting. One of the things that the government would do is provide new secret IDs for each parolee in their efforts at rehabilitation, so they would all have the Social Complications: Criminal Record and Secret ID, maybe at a reduced level for the Secret ID, since it is one known to the government. Watched by PRIMUS (or another group that deal with supercriminals) would also seem to make sense. What sort of supervillains might work from the current CU as parolees? Shrinker and Foxbat might make for a couple of interesting fellow parolees, but who else?
  3. Steve

    Satranverse Heroes

    Hero System. Here is the store link: Journey To The Center Of The Earth
  4. Steve

    Satranverse Heroes

    What are you talking about? It was published in 2016. That said, I don't see the asked about characters in that book.
  5. In regards to defenses, since the guideline presents them in terms of Def/rDef, do defense powers like Damage Reduction and Damage Negation figure into this? For example, I take four levels of Damage Negation or 50% Damage Reduction, would having either of those powers reduce what can be taken as Def/rDef by some amount? Do the guideline amounts get affected by having defenses that only work versus STUN damage? If I have 5 PD and an additional 5 PD that only works versus STUN damage, do I treat that as 5 PD or 10 PD when comparing to the guidelines?
  6. Is it legal to link an ability to a martial art maneuver? Or would that require an Advantage such as Trigger instead? For example, a Transformation linked to a Martial Strike or a Barrier linked to a Martial Block.
  7. Is it legal to limit OCV and DCV to only affect HTH Attacks or only affect Ranged Attacks, similar to how the skill Two-Weapon Fighting can be limited to only affect HTH Multiple Attacks or only affect Ranged Multiple Attacks?
  8. Since there are no Advantages like Hardened that can be applied to Damage Negation to resist the effects of the Reduced Negation Adder on an attack power, could it be legal to buy a limited form of Damage Negation that could then only be used to resist Reduced Negation?
  9. I've been looking at the Character Ability Guidelines Table on page 35 of 6E1 and suddenly find myself wondering if I've been interpreting them correctly all these years. 1) For DC, does the number factor in damage bonuses from Talents like Deadly Blow/Weaponmaster, or using skill levels to add to damage? It doesn't seem to from the text. 2) The same question as in #1, only for Active Points. It sounds like a Heroic character could be built with a 50 Active Point attack, use skill levels or a Talent like Deadly Blow to increase the effective Active Points, yet still be within the guidelines? 3) For Def and rDef, does rDef get included in Def? A character with an 8 PD wearing 5rPD armor has an effective total Def of 13, which seems to be above the guidelines.
  10. I'm using build 20190104, standard 6th Edition rules. I buy Leaping and add the Advantage "No Gravity Penalty" to it. Despite having this Advantage, it is still calculating upward movement as half the full movement rate instead of it being the same as horizontal movement as explained on page 158 of Volume 1.
  11. I'm using build 20190104, standard Hero System 6th Edition rules. I buy two levels of Enhanced Perception (Touch Group) and then buy two Detects: one using Hearing Group and another using no Sense Group. The Enhanced Perception is adding its bonuses to both Detects, and I'm not sure why it would be adding bonuses to Sense Groups other than the one I set it for. If I change the Enhanced Perception to affect Sight Group instead or even just Normal Sight, it still adds to the two Detects.
  12. For other defensive powers, such as Damage Reduction, I've seen that a Limitation "Versus STUN Damage Only" can be applied to it. Can this Limitation also be used with Damage Negation? If so, how would it work?
  13. For Penalty Skill Levels bought as Targeting Skill Levels, is it legal to apply a Limitation to them, so that they can only be used to target a specific hit location? For example, a Boxing uppercut maneuver built by using Penalty Skill Levels (Targeting) that apply to Martial Strike. Those skill levels are limited in that they can only be used to offset the hit location penalty for Martial Strikes aimed at Hit Location 5 (the chin). They can't be used to target any other Hit Locations.
  14. Steve

    Martial artists and defense

    The numbers quoted above have been my experience in using Damage Negation as a martial artist defense. Since Damage Negation goes first out of all defenses, reducing the number of dice before they even get rolled against the character, a character can actually ignore low level damage, which means minions and mooks can be waded through without worrying a lot about them. It also has a significant effect in campaigns that use Hit Locations that should not be ignored. I'd far prefer getting hit with a 8DC attack and using 4 levels of Damage Negation against it rather than 50% Damage Reduction. By making it Restrainable, it actually nicely simulates dodging ability versus minions and mooks that is seen in the movies, which makes it a bit more effective than Damage Reduction in such cases. Against an equivalent-level opponent, it also simulates the ability to take damage while allowing some BODY damage to leak through. I haven't found it to be overly difficult to apply in combat, since it just reduces the Active Points of an attack. It's not too strenuous of an exercise to back calculate the base DC by reversing the Advantages calculation against the reduced amount of Active Points. While this isn't exactly how the rulebook explains how to do it, it has worked for me as a GM. So, 10DC attack with +1 in Advantages is 100 Active Points, less 6 levels of Damage Negation (-30 Active Points) yielding 70 Active Points or 7DC to roll. In cases with AOEs, just roll a different color for the Damage Negation portion and ignore that damage for the character with Damage Negation. I also like applying the Limitation that it only works against certain types of damage to further fine-tune it against special effects. A fire user with 10 levels of Damage Negation that only affects fire damage, for example.
  15. Steve

    Martial artists and defense

    One power I've begun gaining a greater appreciation for when building a martial artist is Damage Negation. By building it with Nonresistant, Nonpersistent and Restrainable, the cost is only 2.5 points per level. Buying 4-6 levels of Damage Negation and a modest amount of PD/ED gives a pretty decent expert at evading damage. I've built a handful of Heroic-level martial artist characters this way, and they seem to work out okay in combat.
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