Jump to content

massey

HERO Member
  • Content count

    2,742
  • Joined

  • Last visited

  • Days Won

    5

massey last won the day on July 25 2017

massey had the most liked content!

About massey

  • Rank
    Powerful Hero

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. massey

    DBz punch... and punch again

    But is the attacker being in a different area really required? There used to be a DBZ video game. It was a Street Fighter-like fighting game. I played it once at a friend's house and I wasn't very good at it. But anyway, you could do a variety of special moves with the right button combinations. One of them was the move described here. Punch, teleport, punch. Once you did the move, there would be a short little cinema scene showing what happened, and then your opponent would take damage. It wasn't anything you could interrupt, it always happened the same way every time. With that perspective, all you really need is an attack power. You could do it with Energy Blast, or it could be the special effect of your Offensive Strike. You do the move, you hit them, teleport, and hit them again. Then you somehow wind up back in the same place where you started. You can do the whole thing with pure special effects.
  2. massey

    DBz punch... and punch again

    There are a lot of ways to do this. 1) A simple way is to give Goku a high Speed, at least a 7. Wait until he has back to back phases (segments 6 & 7, or 11 & 12). Hit somebody on 6, then on 7 you move behind them and hit them again. 2) Another way is to use some combination of triggered movement and an autofire attack. There's no real game advantage to it, so I'm not wild about it. It's easier and cheaper to just ignore the teleport and hit the guy with your autofire attack as normal. 3) Besides the second hit, the real advantage Goku gains is to catch the person off guard, and also to knock them in a different direction. You could do this with a Hand Attack with the Indirect advantage. Or with a few inches of Stretching to allow you to hit your opponent from behind. The special effect is that it's an instant teleport, but there's nothing that requires the game mechanics to use an actual Teleport (as in the power).
  3. massey

    Representation Matters

    He’s not hairy enough for my gaming group. A bit on the thin side too.
  4. massey

    Representation Matters

    Yuppers! Personally, I imagine that everyone on the boards looks like this:
  5. massey

    Summoning Weapons

    I don't think so. I think he just needs to modify the limitations that he is putting on the sword. That's why I suggested Only in Hero ID. Or you put just a "Limited Power" limitation on it (-1/4 probably). But there's no reason to increase the Active Points of the power just to get a worse ability.
  6. massey

    Summoning Weapons

    With a normal HKA, no advantages and no limitations, it doesn't take any amount of time to "summon" it. GM: Okay, segment 5. Bob, you go first on Dex 26. What do you do? Bob: I'm going to do a half-move over to the robot, and I'm going to hit him with my energy sword. GM: Alright. Roll to hit. Nothing is required to start using the sword. It just appears in your hand because that's how the baseline power works. If you want to modify the power so you "summon" it, and the summoning takes an action (or puts other restrictions on it), then you are reducing the effectiveness of the baseline power. It should get cheaper.
  7. massey

    Summoning Weapons

    Let's say I have a 3D6 HKA called "energy sword". It springs into being whenever I want it. So I focus my concentration for a moment, and a blazing red energy sword appears in my hand. Now I can whack people with it and they take damage. In game terms, what is happening? Well, every phase I use the energy sword, I pay the Endurance cost and I can hit people with the sword. The visual appearance of the sword doesn't matter. It appears in my hand instantly, whenever I want it. I pay the Endurance only when I swing the sword -- if I stand there for a few phases not using my sword, then I don't spend End. The sword is instantly available whenever I need it, requiring no action except my normal half-phase to attack. It disappears whenever I feel like describing it disappearing. This is what I get with a simple, basic HKA, with no Advantages. JmOz wants to have something where he creates the blade and has it stick around. But you get that for free. There's no need to pay extra for it.
  8. massey

    Summoning Weapons

    Why are you guys insisting on paying for an Advantage that only makes your power worse?
  9. massey

    Summoning Weapons

    Sure it's available. You could do it as Only in Hero ID, if there's some way to prevent him from summoning his sword. Or if there's not, you can still put a limitation on it ("must speak word to summon sword"), but it's probably not worth even a -1/4. It's a -0 limitation that comes up so rarely that it's pretty much just a special effect. You're getting into areas where it's technically limiting, but so infrequently that it isn't worth a points discount.
  10. massey

    Sending baddies flying

    They're potentially blind... for 2 segments. Hopefully you don't attack on a phase where it wears off before they get to act.
  11. massey

    Sending baddies flying

    The problem is that 40 active points is just not very much at all. You aren't going to get enough of any power to seriously inconvenience multiple agents. I think technically you could do something like 1D6 Energy Blast, Autofire x20, Area Effect Radius, Personal Immunity, Zero End, No Range. With an autofire attack, every hit after the first counts as +1 Body for knockback purposes. Area Effect attacks scatter by a max of 1/2 the distance to the target. Since the distance is zero, it doesn't scatter. So you hit 20 times, and you're doing 20 Body - 2D6 for knockback. It's a 2 hex radius, so it hits you and the surrounding hexes. But you're personally immune so you're good. 29 Active Points, 19 Real Cost. It's cheesy as can be, and your GM won't like it, but it's legal.
  12. massey

    Summoning Weapons

    So let's look at some examples of powers in Hero, and how they're built. Understand that these are just examples, and you can build these characters differently. There's no rule saying that this character must be built this particular way. This is just how I have chosen to represent each character. --The Dread Pirate Roberts is a skilled swordsman. He has purchased a Hand Killing Attack to represent his sword. Since the weapon is separate from him, he purchases it as an OAF. If he is disarmed, he has to physically go get his sword back before he can use it again. He relies on high skill levels to avoid this, but if he does lose his sword, he's going to have to use one or more actions to go get it before he can use it again. --Jason Voorhees is a masked serial killer who uses a machete (among other weapons). He has purchased a Hand Killing Attack to represent his weapons. While the machete is supposedly separate from him, Jason does not actually expect to be disarmed. In his game, that is not going to be a common occurrence at all. While he could purchase it as OAF, in the end the GM tells him not to because his victims can't disarm him anyway. Even if they do manage to disarm him, there's always some other object nearby that Jason can use to kill a teenager. In game terms, there is always some object of opportunity within reach, and Jason does not have to use an action to grab and use one of these objects. While certain conditions could prevent him from grabbing a weapon, he's not actually going to encounter those in his game, so he gets no points savings for it. --Wolverine is a mutant with adamantium claws. He has purchased a Hand Killing Attack to represent these claws. They are physically part of his body, and he cannot be disarmed by any means other than a specific storyline. Wolverine does not take any kind of limitation on his claws. --Thor is a Norse god with a magic hammer. He purchases a whole lot of powers through the hammer, from a giant Hand Attack to Flight, to weather control abilities. At first he is going to purchase the hammer as an OAF, since he can be disarmed. However, upon closer examination, the hammer has so many powers that OAF doesn't really fit. If you disarm him, the hammer flies back to his hand. Thor's player thinks that the hammer should return before Thor's next action, meaning he doesn't need to do anything and he doesn't suffer any kind of combat penalties. When the GM asks Thor's player if Thor can actually be disarmed, if an enemy can prevent Thor from using the hammer, the player says "sure!" Then the player comes up with a ridiculous set of conditions that might keep the hammer from returning (dimensional portals, unbreakable force fields, etc -- and even those just add some delay before it eventually comes back). The GM determines that this does not qualify for OAF, at most it qualifies as OIF, because for all intents and purposes the hammer is inaccessible to most foes. It always returns, and Thor is rarely ever limited by it. --Luke Skywalker is a Jedi with a lightsaber. He purchases Hand Killing Attack to represent the lightsaber. He can be disarmed -- the lightsaber is simply a technological weapon like any other. But his Jedi powers mean that he can call the weapon to his hand any time he needs it. As long as the weapon isn't physically destroyed (and to my knowledge, we never see a lightsaber get physically destroyed), he can Force Power it into his hand. Luke is planning on taking OAF on the weapon. If he gets disarmed, he will use his Telekinesis power to bring it to him. This is a perfectly fine way to do it. If he's disarmed, he will use his TK, spend his Endurance, and use his phase to move the weapon into his hand. He also has the option of using it as OIF. Just like Thor, if he wants to he can have the weapon fly back into his hand without using a phase. At that point, he basically can't be disarmed normally. He's able to use the Force so effectively that the weapon will always be in his hand when he needs it. Rather than having to actively use Telekinesis to do this, the weapon is simply defined as being controlled by the Force and always available when he wants to use it. Luke's player thinks that sounds cool, and so he buys it OIF. --Duncan MacLeod is an immortal swordsman who uses a katana. He purchases Hand Killing Attack to represent the sword. Like the Dread Pirate Roberts, he can be disarmed. He buys his sword OAF to represent this. Other people sometimes wonder how he carries his sword around, because he pulls it out from behind his back when he wants to use it. Sometimes he wears a long trenchcoat, and he hides his sword inside it. Other times he wears jeans and a t-shirt, and has his sword hidden... where? We aren't sure. This is okay, it is covered by the genre conventions. He can carry his sword unnoticed for the same reason that Superman's glasses fool people into thinking he's not Superman. We just don't worry about it, and it doesn't cost any points. But once Duncan has drawn the sword from... out of his butt or something, he's just like anyone else with a sword. He can be disarmed, and if that happens, he's got to run over to it to pick it back up. If his sword is broken, he's in real trouble. He doesn't carry more swords behind his back, he's only got the one. --Elmer Fudd is a hunter who carries a shotgun. He purchases Energy Blast (it's a nonlethal game where no one is ever allowed to die) to represent the gun. Fudd can be disarmed, sort of, but he can never really be prevented from using his weapon. All Fudd has to do is walk offscreen, and then walk back onscreen, and he'll have another gun. He can also pull the gun out from behind his back, or from behind a bush, or from anywhere else nearby. Fudd has a virtually unlimited number of guns that he can grab at any moment. Fudd gets no limitation on his weapon for this. Fudd might take the "physical manifestation" limitation to represent that he's actually holding an object when he uses his gun. If he does, then there should be some form of drawback when he is disarmed. Perhaps grabbing another gun requires a half-phase action. Perhaps a wascally wabbit can steal his gun and shoot at Fudd with it. To receive the limitation, there's got to be some negative consequences (even if temporary) that can come about in the game. But ultimately, Fudd will never be without his gun for more than a few seconds, because he's just drawn that way. Hopefully this will help you better understand how limitations like this can apply. It's a question of how exactly you want it to perform in the game.
  13. A lot of conversions require eyeballing it. After all, you want the characters to be useful in your campaign. Following a formula can result in villains who are either far too powerful or far too weak. I don't have the book you're trying to convert (don't have much M&M stuff), but I do have Freedom City. It's 2nd edition M&M, and I really don't know if they've changed things since then. Going to a random bad guy, how about Devil Ray, page 146. He's a Power Level 10 character, so he's basically a "generic" villain. Since I'll be converting him to 5th edition Hero, I'm going to say this is the equivalent of a 350 point character. I'm not worried about keeping him within this budget (some powers may just be more expensive than others), but I have an idea of what I'm aiming for. Starting off, we'll see that Devil Ray has +11 Str. That's about normal for a character of that power level, so to me that says he's about 12D6 or so. We'll go with 11D6 damage just to keep it simple. His attack is +8, so let's just say that's an 8 OCV. He's got +12 Toughness, and that's pretty good. If we say an "average" PL 10 character would have 25 Def, then that means this guy probably has about 30. Now that we've got a rough sketch of about how powerful he is, it's time to get a little more specific, iron out the details. Devil Ray has a power suit that gives him his abilities. Outside of the suit, he's a normal guy. In M&M, he's got a 14 Str, 13 Dex, 16 Con, 10 Int, 11 Wis, 11 Cha. We could just give him those stats outside of his suit in Hero -- that would work fine, except those aren't stats you'd select in Hero. They aren't really significant break points (there's no reason for an 11 Presence). So let's give him a 15 Str, a 14 Dex, a 15 Con, 10 Int, 11 Ego, and 13 Pre. That looks more like a Champions character. His Toughness outside of his armor is +3, so let's give him a base PD/ED of about 7. We'll give him a 3 Speed outside of the suit, because he did buy up his Dex. Normal figured characteristics for this guy would give him 6 Rec, 30 End, and 26 Stun. Now, on to the suit. The lifting chart works differently in M&M. Devil Ray has three levels of super-strength, and his lifting capacity is rated at 8 tons. That's roughly a 40 Str in Hero, but our guy is doing more damage than that in his suit. So we're going to give him a 40 Str, but we're going to need to bump his damage up. So let's give him 3D6 of Hand Attack. Now he can do 11D6 damage with his punches. All this is going to be through an OIF for the suit. Now his Attack and Defense are +8, so let's say he's got an 8 OCV/DCV. Sounds like this guy has a 23 Dex in the suit. I'm going to make it 24, purely because it's easier to put it in Hero Designer that way (it will also bump his Spd up to 4). His PD/ED go up to 30, as we said earlier. He's got Protection 9, which is basically Resistant Defense, so we'll make 3/4 of his PD/ED resistant. That's like 22 points of it. He's also got Sonar, Darkvision, and Radio. Those have easy Hero equivalents. He has the Blast power at +9. Now... that kinda sucks for a guy at this power level. With how we've been converting it, that would just be a 9D6 EB. But for a 350 point villain in Hero, that's not going to do much at all. So we're going to make an executive decision to raise that to the same level as his punches. 11D6. This goes to what I said earlier -- a by-the-numbers conversion will sometimes result in characters too strong or too weak. So we've got to reserve the right to interfere. Finally he's got Life Support, Swimming and Flight. We'll go with LS: High Pressure, Breathing, and Cold (because that seems like it makes sense). He's got Swimming of 8 (250 mph) and Flight of 4 (100 mph), so let's go with a Movement Multipower. He doesn't need combat movement that fast, but his noncom should be. So let's say maybe 3" of movement per level. We're just picking a number that looks good here. That would give him 24" of Swimming (let's make it a nice 25") and 12" of Flight. We'll give him a x4 noncombat multiplier on each. That's not going to get us to exactly the right speed, but it'll get us kind of in the ballpark (188 mph swim and 94 mph fly). He's got a few skills, but otherwise that's it. Character done. Except... well, he's not very good. He's still only a 4 Speed, and he's got a 15 Con, and he's only 222 points. Now we need to make sure that he looks more like a Champions character. He's got a crappy Con, and his figured characteristics could use a boost. In M&M, he's got a nice grapple bonus (a product of their system), and the move-by action. It sounds like he probably needs some martial arts in Hero. He's also got an okay Will save in M&M, but only an 11 Ego in Hero. So now we're fleshing out the character. Let's give him his martial arts. He's got Dodge Focus 2, which I don't remember what it does. He's got Move-By Action, and a good Grapple. So that sounds like a dodge maneuver, Martial Grab, and Passing Strike. Let's go ahead and make it Flying Dodge so that he can do the whole "I'm faster than you in the water" thing. We might as well give him Martial Strike as well, which means we can pull back on some of that Hand Attack damage. In fact let's give him a Damage Class with his Martial Arts, and we can drop the Hand Attack altogether. Environmental Movement: Water is probably appropriate too. For skills he's got Disable Device, Knowledge Earth Sciences, Notice, Search, Survival, Swim. Well, those are pretty generic. His background says he was a military diver, who then worked as a pirate and a smuggler. So let's give him Breakfall (a necessity for Hero), Demolitions, Survival, Systems Operations, and Tactics. We'll give him KS: Smuggling Rings, and some kind of Science Skills. How about just SS: Earth Sciences, cuz that's what they've got on the sheet. Now our guy is 257 points. He still needs some more stuff. Since his Toughness in the suit is high, let's give him a 25 Con to prevent him from being Stunned (still OIF). We'll also give him a few points of Body, let's make it a 15 because why not? 12 normal, 15 in the suit. Now he looks like he can survive a fight. Since he's bought up his Intelligence skills in M&M, let's give him a 13 Int. And since his Will save is pretty good, let's go ahead and give him a 15 Ego. Since he's still a 4 Speed, let's bump him up to 5 because he is not a big bulky guy. And we'll give him an 18 Pre in the suit because he looks cool. Now he's 300 points, but he's fairly powerful for that level because he's getting an OIF discount. He looks pretty complete to me. Throw in some Contacts that a high seas pirate might have, a couple more skills wouldn't really hurt. You might give him a level with OCV. He's pretty dangerous, now that I look at it he can do a 14D6 Passing Strike. You might give him some Flash Defense or something else exotic. And I imagine that he's got some kind of pirate Followers who he can order around, maybe a Manta-Mobile vehicle. That'll get you up to 350, but I'm not too worried about exact points. Anyway, that's how I would convert a character. All told it didn't take me that long, most of the hour or so I spent doing this was typing the post, not making the character. Devil Ray Str 15/40 Dex 14/24 Con 15/25 Body 12/15 Int 13 Ego 15 Pre 13/18 Com 10 PD 7/30 ED 7/30 Spd 3/5 Rec 6/13 End 30/50 Stun 28/49 MANTA Suit (OIF) +25 Str, +10 Dex, +10 Con, +3 Body, +18 PD, +21 ED, +1 Spd, +5 Pre 22/22 Damage Resistance, 11D6 Energy Blast Active Sonar 360 degrees, Nightvision, Radio Transmit/Receive LS: Breathing, Cold, High Pressure Multipower (OIF) +23" Swimming x4 12" Flight x4 Breakfall 12- (14-) Demolitions 12- Survival 12- Systems Operations 12- Tactics 12- Science: Earth Sciences 12- Knowledge: Smuggling Rings 12- Environmental Movement: Water Flying Dodge Martial Grab Martial Strike Passing Strike +1 Damage Class
  14. massey

    Summoning Weapons

    You don't have to buy it any particular way. Forget about the visual appearance of the powers for a minute. Instead think about the basic game mechanics. Let's say I've got a character with the power Hand Killing Attack. This power lets me attack an opponent when I am within arm's reach. If I hit, I do potentially lethal damage. The power can "look" like whatever I want. Maybe I have a glowing hand, maybe I know a ninja death strike maneuver, maybe I've got razor sharp claws, maybe I've got a sword, it doesn't really matter. The visual effect does not have to change the game mechanics. So we're going to start out with Hand Killing Attack. Now we look at limitations. These reduce the amount of points you have to spend by making your power worse. If I have the power of flight, but only when I'm wearing my rocket suit, then that's worse than being able to fly any time I damn well please. It's limiting because now I can't fly through downtown butt naked (and really that's kind of the whole point, isn't it?). Also if somebody steals my rocket suit, then I can't fly. The Focus limitation allows someone to take away my powers if they get my focus from me. Since you don't want your sword to be taken away (or you can just snap your fingers and the sword teleports back to your hand), then the Focus limitation doesn't seem like what you want. Obviously a sword that can never be taken away from you is better than a sword your enemy can steal. Better for you, anyway, and you're really the one that matters here. So you choose not to take the Focus limitation. What about Strength minimum? Well, that limitation reduces the damage you do. Well that sounds like it sucks, it's definitely not what you want. So you don't take that. Body doesn't matter since it's not a Focus. The sword can't be effectively destroyed. Even if, visually, an enemy can smash your sword apart, since the thing just reforms in your hand the next time you want to be holding a sword, it's not really necessary to assign it a Body score. You can if you want to, it just isn't going to have any game effect beyond mere description. Let's say you arbitrarily assign it a Body score of 12. If your enemy targets your "sword", and does 12 Body or more, the "sword" breaks. But then it reappears in your hand immediately afterward, so who cares? The Physical Manifestation limitation may or may not be appropriate. Remember that limitations are supposed to make your power worse. That's why you saved points on them. Your power can have whatever description you want -- the sword you're using can look like whatever you want. It can have weight and mass. It can glow different colors. It looks like a real sword. You don't need to take any particular limitations to get this effect. But if you take a limitation (such as Physical Manifestation), then it's supposed to actually limit you in some way. So let's say the bad guy runs forward and he swings his sword at yours. He does enough damage that your sword shatters. Now, if your sword instantly reappears in your hand and you are not disadvantaged at all by your enemy's move... how are you being limited? If you can't think of a way that Physical Manifestation makes your power worse, then you probably shouldn't take it. Your power will still have an Active Point cost, and a Real Point cost. If you don't apply any limitations, those costs will be the same.
  15. massey

    Star Wars 8 complaint box

    One problem with The Last Jedi is that it didn't seem to fill the gaps between Return of the Jedi and The Force Awakens. I'm willing to accept that a lot has changed in 35 years, and so when TFA seemed to press the reset button on everything, I was interested to see how we got from triumphant singing Ewoks to Darth Emo and his merry band of neo-nazis. The Rebellion won, but then fell apart again? Luke is in hiding on some island? How did the First Order get all that stuff? Somewhere out there, there is a good story that explains all these things and that makes logical sense, without doing damage to beloved characters. That's just not what we got with TLJ. Many of the issues that I had with TFA were still "solvable" depending on how Episode 8 handled them. And then it bungled them. It's a tale of missed opportunities. You can have Luke be a hermit and it be okay. TLJ just failed to do it. I had loads of problems with the prequels, so comparing TLJ to them doesn't really help anything. It's just saying "hey, remember when they made those other bad movies? Those were pretty bad too, huh?" Yes, those were bad movies too. It doesn't make this one any less bad.
×