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Manic Typist

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About Manic Typist

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    No, it's not that simple!
  • Birthday 03/03/1987

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  1. .....so... a couple of people on the first page (bigdamnhero being one I believe) mentioned simplified character sheets for new players. Does anyone have examples of easy to read PC sheets that hide most of the mechanics? Will happily download from the store if you can name a version there that you liked. Personally, I JUST discovered that the only way to get the "classic" back of the book sheet is to... export it via the PDF option. It's not a template in the Export file types, which was completely counterintuitive to me. I didn't even know there was a PDF option! That's so far my personal favorite in terms of being concise and showing the most relevant things.
  2. Just looked at it on the app store and it mentions 5E; do you know if it's compatible with 6E character sheets? Neat either way!
  3. Aside: Does anyone remember if there are rules (outside of 6E Impairment/Disabling) about how if a limb takes 1/3 of total BODY damage, it's destroyed/you can only do up to 1/3 of total body to a character if it's a non-vital limb (i.e. not head/chest/stomach/vitals)? My first GM used this over a decade ago and I don't know if it was a house rule or a 5E rule.
  4. Finally played again tonight. I think it went really well. One PC basically went toe-to-toe with 8 enemies and held them off/took them down one by one (his OCV gets crazy high for a 281 pt PC - he usually sits at something like OCV 9/DCV 11 when fighting, so plugging the gap against a bunch of unarmored opponents with OCV 5 works well for him). The only rule things I can remember now that I want to look up: 1) Movement penalties for taking damage to the legs. I said a CON roll to move at with -2M, or fail the roll and your movement is halved (as always, I made it clear that it was a me making a ruling in the moment situation) 2) Cover/angle penalties. One of the PCs made a game of teleporting around tossing enemies off a catwalk... but one of them he tossed happened to have a still loaded rifle. After the battle, the PCs didn't bother to check on the people they'd tossed earlier. Some of them had fled but one remained, lurking in the shadows, and lined up a shot while the PCs interrogated the people they'd captured. Mr. Sniper lined up for a head shot... and rolled a crit. Fortunately the PC had 18 BODY so after modifiers he was "only" at zero body but man did it scare them. I was worried about the reaction but took it in good stead and I think it underlined that this is dangerous for everyone, even if you are capable of amazing feats. But... perhaps there should have been some additional penalties based on the angle of shooting upward against someone on a catwalk, even if you had time to line up a shot. I'll review the rules for cover, etc.
  5. I didn't bother to caveat it since that would have made it "Zero Phase to Fast Draw (if roll succeeds), 1/2 Phase to Draw (if the Fast Draw roll fails)" but yes.
  6. Christopher already addressed these, but as promised, here are the results of my research: 1) Passing Disarm is +30 STR.... I for some reasoned typed Passing Strike up above. He kept disarming and going intangible, which is fine if you've paid for it but he hadn't paid for it to be THAT effective. In the future he can Disarm and THEN on his next Phase run away Desolid, but he's still at risk for getting hit in the interim. 2) Can't Activate/Deactive non-movement powers in a single segment; also it's an attack action so you couldn't activate the power after performing the attack. 3) Reviewed; I forgot to halve DCV. I think Multy Attack is very useful in a Heroic context but in a Champions game you're probably better off just buying an AoE attack with a SFX of attacking a bunch. 4) NND is AVAD; requires and Advantage for Does BODY 5) This ain't Pathfinder, 1/2 Phase to Draw and 1/2 Phase to move, period. 6) Shapeshift is Persistent and I need to make sure the Zero END Advantage is added given how the player wants to use it.
  7. So I had another one of those nights where I knew I should know the rules but in the moment I was uncertain (I also had one of those "stop watching me do basic math" when determining how much damage was done after defenses, love it). So I thought I'd share what things I drew a blank on, and then go review the rules and share the results, in the hopes that it'll save others time/encourage others to share their own lessons from things they forgot/generate interesting discussion. 1) Passing Strike - the player works straight out of HeroDesigner, and I forgot to print his sheet for my reference, so he ended up asking me "So is it +30 STR or 30 STR total for this move?" and since I couldn't see his screen... I made a call but honestly couldn't be sure. I don't really love this habit of his but if I'd had a hard copy I could have answered it. That was really my biggest pain point all night and it was entirely self-inflicted. 2) Using Desolid/Flight combo power in conjunction with Disarm/Passing Disarm - Same PC, has a Desolid movement power like Reaper in Overwatch. In the case of Disarm, you can definitely do a half move/then Disarm. With Passing Disarm... the PC wanted to activate the Power, then fly across the room, rematerialize and use Disarm (need to make sure the PC actually has Passing Disarm... point is, since they don't have the "Affects Solid" (forget the proper name off the top of my head) Advantage, they would need to deactivate the Power to perform the Passing Disarm. I ruled it was allowable but am going to research the combination of Activating/Deactivating a power and then performing a maneuver at the end. 3) Need to review the Sweep/Multiple Attack w/Manuevers rules. I know it's you take the worst of all modifers and apply it to all, with a -2 to all attacks after the first... but want to double check. 4) Another player thought AVAD couldn't do BODY as a default, like NND requires the "Does Body" Adv. I honestly couldn't recall. 5) Can you draw a weapon as a part of movement? I think I thought this but it's because I was recently reviewing the rules for Pathfinder. 6) Shapeshift - I've never used it as a PC, so I need to re-read it again. Mostly I'm want to be ready for when the PC, who has multiple identities via Shapeshift, gets knocked unconscious. Do they revert to their true form? Is there a heal back associated with it like Transform? Now to pull out my books and see what I can look up.
  8. I just discovered for the first time (re-reading the 6E books for the first time in a decade) that DCs add differently based on the amount of Advantages on the attack. This blew my mind, and my initial reaction was to ignore it since I know the base DC progression well enough. Can anyone articulate the value of going with the reduced DC increase rate that results from using the adding DCs/Advantages table? Is the juice or learning the table worth the squeeze? Thinking of martial artists using weapons with Advantages, etc. Or someone with a big energy blast choosing to Haymaker it.
  9. While reasonable perspectives are presented, I still think sticking with the Zero Phase is probably the best for consistency and (more importantly) balance. The length of time/easiness of "letting go" is irrelevant. If someone's attempting a Move Through on me, it takes just as much time/is just as easy to deliberately take a half step out of the way (Dodge/Dive for Cover) to avoid it... but if I've already acted that Phase, I don't get to do that.; I don't even get to Abort. I have to rely upon my DCV and hope for the best. If a character has just engaged in an Attack Action, either by initiating the Grab or inflicting damage in a subsequent phase, they've committed to the strategy and must bear the consequences of it until their next opportunity to act (a theme you see consistently in the books). Usually this is their next Phase; I'd probably let them Abort their next action in a Segment where they have't already acted to release. Aside: I just recently learned that the "free"/immediate Throw you can perform after Grab is only if you are throwing the character at a non-specific target. If you want to Throw a character at a window or a cactus, etc. - that's a separate Attack Action that must be performed in another Phase. The "generic" throw does half damage to the "full" Throw I believe. ALSO - I didn't know that the max damage for throwing objects is the PD+Body in DICE, not total number. Now I want to go re-read the smashing through walls/hitting objects rules. This certainly wasn't clear to me when I was reading through the earlier sections (I'm currently re-reading the entire Vol2 for "fun."), so I'm concerned that the rules won't be philosophically consistent there. If they aren't, I might adjust them so that the same principle applies when throwing an object at a person as when throwing a person at an object (such as via Knockback, etc.) As always, in this as all other things, YMMV.
  10. Hey all - am I blind or does nothing in Vol I-II say anything about what kind of action it is to willingly RELEASE a character from a Grab? Based upon my reading, sense of game balance/common sense/dramatic sense, and some text from the books, I think it's either a Zero Phase action (which means it can't occur if the Grab just took effect or if the Grabber just Squeezed/Slammed/engaged in an attack action) or it's MAAAAYBE an action that Takes No Time but it occurs at the end of the Segment (like releasing a Grabbed character due to being Knocked Out per RAW). In either case, the reason I care is because I think this is what makes sense/allows for the Grabbed character to do interesting things like run around with the Grabber on their back, slamming them into the walls, or using their Flight to fly the Grabber into the ceiling, etc. Anyone have a strong argument against this/why a Grabber should be able to avoid situations like this by being able to release on a whim?
  11. I really, really like the look of the 6E character sheet. I'm having trouble finding an export file that is more it than not - am I missing it? Is there an editable PDF floating around as an alternative? My handwriting is awful so I don't want to print a copy and handwrite it.
  12. That's dangerous territory - I'm not a player, so I try to be careful about substituting my judgment for theirs. All I can do is try to paint the best picture I can of what they see... so hopefully they scout the place out/roll well on Streetwise to know some caution is called for. Some good suggestions above. I think I'll increase the difficulty/lethality as the PCs advance up - sort of like a reverse dungeon. Mostly unarmed goons on the lower floors, then a group of toughs with clubs and chains, then another with swords and crossbows, and finally a group wearing armor and gearing capslock firearms. I figure I'll try to come up with different "scenes" for them to progress through - a large converted bathroom spraying water everywhere when they fight the people with clubs, for instance, while switchblade wearing men in chemical gear attack them in the drug lab. Perhaps some will use teamwork and try to drown the forcefield PC in a barrel of liquid by holding his head underwater. It's a remarkably inefficient way to kill a PC and he should escape easily enough, but I think it's important for the PCs to face different kinds of dangers and not just degrees of dangers. I think another potential piece could be a set of boards set across some collapsed flooring, with aggressive thugs jumping across boards trying to get at them/knock them off. Uncertain footing, leaps from foothold to foothold, the drama of enemies falling to their doom, etc. Any other thoughts on strategies or set pieces you can think of in a lower tech version of "The Raid?"
  13. Thanks, glad to help. End goal: Not really, as the specifics are too tied up into everything else in your story. I'd say the narrative point would be to give the PCs a clear direction as to the stakes, the nature of the threat, and which way to go to find a solution. I can see them being potentially confused by one this woman attacked them/fled them, etc. so this NPC can explain the backstory and give them a clear direction to go if they want to pursue putting the genie back in the bottle. It is easy for players, after all, to not see the things we think are obvious.
  14. Sorceress was going to betray him, she whiffed, he shoved her into the painting before she could use it on her intended target (who he had trussed and ready). He didn't know how to destroy it without risking releasing her, so he kept it. Probably also some pleasure in taunting her given that she tried to betray him. Even if he changes his mind later when he realizes he wants to change his ways, he was riding the tiger - he can't let her out because she will not let the grudge go. The advantage of this route is that it creates another source of information/investigation - the PCs can find her name among his affects in relation to the painting, they can find the former target whose initial reaction to them dropping the assassin's name is something like "I want nothing to do with him/glad to hear he's dead" but when the PCs mention the sorceress, this contact will likely change her tune and want to be more helpful...
  15. So, without intending this at the outset, I have begun to prepare for the PCs to end up confronting a major gang in the center of the power - a large tenement building they have taken over and extensively modified. Now, the PCs could easily take this another direction, breeze through it - PCs are great for confounding expectations, so I could be worrying about nothing, but just in case... The building has been heavily modified to facilitate their illegal activities - drugs, weapons, people smuggling... stairwells have been strategically blocked up, floors/walls have been torn up to convert at least one hallway into a kill-box - a long bridge with no cover and the floors on either side torn away for several floors. One PC has an 8 rPD forcefield, another has 6 rPD via Combat Luck.. and the third PC has.... nothing, but has magical tricks up her sleeve if she remembers them. So I'm a touch worried about the challenge, but I'm confident the PCs will either rise to the occasion or retreat when they get deep in the suck. Beyond general advice, has anyone run a scenario like this? Particular scenes I can steal shamelessly, do's and don'ts? War stories? How you handled the potential tone shift of such a starkly violent scenario?
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