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SirViss

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Everything posted by SirViss

  1. Re: Champions U help! Wayland Talos from the Millenium City source book might fit the bill.
  2. Re: Book recommendation for guns? Dark Champions indeed has everything you would want to know about modern guns in the Hero System, but you might want to check out the HERO System Equipment Guide.
  3. Re: IR vision and Smoke... Well, Senses ARE difficult to adjudicate, but I try to keep it "game Logical". at least. Sean: Most of what you mention, I had some passing knowledge of, at least (gotta love Discovery, and other such channels ). The main things I wasn't clear on was smoke and fog. I would like an example of a "thin wall". Ply wood?
  4. Re: IR vision and Smoke... prestidigitator & Zed-F: Good to know (Note to Zed-F: check the link that prestidigitator posted. Definetly supports what you just said ) zornwil: Yes, that kind of situation can be difficult. Unfortunately, this game suffers enough tangential discussions without my encouraging it. Heck, I' m probably the worst of the lot when it come to that. I am usually flexible enough to impliment a small adjustment for the particular situation to make it fun for the players, but in this case I was TOO prepared for the session. I had gone over everything that was going to be used by the bad guys, and had noted how the smoke grenades where built. So when the question came up as to IR and the CE, I said "no". Another contributing factor is, unless I am given good reason, if i use something from the book I stick to it (K.I.S.S. principle). The player has his say, if he wishes, I ponder it for a few moments, then I make a decision. If the player doesn't agree with the decision, he can argue his position after the game. In this case, I would probably have caved fairly easily, but the player (one of my best) didn't present his thoughts on the matter, so the game resumed with no changes. And we still had fun! At least, next time some similar situation will come up, I will be ready. (Riiiiight... )
  5. Re: IR vision and Smoke... Ah, a reply with a technical touch to it. I like those, thank you! This seems to imply that fog probably isn't very good at blocking the IR part of the spectrum either. I'll have to remember that. As to: The only smoke grenade I remember seeing in HER is written with the Sight Group penalised. Why this is, I don't know. It just maybe that it is pretty cheap to do that way, and the fact that most HERO games involved superheroes, so IR sight/specks tend to be fairly common, so the average smoke grenade might effective vs that part of the spectrum because it is often encountered. Could be a simple oversight. I just wanted to give the character that has the IR vision a little bonus because he actually bought IR vision. The thing is, that same player often gets hung-up on what would "really" happen. So, I am boning up on my knowledge of the subject before the next game, so I can tell the player(s) any changes I bring to the background. Like in this case, your average smoke grenade is going to be transparent to the IR spectrum.
  6. Re: IR vision and Smoke... That is what I expected. I remember in on of the GURPS Tech Guides that they had Thermal Smoke to stop IR. It's just that it gave me pause when I saw the build, and I had to think then how IR has been used in different media. In more than one instance, I remember the words:"Can't see them. Switching to IR... There they are!" The main thing, in the end, was I was curious how smoke generally behave in "real" life. Actually, how good is fog at stopping IR?
  7. I just had one of my players ask me a question: "You mean IR vision doesn't penetrate smoke?":nonp: Smoke Grenades (as HERO equipment) is built as CE PER penalties to Sight Group. I don't know how good real smoke (from a smoke grenade) or tear gas is at stopping IR radiation from being perceived by the appropriate sensors. I was just wondering if anyone had an idea. As of right now, to follow the dramatic feel that you often see in comics and action flicks, I am building "normal" smoke grenades with PER penalties to Normal Sight, and more advanced version to Sight Group, but I am just curious what people think about this.
  8. Re: Mystic Superheroes The White Witch from the Legion of Superheroes (DC)
  9. Re: Dr. Doom vs Iron Man I have it. If I remember right Darren did it (the pdf doesn't say.) He start with 70 STR (400 tons) and can get another +60 STR if he stays angry long enough (continuous Aid)!
  10. Re: Dr. Doom vs Iron Man Wasn't the mask the only thing left after that explosion? I may be getting storylines mixed up. And If I have it right: remember that the mask was eventually reactivated (by Cristophe-Doom?), had its own flight power, and a VERY potent blaster. So not only did the mask survive the Cosmic Blast, but it still had functioning components, that were capable of eluding Mr. Fantastics scans!
  11. Re: RANT: Astral Projection I just had a thought, mostly to do with the idea of using Multiform for Astral Projection. Instead of using a Limitation, could it make sense that the 2nd form to have a (required?) Disadvantage Physical Limitation: Leaves Body Behind (All the time; Greatly) [20 points]. I know you won't get a price break for the power, but I think this might make people look at the choice of power differently.
  12. Re: Dr. Doom vs Iron Man Yes there was. I remember it was when they were both transported back in time to era of King Arthur. And you are right, Iron Man figured that he was way over-powered and did a tactical retreat. Though he might have also retreated because he realised that the enemy that REALLY needed to be defeated for that storyline was Morgana Lefay. Also, when both of them cannibalised their suits to built a one-shot time travel device, I remember Doom thinking "If his lackey has this level of technical knowledge, Stark must be a Genius!", or something in that vein.
  13. Re: What the.... Sounds like a partially-limited power to me. One thing I would like to know is what do you/he mean by "maintains" the attack? EB is (as has been mentioned by MitchellS) an instant power, so by definition it can't be maintained. If the implication is that if he simpmly pays more END and the attack automatically hits and does more damage, you guys might want to look up "Continuous" advantage. For the purpose of this thread, I will assume that the "maintainance" in this case is simply "if I attack him next phase", thus requiring another Attack Roll. Another thing I would like to be clear on is how "powerful" can the attack become? Is it only supposed to go to 8d6, or is it supposed to then go to 11d5, then 14d6, etc. I don't know what the damage caps are in this campaign (if any). I'll assume that it is only suppose to go to 11d6. You should get an idea of the progression I am proposing. Here is my proposed power build: Death Beam (Knockout Mode) 1) Take that!: EB 5d6 (25 Active Points) 2) And That!: EB 3d6 (15 Active Points); Only if opponent was hit by "Take That!" the previous Phase (-1/2) (10 Real Points) 3) And That Too!: EB 3d6 (15 Active Points); Only if opponent was hit by both "Take That!" & "And That" the previous Phase (-3/4) (8 Real Points) Total Powers Cost: 43 Points (Note: I will not add "Only in Hero ID", any Focus, or other limitation, but if you want them you would have them to each "level" of power). If this doesn't fit the concept, post again. I might take another shot at it.
  14. Re: Question about shotguns and different ammo loads You may want to check out the "Hero System Equipment Guide". It has all the weapons of pratically all the Hero Genre books to date. This includes shotguns and the various ammo types available. You still might prefer DC though, because of all the various options that would (probably) be useful for Fallout: Tatctics.
  15. Re: Champs Worldwide: Whaddya want? Actually, I just want to point out that there is a very small (tiny) mention of 9/11 in Millenium City, p.35 under Airports.
  16. Re: Here's something... Hum, can you give a bit of a synopsis of what it is?
  17. Re: HERO System Equipment Guide PDF preview Ben, I tried to open (and then download) the preview. I think the link is broken.
  18. Re: "TaleSpin" as a pulp setting SKJAM!: check this thread out to know why that didn't work.
  19. Re: How would you simulate this? I would just like to know a few things: Is this attack just supposed to be undodgeable, or just VERY difficult to dodge? How far can anyone Dive For Cover in the game? An undodgeable attack isn't (and IMO shouldn't) be supported by the Hero System. but if you want to make it very hard to dodge, I have a suggestion. 2 caveats: This is probably going to be too pricy for a player if they have to pay points for it. This WILL need GM permission either way, since I saw part of the build on these boards and maybe in the FAQs. (I'm too lazy to search myself ) Just make the attack an area effect with and augment the area large enough that noone can (reasonably) be able to dive out of the area. Remember that you can only DfC up to ½ you move (unless you have Flying Dodge from UMA). Make the AoE Selective and put the limitation "Only to hit the person Locked on". To make it harder to get out of the way, make the AoE Conforming so that it will flow around most obstacles. Now for the GM permission part, buy on the AoE (maybe as a linked Naked Advantage) another AoE [1 hex; Accurate], to reduce his DCV to 3 (before dodging). You should buy Range PSLs with the limitation "Only for the Selective attack", so as to not suffer the Range Penalties when rolling to hit after you have hit the hex for the AoE. I hope this isn't too confusing. I may have confused myself, as I wrote this. Edit: Ack! I took WAY too long to reply. BBlackmoor replied something in similar vein, while I was working out my idea. Oh well...
  20. Re: Xenomorphs from aliens There's an example of how to do the Acid Blood power in the USPD (p.10).
  21. Re: How about this sci-fi battle.. Don't Lightsabers cauterize the wounds? those Jedi are prepared for Aliens! Ummm, on Coruscant?!?... Boy, there sure are a lot of them!
  22. Re: Duplication Healing I would buy Healing (Regen) for both all the Duplicates, with the limitation to only "heal" that duplicate to the same level of Body Healed on the other(s). It's the only way I see to get around the limit of # of healings per day (since Regen has no such limits).
  23. Re: Legality of masks Sounds like Virginia hasn't changed a law that was arounds since they were under British management. A similar in the Canadian Law books was used to slap down the KKK before WW 1, as I remember (I could be wrong, as to the time frame). I saw a doc on it on the History Channel. Of course because of the mores of the time, they didn't prosucute the whole "hate crime" angle of the case. Those didn't exist at the time.
  24. Re: Animating Objects You could also use a Major Transform. I would make animating smaller object easier. Of course, for Summon or Transform, you have to have an idea of the stats of the animated object. And you would definetly have to clear a Tranform with the GM.
  25. SirViss

    Ghost Rider

    Re: Ghost Rider Well, I didn't collect the whole series, but I remember it worked on Madcap, and he is very similar to Joker in his morals and general lack of conscience. So I would say that the Penance Stare would probably work. Of course, it probably would depend on who is writing the comic at the time. (And his name was Danny Ketch, IIRC).
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