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Vox

HERO Member
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Everything posted by Vox

  1. Re: Fighting Styles Locking them out would be very unlike the game. The original DMC became famous in the first place because it had such an awesome array of combos that involved gun -> sword or vice-versa. ~Gabriel
  2. Re: Fighting Styles What you really need is one weapon multipower and one gun multipower, so that you can recreate the sword-to-gun combos that the games are famous for. To simulate the changing of the forms, I'd probably take a VPP with a limitation along the lines of Only To Assume The Abilities Of The Currently Used Weapon. You'd then need to decide with your GM what abilities each weapon would let you assume and how much the limitation is worth. The advantage of using a VPP is that you can pick up different weapons, with entirely different forms associated with them, without needing to invest in a gigantic multipower. ~Gabriel
  3. Re: Limitations on VPP Pool Because it's one charge of absolutely anything. The power of adaptability is hard to quantify. The tougher your enemy, the greater the difference between his best defense and his weakness. Being able to strike at the BBEG's weakness, no matter what it is, has the potential to be game-breaking. Even if it's just one shot. I'm new to HERO, but I've seen adaptable characters break entire campaigns in Gamma World, D&D, and other gaming systems. In light of that, I believe allowing limitations on the pool cost on VPPs is a very bad idea. ~Gabriel
  4. Re: Catalyst: A Champions campaign on Hero Central It's only fan-fiction if you don't own the character...which you do. ~Gabriel
  5. Re: Catalyst: A Champions campaign on Hero Central Short vignette about his escape from prison. Not so long ago... I'm deliberately vague about how much actual opposition he met while breaking out, since that's Zac's business. The story assumes that most of the fighting took place underground, culminating in his breaking out above ground and then facing the Warden. ~Gabriel
  6. Re: Catalyst: A Champions campaign on Hero Central A 19% chance to go down to the first shot sounds pretty high to me... ~Gabriel
  7. Re: Catalyst: A Champions campaign on Hero Central I agree with Stoch. Raider could probably use an overall power boost. His defenses are objectively weaker than they should be. ~Gabriel
  8. Re: Not "Secret", not "Public", just "Identity" I would say that a non-Secret, non-Public identity would best suit a superhero who everyone assumes doesn't have a secret identity. Superman, for example. I wouldn't give him Disad points for his Clark Kent identity because everyone on Earth takes it for granted that Superman is aways Superman. If nobody is actively trying to figure out your secret, it's not really a disadvantage. Having your friends/relatives in danger isn't a side effect of having a Secret/Public identity, it's a side effect of being a superhero. ~Gabriel
  9. Re: Catalyst: A Champions campaign on Hero Central Swiss army hero! ~Gabriel
  10. Re: Catalyst: A Champions campaign on Hero Central
  11. Re: Catalyst: A Champions campaign on Hero Central Numbers a little off, I think, since Fed tampered with him, but the explanation of layering still stands. Also, we don't have any scientific accident heroes. What's with that? I want to see a Human Bomb or a Flash or a Parasite running around in this game! ~Gabriel
  12. Re: Catalyst: A Champions campaign on Hero Central
  13. Re: Catalyst: A Champions campaign on Hero Central I'm sure Zac and Fed will provide lots of meaningful, mechanical feedback, so I'll just chip in with the subjective friendly advice: I think the character would work better if the absorption fed into something other than his defenses. As a super-power it's one of the most passive, not mention one of the most potentially unbalancing. You're always going to be either glass-jawed or untouchable, and neither one of those is really any fun. Just my two cents. ~Gabriel
  14. Re: Picking a codename that, like, a million other characters haven't already used. I like to use obscure words for villain/hero names. Like Guttersnipe, Uncouth, and Mendicant. ~Gabriel
  15. Re: Catalyst: A Champions campaign on Hero Central You're going to want to dial back the fully resistance defenses. I don't think 31/30 PD/ED will be a problem for a 4 speed brick, but I do know that Zac and Fed will never let them be fully resistant. Take it down to 17/17 rPD/eED at least. ~Gabriel
  16. Re: You. Make. The Call. The most game-breaking potential in that MP is the force wall. He can trap any single villain in a nearly impenetrable bubble. I would not want to GM with an ability like that waiting in the wings. ~Gabriel
  17. Re: Catalyst: A Champions campaign on Hero Central
  18. Re: Catalyst: A Champions campaign on Hero Central I've had it in the .hdc for a long time. I guess I should be packaging them? As to the spike power, let's just make it Penetrating. I'd really rather not worry about accidentally murdering people. New rationale: the spike is magically propelled with incredible force, but is really just a piece of wood. Even if the wood shatters on impact with armor it still hits like a rubber bullet. ~Gabriel
  19. Re: Catalyst: A Champions campaign on Hero Central Yeah, it's not the best idea ever, I admit. But I'm running low on Wood themed attacks that don't somehow violate the proscriptions of the campaign (or step on any of the other characters' proprietary mechanics). ~Gabriel
  20. Re: Catalyst: A Champions campaign on Hero Central I...hadn't considered that. Of all the options I've seen, AP RKA fit the power best. I am, however, willing to accept that it's off limits, so I think I'm going to ditch the power entirely, and come up with something to replace it. When the most obvious mechanic is unavailable, it makes the power awkward to build. Possible replacement: - Wooden Fist: 1.5 Knockback (+1/2) for up to 35 Active Points of Strength, Uncontrolled (+1/2) (25 Active Points); OIF Unbreakable (Mystic Armor; -1/2). End Cost: 2 ~Gabriel
  21. Re: Catalyst: A Champions campaign on Hero Central
  22. Re: You. Make. The Call. I think you ought to disallow this build, but for a different reason than others have presented. As somebody new to HERO myself, I feel obliged to suggest that allowing him to play a character with such obvious potential for powergaming will give him the wrong idea about how the system should be played. He'll spend a lot of his time trying to figure out ways to unleash that 18d6 attack without risk, or how to use an invulnerable force field to spring traps and investigate dangerous areas without risk to himself. In general, I think it will give him the wrong idea about how the gaming experience should go. ~Gabriel
  23. Re: Catalyst: A Champions campaign on Hero Central
  24. Re: Catalyst: A Champions campaign on Hero Central
  25. Re: Catalyst: A Champions campaign on Hero Central I don't think Penetrating EB fits the attack very well. It'll virtually never do BODY damage, which is the exact opposite of how a magical wooden spike should work. I think I'll drop the Enraged for another Disad, enabling him to keep the RKA attack without fear of accidental murder. He is a supervillain, after all; deliberately neutering an attack whose sfx require RKA just seems wrong. Since the spikes are magic, how about RKA 1d6+1 AVLD (Power Defense, +1½)(50 Active Points)? ~Gabriel
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