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Ninja-Bear

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Everything posted by Ninja-Bear

  1. Re: Stop Hits I was thinking better because don't you have to worry about same the next phase together to get the advantage of going first from a successful block?
  2. Re: Training/Workout Facilities for a Base No but if your shooting indoors, you should buy up the walls DEF though. And for clairity, the shooting gallery is similar to a polices where there are moving targets and if you fail a perception roll, you could hit a civilian instead of the bad guys. Fwiw, when I wrote up this base, it was due to the fact that I had a bunch of extra points and also a what if type of thing.
  3. Re: Training/Workout Facilities for a Base Forgot to add that I also had for the base squeaky boards for stealth lab and rotating wooden dummies (something scene in the Legends of the Kung Fu panda) for combat. These and the shooting gallery, I got from the Ninjayama scenerio in the back of Ninja Hero 4th ed.
  4. Re: Stop Hits But the trigger advantage is better than the block/counterstrike option. It is of course is up to the GM and the type of game.
  5. Re: Stop Hits Oh I can see that. But for me, that is why I feel the half phase reset is reasonable. It only allows one hit. Not like the deadly risposte example in 5thr every single block- OY VEY! And after thinking about what Sean Waters posted, I would rule that the trigger is dependent on the block being sucessful at all. Iow, if I use the block manuever, the trigger is fired but if the block misses, then the trigger is used and wasted.
  6. Re: Stop Hits I'd go with Hand attack with a trigger on it and the trigger being block. So when you block, then you can fire off the attack. Of course, you may want to keep this option as for a master of the style to keep it unique. Oh and look at trigger carefully, iirc if you buy it at the zero phase option, then you character can't move and use the stop-hit (which might be ok). If you want to move and fire, then it has to have the no time option. And either way, I always buy my triggers with the 1/2 phase option. So he can only use it once per phase.
  7. Re: Clothesline a someone running by you I forgot that they added trip in 6th ed. And I avoided any bought manuever for the discussion.
  8. Re: Under the Agony Star: a sword and planet campaign Speaking of underground, I heard that there are some butt-kicking terrapins in the old sewers.
  9. Re: Training/Workout Facilities for a Base As Lucius suggested, I did buy 'labs' for my ninja base. I even had a shooting gallery for the ninja stars he uses. And to add to Derek, don't forget contortionist for strecthing skills!
  10. Re: Clothesline a someone running by you For something simpler, how about Mechannon declared that he was going to grab and throw the speedster. The grab is of course he is sticking his arm out. Also since Mechannon delared how this would work, then he can't change his mind and then hold on to the speedster after the fact. This would also work for the wrestler move you were asking about Duane from RI. Remember manuevers are just names, you then come up with the special effect. Its an axiom that took me years to understand
  11. Re: Tae Kwon Do special abilities For the combo kick, I was thinking that you could add variable special effects to represent multiple kicks, punches, ridgehands, etcettera. I should mention that the grabbing punch can be also used to represent hook kicks or cresant kicks and remember though that a character who buys his block with hardened can stop this type of attack.
  12. Re: Tae Kwon Do special abilities Thank you too!
  13. Re: Tae Kwon Do special abilities Thanks!
  14. Hello Herophiles, I was working on fleshing out a character who is supposed to be a Tae Kwon Do master. Now according to Ultimate Martial Artist 5th, TKD doesn't have any special abilities listed. So here is a list of a few abilities I thought would be appropriate for a TKD master. Please note that this are listed for a more 'realisitic' side of gaming. Flying Technique: +6" leaping, accurate, only for calculating half moves in combat, always direct Act 11 pts Real 5 END 1 This allows a master to leap across a room and attack with any of his manuevers. Feints: HA +2D6, IPE (source only), HA lim, side effects (-1 OCV if PER roll is made) ACT 15 pts Real 8 END 1 I never liked the way that feints were depicted in the book, so here is my attempt. Grabbing Punch: HA +2D6, indirect (same origin, always away) HA lim Here the master grabs (pushes) the guarding arm and punchs the exposed head. Combo Kick: HA + 2D6 AF x3 shots HA lim Act 12 pts Real 8 END 1 Multiple kicks-need I say more? Jumping Techniques: HA +2D6 HA lim gestures (jump) Act 10 Real 6 END 1 There must be a reason why TKD stylists jump with alot of their techniques. Note that I envision that the Jump and flying techniques are seperate. You can use both of them with your manuever or individually. As usual, thanks for any feed back or suggestions. Also feel free to use them if you like.
  15. Re: Genre-crossover nightmares Do I have to say anything else?
  16. Re: Rules question: HTH Limitation But what is odd though is that for heroic games, you can put ranged advatage on a hand attack, but not in a superheroic game.
  17. Re: [Retro] COTN 5th edition proposal I always wanted to run an adventure dealing with the secret Genocide base under the Horseshoe Falls. And the heroes had to stop the villians from using it without Canada finding out. Also, I live in Erie (PA) and with my fictional city of Iroqouis City, I liked the idea of Canadian villians coming across the border but the heroes can't cross the Border. Sorta like diplomatic immunity.
  18. Re: Do you consider Batman to be a Gadgeteer or something else? Would Terry McGinnis/Batman from Batman Beyond also count?
  19. Re: The Fox is Dead: Justice If she has learned from a more 'modern' instructor, then it wouldn't matter so much if she learned kung fu and karate weapons from the same instructor. Can I also suggest Tan soo do instead of karate since you suggested Tae kwon Do? The reason is that I'd say that when the average person thinks of Tae Kwon Do, they think of Olympic style. Without going into the convuluted history of Tae Kwon Do, Tang Soo Do is similar to Karate yet different.
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