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Ninja-Bear

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Everything posted by Ninja-Bear

  1. Re: Telescoping Bo Staff That IAF was in Ninja Hero long before Steve Long took over. I've seen the agrument for OAF with concealment skill.
  2. Re: Enerjutsu I'm at a disadvantage as I don't have these rules yet and quite fully look at the list but taken at face value. I see your point. As noted per RAW, yup you are not supposed to allow say kama with the use of spin kick. While I see the same description of Fencing you do, I interpret this to mean that Fencing cannot have the 1 point weapon element for Bare Handed. Now, if a character wants to buy Fencing maneuvers and Dirty Infighting maneuvers, is it unreasonable to allow him to spend 1 point to use the common maneuvers both bare handed and with a Sword? I see no reason this player should be required to pay more points to get the same ability a Karate or Kung Fu user may achieve with 1 point weapon elements. To do otherwise simply encourages some Arts over others due to greater point efficiency. And, if that is your goal, such a rule will achieve it, so use such a rule for that game. Actually if you look at the lists, certain styles allowed you to buy from other lists. now since certain lists have expanded since Ninja 4th, it may be more of a moot point. For example, if you defined your Karate as kickboxing, then you were allow to punch manuevers from the boxing style. Also in the rules, you are allowed to buy one manuever outside your style (2 from a generous GM). And if you buy a KS of a different style then you get use the manuevers which overlap for free. I.e. I have karate (shotokan) Kick (Offensive strike) then I buy KS Boxing, I can use Hook (Offensive stike) for free. (See page 12 of UMA 5th) I don't know if anyone if anyone is so restrictive on the style lists-I know I'm not. I just am pointing out that though this is the rules. Slight derail but as of 5thrv did any know that technically if you run heroic game, then martial manuevers are limited to the doubling of the base of strength? I.e if you have 10 STR and an offensive strike (no matter the sfx) then you can only add +2D6? It then goes that usually this is waived and you can just add straight to strength damage.
  3. Re: Enerjutsu Btw I'm assuming that this is in 6th? I'll just go and have to get it now!
  4. Re: Enerjutsu As with the sfx concern, its because it directly affects the how you can apply the mechanics of martial manuevers. Oh and with the mechanical cheat it still comes back to sfx no? Imean ideally we buy the powers mechanically to suit our vision of the special effect? So I would ask, why did you define it this way but now want it to work that way?
  5. Re: Ars Tactica True story, my friend had a mentalist and I let the agent make a roll to get out. He succeed, my friend wasn't happy.
  6. Re: Ars Tactica Did you know you get a casual strength roll to break out of chokehold?
  7. Re: Weapon Familiarity and Futuristic Weapons in a Modern Setting
  8. Re: Weapon Familiarity and Futuristic Weapons in a Modern Setting
  9. Re: Weapon Familiarity and Futuristic Weapons in a Modern Setting It depends on you. I have seen blasters fall under small arms and officially in 5th it isn't listed. I myself went and created a new weapon familarity group for my Super Agents- High Tech (Uncommon) which (as of now lists) Blaster pistols, Blaster Carbines, and energy Blades each at 1pt and being uncommon, you can't buy as a two point group. Of course you can change this if you like. I believe (based on my Hero Designer) Star hero introduces energy WF and Beam WF. I think if you want to keep alien tech more alien, then it should have its own Weapon familarity. But again, in movies how often does the hero pick up a strange weapon and seem to have no problems using it? Hope this helps! (And I hope to you post your decision too.)
  10. Re: New 6E GM. Several 'How-To-Build' plus rule questions For the bite, I would suggest invisable power effects, but after rereading the rules for Basic, I don't think that they quite apply. So I would go with the cosmetic transformation linked.
  11. Re: A REAL reboot of the JL I was thinking the same thing. I liked the reboots.
  12. Re: Super Agents Thanks-after I posted it, I did run across a resource/perk type system in the Super Agents book also. Also I noticed in Super Agents that they put Blaster WF under small arms. After consideration I going to create a new (as in its not listed in fifth rev) Weapon Fam group: High tech (Uncommon) Blaster Pistol Blaster Carbines Energy Blades (This by no means is a complete list) This should help answer the question "If ipick up Dr. Destroyer's agents special blaster can I fire it without a penalty?". Also this should help distingush between 'normal' agents and super agents.
  13. Re: Super Agents Where can I find the rules for perk based equipment rules?
  14. Re: Angel (yes I know the name has already been used !) How a bout a flying grab? Or levels with grab by? Years ago a friend had a birdman type character and he ahd special feathers that shot from his wing. It was a rKA iirc. No reason you couldn't hve other effects though. I too make less than optimized characters too. However I do appreciate when someone points out weak areas because often I overlooked the spot!
  15. Re: Ars Tactica Oh and flying dodge! I get to dodge then I get a full move. Classic example of just because its legal, doesn;t mean you should allow it.
  16. Re: GM vs Player narrative authority For me, I've adopted a rule of thumb based of the additional manuevers you can do with grab from the Ultimate Martial Artist books. Most of them involves a -2 OCV and perhaps a characteristics roll. Iirc, using grab to move the opponents body is -2 OCV and STR vs STR. So if I don't know the penalty off-hand, I just go to that, -2 OCV perhaps additional skill roll (though I have waived it because of the strength difference) and ask the player is that fair? And I keep the action flowing.
  17. Re: Super Agents Lot of great suggestions, but I'm looking for the mechanical write-ups-pros and cons. Super Agents (the book) is a neat blend of Champions and Justice Inc. (3rd ed). In Super Agents book, it is built as heroic level, agents have to pay for special equipment such as blasters. If I go heroic now, should I eliminate that by just using WF: energy weapons or blasters? The more I think of it, a supervillian for heroic level wouldn't be no more troublesome mechanically than say a fantasy monster. I just should give each super villian though reduced 1/2 end on strength to keep the END the same as in a superheroic game. Tese are the things that I'm looking at first. Most of my agents info is in superhero form, so I'm looking at, is it easier to convert the super stuff to heroic stuff or visa versa?
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