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Ninja-Bear

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Posts posted by Ninja-Bear

  1. Re: Power sources in the universe that the PCs can't have

     

    I think it's fine to limit what the characters can play, even in a very varied campaign setting, if the players are on board with it from the beginning.

    IMHO this is no different than saying:

    "Ok, let's play Champs!

    1. All of the characters are members of a family (maybe with one friend) who were exposed to cosmic radiation and gain powers related to one classic element each.".

    or

    2. All of the characters have Distinctive Features [Mutant] and must take 'Unified Power' on all of their inborn powers.".

    or

    3. ".

     

    I agree with Doc Samson. But if someone does not want to be a fuzzy animal per se, there is some leeway in your campaign parametes for diferent charaters. For high-tech, you can go power armor with an animal motif, suc as Iron Draon or Anklyosaur. Or how about a cyborg with an animal theme where as the cyborg parts resemble animal parts. Claws seem to be very popular, but wasn't Bushwack have a cybernetic snake tail ? For mystic how about Jaguar from the BBB ? Here you can contrast refined martial arts to raw animal aggresion. I.e. the human side has a martial art and the animal part has just raw ability. tHse are some ideas off the top of my head.

     

    P.s I would so play in a game like this.

  2. Re: A little different take on magic..

     

    Well I always thought of having magic be "only" for certain races. Say elfs were created as to having it be apart of their nature. when man plays with it-its dangerous because he doesn't know whats he is doing ! Or needs outside help such as Demons to get his power.

  3. Re: Building a "Superhuman Scanalyzer"

     

    Well' date=' Detect Mass and Energy(with Disc. and Analyze), for example, will likely give you the mass of an object lifted by a brick, the general type of energy projected in a blast and its magnitude(in joules/volts/watts/units of heat/whatever (and in damage classes to the detector, with a skill roll)). Similarly, Detect Motion could give you info on movement speed and motor reflexes, Detect Life could give you a sense of a target's vitality(i.e., body/end/stun), Detect Material could give you the toughness of power armor or an armored hide, etc.[/quote']

     

    Thats sounds perfectly logical to me. (Though some question my logic :D)

    But since your buying analyze with it, then I think one sense would be enough. No need to make it anymore complicated than it should be.

  4. Re: Building a "Superhuman Scanalyzer"

     

    Well, what about, instead of an instant scan, something that records the superhuman in action for a turn/minute/whatever and then compiles a "best estimate" of what they can do? IOW, if somebody's super strong, do they have

    a) low superhuman strength(30-40)

    B) moderate superhuman strength(45-55)

    c) high superhuman strength(60-70)--Ogre level

    d) very high superhuman strength(75-85)

    e) "peak" superhuman strength(90-100)--Grond or Ripper-level

    You could similarly observe super-agile or super-fast metas for a short time to get a ballpark estimate of their level of agility/speed.

    That doesn't seem like an unreasonable or imbalancing type of detect for a campaign, imo. Certainly "cosmic" type beings in the comics can get a vast amount of information about the capabilities of a superhuman with but a glance.

    Perhaps an "extra time: 1 turn" limitation, with or without limits on what else the character can do in that time period, would be appropriate.

     

    After I posted, this is some of the questions I was thinking. Are you looking at a hand held scanner or some type of booth ? Hand held I'm thinking may not give as much detailed info. Also though, this why I asked how long have supers been in your campaign and how much research done. I'm thinking that the role could be 'based" on the biometrics on the supers before and the computer give a prediciton based on how close the targets biometrics fit the known biometrics. This doesn't mean that you can't have someone with a different biometric reading. "Wow the scanner says he should be able to lift a car, he can't even lift the paper ! Is thing been caliberated ? "

  5. Re: Building a "Superhuman Scanalyzer"

     

    Well how long are superhumans in your world and how much have they been studied? I ask this because depending on the answer will tell you how much information the scanner would give.

     

    Example if bricks have been around for awhile, then scientists may have found a correlation between str and muscle density (also this would be good for PD). Note not the power dens6ity. Perhaps super muscles will give your scanner a different sesmic reading than normal person. Well at least the supers before gave a certain reading anyways.

     

    For mutants, I've stated that the part of the brain which enables the mutate powers tend to have a different frequency than your typical normals, although readings can be wrong!

     

    2 cents

  6. Re: Tremorsense

     

    I'd probably go with the following (5E):

     

    25 Tremorsense: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range (37 Active Points); Limited Power Power loses about a third of its effectiveness (Only for objects that move along the ground, cannot detect details that are not in touch with the ground; -1/2)

     

    This isn't true to the original from d20; you can sense through walls, and it's not limited to only 60'. However, since you've already decided to break away from d20, why not go all the way and make this a better fit for what has been described? There's no reason a tremorsense wouldn't work through walls, maybe there's a PER mod, but it should still work. As for the 5' or 1m or resolution, making it non-targeting is close enough to simulate that. I added discriminatory to allow the ghouls to know the difference between people and other objects. I would allow them to know the difference between individuals based on how they moved (biometrics fantasy style!). The limitation is a little more than earlier suggested because I think it's appropriate - with this you can't sense ranged attacks or even what is being done with hands/heads, flying things, etc. Heck - it might even be worth more, but I think -1/2 sounds about right.

     

    Just to be clear I'm not breaking from D20 per se. I gave the description from the module. I don't have anything else from D&D or other D20 sources which would give better clarification on tremeosense. ;)

  7. Re: How to balance the heavy brick ?

     

    But don't forget that if the brick doesn't have any other powers, he can be made ineffectual very easy. If he is flashed, even with a area aafect, it becomes harder to anything. A well placed entangle or two could slow him down. A couple of snipers with no range penalty scopes will wreck havoc on the brick. And don't forget mental powers, and my favorite the strength draining bomb !

     

    Point is, you never fight to an opponents stregths.

  8. Re: "He's bulletproof", "Fireproof", etc.

     

    Because this would not allow you to stand in front of someone to shield them from bullets. They would go right through you!

     

    Good point, but I'll have to look up where in the rules I saw this idea because you don't actullay turn desolid in the traditional sense if you by it as an invulnerability.

  9. Re: "He's bulletproof", "Fireproof", etc.

     

    Why not go the easy route and by Desolid vs. "x" attack ? Or some people I've seen that if 75% dmg red res = 60 pts them 100% = 75 pts. Apparently if you look at the progression of dmg red res, its by 15 pts which is where they get there calculation.

  10. Re: Tremorsense

     

    Not familiar with the source material.

     

    Do they have to concentrate on the vibrations, or is it 'in the background'? You might want to put Sense on it...

     

    doesn't say they concentrate on vibrations. They know anything that is in a 60 ft radius, moving and on the ground.

  11. Re: 5th Ed: Flying Dodge

     

    As I said previously, we have not found it to be problematical in our campaign. I'm sure there are ways to abuse it, but that applies to many things in this system. :)

     

    True and also why there is a warning about full move element.

     

    Now I'm going to build a flying block !

  12. Re: 5th Ed: Flying Dodge

     

    Well I read the abort rules and boy was I wrong. The automatic goes first was a surprise. :eek: I thought they worked like held actions. But (just like Steve) though the last paragraph on pg 362 5th ed rev. I believe is very useful in adjucting the flying dodge.

     

    "Whether a character can Abort, and to what Actions is always subject to the GM's discretion. The GM may limit a character's capacity to Abort based on the circumstances, the special effects of powers, Limitations taken on particular power, and so forth."

  13. Re: 5th Ed: Flying Dodge

     

    Interesting. Maybe you can't move at all with it if you Abort; just use the +4 DCV part? Perhaps the moving bit is only so you can get the +4 DCV while doing a normal (non-Abort) Full Move, when normally you couldn't (a normal Dodge or Martial Dodge will require an Attack Half-Phase, so you can only do a Half Move before them).

     

    BTW there is a warning that this element could be unbalancing.

     

    I think the intent is for Speedsters and Football receivers who move and are hard to hit. To clarify myself, I think the DCV bonus would be only in effect if you could make at least a half move. It would tone down the ability a bit.

  14. Re: 5th Ed: Flying Dodge

     

    I've just re-read the description for Fmove. Specifically the begaining line "a character can perform a manuever with this Element during or at the end of a Full Move instead of just a half move." UMA 5th pg 93 italics me. So this implies that the bonus only is in effect if the charater can move that far. So grabs would be important. Also, I belive that if you have to abort to a manuver, you don't automatically go first. Its a DEX roll.

     

    More food for thought.

  15. Re: How to balance the heavy brick ?

     

    Also don't forget about endurance ! What is his exact strength, HA and does density increase a power or special effect , and what is his end and rec ? For discussion if he has 100 str (20 DC) that mean he has 10 end per attempt to punch. So if he only has 20 end, that only TWO punches. And if he forgot to buy up his rec then it will take a couple of phaes to get enough energy to even punch again. *Note I don't have 6th so I'm taking guesses at the starting point on the old figured charateristics.

    You can also require that the higher strength must take increased end lim. too.

  16. Re: Tremorsense

     

    If you're going with d20 Tremorsense, it shouldn't be fully targetting - it can determine the position of a creature (to a precision of ~1m), but you still take the penalties for attacking an invisible creature.

     

    That doesn't seem to make sense to me, or at least I can't picture it. If I can determine where you are at by feeling feeling the earth, how ae you still invisible ?

     

    But note the creatures also have Darkvision so this is kinda a moot point, just more intellectual. :) Also btw this ability is going to be used mainly when the pc have to go through their tunnels ! :eek:

  17. Re: Tremorsense

     

    Well aftr re-reading spatial awarness, the verson of tremor sense would not fit its description. i choose targeting because in the description, it states that it would know any target moving on the ground in a 60 ft area. Also i believe that you cannot use the sense past walls or such.

     

    Now the question is, should I take a limitation of only on the ground (which I considered) or I think it is included when you decide what limited class of objects you are defining ?

     

    Boy ehanced senses are confusing. :nonp:

  18. Re: Tremorsense

     

    3e Monster Conversion Info

     

    The Tentamort has a blindsight ability that might help you.

     

    The real question for me is...is this traditional Tremor Sense, which is via the ground / a surface, or is it just a label for a full-blown spatial awareness?

     

    I believe just tremor sense as that was the name of the ability for the Jikininki in the module. The module btw is Lean and Hungry for D20 by Atlas games under the Open Game License.

  19. Re: 5th Ed: Flying Dodge

     

    I never got to use it much. But don't forget though (and I may have mis-read it myself) but you can't use the manuever with at least a half-move. So in tight confines the manuever could not be used. Or at least the way I would rule. As to the hth, I would just give the DCV bonus only not range penalties. YMMV as always. :)

  20. Hello,

     

    I'm currently converting a D20 module for a Fantasy Nina hero game (5th ed. r). Well the ghouls have a power called Tremorsense. Basically it allows the monsters to sense anything moving with in 60 ft of them. So since this is the first time I bought an enhanced sense that wasn't prebuilt, I want to double check my work.

     

    Tremorsense: Detect (vibrations on earth) Simulated sense group (touch) Detect limited things (5 pts) Targeting Sense (10 pts) Range (5 pts) 360 deg. (5 pts) Act cost 25 pts.

     

    So does this look right ?

     

    Thanks in advance. :)

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