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Ninja-Bear

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Everything posted by Ninja-Bear

  1. Hello Steve, I got a quick question. in FRED on pg. 399 you give a caveat about martial arts may not be able to damage certain things regardless the dice resalts. Now I agree heartily. My question is - if I wrote this up as a limitiation (so as to distinguish between normal martial artisits and say mutant martial artisits.) I figure it would be a physical limitation, but how much would it be worth? Thanks in advance!
  2. Re: Beating the bell curve Well what I am aiming for is to make super attacks more super without overwhelming the system. The more I think of it, doesn't someone with 50 str who can lift 25 tons be able to do more damage? Or at least break things more easily? The bell curve is nice but if you go exactly by dice rolls, you'll hardly rice a 4.5 ave daice roll, maybe 5 ave if extremely lucky. plese note though I'm not having the character achieve more than his damage class would allow. Plus if I go standard effect, then I'll have to pay more points to do damage that theoretically I should be able to do. Now if there was a stadard effect advantage-such as (and I'm really pulling numbers out of thin air) say for a tandard effect roll of 4 ave. then it would be a +1/4 adavantage, I would be cool with it. (P.S. I hope this doen't come off as snarky, that is not my intention. )
  3. Re: Vehicle body That is exactly what i'm thinking of-something like the pentration chart from Robot Warriors. I'm thinking the simplist way would be do a chart like automatons. Once body body is breached roll on the chart to see what is destroyed. How much of a physical limitation worth? P.S. I also considered giving a attack with the diasable element - but only for machines. Found it in the BBB! Should've looked there first!
  4. Re: Beating the bell curve I will have to look that up! Thanks!
  5. Re: Vehicle body Well about that, I remember the caveat in the Martial Arts Rules in FRED. In which Steve Long states that martial artist cannot break certain things no matter what the dice says (unless it is in genre- and I'm thinking like Dragonball Z).
  6. Re: Beating the bell curve P.S. my original concept was just to eliminate the 1 = 0 body and rule that 1-5 = 1 body and 6 = 2 body. The more I think about it, the more it seams to be a reasonable increase in superness without overwhelming anyone.
  7. Re: Vehicle body Tank was an idea. But what I am really trying to simulate is the Super strong guy puches the car and smashs its motor in one shot. Also, the way I envision the use is only to break on side of the vehicle. So the tank would not fall apart totally just you can damage a tank or car part easier- say rip off a turrent or hatch door. So the tank can still attack, unless you break the gun. Anyways, this was my thoughts.
  8. Here is a thought. Treat vehicle body the same as character body. So take a vehicle's body and divide it by six-front, back, left, right, top, and bottom. Any odd number can be added to what direction you choose scuh as front. Example a tank has 19 body front has 4 the rest has 3 body. I'm basing this off of the rule that a limb has 1/3 the total body of the character. *Note armor is the same has it is written-if it has 20 def front then that is what it is. Would do you fellow players think? P.S. This is designed to make it is easier to break a tank.
  9. Re: Free equipment side discussion. What about expanding the value of Real Weapon maybe -1 and expanding its description to only half effect versus super?
  10. Re: Beating the bell curve Considering giving NPC Vul x 1 1/2 vs "super" but not DNPC though. Any problems though? Also thanks for the input.
  11. Re: Beating the bell curve I have thought of that idea too. Thanks for the suggestion.
  12. Re: Beating the bell curve Two reasons a) I like where the normals are. Although I have considered giving NPCs (but NOT DNPC) Vul 1 1/2 to "super" stuff. I'm looking to make super more super without stat inflation. In other words, I'm trying to make say 50 STR more powerful, but keep its upper limit the same. On that note though it would be easier to make a +4 HA(for brick lets say) only to "beat the bell curve". So my question is how much of a limitation would it be worth? The limitation is that the extra dice cannot exceed the maximum when added to the base DC. Example max a 10 DC can be rolled is (in theory) 60 Stun and 20 Body. So even with the +4 DC, the result cannot exceed the 60 Stun and 20 Body. I figure -1/2, based off No figured characteristics? Thanks for the imput.
  13. Hello one and all. I've been bouncing around an idea to make super-well more super. As the title suggests, I have anidea in which to beat the bell curve so as to have a better result while not to increase per se the DC to astronomicial levels. The idea is simple, the character has an automatic base of body done per DC of STR or EB, but Martial Manuevers do not and HA would be based on special effect. Tis is going to be added to the PC normal die role. Example Brick has 50 STR, his starting body done is 10 bod he rolls bad and gets only 23 stun and 8 bod, he stil does 18 bod ! This also means that if he hits a cop, and doesn't pull his punch, then there is a good chance that the cop is going to be plastered. Also, I think this would be good for advance weapons. Why is Viper using those blasters? Feel free to comment on this. P.S. I have not really play tested this-so results are only theoretical!
  14. Re: Michael's Mook-Mashing Concept Why not use a variation of the wounding rules? I used in a fantasy game a rule where the mook roll its CON minus 1 per BODY taken. If it failed, then it was out of battle.
  15. Re: Speed Power These are good suggestions, but the movement was just an example. What I am saying is the speed power would force the target to continue to do what it was doing before the speed effect. Say the target was doing an energy blast or swim or superleap. Would continous with a limitation no concious control bsed of 60 act pts (number just thrown out).
  16. Re: A Champions Universe What If? Foxbat would definitely act as every cheesey Dracula movie there was. "I vant to suck your Blood!" Aslo he would probaly have equipment that is goofy, from like Scoby-Do cartoons. Such as a Coffin-mobile! He probaly would eat cow blood so who would take him as a threat?
  17. Re: Zombie Horror Survivor (Left4Dead)? Shnar go the Twilight of the Dead link it has what you are looking for. You'll find it by going to hero game links then under misc. genres. He has the zombie "venom" already written up. And it is aswefully powerful. (P.S. thissetting is based on Gearge Romaro's vision, but he tells you how to make the slow zombies scary.) I have never got to run a zombire game though I played around with the concept as a one-shot, and the only thing I think I would do which isn't part of the movies is a least give the Heros a CON roll to avoid the effects of the dreaded zombie bite. Two main reasons are 1) It does give the PCs a chance if they get hosed and are bitten. As a PC I would appreiciate this. Rember CON of 8-12 is only an 11- Roll, CON 12-17 is only 12- Roll. 2) Just trying to make the roll can be agonizing in itself. And of course you can do several things to the roll. One could be that the power is a gradual effect, and the PC must make three rolls to AVOID turning into a zombie, or perhaps a halfway where they make a roll and not become a zombie BUT are very near death. Hopefully you made friends, because you will need them ! Anyways good luck !
  18. Ok looking at the thread on things that Hero can't model brings to mind a question on speed power which I don't know how to build. Watching an episode of Static Shock, a villian had a power which accelerated time on Static, in the this case, the actual effect was that Static flew into a wall -because he couldn't control hinmself while being accelerated. So the question then is how to build an accelerate speed usuasable against others which affect what they are doing? i've considered the + speed in which the extra segements are no conicious control and also handwave the rule where phases much match up (unless I by an extreme aid speed). And for clarity, its not just a speed up move, I imagine that this power would force the target to to continue to what s/he was doing before the power took affect. Thanks for the help (P.S. I am looking for a RAW way to do this if possible.)
  19. Re: Ninja Revenge AAR very cool- I love Ninjas (First Champions charater EVER).
  20. Re: Classic Champions: Power Source Suggestions Wish I could rep. This is cool !
  21. Now if I'm reading IAF correctly, it is used for hiding a weapon, but when the weapon is used, it can be apparent. I.e. sword in the cane. The cane is OAF whereas the sword blade is IAF, but when you draw it out, the power is obvious. I'm double cdhecking because I'm going to give a character of mine a high-tech shield whereas it is folded up on his gauntlet (hence the IAF) until needed. P.S. I got the inspirarion of this from seeing the Golden Knight do this. Actually wouldn't it be IIF instead (typically you don't see gauntlets taken off in battle.)
  22. Re: Reminiscing About Star Fleet Battles I only played a couple of times my older brothers were be into it. But what I played was a blast!
  23. Re: Oriental Dwarf Martial arts Thanks for the suggestions. And to clarify, I am using the Korrobukui as a basis. Badger Style - Was developed in antiquity when the korrobuki were still tunneling in the mines of the west. The style is based on grappling. Because of the narrow confines of mines, such as close walls or steep ledges, the practioner does not want, or cannot move about as other styles. The style as is practiced today is becoming rarer due to its nature. But, it is not unknown for the korrobuki to participate in ssireum (korean sumo) matches, and do well. The style does teach basic weapon use for its tunneling roots. Badger Style - Barehanded Element is free pts Manuever OCV DCV Effect 5 Flying Grab -2 -1 Grab 2 limbs; +10 STR Fmove 5 Grappling Block +1 +1 Grab 1 limb; Block 5 Disarming Throw 0 0 Grab weapon; +5 STR; Target Falls 3 Basic Strike +1 0 STR+2D6 3 Grappling Throw 0 +2 STR+2D6; Target Falls; Must Follow Grab Skills Breakfall Mountain Stance: Clinging +10 STR Only to Resist Throws (-1) 10 real pts Weapon Fam. Club,Axe,Hammer Working on the Boar style next.
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