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Everything posted by Trebuchet

  1. Re: Miniaturized Manufacturing Units? I think it will be reasonable to assume that the ship will stock conventional reserves of air, food (23rd Century MRE's most likely!) and water as well as utilizing the MMU to restock constantly. Here's what I came up with: Micro-Manufacturing Unit: Major Transform 10d6 (standard effect: 30 points) (Energy and/or raw materials into anything) (150 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky Fragile (-1 1/4), Only to create items in ship's database or to duplicate existing objects (-1), No weapons over 12 DCs or military-grade equipment (-1/2), Danger if overused (-1/2) (uses END Reserve) Plus it's very END-demanding.
  2. Re: Miniaturized Manufacturing Units? Yeah, I'll have to build in some restrictions. I'll start by not allowing powerful weapons (as a civilian model it cannot produce military-grade weaponry; i.e., anything as powerful as the heroes themselves.). Plus I'll utilize "time sharing" as the device also produces air, water, food and necessary parts to maintain the ship. Plus it must be programmed to construct anything not in it's database or that has no example to duplicate. And it can't make anything too big, and the more complicated it is the longer it will take. I'm not too worried with my current Champions group; they're all good players and since most of us now GM in rotation we have incentive not to abuse this. If it gets out of hand I'll just "break" it.
  3. Re: Miniaturized Manufacturing Units? Hmmm, I hadn't even considered Tranform. Transform Ship's Surplus Energy to 12" pepperoni pizza w/anchovies, Extra Time 1 Minute...
  4. Star Hero discusses these as a way to provide the essentials for a starship's crew and passengers such as food, clothing and other consumables. They are essentially the same idea as Star Trek's replicators. Anyone have any input as to how to build one in HERO? I was thinking maybe Summon, but that seems terribly awkward.
  5. Re: what non-fiction books have you read? please rate it ... Dreadnought, by Robert K. Massie; a history of how the European Great Powers drifted almost accidentally into World War I. Absolutely essential. Castles of Steel, by the same author. A history of World War One's naval conflict. D-Day, by Stephen Ambrose Citizen Soldiers, by Stephen Amrose. Band of Brothers, by Stephen Ambrose
  6. Re: Cost of strength vs. benefit Not really. You've still spent the points. You get no points back unless you sell them back. And given that many characters are simply not conceived as being tremendously strong, not everyone is going to buy superhuman levels of strength. Actually, I can give you the best reason of all STR isn't underpriced: It's by far the single most common attribute of heroic characters in fiction. It's just as common for pulp heroes as it is for superheroics (Think of Tarzan or Doc Savage; both of whom would easily have 28 or 30 STR in HERO.) HERO is not intended to be an accurate representation of real life. It's meant to permit players to recreate the heroic deeds from fiction and film. Strength is not too cheap; it's the correct price needed to recreate the genre. Only if HERO was a wargame would it be too cheap. I think we can all probably agree HERO is not a wargame, can't we? This is still about role-playing. Cost effectiveness is simply not as relevant as the ability to accurately recreate the intended genre.
  7. Re: A view from outside Yes, welcome. As Gary noted, these topics have been discussed (And as you'll notice, Gary and I are still discussing. ) many times. Dive right on in. I'll just address one point: Killing attacks generate less Stun damage on average than "regular" attacks such as Energy Blast. Provided a target has even a tiny amount of Resistant Defenses, Killing attacks will on average do less damage to your opponent. If you want to reduce the effects of the "Stun Lottery" you can reduce the size of the Stun Multiple. Currently it's 1d6-1, but I've seen it played as 1,2,2,3,3,4 or even as a fixed number such as 3.
  8. Re: End of an Era If you die saving lives, you haven't lost. These players have much to be proud of, and I salute them. I was in a similar situation years ago with a powered armor brick named Ranger. The villains had a tactical nuclear weapon with a 60 second timer in the heart of Manhattan (New York City). Just as Ranger reached the bomb, the countdown started. Ranger immediately grabbed the bomb and flew out towards the harbor, intending to get the bomb as far from the city as possible before it detonated. Ranger is a SPD 4 and was flying at 100" (25" X4 Non-Combat), so every Phase he flew was 200 meters, or 800 meters per Turn. So he was only going to get about 4 kilometers (2½ miles) before it detonated. It was a small nuke, but every little bit he got it away from the city would have spared hundreds if not thousands of innocent lives. As the countdown reached the 10 second mark, the GM asked me when I was going to drop the nuke and try to escape. Ranger's defenses were very high (62 PD/58 ED; most of it Resistant and Hardened); he might well have survived a nuclear explosion just a couple hundred meters away from Ground Zero. I just smiled at him as he continued the countdown, and I saw the realization dawn in his eyes as he realized Ranger wasn't going to drop the bomb. Ranger was willing to die to save as many people as possible. Turned out the bomb was a dud. (The GM claims it was damaged during the fight, but I don't know if I really believe that.) But Ranger would have died gloriously if it had detonated.
  9. HAs do add to Martial Maneuvers. Per UMA and the FAQ, Advantages to STR do not add to Martial Maneuvers unless the Advantage is purchased individually for each Maneuver. Regarding Sub-Zero, he's a pure combat machine as one would expect from a character pulled from a video game, but I think he'd be awfully dull to play in a real campaign without any non-combat Skills. If you're actually going to play him in a campaign rather than just in a single scenario I think some more versatility would be useful. BTW, he hits harder with an 18d6 attack than our team's brick does!
  10. Trebuchet

    3d6 chart

    I use a similar chart, though it appears we rounded somewhat differently. It's still very handy to know. Roll/Success % (Percentage chance to roll number or less on 3d6) 3- 0.5 % Note: A natural roll of "3" is always a hit/success 4- 1.9 5- 4.6 6- 9.3 7- 16.2 8- 25.9 9- 37.5 10- 50.0 11- 62.5 12- 74.1 13- 83.8 14- 90.7 15- 95.4 16- 98.1 17- 99.5 18- 100.0 Note: A natural roll of "18" is always a miss/failure
  11. I agree with Xandarr, with the stipulation that in most superhero games dramatic sense and artistic license would be equally important. If you're going to do a big BODY hit to a character, then using the impairing or disabling rules might add a sense of drama sadly lacking from just saying "You take 4 BODY." It would be more interesting to say "Agony shoots up your left arm as you attempt to block his attack and he hits you. You suspect your forearm is broken. You are now virtually unable to use your left arm." I've lost track of how many times I've seen Spider-Man fighting in the comics with one arm in a web sling.
  12. Re: Re: Weapon Familiarity & Weapon Element Well, since you wrote 5th Edition Ninja Hero, I think I'll accept that as gospel unless Steve Long jumps in and contradicts you. Since she only has 3 XP to spend, it looks like she'll have to start with a more modest weapons training program. Say sticks and staffs, with WE for both and WF for the staff. (Sticks/clubs is a free WF). That's OK, her Code vs Killing makes swords more of an academic interest anyway, although it seems reasonable that training to fight with one might help when fighting against one.
  13. I'm a bit confused about just how these interact. Here is my situation: In a Champions game, my bare-handed martial artist has decided to broaden her training to include several traditional martial arts weapons. She's looking currently at sword, staves, and fighting sticks, and adding three-sectional staffs somewhere down the line. Now does she need to buy only Weapon Elements for her selected weapons; or does she also need Weapon Familiarity? She has no intention of buying or carrying any of these weapons; she just wants to be able to use them if it ever becomes necessary. (Say, borrowing a teammate's weapons if one of the team's other martial artists falls, or after disarming an opponent using one when she needs to fight an opponent with Damage Shield.) So which does she need to purchase to use them at full efficiency with her full OCV and DCV? Just Weapon Element, or both?
  14. I concur. A CvK in no way necessarily indicates your character is unwilling to cause serious injuries as long as those injuries are not life threatening or permanantly maiming. A broken arm or jaw is par for the course for thugs and agents fighting supers, although I think most superheroes would hesitate before permanently blinding someone. In a short story I'm currently working on, my heroine Zl'f (who has a strong Code vs Killing) deliberately provokes a group of white slavers into attacking her with fists, knivers and automatic weapons, then decimates the entire gang with her bare hands in mere seconds. While no one actually died, one thug's pelvis was shattered, and the gang leader's spine was broken leaving him permanently paralyzed. My character then undergoes a severe crisis of conscience for her actions as judge, jury and executioner. Eventually she works through it, but I don't think such events should ever be easy for a hero with CvK.
  15. That's a cool story, Zoot. You and your gaming group are to be commended for some excellent role-playing.
  16. Re: A few points "Jury of peers" doesn't mean only people who can do the same kind of things as a defendant, or murderous plumbers could only be tried by other plumbers. "Supervillain" is an occupation; not a social class. The term peer refers to fellow citizens; it has nothing to do with abilities or social standing. Do you think Leona Helmley was only tried by a jury of other hotel tycoons? Was OJ Simpson tried by a jury of retired professional quarterbacks? Whether killing is valid is largely a factor of the type of campaign. In four-color campaigns such as I run, killing is extremely rare (although it does happen). I have entire villain teams with Code vs Killing. In a grittier game or in some circumstances I just can't see why superheroes (and villains) wouldn't kill. Even in the Justice League cartoon, when transported to 1943 and forced to fight Nazis, Superman killed German soldiers. Time of War = Different Rules Apply.
  17. I'm a bit confused by the Enhanced Senses Adder "Rapid." When you say that "data is absorbed 10X faster," do you mean that a character with "Rapid" on his sight will see in 1 segment what most characters would see with a 10-segment long period of time? Would this thus qualify for the "Extra Time" modifier on a PER roll as if the character had taken several Phases (depending on SPD) to look around, and thus recieve a +2 (or better) to his sight PER roll?
  18. Thank you. It's managed to keep the players and my fellow GMs guessing for 12 years.
  19. My current campaign used the common origin thing as well, although there are also "Atlanteans" groups who have amazing mental and/or magical powers but have been operating secretly for centuries. Our common origin involves a small crystalline gland somehow imbedded in the brain of recipients. This gland somehow orchestrates changes to the body down to the DNA level, slowly granting the person super powers. No real pattern to the acquisition of these glands has been discerned, although everyone who has recieved one was already extraordinary in some way before they got their powers. (No "Joe Sixpack" characters.) The majority (80%) of non-player characters with powers are in the 150-250 point range, and PCs are 350 points. There are a few ultra-high level types as well (Perhaps a half dozen). I have only about 500 superhumans on Earth, so our 7-member hero team MidGuard constitutes a significant percentage of the superhumans on Earth, and an even larger percentage of the world's higher powered beings. The most amazing thing about these tiny (pea-sized) crystalliine organs in the brain is that they appear to be advanced computers, although whether they are artificial or themselves an alien life form is a subject for hot debate amongst scientists in my campaign world. In at least one documented case a person who had his crystal surgically removed retained his powers, and in another case a crystal apparently "grew wrong" and became deformed, thus causing side effects like a tumor. No one but me knows the actual origin and purpose of these crystals, and I ain't talkin'.
  20. I'd still prefer Killing Attacks be a +2 Advantage rather than a separate Power. It would allow them to avoid such absurdities as "Ranged Killing Attack; No Range -1/2".
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