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About Vanguard

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    Where Wolf?
  • Birthday 04/07/1975

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  1. And you've never, ever changed anything that was RAW? We've used Combat Luck to represent everything from "Nah-nah you missed me!!" to "the bullet hit a particularly thick portion of your armor". For someone who seems to have no problem with house rules and/or making changes to his game for the better, you seem particular stuck on the wording of this . . But as you say, you're done talking about this and now so am I.
  2. Combat luck doesn't mean that. Combat luck is just that, Luck. It *could* mean the attack missed, it could mean the attack bounced off your armor, it could also mean a myriad of other things, at least that's the way we've always played it. Also, part of the text quoted from 6th Ed (I know you don't play that edition but I honestly think it's just a cut and paste from Dark Champions) "Because Combat Luck depends on a character’s ability to dodge, block, or otherwise avoid damage, it doesn’t work if the character is asleep, unconscious, or deliberately throws himself in the way of an attack (for example, to save a comrade from injury). Nor does it protect him from damage in most situations where he deliberately does something he knows will hurt him (such as performing a Move By/Through, both of which cause him to take some of the damage he does to the target). In some cases Combat Luck won’t apply if the character is Surprised (see 6E1 50); the GM may require a PER Roll or other roll to determine if the character perceived the attack in time to use his Combat Luck." So Combat Luck isn't some kind of super "i can't be hurt power". It's a power that was mainly designed to give Heroic characters some kind of resistant defense when/if they were ever caught without their body armor. But it also states that there are circumstances where it won't apply. If that's how a GM deals with things like that then it's time to find a new GM. And if you have a player that things and/or does this, then that's metagaming and the player needs a talking to. We've had a few players like this and yes, we've talked to them about it. However, it's been a long time since we've player a Super Heroic campaign so it's become less of an issue due to the the limited powers/abilities of the players. Which leads me to this. Since we've mainly played Heroic games for the last little while, Covered comes up a bit in them. Whether it's us Covering the bad guy or the Bad Guy covering one of us or a hostage. We've always played that there must be some kind of distraction to break the cover. If no one can think of anything, then the Coverer has us dead to rights and pretty much gets their way. But we get them back on the rematch. Wait . . . the comics code is gone? Or did it get replaced by the Governments Code?
  3. Hero Designer will do all that. The one thing that might take a bit of doing is finding an export template that suits you. If you know HTML coding, you can make your own. If you don't, you can find a lot of them in the download section plus there are members of the community that, if you asked nicely, could probably make you one.
  4. Voltron uses/creates a temporal field that suspends time for all those inside it, except him, for the duration of the transformation/combination sequence. Thereby allowing all the spiffy effects to be showcased without the villain getting bored and just obliterating him befores he's completely formed.
  5. Right. That's what the GM is for. It's his job to go "yeah, that's not going to fly" and either outright nix it or, if he's nice, try and work with you till it's something that's acceptable to both him and the player.
  6. @PhilFleischmann I'd have to pull up the character but, yeah, I do believe they're different from each other. One or two might overlap a tiny bit but that's about it. I do see what your talking about with the minor variation thing. And we've run into that during thought experiments based on having multiple style which would require you to purchase the same maneuver, just named something different. We decided you didn't need to do that. If you purchased all the non-combat related stuff (IE: KSes, etc) then you just needed to buy the maneuver once and call it good. I will say that, at first blush, buying martial arts as just a collection of Skill levels, str and damage could work and might, in the long run, even be cheaper. But I look at it like I look at the rule talking about not building a power to take the place of an already existing power. (I know I'm messing that up but it's what I can recall at the moment). To me, that's what's being done. Anyway, sorry to derail the thread . . .
  7. Um, on of my characters has 10 MA maneuvers. And I don't feel like I'm getting diminishing returns from them . . . . I've also bought levels with them and, I think, I even started buying some DCs to go with . . . 'Course I'm now probably going to be told I'm doing it wrong and wasting points but . . ::shrugs:: it works for me and while I've found you can do it the way DB pointed out. it just doesn't feel right. To me it feels to . . . efficient, if that can be a thing.
  8. Same here. With the exception of still having my cards. I've thought about selling them but with the crazy dying down, I doubt I'd get much for them so I just hang on too them for nostalgia's sake. Who knows, maybe I'll start playing again. Although I think most of the cards I use(d) are now banned . . . /shrug
  9. Exactly. And I think I've figured out why. When someone thinks about "superheroes", I think they're thinking of the well established ones. Like Superman, Batman, The X-Men, etc. They then try to cram all those "years of experience" into the very finite amount of starting points that they're given and wind up extremely disappointed. Something I also found occuring in our group, was when thinking about stats, they weren't think about "Okay how much stronger than a normal human is my brick". They were thinking "Okay, how much stronger than the normal superhero is my brick". Which lead to incredibly inflated states. At least in my mind.
  10. I do this in the off chance that the enemy drops said weapon and/or I pick on up during the game. While it's possible that the GM will say "Hey, that weapon is that type that you always use so you're good" there's the distinct possibility he won't so I like to have my bases covered.
  11. At character creation, i spend points on background skills and occupational skills. After character creation I wind up spending points on acquiring skills I should have had at character creation but didn't have the points for as well as buying skills that could be used to assist any powers/abilities I have acquired over the course of game play.
  12. Maybe "old" is too strong of a word . . . how about we go with "seasoned".
  13. This, to me, seems the biggest selling point to Hero. The downside to this is that everything needs to be built.
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