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Vanguard

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Everything posted by Vanguard

  1. A few things got me thinking and some of the modifiers in TUV got me questioning. When you hop into a Vehicle and open up with it's weapons, do you use your OCV or the vehicles? I was under the impression that you used yours because the Vehicles Dex/Spd drops to yours (or vice versa). Have I been correct or been doing it wrong all this time?
  2. Re: Warlord class Superdreadnought Can't remeber the exact page for the rulling but what you're looking at is the "double Equipment for 5 points". Basically, in a nut shell, what's happening is they are buy a weapon/item/piece of equipment and then for each doubling paying 5 points for it.
  3. Re: Warlord class Superdreadnought Usually, Fighters are listed as a Custom Power since there's no other place to put them. I, personally, activate the Equipment tab and put them there (along with the total # of fighters as well). Only bad thing about that is that since the changes to HDv2 has made it so they list a "cost" instead of a Point Total I've taken to just leaving the Active Points listed for that one thing. Seems to wrork for me.
  4. If you've got an AoE attack that's got the "can be missle deflected" or something like the Limitation for the Vehicle type missles. Does the AoE still happen? I mean you've got Can be Deflected on some of the missles in TUV but they've got AoE ranges in the MegaScale so do you "destroy" the weapon before it arms/detonates or do you need to try and come up with a way to decided how the AoE comes into effect? Or am I complicating something that doesn't need it.
  5. I've looked through the FAQ and think I've found the answer but I want to be sure. I've got a MindLink (psychic bond) in a Multi-power for a character. Am I correct in thinking that when I switch slots the Mind Link is broken?
  6. Re: When Heroes become Villians This is a fantasy hero game so some things do change. 1) It was during wartime and they were against overwhelming odds. (Very Personal Note: What I find amazing is that the GM allowd the wholesale slaughter of 100 men WITHOUT any of them even knowing what was going on. If the world was/is that prolific in magic then there would've been magical wards to prevent exactly that from happening. There should have been something not just a party of 6 characters waltzing in and decemating 100 professional soldiers). It was something that had to be done and they did it the only way they could see. 2) I think you have a very real Player and Character fear going there. There's a lot of posts saying (including, to some extent, mine) that "it was the "right" thing to do". What now needs to be done is make sure that while it may have been the "right" thing to do at the time, it doesn't become the "right" thing to do ALL the time. Make sure that the players/characters aren't desensitized to the whole thing and just give a flippant shoulder shrug and go on with their lives. It's that blase' attitude that, I think, is what causes Heros to turn to Villans. That and the "I'm a PC, I don't have to worry about what happens" attitdue. Yes, it's a fantasy game, but the characters portrayed in fantasy games are STILL heros. They should be played as such. As always, your opinions will vary . . .
  7. This came up in our game last night: We were fighting some automatons that had been built with the 60pt version of Takes No Stun. We seemed to have stuck on the "when is an automaton with that level of TNS destroyed". Is it rendered inoperable at 0 body like the 45 pnt version is or does it have to be driven down to -body before it it's no longer a threat?
  8. I'm no physics expert . . but I don't think so. You can punch someone in real life and knock them down without you yourself being knocked down. I don't see how increasing the scale of the kockdown/knockback would change anything.
  9. Didn't build it for any particular game but I did sorta have Dark Champions in mind while creating him. I could've sworn I lowered his natural PD to 0 but might have missed it. Wasn't sure on which way to go, either just straight PD or go with Armor. Can't even really tell you why i chose Armor other just the name. As for Visible. Yeah, I agree with you on the whole thing and for the longest time in our Hero games Armor was visible by nature but according to 5th Armor is invisble so can qualify for the Visible limitation. I'll play around a bit with the PD/Armor thing and see what happens. I did set it at the 18 level mark because like you said, for the most part weapons fire just bounces off him and it takes military grade hardware to even make him take notice. I chose 18 because I believe that was the max amount of damage for small arms weapons in Hero and you start going into higher dice ranges as you climb the scale. I wasn't too sure on either the damage output of the weapon nor the ammo capacity so it was all a guess. I may have fallen into the "bigger is better" pit-trap and just upped the dice when I should've stayed around the levels you're talking about. Especially since it's an Autofire weapon. Out of all 3 movies I think I only recall seeing him reload once and that was in Robocop 2 while in the Nuke factory (could be confusing that with RC 1 as well). I remember recalling something about the weapon having an internal ammo feed or something along those lines but just pretty much went with what I did as a "I'll do this and hopefully someone will come up with a better idea".
  10. Ok, here's my first attempt at a character. Comments, critizisms and anything else are more then welcome. Sorry it's so huge but couldn't figure out how to do smaller text. Alex MurphyPlayer: Val Char Cost 35 STR 25 15 DEX 15 0 CON -20 20 BODY 20 15 INT 5 10 EGO 20 20 PRE 10 0 COM -5 6 PD -6 0 ED 0 4 SPD 15 7 REC 0 0 END 0 3" RUN-60" SWIM-20" LEAP-7Characteristics Cost: 64Cost Power END 16 Cybernetic Construction: Elemental Control, 40-point powers, all slots Restrainable (Only by means other than Grabs and Entangles; -1/4) 54 1) Titanium Armor w/Kevlar laminate: Armor (18 PD/0 ED), Hardened (+1/4); Visible (-1/4) 0 20 2) Full Conversion Cyborg Body: Automaton (Takes No STUN (loses abilities when takes BODY)) 0 22 3) Cyborg Body: Hand-To-Hand Attack +4d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1); Must be Forcefully struck (-1), Hand-To-Hand Attack (-1/2) 0 9 Cybernetic Construction: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0 3 Voice Stress Analyzer: Detect Lie 12- (Hearing Group) 0 9 Computer Ehanced Vision: +3 PER with all Sense Groups 0 6 Optical Vision Magnification: +4 versus Range Modifier for Sight Group 0 10 Thermographic Imaging: IR Perception (Sight Group), Discriminatory 0 62 Heavily modified 9mm Autopistol: RKA 3d6+1 (vs. PD ), 2 clips of 12 Charges (+0), Autofire (3 shots; +1/4) [12] 20 Cybernetic Fists: HA +4d6, Reduced Endurance (0 END; +1/2); HA (-1/2) 0 22 Computer Access Spike: HKA 1d6 (2d6 w/STR) (vs. PD ), Reduced Endurance (0 END; +1/2) 0 Powers Cost: 253Cost Skill 3 Bureaucratics 13- 3 +3 with 9mm Autopistol 6 Penalty Skill Levels: +4 vs. Range Modifier with 9mm Autopistol 3 Deduction 12- 2 PS: Police Officer 11- 2 KS: Law Enforcement 11- 2 KS: Police Procedures 11- 2 KS: Law 11- 3 Systems Operation 12- 3 Tactics 12- 3 Teamwork 12- 1 TF: Small Motorized Ground Vehicles 2 WF: Small Arms Skills Cost: 35Cost Perk 3 Computer Link 3 Access 3 Access 6 Reputation: Unstoppable Robotic Cop (A large group) 11-, +3/+3d6 Perks Cost: 15Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 5 Eidetic Memory Talents Cost: 11Val Disadvantages 20 DF: RoboCop/Full Conversion Cyborg (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Phys. Lim.: Cannot Run (Infrequently, Fully Impairing) 15 Phys. Lim.: Must Obey Programming (Infrequently, Fully Impairing) 20 Phys. Lim.: Does Not Heal/Must be Repaired (All the Time, Greatly Impairing) 5 Phys. Lim.: Permanently Altered By Intrusive Cybernetics (Infrequently, Slightly Impairing) 15 Psych. Lim.: Policeman's Code (Common, Strong) 5 Phys. Lim.: Heavy (Infrequently, Slightly Impairing) 5 Phys. Lim.: Onboard Tracking Device (Infrequently, Slightly Impairing) 15 Psych. Lim.: Sense of Duty (Common, Strong) 5 Psych. Lim.: Flashbacks (Uncommon, Moderate) 5 Watched: Detriot PD 14- (Less Pow, Watching) 5 Watched: OCP 11- (As Pow, Watching) Disadvantage Points: 130Base Points: 200Experience Required: 48Total Experience Available: 48Experience Unspent: 0Total Character Cost: 378 Height: 6' 1" Hair: None Weight: 1200 lbs Eyes: Blue Appearance: Personality: Murphy's overwhelming sense of duty is what is suspected to have allowed him to survive the conversion process and not go insane as all other attempts have resulted in. He is a highly motivated police officer and continues to function in that capacity after his conversion.Quote:"Dead or Alive you are coming with me."Background: Alex Murphy was a cop on the Detroit Police Force. During the attempted apprehension of bank robbery suspects, he was killed in the line of duty. OCP, using the waiver that was signed by him and the fact that he was legally dead, turned him into a full conversion cyborg as part of their "Urban Renewal/Pacification" program. Even though his memory was wiped after reconstruction, he still get's flashbacks of his previous life. During the end of the movie, he has regained much of the identity that was lost.Powers/Tactics: He relies on his body armor and his pistol to stop most crimes he responds to.Campaign Use:
  11. I'ld like to post my attempt at a character but don't know how to get the character sheet w/image to appear in the post without having it be a downloadable file. How do I do this?
  12. Would putting Personal Immunity on a Force Wall allow the character to not only walk through that wall but allow his own attacks to by-pass it as well?
  13. Only problem with building him as a Multi-Form character is the fact that you have to rebuy all of his skills/talents/perks in each and every form. It's one of the reasons I have yet to find a use for Multi-Form. On a side note, I've tried to build a full conversion 'borg character (but with using the automaton rules) and it was rather spendy . . also took 3 charcter sheets. One for the brain, one for the body, and one for the battle computer. If you would like I could try and either come up with something to give you a jump start or post my orginal 'borg character for you.
  14. About Mind Control: From what I've read you do get a freebie break out roll AFTER you have followed said command for ONE (1) Phase. (NOTE:I have never liked mentalists, I never will like mentalists and for the most part one of my characters will kill mentalists on sight). Damages Shields (currently) Suck. Like was said, even if you don't have AP caps you have to pay a horrendous amount of points in order to make one effective. If you DO have AP caps, don't even bother looking at Damage Shield, it's a waste of time. (Although on a side note, you don't have to use Continuous in order to have a DS, you can, with GM permission construct one use Persistant in it's place). Megascale: As I believe Killer Shrike said, should only be allowed on Movement powers (probably only Vehicles too) and then carefully regulated. One of the players in our game had MegaScale and when we actually sat down and figured out how fast he went (we were curious) we realized that the only thing that would probably reach his destination would be a few teeth and a tatter or two of charred flesh. Damage: I know, when playing Champions you're playing a SuperHeroic game . . but taking 9 thousand stun and zero body just doesn't sit well with me. (I can live with it and I can deal with it but it is annoying). Hmm . . can't think of anything else off the top of my head but I will have to say I do like Hero's flexibility and the ability to create ANYTHING your little heart desires.
  15. Steve, I've looked through the FAQ and couldn't quite find the answer to a question I have. If you have an Instant Power (Say Entangle for example) and you use it on a target and then switch slots in the MultiPower, does the entangle (or other instant power) go away? Thanks!
  16. It would depend entirely on the villian as well as what the villian is trying/intending to do. Most of your villians out there would be happy just pasting the Hero and then grabbing what they came for and leaving the poor hero beaten, battered and defeated. A rare few (and these ones should be used extremely rarely) will finish what they've started and smoke the Hero.
  17. Right DftE, Recurve, my archer, has a Shock and a Charged Arrow (basically one doing normal damage the other Stun only). When I use those, I add the extra DC's from the martial art but if I use my MIRV Arrow (AoE), I just get any bonuses.
  18. I haven't had my GM rule one way or another but I've tended to follow along with JmOz. If the arrow does direct damage then I give the extra DC's . . if it doesn't (Like say an AoE arrow) then I just give any CV bonuses and leave it at that.
  19. Steve, I was wondering, do Programs for computers always have to have a relevant skill? Some of them, obviously, do (like AutoPilot needs Combat Pilot and appropriate TF) but what if you would like to build something that would just operate your armor (or vehicle) if you got knocked unconcious?
  20. Steve Need to know if this needs erattaed or not. In the TUV, there's a chart (unfortunately don't have access to my book right now) that's about 2-3 pages in that lists the costs of a Vehicles characteristics. It also lists the costs of the optional ones as well. It shows that you get a base INT of 10 but a base EGO of 0. In the text later on as it describes the characteristics and when/how they might apply it says that you get a base of 10 in both Ego and Int. Which is true, Chart or Text?
  21. Was originally going to put this in "Other Genres" put it sci-fi so I think it belongs here . . . In any case, has anyone else out there in Herodom read David Webers "Path of the Fury" and if so, have you tried to create one of the Drop Commando's? I've tried a couple of times and just can't seem to come up with anything that I'd be willing to keep/save.
  22. Steve, I loaded a character I previously created into HDv2 and got several Red Flags. Normally this is good since it keeps me honest. However I ran across something. It removed some Limitations I had put on the character's martial arts that he got when he turned into a superhero. Said that only advantages could be applied to manuevers. I found this odd so decided to trundle through the FAQ to see if I could find anything on my own. Only things I managed to find was this: That seems to say that Martial Art's CAN have limitiations. Am I correct in this?
  23. Sorry about that. I missed the smiley at the end. Yeah, that's my biggest beef with some of the character write ups from 4th. Supposedly "unenhanced" humans had outrageous stats. My GM's thinking of lowering her dex and just giving her Lightning Reflexes with her Bow.
  24. Why would you need to raise her dex? (unless it's due to your campagin levels). Rainbow Archer (renamed to Longbow and then revamped by my GM for our 5th ed game) has already made 2 apperances and both times she's given Recurve a run for his money.
  25. Neither. Recurve takes them both out and keeps them from hurting each other. (Sorry, shameless PC plug. Couldn't resist. )
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