Jump to content

Vanguard

HERO Member
  • Posts

    1,029
  • Joined

  • Last visited

Posts posted by Vanguard

  1. Our Gaming group has come to the conclusion that MegaScale is MegaRidiculous when taken way to far. One of the players had a Variable Advantage and used it to kick his Flight into MegaScale. I can't remember the exact speed but we calculated that what would actually arrive at his destination where bits of scorched armour and some teeth.

     

    We've pretty much decided to regulate MegaScale to Vehicles and bases and even then try and make sure that it doesn't get too out of hand.

  2. Basically what I do with IR vision is go ahead and by the Discriminatory adder to it as well (technically, you don't need to as Markus said).

     

    I do this for a few reasons. The way I envision normal IR is as mentioned. You can see things well enough to identify them (IE: That's a desk, that's a person, etc). When you add the Discriminatory, that is when IR vision becomes Thermographic Vision and you can now tell distinct and exact (although not as much as analyze) information about something (Now you can tell the difference between Larry. Moe, and Curly because of the heat differentials. And you can also identify things on a desk because of the minute differences in heat). I still don't allow reading or other fine details with either IR or Thermographic. But that's just me.

     

    Hope this made sense and just wasn't a bunch of rambling.

  3. (Don't know if this goes here or the HD forum .. apologies if it's in the wrong place)

     

    Ok .. I've read the faq and I just wanted to be sure of something. It says that the END and the Rec of the reserve are counted as "one" power when it comes to calculating costs.

     

    So correct me if I'm wrong .. but when you build the power in HD, you typically should put the same limitations on the REC as you have on the END, right? Or is this double dipping?

  4. One of the reasons that the Joker is still around is storyline (as someone mentioned). If the hero's in the comics killed every villian they came across, there would be a severe lack of comics on the shelf. It's the same reason why, when you're watching a movie, the main character's don't do what they SHOULD in order to end things quick. If they just launched a LAW into the building the movie would be over in ten-minutes.

     

    Now ... do I think hero's shouldn't kill? I think that's up to the individual hero. I know in our group the majority think killing is wrong and will avoid it as much as possible. While there is one that while he won't kill outright ... he doesn't have any qualms about it nor remorse.

     

    Vanguard, is a Wolvering clone (and I'm proud of it) and it took one of the other characters in the game to convince him that killing the bad-guys the team ran across was bad. He wasn't a casual killer, but his school of thought was like some of the others on here. "If I let this person go, they're going to get out and kill or hurt other people and I can't let that happen." Did he think he was above the law? No .. in fact, he thought he was sacrificing his soul and would be forever damned because of what he was doing. But he thought it was best that he suffer and pay the consequences then others. Make him a bit self-righteous? Maybe. But after several conversations with one of his teammates, he agreed (albiet reluctantly) to go the "Three-Strikes" route.

     

    As it was mentioned. "Hero's" killing is mainly based on Campaign setting and tone. If only a few of the villians out there are going to have the lethality that we see in the Joker and Punisher and such, then yeah, the players are actually going to go "Ya know .. we gotta stop this guy" and do what's neccessary.

     

    My biggest concern (and in the current campaign I'm in, it's not much of a concern) is the GM that allows his players to be, for all intents and purposes, casual killers. If it comes to that, then you're not playing hero's. You're playing villians.

  5. Ok .. the only thing I'm going to say here is this (and I really probably should just keep my trap shut) . . .

     

    Innominatus, what is it EXACTLY that you want? If it's some kind of rules clarification or something then why don't you ask it?

     

    Basically, as I see it, Mechanon (and all the master villians) where given a "character sheet" as sort of a starting point. Something for the individual GM's to take a look at and go ... "Oh" and then work from there. From one of your last posts, it almost sounds like you would've been more happy if Steve would've just posted a list of Master Villians and said "Here you go".

     

    If the write up for Mechanon strikes a nerve or seems wrong to you, change it to something you like and can live with. But like several people have said, Mechanon is a master villian and by definition, doesn't need points or .. like ALL the NPC's in a game world .. they have as many points as they need to do what they need to do.

     

    Like I said, I *think* the reason we have write ups for bad guys like Mechanon and Dr. D are a starting point or a "guideline". Just a place to start and to add things here and there or tweak as needed.

     

    I hope this doesn't sound like a personal attack, it's not ment as one ..

     

    Anyway .. just my 2 cents.

  6. I know that according to the FAQ you need (or should) have a sense bought with the same MegaScale as your movement.

     

    Soooo ... I was wondering if this power construct would work for the jet I built:

     

    Afterburn: Flight 10", Megascale (1" = 1 km; +1/4) (25 Active Points); Costs Endurance (Costs END Every Phase; -1/2) (uses END Reserve)

     

    Long Range Optic Sensors: Targeting Sense (Sight Group), Megascale (1" = 1 km; +1/4) (25 Active Points) (uses END Reserve)

     

    Will what I've got there let this plane fly at MegaScale without smearing the occupants all over the landscape?

  7. Also away of thinking is this. It's also depends on the TYPE of missle you're trying to build.

     

    Personally, I would go with something like this. If the missile is something like a Maverick or a Sidewinder, I'ld build as a normal RKA with appropriate Advantages and Limitations. If it was something like a Tomahawk Cruise missle .. Vehicle all the way. :)

  8. ::chuckles:: I know it's *there* i'm talking about in the list of Martial Manuevers. I've noticed that most of the Martial arts in the book take the various manuevers and rename them. I thought that's what this one was .. but I couldn't find the "raw" maneuver, so to speak. Was wondering if it actually existed or if I was correct in just building it as a custom maneuver. :D

  9. Got a question ... or more likely .. just a clarification.

     

    In the TUV it gives an example of giving your vehicle the Skill Combat Pilot/Driving to represent an Autopilot as well as to give complimentary skill to an actual pilot. Does this mean that you don't have to pay additional points for a computer to do the autopilot?

     

    Thanks.

  10. Actually .. I'm not too sure how Star Hero does thing. But it helps if you think of it this way.

     

    A vehicle has X number of body PER hex size. So, if the Enterprise is a craft that's 25 hexes long by 20 hexes wide ... each of those hexes has, for example, 24 body.

     

    Of course, this is just my opinion and how I would do it. YMMV

×
×
  • Create New...