Jump to content

acide_bob

HERO Member
  • Posts

    32
  • Joined

  • Last visited

acide_bob's Achievements

  1. the ultimate shooter thread just talk about how to build a gunner character... not sure i see the link with what I'm trying to do... Also I thought about going AF2 or 3 for DMRs.... but then, even I wonder why wouldn't all the semi-automatic pistols get AF 2 or 3 also....
  2. SO I'm building this military based game. And one of my biggest concern so far is to make each weapon seems more unique and the Rifles gives me trouble. Assuming taht I do know how to build weapon in the Hero System. (Real weapon, charg, OAF, no knockback, require hands, etc) I'm looking for a way to make a difference between the DMRs and Sniper Rifles. I know the effective range is there so it's already in. My main problem is with shooting rate. Most Long range Rifle will have a magazine for the bullets but still be single shot. While DMR tend to be semi-auto. And I don't know how to build that in the Hero System. My first thought was to make the single-shot a full phase action... which I think is great but open way too much possibility for a player to go full multi-attack build on a sniper rigle and empty a amg in one full phase. My second idea was to put 1/2 phase to ready weapon to shoot between each shot. So one full phase to shoot and rearm... but then I do know that experienced marksman can pull more than 1 bullet per second.... and I don't want the marskman of the team to go full SPD build jsut for shooting. So any suggestion? Would creating a special reload skill work? like skill start at 8 + dex/3 and everytime he succeeds he can pull another shot for his phase with incremental -2 on the skill roll for each shot? Just a special +xSPD (Only for shooting sniper rifles)? Would like a feedback on those and any suggestions is welcomed of course.
  3. Thanks a lot... was trying to wrap m,y head around it. really helped thre
  4. You're not the first one to suggest transform. I'm not sure how I would do that tho. Someone said to go with Major Transform, and put a Hunted on the designated host. I'm the GM btw. Also AS I was reading Transform... wouldn'Tt ransform cost a lot jsut to put somehting in someone that is a channel for powers. My point being that considering that the player need to always achieve 2x the BODY of the target. Buying a major change of 4D6 would still be 40 points.... and could take a whole lot of time. Considering the power does not fully transform the target but just adjust a complicaiton wouldn't that take less BODY to pass?
  5. So a player came up with a power set based on parasites. The guys is a mental type warrioir that implant parasite into people. The parasite feed general informations to the player. Like where is the host (vaguely), his health (vaguely) and things similar. Starting from there the player can sue mind control, possession, clairvoyance (to see through the eyes of the host) and all kind of fun stuff like that. My problem is I don't know how to build the parasite. The parasite can be "dispelled" or treated for that matter. It has to be a permanent thing. The parasite gonna stay inside the host until it is purged by some way or another. At first, I tried going with Mind Link, but the parasite do not permit to read mind or communicate. It jsuts sit there as a focus for the mind control and clairvoyance. So I'm not sure how to build that.
  6. So yeah, I am building spider-man. and while most of it is nothing hard. (increased dexterity, danger sens et defense maneuver) his web shooters are increasingly difficult to deal with considering all they can do. Most of people would probably toss them in a VPP (Focus) but I really don't like the idea. So my first try was building a MPP all based around the web-shooter. But i ran in a kind of problem considering that the web cartridges are not endless. And then I had this idea. I built a Endurance Reserve 60 end, no recovery (IIF, 6 charges, recoverable) And basically from there all web-shooters related powers take "endurance" from the this pool. Web Slinging: swinging, 35m (x8 noncombat) (not sure about the speed of this one), gestures, requires gestures throughout, physical manifestation, cost END to maintain (half), Leaves a trail. you could add only in alternate identity. but i don't quite like this limitation so i never use it. Entangle, 7D6 (this amount was picked cause most human will never get through the webbing, but most mildly powered villains can.) Cone 7m cone, non selective, Time limit 2 hours, no range. (I used no range, but i remember seing spider-man use it as a kind of fishing net in some episode when i was young so i'm really not sure) Webbing Balls, Blast 3D6, autofire (5 shots). So this as far as i am right now. The real problem i have is building all those little tricks he does with his web. you know like hitting on/off switchs. I was thinking useing a small telekinesis with physical manifestation. Also taht move where he jsut tag someone and pulls him. i was thinking: Entangle 7d6, 7 PD/7 ED, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4) (105 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Beam (-1/4), Gestures (-1/4) anyone to bounce that ball back with me so i can build that spider if you ahve any other idea concerning our all-time favorite wall-crawler I'm more than welcome.
  7. So I've encountered a problem with the Cumulative advantage. My player was trying to infiltrate someone mind without the NPC knowing. So of course came the question about making unnoticed Telepathy with Cumulative. I'm a bit lost concerning how it might work. Since the power don't kick in until the chracter achieve his goal, but the character getting probed still can feel the use of a mental power on him. Am i reading wrong the power or something. Is it that a character need mental awareness to detect a power is being used on himself, or everyone can be aware of it unless you have spectacular roll againt the NPC ego. (Goal +20 EGO) Os is it really that considering the potential to override virtually anyone with cumulative, you jsut can't make it unnoticed until you reach it? And is there a way through advantages to make it possible to hold out the result and stack them until you ahve what you need? Would be immensely powerful, but I do trust that player a lot to not abuse that kind of power.
  8. So one of my player came up with a neat idea, and I'm trying to build him a power. I'm going to present what I got so far and I would like some insight. He's character power is defined as being "hyper-adaptable to energy". So he is resistant to energy dmg but if he takes too dmg from a certain type of energy (i.e: electricity) his body turns immune to that particular energy and he can use power related to electricity until his body consider him safe and out of electricity danger. So I built him on a multiform. His primary from is human with a Resistant Damage Reduction (Energy) 50%. We have set that if he takes a quarter of his body in enrgy dmg he shifts. No mechanical build for this. If you know of one please tell me. Multiform goes as this: [TABLE] [TR] [TD] 38[/TD] [TD] [TABLE] [TR] [TD=width: 35, align: right] 1) [/TD] [TD=width: 271, colspan: 2, align: left] Multiform (450 Character Points in the most expensive form) (x8 Number Of Forms) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1), Conditional Power Character Must Be Damaged By An Energy Attack (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)[/TD] [/TR] [/TABLE] [/TD] [TD] 0[/TD] [/TR] [/TABLE] Everytime he swtiches to one form of energy or another he looses the Resistant Damage Reduction, and instead gain an Energy Immunity built on desolidification. exemple: [TABLE] [TR] [TD] 20[/TD] [TD] [TABLE] [TR] [TD=width: 35, align: right] 1) [/TD] [TD=width: 271, colspan: 2, align: left] Lightning Immunity: Desolidification , Persistent (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (100 Active Points); No Conscious Control (-2), Only To Protect Against Lightning (-1), Always On (-1/2), Cannot Pass Through Solid Objects (-1/2)[/TD] [/TR] [/TABLE] [/TD] [TD] 0[/TD] [/TR] [/TABLE] and then usually gain one attack power, one movement power and one support power (heal, aid.) SO far i'm happy with that. But I'm wondering if there is some way to make it less costly overall. Because we keep the multiform on each character since he wants to shift to one form to another if there's multiple energy based power flying around. I wanted to find a way to make it so he can't switch back to normal anytime he wants. I know i can just put a timer based on a power like absorb.... i just realised i can put a time limit on the power. So forget that part.... so any insight?
  9. So I was building that Superman-archetype kind of champion for my game. So I thought about the bulletproof part and instinctively thought of resistant protection of course. But then I started thinking about heroes like Hulk and Superman and Ms. Marvel and any other super-resistant type, and I thought that Dmg Negation would make more sense. If you buy enough to block 45 active points. You're suppose to block pretty much everything short of a rocket launcher (according to the equipment guide). But then, finding out the active cost of every power everytime someone attack is a drag. As a Storyteller I often build up imaginary characters sheets for random encounters and I more or less speculate in my mind what kind of dmg that new fire-manipulating dude should do. So I pitch a random 4d6 dmg plus a DOT of 5 rounds (for exemple). But then If a player ask about the active cost in relation to his Dmg Negation, I'm always find myself in a tight spot. So yeah Dmg Negation is, in my opinion, the best to show a "bulletproof" character as a concept. In-game, I wish to know waht you people use usually and how you make it work?
  10. I guess this one already exist but I couldn't find it: I was wondering if that limitation for teleport meant that the character have to be able to reach the palce he wants to teleport to by himself with his own powers for him to use his teleport? or is it that his teleport is considered a straight line from A to B to he couldnt, reach a place garded by a barrier, but could still teleport in the sky even tho he wouldn't be able to fly or jump that height? Thank you
  11. We had a kind of a hot argument over this limitation for Teleport today. As the Gamemaster I ruled it meant that the character need to be physically able to reach the place where he is teleporting. So someone with this limitation wouldn't be able to jsut teleport in the air without any structure around to help him. Like say over the ocean. One of my player think that he means that he jsut need a clear field to use his teleport. So he could teleport in a straight line over his head unless there was some kind of structure/barrier over his head to keep him from doing it. so I was wondering how people were dealing with that cause I found my logic sound. But ehn when I read the limitation, it is so vague taht his interpretation could make sense also. thank you.
  12. one of my player bought the Coutnerstrike martial maneuver in the HDv3 So the first time he used it we assumed it was a block, followed by a strike if the block suceeded or something similar. So we went with that considering we didn't want to go through the books during a game session. Today I was trying to find it in the books and... nothing. Character Creation doesn't mention it, comabt and adventuring also. i have Martial Arts, you can see the name here and there in some Martial Arts description, but didn't find any actual description of the maneuver and how it works. So can someone help me a bit, am I really taht blind or is it somewhere in some other book i don't have?
  13. I played and long run on the 5th edition. First edition I ever tried. Then the 6th came around. absolutely loved it. We've been runnin our campaign our superheroes for almost 3 years now. Our group had almost over 30 different characters in the group sometime with up to 12 of them active at the same time played by 5 players. So we having a kind of "end of their world" event... shifting pawns around and all that.... Anyway... my question is, although i really like the 6th editions how most of the skills and powers now work with it.. i do miss al the secondary stats that were brought by Strenght Constitution and Dexterity. I was wondering if someone actualyl came witth a good system to do that with the 6th ed. Even better has someone came up with a kind of plugin for the Hero designer that could do it cause i must admit the Hero Designer have spoiled me a bit and I don,t feel like doing the manual on conversation on such a change. any links or tips/tricks owuld be useful.
  14. Re: Hero system complexity Me point on the Hero System: It is far more intimidating than hard to understand. First time I tried to open the books I thought: "What the **** did I get myself into!?!" But then, it's like any other system. Start with the beginning ofthe bok and slowly read it. In no time you'll grasp it and you'll be able to handle all the basics. You'll have 3 real challenge in my opinion: First - Bringing complex concept and trying to make them work on a character sheet. You have to know a lot about to system to makee them work right. But you'll soon overlook this difficulty. Second - Game balance. Took me a while to handle the game balance. To understand how and why some powers should not be allowed unless under extreme limitations. Combbat balance can be an issue too. But if you had experience with systems like World of Darkness or Shadowrun you should be able to handle right too much problems. If you are making the jump from D&D, good chance you'll get a brain sprain the first couple of games and/or combats. Third - The rules. there is a lot for a lot of situation. Knowing them all is a pain. I often find myself in situation where i try to remember how velocity work on a falling character and how much damage he's gonna take if he hits the concret or how does it work to catch the said falling character. It can be a real pain sometime and some rules doesn't show up often so it's hard to remember them. But considering the system, keep in mind that most of the time jsut more or less guess something that mroe or less refer to the initial rule and you should be fine. Honestly, like i first said, the system is intimidating by the sheer number of details in rules more than it is hard to use.
  15. I've been trying to look all over my books and the forum. Even with the search engine I couldn't find what I was looking for. So to put it simply, is there a general of thumb when you want to put a price on a piece of equipement. I do like the creation points system, but we're building a new game that would be a rough equivalent of D&D. And I was just wondering if there was a system in Hero that would help establish this sword is worth more than this other sword. Active cost is of course a good measure. But stil doesn't get me the price I'm lookin for. And in the same order of idea, is there a kind of ressource system based on character points per X amount of starting money. Not just the rough description you see in the base books. We wanted to have a feeling similar to Shadowrun where 1 point would be worth for example 100$ so you would more or less cash in 50 points to get 5000$ to buy your starting equipement. We had the idea to keep this roughly the same for equipement saying that price of the item would be [Real cost * 100] or maybe witht he active cost... still not sure. It seems balanced for me, but usually I'm not really good for having balanced houserule, so I was hoping someone would have already thought of it. I don't care if you system is based on sci-fi or pulp or whatever. If i could have a base to work on I could make it work.
×
×
  • Create New...