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Snarf

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Everything posted by Snarf

  1. Yeah, that's one of those areas where the GM is sort of allowed to create the game system. It's a bit confusing for new players, but you really see why it's a good idea when you try to make your own campaign settings. I like to use PSs for when players want to know some information (practical information that's not as abstract as a knowledge skill) and other skills for the actual excercise of thievery. Usually the professional skill would automatically entitle them to the information, but I might make them roll for something really obscure and useful. Anytime they convince me that their general PS experience applies to a situation I'd let them use it for a complementary roll.
  2. I agree that it depends whether your basing your write ups off of the show or the game. Cut is more like a dispel vs. a specific type of bush in the game, or something like that. You can't just destroy any bush you want with it. In the show, video game nonsense like that doesn't happen and the attacks are more "realistic." Anyways, since stun only is a +0 modifier, you can take anyone elses write up and change it to normal damage easily.
  3. Thieves should probably also have the skills Stealth, Concealment, and Climbing, depending on the setting. The Trading skill covers selling goods. Combine that with a complementary skill roll of Streetwise for selling stolen goods. Thieving is so built into the game that there's already existing skills to cover every part of it. You don't really have to use PS at all. You should consider buying Fantasy Hero, it has lots of information about how to do stuff like this.
  4. For Star Hero, you can pretty much make up any prices you want, based on the level of technology in your game. Your guess of what shells for a plasmaphronic zappinator is as good as anyone elses.
  5. As a social limitation, I vote for 10 points: frequently (11-), minor.
  6. I don't know anything about Galactic Champions and I have no idea if this is useful to you, but I did make a new type of stardrive for one of my futury type games. It was kind of like an instant jump drive, but instead of jumping on it's own it enhances a characters teleportation powers so their inches turn to light years. I designed it as a megascaling naked modifier with bulky focus and drawing from the power source of the vehicle it's installed in. If threads for the slipstream riding are stable and well known, you could make navigators or navigation computers do an area knowledge roll to recall where the useful threads are in that region.
  7. Or for that same price you could have... Cost Power END 24 Forgotten: Extra-Dimensional Movement (Single Dimension Where Character is Invincible and Has Huge Bags of Money and All The Ladies Love Him Hooray!), Trigger (Once out of Sight; +1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (55 Active Points); No Conscious Control (Only Effects cannot be controlled; If the character stays in view, he is remembered; -1), no Noncombat movement (-1/4)
  8. Hmm could you get the same information from a similar object if the one you were using was lost or taken somehow? Like, if the murder knife is stolen, are the murderer's shoes good enough? I guess OIF isn't what you're looking for.
  9. I might be misunderstanding your explanation, but this sounds a lot like N-Ray Perception (FREd p. 106).
  10. For a continusly usable effect, I would lean more towards Eidetic memory. For something that gets used up or used infrequently, I would lean more toward INT bonuses. Blue Jogger's memory stone looks good for what was needed, but here's an alternative just for pondering: Memory Charm: +20 INT, (AP 20); Only For Recalling Details and Memory Related Skill Rolls (-1 1/2), 4 Charges (-1), IAF Expendable (Elephant Poo;-1), Gestures (-1/4), Incantations (-1/4), (RC 4).
  11. I would set the Side Effect's limitation at whatever you think the average Drain would be. Or you could base the limitation's value off of Increased Endurance Cost. If you think it would usually double the END cost, then that's -1/2, triple is -1, and so on. Once a fair cost is decided, you can make up your own rule about how the cost is paid. 1 END per 10 APs or 1 END per point of damage or whatever.
  12. I've never played Abarrent but, from what I've heard from friends, I think taint could also be done as a Susceptibility. Susceptibility has an option for replacing damage with APs of some other attack, such as Transform. Susceptibility: To Overuse Of Powers (common, instant, 1d6 Transform). 20 Points. But the physical limitation works better if you want to make new rules or use the Aberrant rules for how the transform damage heals.
  13. There's a Sleep Spell example somewhere in FREd where it's done with a big Ego Attack. But that's more like mentally hitting someone over the back of the head with a rock than it is like a lullaby...
  14. Do they use the item at the time the memory is formed or at the time they want to recall something?
  15. If you're going to include a focus limitation, it should probably be OIF instead of OAF. OIF is normally used when a type of object is required instead of one specific item, such as "weapon of opportunity" or, in this case, the object with the psychic residue.
  16. Re: Misc Magic for my Game. I think this spell might qualify for the Physical Manifestation limitation. Physical Manifestion is this new -1/4 limitation in USPD that means a power isn't exactly a focus but has a physical presence which can be attacked while it's on, like a dressing.
  17. To me, they don't seem all that balanced in the video game either, so I don't worry about the final point cost. The main thing is that owners can choose the monsters they want and switch to whichever one is best for the current situation.
  18. I think pre-made things like HKA vs. RKA makes things easier for beginners but doesn't matter much either way for experienced players. For the most part, I'd prefer a carefully balanced and consistent premade power for each commonly used ability. For instance, I'd rather regeneration was it's own power instead of a form of healing, because it's common and applies to all genres, but I'm fine with hancuffs being constructed through a long list of modifiers, because it's pretty rare and occurs in different forms in each genre. I still like to have a ton of options though, even if I don't want to use them all the time.
  19. I think the one that takes an hour keeps the attack from being too powerful. I'd require the transform be easily reversible for the one that takes a turn or two.
  20. It works for me. Something is wrong on GrimJesta's computer.
  21. I like that Vulpix. I think I'll steal it for one of my games. 2d6 of Drain Dexterity might be a little low. It's going to take about 2 hits to drain a single point of CV, and after 3 or 4 hits, the battle will be over, if they have no substantial PD/ED and attacks as powerful as flamethrower are typical. I guess it's not supposed to be that powerful though, since it's a supplement to a damaging attack. It all depends on the effect you're going for.
  22. Snarf

    Big O

    I pretty much agree with what you said, except you didn't mention Roger's inhumanly high DEX. I've seen him pull off insane untrained physical feats, like jumping out of a 2'nd story window and in through the sunroof of his speeding car, without breaking a sweat. Roger also has a couple frequently used gadgets. Off the top of my head, I can think of a skeleton key device and his watch, which has a grappling hook and remotely controls his vehicles. Speaking of vehicles, he has some other pretty substantial vehicles in addition to Big O. There's his very square car "Gryphon", which has camoflage skin, machine guns, and rockets, and Prairie Dog, the double-train that transports Big O through the subway system. Dorothy has that headband thing which can be a CD reader or a flashlight. I think one of the Adult Swim promos said Big O was 18 stories tall. You could use that as a base for determining how many levels of size all the robots need.
  23. Geez, sick sick sick. I don't even need half those effect since the range is going to be one room and not one universe. I ended up using one of the simpler methods someone gave in an old thread: Stopwatch: Major Transform 6d6 (all targets into targets stopped in time, heals after leaving the area), Personal Immunity (+1/4), Affect Desolidified (any form, +1/2), Area of Effect (15" radius, +1), Continuous (+1), (AP 337); 1 Continuing Charge (1 turn, never recovers, -3 1/4), OAF (-1), No Range (-1/2), (RC 59). This will zap most ordinary people and moderately sized objects but superheroes might have a chance to escape... maybe... That Steve designed power should go in any reprints of UNTIL.
  24. I tried doing a search and found out it was on the old forums. Could you describe how it was basically made? I'm in the middle of trying to make a time stopping item right now.
  25. Snarf

    Big O

    3 charges? I only remember him doing one shot with that in the sea monster episode. Or are you talking about that thing in the last episode that blew a hole in the city? Here's some more weapons from the second season: He fired his grappling hooks off in every direction at once that one time - RKA with AOE: Radius. Machine Guns in the hand - Autofire RKA in a multipower with his fist pistons. Come to think of it, he pretty much never uses two of his weapons at the same time. Everything could be in multipower.
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