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dmjalund

HERO Member
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Everything posted by dmjalund

  1. Re: Genre-crossover nightmares Life on Veronica Mars
  2. Re: A Storeowner's First Impression Two possibilities come to mind. 1) Encourage the HERO System books to be displayed at the counter, to encourage the customer to ask the shop assistant about it. 2) Publish a free "Introduction to the HERO System" pamplet/booklet to be made available to anyone who shows any interest. obviously, it would be possible to do both
  3. Re: Love for Non-Casters? the possibility of Aid HKA comes to mind
  4. Re: Teleport Strength TELEPORT DISARM BY This version of the Disarm By Maneuver allows a character to teleport away from a character and Disarm that person, in effect combining some aspects of Teleport Pull with Disarm. It requires at least a Half Move, and can be performed with a Full Move if desired. It imposes a -4 penalty on OCV and a -2 on DCV. If the Attack Roll succeeds, the character engages in a Teleport Capacity Versus STR Roll Contest to see if he Disarms the target. Otherwise, standard rules for Disarm apply. In particular, remember that a Disarmed object goes flying 1d6+1 meters from the Teleport destination — the character does not get to take it away and keep it (that requires a Teleport Grab By). At the GM’s option, a character performing a Disarm By can make a Sleight Of Hand roll to replace the Disarmed object with some other object he’s already holding. A character can use Teleport Disarm By at Non-combat distances or Extra-Dimensional Movement, (though this means the character has a base OCV of 0). Teleport Disarm By ½ phase -4 OCV -2 DCV Disarm target and Teleport, requires Teleport Capacity vs. STR Roll
  5. Re: Teleport Strength TELEPORT GRAB BY Grab By is essentially a combination of Grab (as it pertains to weapons and Foci, and sometimes to people) and Teleport Pull. It allows a character to make a Teleport away from another character and Grab an object that person’s holding. The character suffers OCV and DCV penalties combining those of Grab and Move By. When the character performs the Grab, in addition to the penalties for the maneuver he suffers the standard -2 OCV penalty if he attempts to Grab an Accessible Focus, weapon, or object. However, if the Grab succeeds, he doesn’t suffer the typical reduction to DCV caused by Grabbing someone. He only suffers the DCV penalty for the Maneuver itself (-4) during the Segment in which the object was Grabbed — his DCV returns to normal at the beginning of the next Segment (assuming he has control of the object). The character uses his Teleport capacity as STR only for purposes of succeeding with the Grab. Otherwise, standard rules for Grabbing weapons and Foci apply, as appropriate (e.g., the victim can immediately make a Casual STR roll to hold onto the object). Teleport Grab By ½ phase -3 OCV -4 DCV Grab and Teleport with object, use Teleport capacity as STR
  6. I was scanning through the APG and had this idea. The text was talking about the ability to modify the powers the character was reflecting, and I thought this might be an appropriate way: 40 Reflection (60 Active Points) 30 Naked Variable Special Effects (any effect + 1/2) for up to 60 active points of Reflected Attack.
  7. Re: What Will It Take To Blow Up Pluto? a really big air pump?
  8. Re: Teleport Strength heres what i've been thinking. Teleport capacity measures how much 'strength' can be used to pull something with you when you teleport. In this instance it would be most like a zero range Telekinesis. (that would mean that the damage would be normal damage vs PD) This action "Teleport Pull" must follow a Grab. It would allow the character to use his teleport capacity as Strength DC of a physical attack on an object, and if successful at breaking the object from what it is attached to, will allow the character to teleport with that object. It would be a 1/2 phase action, but will end a persons phase. If the character fails to break the object's attachment, the object and its attachment is not actually damaged, and depending on any Advantages purchased, the character may either be still with the object, or teleported without the object. If a character has enough capacity to teleport the object , he should not be able to damage the object by trying to teleport "just a little bit of it" although a generous GM may allow the character to buy this ability with an Advantage or an Adder. NOTE anything here can also be applied to Extradimensional Movement
  9. Re: Genre-crossover nightmares The Last AUCTION Hero "I am here to do your bidding"
  10. Re: Teleport Strength I was just thinking that teleport capacity could be more closely linked to the effect defining capacity as strength also allows for other possibilities suach as allowing 'haymaker' attacks allowing extra capacity at the cost of delayed action) if this subject does nothing else it opens up the possibility to 'push' capacity
  11. I have been thinking about Teleport 'capacity' (the ability to carry others up to a certain mass) and was thinking that it could be extended, to act more like a special sort of Strength e.g. someone who can teleport with 100kg would have a Teleport Strength of 10, which could be pushed like normal strength, and could potentially be used to teleport objects that are attached to other things (like walls, large vehicles etc). the person rolls damage dice (2d6 in the example above) and if it does enough body that - if it was a real attack - it would break off, then the object would come with him. If it did not do enough body, then the object would probably not have actually suffered from any damage. You would have to decide, when creating the character what would happen when this attempt fails, whether the character teleports without the object, or fails to teleport, or even suffers the damage himself:( (there may be Advantages/Limitations depending which option is chosen)
  12. Re: Freedom from the Reich Perhaps be inspired by Teen Titans/Doom Patrol nemesis group "Brotherhood of evil"
  13. Re: Genre-crossover nightmares Stargate Atlanta
  14. Re: A DC Animated-style HeroMachine [ATTACH]32905[/ATTACH] Blackfire
  15. Re: Interdimensional stories There is 'The One' with Jet Li - where he has to fight a version of himself from an alternate universe
  16. Re: The Incredible Shrinking Species any non-human residents of earth would end up feeling like King Kong
  17. Re: Lock-On System in all this keep in mind an unmentioned advantage to te power as described, that if the "attack" misses, it is invisible
  18. Re: CU: How does PRIMUS handle foreigners? It was still canon when they did that future where Superman became President, however I don't think it is anymore (Thanks a lot Smallville!)
  19. Re: Genre-crossover nightmares The Dukes of Moral Hazard
  20. Re: Genre-crossover nightmares The Hobbits of Dune
  21. Re: What Are You Listening To Right Now? My computers fan and the occaisonal squeeking of my chair - and of course the sound of my typing
  22. Re: CU: How does PRIMUS handle foreigners? I'm betting you were more than just a cluster of cells when you entered the sub
  23. Re: Sixth Edition Showcase #8: APG Goodies Congratulations! The hero has just funded the supervillains next plan for taking over the world! Hope he's Happy
  24. Re: Summon specific being? Maybe we should summon Steven Long to answer this for us
  25. Re: Earth: 7.5 Billion AD actually theres a third option for the moon, it could park itself in a Trojan orbit 60 degrees away from the Earth's orbit around the sun
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