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Panpiper

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  1. Thanks
    Panpiper reacted to Hugh Neilson in Does this character do 9d6 or 12d6 with his club?   
    The STR required for STR Minimum is used to meet that requirement.  Only STR in excess of the STR Min adds to damage, so he does 9d6 swinging the club two-handed.  Essentially, the first 15 STR powers the club's base damage of 6d6.
  2. Like
    Panpiper got a reaction from Korren9 in How much interest would there be out there for a PBP Fantasy Hero game?   
    Sadly I have sorta sidelined this project for now, having found myself in a few other games. There are other options however.
     
    There is a Wildcards campaign  (variant supers) I am involved in that could use a couple more players. That one is PbP (Play by Post) for pretty much daily out of combat role play interaction and gets together every Saturday evening at 8PM EST on Roll20 for the 'fight of the week'. 
     
    Additionally I am invested in a Fantasy Hero game a friend is putting together. That will likely be a once a week affair, and will be played using Tabletop Simulator with the Hero mod. There is currently no URL I could point you to for that, but if interested, message me and I'll put you in touch with the GM. There are a few spots available.
  3. Like
    Panpiper reacted to Miss December in How much interest would there be out there for a PBP Fantasy Hero game?   
    Thank you for the lead. I'll take a look and maybe we'll get lucky with a good fit. Cheers.
  4. Thanks
    Panpiper reacted to unclevlad in Can I dodge while waiting for my OIAID to kick in?   
    The point that's being made tho, is it needs to be worth at least as much...and as such, it should not be nerf-able by something cheap.
     
    Allowing a dodge while shifting to the AID might be OK, but in general, there has to be some other reason why the AID is a problem.  Because if you can just dodge, then when will it matter?  How often do you get ambushed, and have to shift?  Of those times, how often can you not simply step off to the side to shift unobtrusively?  Obviously that depends on the attack specifics...where, who's the target, that sort of thing...but quite often you're not directly involved, so the shift isn't a problem.  The normal form is very unlikely to be attacked.
     
    One example of an alternative...Donald Blake must stamp his cane firmly in order to become Thor.  OK, so...take the cane away.  Restrain Blake so he can't stamp it.  IOW, there's a deniable trigger involved, so the full phase to switch isn't necessary.
     
    And as I pointed out...if you're activating a defense, consider including Perceivable instead of AID.  Yeah, there's issues about when Perceivable should be allowed, but I'm inclined to allow it when the SFX indicate you're *clearly* Not A Normal Person.  I would also consider it when the "normal form is unlikely to be attacked" condition is out...as per the Wild Cards example, or with, say, someone who spends a lot of time under cover, in a more street-level supers game.  If you're trying to shut down major drug or human trafficking...there's a very reasonable chance your cover will be blown.  And, if nothing else, shifting to the AID blows the investigation apart....so that's a big cost.
     
    So...rather than trying to parse the rules so the limitation basically means free points...stay with the spirit and identify WHY it's worth points.  I might also add, the number of points onto which you're applying this limit should also be a consideration.
  5. Thanks
    Panpiper reacted to Trechriron10 in Hero-Champions-RPG Discord Server   
    I have stood up a new Discord Server called Hero-Champions-RPG.
     
    You can join with this (permanent) link -->  Hero-Champions-RPG
     
    Goals:
    A discord server focused on the HERO RPG and genre books; past, present and future. A place where folks can schedule and run online discord games. A place where HERO can announce new releases. A place where 3rd Party Publishers can announce new releases. A place where people can share or announce Kickstarter projects relevant to HERO gamers. A discord server that comes up in searches, focused on this awesome RPG!  
    Let me know if you want to be a Mod! I'm happy to add any HERO games peeps as Admins as well (obviously).
  6. Like
    Panpiper got a reaction from Beast in Nemesis   
    Very nice build. It is a good idea for a background, but personally I would prefer to have the background more detailed. Not all GMs care  much about such things though.
  7. Like
    Panpiper got a reaction from Gnome BODY (important!) in Can I dodge while waiting for my OIAID to kick in?   
    I don't see how one can earn a -1/4 limitation on a power by defining that it takes a full phase to activate (which is mechanically what OIAID does) and then eliminate the limitation by spending 5 points on instant change, but then still retain the -1/4. 
  8. Like
    Panpiper got a reaction from jfg17 in General Advice When Creating Champions/Hero System Characters   
    I cannot off the top of my head recall such a resource, though I am sure such exists. Hopefully someone else with more of a clue will chime in. I 'can' describe much of the process I go through.
     
    The very first thing I do is to imagine the sort of character I would want to play in the world the GM has created. This has nothing to do with the mechanics or the points, just the general idea, the personality, the basics of backstory, etc.. How would your character defeat a bad guy? How would they avoid being destroyed before they won? How do they get into and out of situations. What do they look like? How do they behave. It is useful to flesh this all out 'before' you actually build the character so you can run it by your GM. Some character ideas simply won't fit with some games. Sometimes an idea you have for how a power might work, your GM will have strong ideas about. Use those ideas.  Likely I will have already decided by this point if my character will be using a multipower or not.
     
    With that done, I open Hero Designer (use Hero Designer, best $25. I ever spent), and enter in the most basic information like the name of the character, etc..  I will usually define their primary attack power first. This would involve adding the base and slot costs to a multipower if going that route. In the case of a multipower, add all the multipower powers that are 'crucial' for your character concept now. The last thing you want is to leave that for later and then find you've overspent on everything else and can't afford to get your attack good enough to be effective. If you can't hurt your target, all you are good for in a fight is to be a target yourself.
     
    Right after that, I will usually pick the most essential skills for the character, not necessarily all that I might like, just the ones that the character 'should' absolutely have if they are going to be even close to the vision of the original idea. I do this at this stage because I personally have a habit of spending every remaining point after attack is defined, on increasing movement and survivability, and many of my earliest characters (when I was young and beautiful back in the 1980's) hit the game board with zero skills. It is not fair to my character, to the other players, or to the GM's world, to create such a lopsided character. Flesh out your character properly.
     
    Next up I will define constitution and defenses, PD/ED, some means of having some resistant defense, maybe mental, power and flash defense, etc.. If I can't or don't bring up defenses sufficiently to weather a standard 12d6 attack, I will know that I better be investing heavily in DCV.
     
    It is tempting to blow all remaining points on OCV/DCV. Don't. You won't believe how easy it will be for a mentalist to turn your character into his puppet. How easily a mage can render your awesome tank virtually useless with a cheap intelligence drain, or for the big scary monster to go BOO to send your character fleeing in terror. Buy up some intelligence, ego and presence. High OCV/DCV won't matter one iota versus things like that.
     
    Now again, before blowing your wad on OCV/DCV, buy up your movement ability. A high movement is really useful for all characters. You don't necessarily 'need' a high movement, but you absolutely need more than the base running speed.
     
    Then and only then buy OCV/DCV (in older versions, buy dexterity). Note that while it is unlikely you will have loads of points left at this point sufficient to pump your OCV/DCV to obscene levels, it is most unlikely if you 'also' have really high defenses. Unlikely but not impossible. Usually GMs will frown on a character that is 'both' hard to hit 'and' hard to hurt. For their peace of mind, don't do this. Remember that GMs have unlimited points to spend and will create whatever opposition is necessary to give you a good game. If your character is substantially harder to hit 'and' hurt than all the other characters, the opponent your GM builds to handle your character will walk all over everyone else. Go for high defenses and a normal DCV or medium defenses and a high DCV. Avoid the temptation to do both.
     
    Once you've got everything to fit, look over the character. Is there anything you've forgotten? Any skills and powers your character should have that you have not added yet. Are there a few more skills, perks, talents, etc., that would really help flesh it out? It is very likely that at this point you will be scrounging points, looking to see what you can sell back, what can be lowered in order to free up points for other things. This is also a good time to, if you haven't already, consider if there are any appropriately thematic limitations you can put on things you have bought. Doing this can save a lot of points. Be aware though that you will pay a price in game for those points saved, so only do this sparingly and when it makes perfect sense for your character.
     
    During all of the above, I will have kept complications in the back of my mind and already recorded any that seemed obvious. I will now do my darndest to fill out the requisite number of them required by the campaign. If I am stuck for ideas, I will get to work filling out the 'background' section in Hero Designer. I make special effort to write out the character's history well. Usually while writing this all out, other appropriate complications will occur to me. 
     
    Once all that is done, you technically have a character. Spend some time looking through image searches for a good picture for your character (if you haven't already picked one), while thinking about what you have built thus far. Tweaking your build at this point is not just possible, but a good idea. Share the build with your GM to get their feedback and approval. I am rarely finished with a character by this point and will continue to tweak right up until the GM says the character is locked. Often GMs will give players a grace period of a couple of full on game sessions to continue to tweak. This is especially useful if you have players who are unfamiliar with Hero System and may have slighted their character somehow by failing to appreciate how necessary some things are.
  9. Like
    Panpiper reacted to dsatow in What complications would Supergirl have other than vulnerability to Kryptonite?   
    I would do vulnerability to magical effects(not damage) at 1.5x or 2x for 15/30 points.  This would allow magical chains of binding spells to affect her closer to how a normal human might be affected.
     
    A psych lim that isn't mentioned which seems to happen a lot with super people, is the desire to fix whats wrong to the point it starts to become self destructive.
    Ex: "Why was I late Lois?  Well, I was headed home with the chinese food, when I heard a little girl crying about a cat in a tree.  I fixed that problem, when a 1 alarm house fire went off.  I got that done, but a mugging on 5th and vine ..."
     
    Another issue that tends to come up are Hunteds that seek a name recognition.  Take out Superman and you instantly become an A-Listed.  In fact, Superman had Maxmia for a while who came to breed with Supes.  Not really a harming hunted, but still keying off the fact that Supes is an extremely powerful entity.
     
    Another is the classic NPC of the issue meme.  Basically, a flexible DNPC for the GM to use as a damsel in distress or a fan.  
    Ex: The PCs meet Sister May who runs the orphanage.  Without her, according to her patrons, the orphanage will fall to ruin.  She works 16 hours a day, 365 days a year helping the orphans.  Then a villain takes a hostage who is of course Sister May.
     
  10. Like
    Panpiper reacted to fdw3773 in What complications would Supergirl have other than vulnerability to Kryptonite?   
    Some thematic ideas for your consideration:
     
    - Dependent NPC: One of her adoptive family members who she's close to, like a younger or older sibling or adoptive parent(s).
     
    - Professional Rivalry: Hope is young, powerful, and relatively new to her home city, and inadvertently rubs an existing hero (or heroine) who is less powerful than she is the wrong way to where he or she is now jealous of her. This creates problems where the rival now ignores his or her better judgment in an attempt to outdo Hope. An example would be the rival hero taking on a significantly more powerful villain alone when he or she would have normally worked with his or her teammates.
     
    - Social Complication: Unfamiliar with Earth culture. She may not understand Earth culture aspects like social media, paparazzi, etc.
     
    - Social Complication: Excessive popularity where fans swarm towards her when she's in action, distracting her since the fans are now targets or hostages to be used (or exploited) by the villain(s) she's fighting. The frequency of this happening would impact the number of points.
  11. Like
    Panpiper reacted to DShomshak in What complications would Supergirl have other than vulnerability to Kryptonite?   
    In the same spirit, Soc Lim: CW 'Shipping. The character cannot have a stable romantic relationship. Character or SO fgeel they must break up to protect the other. Frequent misunderstandings and lies. "Just wants to be friends" with the person who adores her; then when she starts to reciprocate feelingsm the other person has moved on and is seeing someone else. Romantic rivals. Keeping secrets, usually stupid ones. The interactions with Secret ID should be obvious.
     
    Dean Shomshak
  12. Like
    Panpiper reacted to Duke Bushido in What complications would Supergirl have other than vulnerability to Kryptonite?   
    Go meta with it:
     
    Poor screenwriters!  Movies, TVs-- any documentary about her will feature the worst of all possible scripting!
     

     
    Seriously, though; have you taken a hard look to see what psych lims might apply?  I like the reporter thing, but such a thing does add more work onto the GM.   Frinstance:  if you want to increase the odds I, as GM, will approve your character, consider not adding yet another NPC for me to manage.    
     
     
  13. Haha
    Panpiper reacted to Killer Shrike in POLL: Pencil-and-paper character creation?   
    I'm a heavy user of Hero Designer. I can of course do it by hand, but I value my time and also don't hate myself. 
  14. Like
    Panpiper reacted to LoneWolf in POLL: Pencil-and-paper character creation?   
    Hero designer works for me.  With my handwriting it takes way too long and the character is unreadable.  Doing on the computer allows me to not only create the character faster and make the end product legible.  It also allows me to put in a background and notes.  I can type much faster and more accurately than I can write by hand. 
  15. Like
    Panpiper got a reaction from Ninja-Bear in Can I dodge while waiting for my OIAID to kick in?   
    This campaign, the limits are such that most attacks she might be subject to will be around 50ap at OCV 7. If she dodges she'll be at DCV 9 and she can take a hit at that level without her OIAID. OIAID is only a problem when people treat it like free points without consequence and are just using it to go uber by dumping everything into it. If you have a character concept that is appropriate for an OIAID, start by building your talented normal. Build them to be at least minimally able to survive one phase, IE, able to take a standard hit without getting stunned. Then and only then, consider putting remaining points into OIAID.
     
    And yea, don't complain. It WILL happen, expect it.
  16. Haha
    Panpiper reacted to Gnome BODY (important!) in What complications would Supergirl have other than vulnerability to Kryptonite?   
    Hunted:  The Writers 8- (Mo Pow; Infinite Non-Combat Influence; Ruin Relationships)
  17. Thanks
    Panpiper reacted to Hugh Neilson in Mechanical differences between 'Dive for Cover' and 'Flying Dodge'?   
    Once you've taken your action, you cannot abort until the next segment.  Whether he has used his full move or not moved at all is irrelevant.
     
     
    Or use a little strategy band don't automatically act as soon as your DEX permits you to act.   This depends on how your game plays Held Actions.  6eV2p20 says "With the GM’s permission, a character can Hold his Action “generically,” without declaring any sort of precondition for acting, and then may perform whatever Action he wants to whenever he wants to.".  That is the manner in which I see most games allow Held actions. 
     
    DEX order also only impacts an Abort if both characters act on the same phase. 
     
    Pricing is always relative.  DEX provides initiative and DEX skill bonuses, and I'd say 5 points for +1 to all DEX rolls and 5 points for +5 to action order is OK.  I'd say that INT and PRE are underpriced by comparison, though.  They also grant bonuses to a significant characteristic roll linked to many skills, and a second benefit (PRE attacks or PER rolls).  I'd set the pricing of +1 to all rolls with that characteristic at a base cost of 5 points, and the secondary benefit (+1 PER rolls; +5 INIT; +1d6 PRE attacks) at 5 points, which would price PRE and INT at 2 points, the same as DEX.  I'd also leave PRE defense exclusive to EGO and consider either "only EGO rolls" or "only defense (PRE and mental powers) -1 limitations on EGO.
     
    All that said, though, I find initiative not all that valuable, at least to my playstyle with most characters.
     
     
     
    Where multiple attacks depend on a single roll, DFC avoids all of the attacks,so DFC only needs to be done once to avoid the full Multi-attack sequence.
     
    P 86, at least to me, addresses the possibility that Roller is attacked again while still prone from DFC.
  18. Thanks
    Panpiper reacted to Ninja-Bear in Mechanical differences between 'Dive for Cover' and 'Flying Dodge'?   
    Oh and you can only move half or less your distance and still use Flying Dodge. I be misremembering but in Fifth you were allowed to move but if you FD, you still got  your whole movement for the maneuver. 
  19. Thanks
    Panpiper reacted to Ninja-Bear in Mechanical differences between 'Dive for Cover' and 'Flying Dodge'?   
    I read Flying Dodge in HSMA and one big difference is if you use Flying Dodge against a Range Attack, it still has a chance to hit. Apparently if you DFC against a Ranged Attack and are successful the Range Attack automatically fails.
  20. Thanks
    Panpiper reacted to Ninja-Bear in Mechanical differences between 'Dive for Cover' and 'Flying Dodge'?   
    Looked it up and he can abort his DEX to DFC and he can use up to half his chosen movement. The example in Vol 2 had a guy have 20m. He moved 2m in his phase.  In that phase he needed to abort to DFC he is still allowed to use his 10m movement to DFC.
  21. Thanks
    Panpiper reacted to Ninja-Bear in Mechanical differences between 'Dive for Cover' and 'Flying Dodge'?   
    I’m not really familiar with Dive for Cover so if that’s the rule, I’m not really sure. I’ll have to read it and get back with you. Hopefully before that someone can give you a better answer. 
  22. Thanks
    Panpiper reacted to Ninja-Bear in Mechanical differences between 'Dive for Cover' and 'Flying Dodge'?   
    Flying Dodge had been clarified that you can only move when you commit the Dodge the remaining meters of movement available to you.  For example say you use it in the beginning of a phase and you didn’t move at all (I’m just going to use standard 12m run) then you can move 12m. Say another phase you get attacked, however prior to the attack, you ran 10m then you can only dodge 2m.
     
    And yes, there are no DEX rolls with Flying Dodge.  
  23. Like
    Panpiper reacted to Tjack in What complications would Supergirl have other than vulnerability to Kryptonite?   
    If your worried about this reporter blowing her Secret ID then just have him more interested in getting embarrassing photos instead of investigative reporting.   More TMZ, less Ben Urich.
  24. Thanks
    Panpiper reacted to pawsplay in What complications would Supergirl have other than vulnerability to Kryptonite?   
    Psych: Wants to believe the best of everyone (very common, moderate)
    Psych: Overconfidence (very common, moderate)
    Psych: Code of Honor, Personalized Kryptonian and Citizen of the Galaxy (common, strong)
    Hunted: Anti-alien faction working within the government
    Hunted: Any villainous Kryptonians or Daxamites that learn of her existence
    Vulnerability: x1 1/2 effect from Strength drains
    Phys: Didn't grow up on Earth, has some holes in knowledge (infrequently, barely) (5)
  25. Thanks
    Panpiper reacted to Tjack in What complications would Supergirl have other than vulnerability to Kryptonite?   
    Well with a high Pre and Supergirl as a model it sounds like she’s very pretty. How about in addition to her villain Hunted, you add  a paparazzi style reporter who followed her around for a Watched.  Somebody always looking to get an embarrassing picture or up skirt shot of her flying away.   Kind of a new millennium version of Silver Age Lois Lane bugging Superman.
       With basically two secret ID’s this knob could be a real danger to her.
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