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tcabril

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Everything posted by tcabril

  1. Re: Time Bomb Blast Effect LOL - I actually laughed out loud - its that simple!!!! I can be such a dunderhead sometimes!
  2. I was looking through my Marvel Encyclopedia and just playing around in my head with how to build character powers in Hero System if I so desired. I came across a mutant and I cannot remember her name but she can throw balls of energy that explode either when they hit or when or sometime afterwards - like a grenade that could go off on contact or after a timer. So I pulled out the Hero System book 1 and tried to figure it out - and was stumped. I figured I would do Blast 6D6 for 30pts. Then add the advantage Area of Effect 9-16m radius +3/4 and add Delayed Effect +1/4. For a grand total of 60pts Does this seem correct - it is not ringing true with me. I thought possibly the Limitation Extra Time - but quickly tossed that idea out... Any suggestions? Todd
  3. Re: Champions Superhero Gallery Question Thanks again dude - found it and highlighted it!!!
  4. Re: Champions Superhero Gallery Question Cool thanks!!! Do you know where in the rules this is stated? I just like to go and highlight it - a grad school habit I have never let go of - not questioning your statement Thanks again!!!!
  5. I was playing around with coming up with some super villian characters for my PCs to fight in my upcoming Champions game - using the Super Hero Gallery in Chapter 5 of the Champions book. Well I ran into something that I never considered when learing multipowers - and just wanted a tad of clarification. On page 284 under the Weaponmaster - for Super-Archery Set it states: 45 Pt Super-Bow and Arrows: Multipower, 60-pt reserve, 60 charges (+1/2)for entire reserve; all OAF (-1); choose five slots Now for each slot - its a different type of arrow. Do you need to choose before hand how many of each type of arrow or do you have 60 arrows and they can be one of 5 types? Hope this makes sense... Todd
  6. Just curious as to what sort of Maximums you all put on powers? I seem to recall (but cannot locate) a rough estimate of 60cps per power max for begining characters = which would be 15% of 400 - though I cannot recall where I saw that - either in a book or here. So just curious as to what sort of Maxima you place on initial characters - if any? Todd
  7. Re: Any Limits as to how many times a character can purchase Combat Skill Levels? Cool and Thanks!!! BTW - what prompted this was the 10pt +2 on all Firearms under the Randall Irons example! It took awhile but I actually got a confirmation on an understanding rather than me gettiing it completely wrong (which is often the case LOL!!!)
  8. I have read (and re-read) the Combat Skill Levels rules in the Skills chapter of 6E1 and I don't see any prohibition on taking the same Combat Skill level multiple times - in fact I think that one must in some cases. I just want to confirm. So... Could a character (PC or NPC) take the 2-point CSLS [which provides +1 OCV to a single weapon or attack] 5 times (10pts) and gain a +5 OCV to ranged sniper rifles? Or... Could a character take the 5-point CSLS [which provides +1 OCV with a large group of attacks {such as all firearms}] 3 times (15pts) and gain a +3 OCV to all firearm attacks? My thought is one can - as I can find no rule to the contrary. Additionally I believe the character example of Randall Irons on page 6E1-436 bears my theory out - it can be the only explaination that I can figure for his 10pt skill resulting in +2 with Firearms. Can someone back me up or explain where I am wrong with this? Todd
  9. Re: How many "Powers" can one have active at one time? Cool thanks!!!!
  10. I know that this question may sound silly but it just occured to me after months of going over and over the system. I always figured that if a character had flight (a constant power) and blast (an instant power) that one could fly and blast things. Then I get to the discussion of Variable Slots in a Multipower and in the example on page 404 it states that a character with a 60-pt reserve and 12v Flight and 12v Blast could assign 30pts to flight and 30pts to blast and thus be able to fly and blast... What am I not understanding here? Its probably something silly and stupid I am missing so be kind Thanks Todd
  11. Re: Mythic Hero I will be awaiting the official kick-start of the Kickstarter so I can pledge my support for this endevour!!!!
  12. I have never GM'd a game of Hero System nor have my players ever played Hero System. One of the reasons I have grown fond of the Hero System rules is its almost infinite possibilities. But, since I am new to this and my players are new to this - would you all advise building characters for a Champions games using the pre-designed powers in the Champions Powers game and some of the Super Equipment from the Equipment book before trying to build things from scratch? I sold this game on the idea that any super powered hero you can think of you can make - but am I cheapening it by just handing the Powers book over and saying "pick your powers from here"? Advice on how you handle this? Thanks Todd
  13. Re: Another Marital Arts Question (or questions...) Forget this - I figured this out!!!!
  14. Re: Martial Arts Question(s) - is it really this simple? Thanks IndianaJoe3 and JmOz - where is this perk located - I don't see it in 6E1 (but I easily could have missed it...) I did miss it - found it in the Marital Arts book! I swear to God if I had half a brain I would be dangerous!!!! Thanks again!
  15. So in Chapter 1 in the Hero System Martial Arts book it lists various styles - such as Aikido, Karate and others. In each "box", for lack of a better term it lists various maneuvers and how much character points they cost and the OCV and DCV and the Damage and Effect. Also listed are Effects. I am thinking, mostly due to the fact that I have not seen anything (so far) to the contrary that if one takes all the maneuvers in a particular martial art (such as Aikido) does one automatically get usage of all the Elements (such as +1 OCV "Use Art with Blades")? For example - if I have all the maneuvers listed for a particular martial art (again take Aikido) do I automatically get a +1 to my OCV when I use a bladed weapon - or do I have to use a particular Martial Arts Weapon? I have been prone to overdo my learning of this system and confuse myself terribly - i.e. I for some reason cannot get my brain wrapped around the fact that this is a really straight forward system! Thanks in advance. Todd
  16. Re: Martial Arts Question(s) - is it really this simple? Cool thanks How do the Elements work? What do you mean by a 1 point perk?
  17. On page 82 of 6E1 it states: "3-5 Character Points per Martial Maneuver, with a minimum expenditure of 10 Character Points." I understand that and can match those Maneuvers in 6E2. So when I get to 6th Edition Hero System Marital Arts book - is it as simple as saying "I want to be a master of Aikido" so I take all the maneuvers of Aikido and pay the cost associated? I know that the skills listed are associated with Aikido except for those with an "*" are required. Is it that simple? I have a tendency to over think this game and it leads me into trouble (such as thinking I needed the Summon Power for a magical set of armor - see my other post ) I am still working my way through the Elements aspect... Additionally the Martial Arts Abilities listed in Chapter 3 - I assume you purchase just like Powers? Right? Like I have said before - any help is appreciated! Thanks in advance. Todd
  18. Was there ever a Pirate Hero setting? I seem to recall there was...
  19. Re: Summoning a set of Magical Armor Cool! Thanks very much for your input. I am still learning to "think outside the box" as it were with Hero System - I keep trying to limit myself where I should be just building what is possible! When I get the character built I hope to put it out here so people can help me work it better!
  20. Re: Summoning a set of Magical Armor Thanks! My question is more Can you have a Framework Summoned? And, the more I think of this - I may be wrong in my approach. So that being said - would this work: Let say there is armor and it has a bunch of Magical abilities - such as increased strength, flight, Damage negation, Healing and whatever I think to add. All of these would have the OIF limitation as well as the Only in Alternate ID limitation at the very least and I am sure I can add some advantages to trick this out. So if the Armor has a total Active Cost of 200 (just thowing a number out) the cost to summon this would be 40pts. So I am thinking that the total cost to the character for powers would be 240 - i.e. 200pts for the armor and another 40pts to "Summon" it. Now if I add a magical sword that costs - let's say 60pts - would I have to add another summon power for 12pts or would I just add +5 to the original summon of 40? (page 287 Summon "2x number of summoned beings for +5 character points") The total Power cost would be 305pts: - Armor 200pts - Sword 60pts - Summon 45pts Is this more correct?
  21. I think this is more of a Power Framework question but here is what I was hoping to do (note I have not "costed" this out yet - because I need to see if I have how this works correct. I am working on a character called "The Templar" who can summon a set of magical armor and sword - i.e. one minute he is in normal street clothes and then with utterance of a magical word (ala Shazam! ) his is dressed in magical armor and has a sword like a Knight Templar all with the tabard and everything. As this is kinda of a DC crazy hero - the armor will have limited flight, resistant protection and while wearing the armor the character can heal or aid. The sword obviously does Killing damage but I want it to have a ranged blast as well - hey why not??? Now the question: Would I have summon as a character power and the armor summoned be withing a framework? Or would I build a Framework and have summon be part of it? I guess this is a chicken and egg thing... Any suggestions would be greatly appreciated. Todd
  22. I hate when I know a rule but can't locate it!!! I believe that Vehicles and basis have a cost of A/R / 5 and that Weapons and Armor hav a cost of A/R / 3 but I cannot locate that particular rule. I know I read it before and I know that the tables in the books bear me out (approximately) but this is driving me buggy. Where is the rule exactly? Thanks Todd
  23. Re: Time Bomb Power Thanks again!!! Can you have a variable trigger? Let's say you want to throw the energy/time bomb and have it explode on impact OR it can be tossed or placed to explode when triggered? Would that still be the same +1/4 or maybe +1/2?
  24. Re: Time Bomb Power Thank you!!!! That makes a lot more sense! I do like this system and the Champions campaign but I do find applying the advantages and limitations the only difficulty - not with the game but with my understanding of the game! Thanks again!!!
  25. I am new to Hero System and I have read through the Basic book a couple of times and I am working my way through the main two big books (boy are they think with information!!!) I have an idea for a mutant character and I am not sure how to go about this [Note that I actually think this character existed in a Marvel comic or something similar so I am not claiming originality here ) Mutant Power: Time Bomb! The character can toss energy bombs that do blast damage with an area afffect. The Character can also delay the energy/time bomb's blast and have it go off later. I figure I start with BLAST 8D6 [40pts] Add in area of effect 5-8m [+1/2] => 60pts Delay (only have my basic book so is there a variable delay power?) so lets just say +1/2 for sake of argument ACTIVE Cost: 80pts Limitations: Requires a roll -1/2 Total cost = [40*(2)]/1.5 = > 53 pts Am I doing this right or is there a better way to do this? Any help would be appreciated! Thanks Todd PS I find the rules fairly straight forward until I try to build something and its hard to figure which advantage or limiation to use and how to use them.
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