Jump to content

Duane From RI

HERO Member
  • Posts

    138
  • Joined

  • Last visited

About Duane From RI

  • Birthday 07/15/1969

Profile Information

  • Biography
    I have spent the last year working very hard on a Space game. This current edition of HERO has solved so many mechanical problems that I have had the opportunity to concentrate on the background and the art that I wish to incorporate. I love HERO Games!!!
  • Occupation
    I am studying to become a Math Teacher!!!

Duane From RI's Achievements

  1. I am not trained in any combat arts. I do know that some of them incorporate maneuvers whereby a defender launches his own attack when an opponent has already launched his. I know that this exists in epee (where first touch counts and you don't have to worry about right-of-way) and that Bruce Lee also emphasized this strategy. My question to those people who game and at the same time know a thing or two about combat: 1) Are stop hits a result of readying an action in response to a move you know is coming? 2) If not, would you advocate adding a martial maneuver element as a house rule to cover these? 3) It occurs to me that Trigger is going to be way to expensive, but is that the right approach?
  2. In the fluff of Book of the Machine, Mechanon is in a battle where a speedster is the first hero to arrive. Mechanon predicts that the speedster will try to run past him. He plans to stick out an arm and clothesline the speedster. What are the game mechanics for this kind of maneuver. Obviously fluff doesn't have to match mechanics, but I am building a pro-wrestler style hero. Here are some of my thoughts: 1) The rules are pretty clear that you can't abort to an attack. 2) Is there rules for readying an action? Maybe I missed them. 3) Trigger would be wicked expensive. How about the classic pro-wrestling counter-move of ducking under a running clothesline and flipping the attacker over your back? 1) This could be bought as a STR only to throw opponent attack power linked to a Duck Under defense power 2) Would you have to ignore Martial Arts Maneuvers you may have and have to purchase all OCV and DCV bonuses separately for that
  3. If a character buys a Hand-to-Hand Attack with the trigger advantage, do they also have to buy the trigger advantage for their STR?
  4. I'm building an alien with full Discriminatory on its Smell/Taste. Is that enough for the alien to make out symbols and characters written in fluids that give off a smell (assuming a successful PER roll)?
  5. Discriminatory requires a PER roll. Does Analyze require a PER roll?
  6. Re: Alien Species - Blind/Deaf Alien that shares senses with Dog-like pet The advice here has been worth it. The strongest sentiment I take away is that if the pet is totally under control of the player, than the fact that the pet is lending it's sight to the player does not justify the player selling back his sight. In other words, the player shouldn't get a cost break if he is going to be able to see one-way-or-another.
  7. Re: Alien Species - Blind/Deaf Alien that shares senses with Dog-like pet Well I did some digging in the APG and found the following: "Clairsentience with the Only Through The Senses Of Others Limitation allows a character to use Senses he does not himself possess." I think mechanically Clairsentience used in this way is going to get me to where I want this to feel. Only through pet is at least a (-1/2) and 6E1 even recommends (-3/4) for limited class of beings.
  8. Re: Alien Species - Blind/Deaf Alien that shares senses with Dog-like pet I wasn't overly concerned with the range of the sense bond, when this species adventures the pet is usually pretty close by. I'm very flexible with story. The story for this particular alien is based more on the visuals of the alien and the pet. Any limit on range would add to the "character" of the alien and the inherent struggle of playing it, which I consider a good thing. The pet is as sapient as a chimp (ie. more than a dog), has eyes, ears and heat pits, a nasty bite, and just a little more athletic than a police dog. The pet isn't as slavish as a police dog, but it accepts the bipedal alien as the dominant member of a partnership. The dog isn't self aware enough to figure out why they are exploring space and working with other aliens, but it is self aware enough to know that it likes doing so. As for what happens when the pet dies - that I'm still working on. I'm uncomfortable with the character outright losing the points of a follower, but clearly there will need to be a mini-quest to replace the pet. This is helped along by the way space travel works in the campaign; time does not actually pass for space travelers. Their senses record the passage of time in space but it is strictly a trick on the mind. Physical time only passes for people planet-side. So if one of these aliens needed to get a replacement pet, the physical time that would pass would be based on a kennel master selecting a replacement and getting it on an outbound ship.
  9. I am developing a bipedal alien species for a sci-fi campaign that is blind and deaf. The alien species has a special attachment to a dog-like alien from their world that does see and does hear. The bipedal alien has a psychic bond with it's pet and can "see" what the pet sees and "hear" what the pet hears. Is this best built through Clairsentience? What about limiting Normal Sight and Normal Hearing? Is this a dramatic and common sense case where those should have the (-1/2) limitation applied to them although this is normally against the rules? Curious about other peoples thoughts.
  10. Can a character sell back Voice for 25 points in much the same way they can sell back Normal Sight?
  11. Re: Decoupling PER from INT Hah - it seems I have probably posed a topic that was discussed in 2009 at least. I found the "Seeing in the Dark" thread with its proposal and counterproposals of "Sensitivity Modifiers" instead of plain pluses to PER.
  12. Re: Touch-By Actually I found it - 6E1 156 "However, since his Teleportation Half Move consists of any Teleportation up to 20m, his first 10m Teleportation is a Half Move — if he wants to Teleport back to his starting location, that requires another Half Move (i.e., what he wants to do counts as a Full Move)." 6E2 24 "It takes a Full Phase Action to make a Full Move; a character who has made a Full Move can’t perform any other Action in that Phase." 6E2 24 "A character who’s made a Half Move can perform another Half Phase Action in that Phase (including making a Half Move with some other mode of movement, if desired)."
  13. Re: Touch-By Christopher - you are right. I totally misread 6E 156. Thanks for pointing that out! The restriction on 6E 156 is you can't split a half move.
  14. In another thread Sean Waters threw out the idea that PER should be de-coupled from INT. I have long held that view myself but I'm against turning INT into a 2 points of INT per Character Point attribute. Sean the thread so clearly demonstrated that I need to revisit the way to decouple PER from INT, I simply need to come up with something more better than making INT and PER 2 points of Attribute per Character Point spent. So here is my idea: Perception is an Everyman skill at 11-. The cost of buying pluses of PER is as stated on 6E 211 The masses don't have to have Perception as a skill, they probably only have familiarity or proficiency. Some members of the masses have better visual acuity - give them a talent. The result? A PER roll is to spot a blob in the dark, hear a sound in the woods, smell something different than what you were smelling a moment ago. You have to follow this up with an INT roll complemented by knowledge skills, professional skills and any other modifier the GM grants. This method really captures how I'd like PER to "feel". Thoughts?
×
×
  • Create New...