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Gemphyre

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Posts posted by Gemphyre

  1. Re: Opinion wanted about coverage of Detect Life Force power

     

    Well, if depends if you count androids as robots shaped like humans or synthetic life forms (such as the Vision - "synthezoid").

     

    I always read a detect life force power as being more for actual life forms, rather than what might be wrong (as a medscanner, perhaps - what is the basic power for that?). For me, discriminatory and analyze might give me information on what a creature is, and in finer details it might allow detection of microbes and such inside another creature.

     

    Just checked, the bioscanner was detect life, medscanner was detect medical condition. Not that big a deal - it all depends on what is agreed upon.

     

    She actually has both detects. She has one detect that is for life force, and another for medical condition. Both powers are innate, and interrelated. They also explain why she got into medicine. :) She does have Paramedic and Medicine as skills, as well as a License to Practice Medicine. It is this ability to detect what is going on inside of a being that forms the basis of her other powers, although those powers are not dependent on the detects.

     

    Gemphyre

  2. OK, I am looking for opinions here.

     

    I have a character in my campaign with the power Detect Life Force w/ Analyze and Discriminatory. The character is a Biokinetic/Egoist. Besides an ego attack, the character has Drains, Aids, Healing, empathy detection and manipulation, and is a "living medical tricorder" (can detect and analyze the physical symptoms of a humanoid person. Does not have Microscopic, so cannot directly detect bacterium). The character is a surgeon in "real life".

     

    The question is, what is covered by the life force detection specifically? Obviously, it can tell if the subject is alive or dead. But what else can it determine?

     

    I remember seeing something about this in one of the books, but I cannot remember which one and where.

     

    Opinions are appreciated, as well as any other discussion.

     

    Gemphyre

  3. Re: Defending the Earth: Giant Asteroid

     

    Given one of his plots involved *throwing apocalyptic asteroids at Earth*' date=' I'm not sure if Dr Destroyer is the best guy to call in to help. . .[/quote']

     

    Good point. But then, I did not know about that plot of his.

     

    Gemphyre

  4. Re: Defending the Earth: Giant Asteroid

     

    A powerful radio signal overpowers Earth's communications networks. The apparent source is somewhere outside our solar system. The signal gives detailed information regarding an enormous planetoid directed at the Earth by aliens hostile to our planet. If it strikes us' date=' all life is doomed (view this visual aid to get an idea of what they're talking about). The message senders claim they are unable to interfere more directly than this, as communication with the Earth is banned by treaty. Still, they thought it was only polite to let us know even if they do get in trouble for it.

     

    The nations of the Earth gather top scientists to verify the problem, and a previously undetected asteroid 450 KM in diameter is determined to be on a collision course with Earth. The collision is 90 days away. What does your character do?

     

    OhNo.gif

     

     

    I am somewhat surprised that nobody has mentioned this.

     

    Pick up the phone and call Dr. Destroyer.

    "Say Doctor D., have you been watching the news lately? Yes? Then you know about the asteroid about to do a dinosaurs number on us. Well, you can't very well take over the world if the world has been physically destroyed, can you? What's that? Do I think that the world governments would help you upgrade a weapon of yours to deal with the problem? I think that they probably would, if you approached them right. You'll do it. Thanks."

    Hang up.

    "That should keep him busy for a week or two."

     

    "Sometimes, the simplest solutions are the best ones. And when all else fails, delegate."

     

    Gemphyre

  5. Re: Name of Tiger Hero

     

    I'm looking for some ideas for a new name for a character with tiger-like powers. He's got the fur, the claws, the tail, the stripes...all the aspects of his half-tiger nature. He's also studied a variety of martial arts and is quite formidable in hand-to-hand combat. I'm currently stuck on the name "Bengal," which is fine but I was hoping to tap the collective creativity of the forum for some additional ideas.

     

    Anyone got any good ones?

     

    Thanks,

    Lonewalker

     

    Look at where the character is from, where he studied, and the martial arts form and its origin. All can suggest possible names.

     

    If Japanese, for example, why not the Japanese word for "tiger", which is "tora". Perhaps "Tora-San", which would roughly translate to "Mr. Tiger". (well, what else would you call a humanoid tiger besides "Sir" if you did not know his name?)

     

    Gemphyre

  6. Re: Name of Tiger Hero

     

    I'm actually surprised no one's suggested Shere Khan. :cool:

     

    OK, OK, it was in one of the lists QM linked to, but still... ;)

     

    Why, given that someone did suggest it? Shaft suggested that as the first in his list, and the first reply to the post.

     

    Gemphyre

  7. Re: How to build power limitation?

     

    I would think a 2x Vulnerability to Ice attacks would make more sense and be easier.

     

    If I were the the GM, the most I'd allow is a -1/4 limitation for what you've described.

     

    The thing is, Vulnerability does not affect any other attacks besides that Special effect. This Damage Reduction "freezing up" affects all types of attacks against him. Basically, his "body of water" starts turning to ice and slush, and when he gets hit enough times, he effectively become solid. A punch that goes right though the water which he laughed off previously now comes close to knocking him out.

     

    Gemphyre

  8. I have an idea for a character, but I am not sure about how to design the limitation for a power. So, I am soliciting for ideas.

     

    The character is a water elemental in powers, and has a "body of water" form. This gives the character Damage Reduction of 75% Physical Resistant and 50% Energy Resistant. So far, pretty straight forward. The problem comes with the limitations. What I want to do is include a limitation where if the character gets hit by Ice or Cold powers, the DRed gradually freezes up, on the order of 1 level alternating for each significant hit, with a "thaw" rate of 1 "level" each turn after the last hit. The freezing would NOT result in immobility or loss of other powers, it would just make it harder to ignore the damage from attacks since the character cannot "flow" out of the way as quickly or readily.

     

    This assumes a standard Supers campaign, which means than Ice and Cold powers are Uncommon. This resembles a fixed effect Drain, but it is on oneself which means that it is not really a power. If you need a number for the hit, assume 10 Body for the attack that does the freezing, with similar effects from Environments, NNDs, and Stun Only, and other sources possible.

     

    It is possible that a Heat/Fire attack would act to reverse this effect, but I was also considering make that a Vulnerability as well. (talk about a mixed blessing :rolleyes:)

     

    For level, since Ice/Cold attacks are not common, I do not see the Limitation being worth more than -1/4 or -1/2.

     

    Your thoughts?

     

    Gemphyre

  9. Re: Opinion on this Sense

     

    You've created an interesting custom mechanic for the sfx described.

     

    By making it an EGO based PER roll you seem to be combining ECV and effect.

     

    Is it an Active or Passive Sense?

    Would someone with Mental Awareness notice its use?

     

    The sfx itself is what you need to elaborate more on.

     

    The description implies that thoughts 'leak' from everyone's mind to a degree and this somehow bypasses any ECV targeting requirements.

     

    This implies that a device could be constructed that just records thoughts with higher resolution.

     

    Instead of attempting to rewrite the sensory rules I would list the positive and negative aspects of this ability. Most of the description seems to focus on the negative which seems more appropriate as a disadvantage. The rest really depends on whether it's in or out of combat. If it's in I'd suggest a limited Danger Sense. If more often out then possibly a highly limited Telepathy built with Uncontrolled and Always On. The latter is going to be somewhat more expensive than your method.

     

    The sense is passive. Mental Awareness would not notice its use. I was explaining the disadvantages and why they were there. I figured that since most people here are familiar with the Hero System, many of the advantages would be obvious.

     

    Danger Sense is not an option. Her perception of the ability does not match Danger Sense. She has the uncontrolled and constant ability to read the thoughts of the people that are physically close to her, and she cannot shut it off.

     

    Gemphyre

  10. This is a variant on the Telepathic Hearing power from UMen, page 166.

     

    Detect Surface Thoughts A Class Of Things 12-/11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Limited Power: Perception based on EGO, not INT (+0), Difficult To Dispel (x2 Active Points; +1/4) (21 Active Points); Always On (-1/2), Limited Power: Roll at -1 per full 10 EGO and -1 per full 3 pts Mental Defense (-1/4), Limited Power: Limited Range: Can only "Hear" about 3" - 5" for "normal" volume thoughts. (-1/4)

     

    The idea is that the character is essentially a "radio receiver" for the thoughts of the people around her.

     

    The Always On and Difficult to Dispel is at the player's insistence. (She would prefer Inherent) The character does have Telepathy, and this power is as much a background item as anything else. The character is a martial artist with Mid Level telepathy.

     

    For the character, being in a crowd is like being in the middle of a loud party with everyone yelling over the "music". Appropriate situations, like supervillain shows up in a public location and panic insues, result her needing to make EGO rolls to concentrate on her actions until the crowd dissipates. (And yes, she does have 1D6 Unluck :eg:)

     

    The Limited Range is because, as a Mental Group sense, the range is usually LOS, which is not appropriate for the character or the character conception. Basically, thoughts do not have much "broadcast power" in most situations, and thus not much range.

     

    The Limited Power: negatives to the perception roll is also due to the character conception as I understand it. "Quiet minds" and trained minds are not hear as clearly.

     

    My questions include opinions about the power in general, and opinions about the level of the limitations on the power, specifically the Limited Range and the negatives to hear specific items.

     

    Gemphyre

  11. Here is a question about champions villain groups in general.

     

    There are some common villain groups and organizations that have detailed write-ups on them, such as VIPER and DEMON, and some that have something of a writeup, such as PSI. These are admittedly common Hunteds for the reason that the GM has a good idea how to run these groups and what their tactics usually are.

     

    However, there are also a number of groups that sound like they would be good hunteds, but there is almost nothing on them except a passing mention or a short blurb. I am talking about groups like IHA (mutant hunters) and Argent (weapons/tech suppliers?) Are there more detailed write-ups for groups like PSI, Argent, and IHA somewhere, or are they just left to the GM's digression?

     

    Also, what groups that are mentioned in the source material would other people like to see have more detailed write-ups?

     

    Gemphyre

  12. Re: Question about a classic trap and a power advantage

     

    We may be seeing it in different ways.

     

    To me, a double knockback attack as more force than a regular attack of the same power, such that it is more likely to knock a person off their feet and send them flying. It does not do more damage, just pushes harder against the target while doing the damage.

     

    Gemphyre

  13. OK, a classic deathtrap, to the point of cliche. The hero(es) are in a room with the walls slowly closing in. Some heroes are trying to break through the wall, and others are holding the walls apart. One of the heroes has an EB with Double Knockback, and wants to use the power to help.

     

    The question is how does this affects the walls?

     

    1. For breaking through the walls, my assumption is that the Double Knockback would not help at all, since the walls are too heavy to be knocked back.

     

    2. For the closing walls, my assumption is that the total inches of KB generates, including the doubling, would add to the strength of the heroes at 5 STR/inch equivalent. Most AOE additions would increase this by 5 or 10 STR because it is pushing against a larger area.

     

    Opinions?

     

    Gemphyre

  14. Re: How do you handle Hot Sleep?

     

    I want to use a character that is going to be in hot sleep at the beginning of a scenario. Short of waiting until I get Stronghold, how would you folks handle this?

     

    In particular:

    * what do you think a hot sleep unit would look like?

    * how portable is it?

    * what kind of power supply does it require?

    * how long would it take to put someone into hot sleep?

    * how long would it take to wake someone from hot sleep?

     

    1. What a hot sleep unit looks like is up to the GM. The GENERAL way that one is depicted is a metal coffin looking thing with a clear window over the head and shoulders, say the top 2 feet.

     

    2. Potability, not very. It was to be big enough for the person and the equipment to keep the person asleep. If you have ever acted as a pallbearer (I did for my grandfather), coffins are heavy and bulky, and hot sleep units would by necessity be larger and heavier since they are meant to keep the person alive AND in a specific state of consciousness.

     

    3. Power supply: Building power with a significant battery backup and a standby generator. Since the building is likely to have a significant number of capsules, the entire building is likely to be on a generator, like a hospital, as backup power.

     

    4. How long to put into Hot Sleep:

    5. How long to bring out of Hot Sleep:

    Both these have the same answer, however long you decide. It partly depends on the mechanism that you use, and the fail-safes. It could take longer to put the person into hot sleep because of preparation, or it could take less time.

     

    The main thing that differs between hot sleep and cold sleep is the temperature of the body. Hot sleep keeps the body near its normal active temperature (50-70 deg F say), while cold sleep keep the body at sub-zero temperatures. Hot sleep should take less time and preparation than cold sleep to put a person under and bring them out, but it is also not meant for long periods of time.

     

    Gemphyre

  15. Re: Combat Flowchart

     

    I can't download the file? Everytime I try to it asks me to log in again.

     

    Heh. Anyway to fix this?

     

    Check your browser and firewall settings, and then get some site help is all I can suggest. I tried downloading the file myself, and I had no problems. It downloaded with a problem and immediately.

     

     

    Without knowing a lot more information that I have available, both about your browser settings, your firewall settings, and the Hero Games site settings, I cannot help you.

     

    Gemphyre

  16. Re: Hero name

     

    1. Sauron (Sorry can't resist)

     

    2. Kid Dinosaur

     

    1. No doubt he is always hunting for a plain gold ring that doesn't melt when heated.

     

    2. Quote, "Don't call me KID!"

     

    Why does the name have to be in English?

     

    "The Swift Razor"

    French: Le Rasoir Rapide

    German: Das Schnelle Rasiermesser

    Italian: Il Rasoio Rapido

     

    or any of a dozen other languages. just take the basic name you want, and run it through an on-line translator program. You change the simple to the exotic.

     

    Gemphyre

  17. Re: Combat Flowchart

     

    Very nice.

     

    Thank you.

     

    You might want to move the Hit Location question in front of the Killing Stun multiple though.

     

    I have never played in a game that uses Hit Locations. The lack of experience in using some of the optional rules is why I am asking for advice.

     

    Looking back through the 5th Ed. rules, I see what you were referring to. Somewhere along the line, I misread something about the Hit Locations, apparently. The Stun and Body multipliers are applied at different times, and that through me off. The Stun multipliers are applied BEFORE the defenses are accounted for, and the Body multipliers are applied AFTER the defenses are counted for. I missed where they were applied at different times.

     

    Gemphyre

  18. A few weeks ago, there was a discussion where someone brought up a possibility of a combat flowchart. As of yet, I have not seen any examples of one that someone has posted, although some combat tools were given. Therefore, I have put together a draft of a combat flowchart that includes most of the optional rules and when I think that they would occur.

     

    It is in Word format, so almost everyone should be able to read it. There are no colors to get screwed up (yet), so there should be no problems with readability. Please give me your thoughts on how it could be improved, and point out what I may have done wrong. Note also that I am using ONLY the core rules, and assuming that the GM knows enough about the options to use the appropriate tables. (i.e. I am not reproducing the Hit Location, Bleeding, or Impairment tables, among others.)

     

    I look forward to hearing how I could improve this by some of the experts on this forum.

     

    Gemphyre

  19. Re: Regeneration/Healing

     

    I usually use the Simplified Healing rules for Regeneration. Though' date=' I'm curious ... besides Power Defense, how would someone take an excelerated resistance to toxins and such? Would that be left up to story fiat?[/quote']

     

    Life Support, All terrestrial Poisons and Chemical Agents, 10 pts. (5th Ed. Rulebook, pg 127)

     

    Various other poisons and classes of poisons are less. Guidelines are on the same table.

     

    Gemphyre

  20. Re: Phase 12, GM's what do you allow?

     

    Here are some things a character might do on any other phase but when it comes to phase 12 there are some questions about it mechanically.

    1- Hold Phase 12 until next turn

    2- Taking any action which requires additional time.

    (Extra time disad for example)

    3- Use an extra segment/phase for extra time bonus

     

    I'm sure there are many other examples, but you get the idea.

     

    My question is why is there a question about it? All these actions are perfectly legal and happen fairly frequently. In fact, because of Post-12 Recovery, held actions and actions taking extra time, especially an extra segment, can generally be more popular with certain archetypes and attacks. The mechanics work exactly the same as during any other phase of combat.

     

    Gemphyre

  21. Re: water - ice - gas

     

    I have a character that I would like to be able to change water to ice and back and water to gas and back. Can this be done with one power? How should it be set up? I was thinking change environment or maybe transform.

     

    Brian

     

    It would have to be a transform, since I assume that you want it instantly.

     

    The first question is what type of character is it? What type of powers? If you have a character that is an Ice/Cold projector, then his EB and Entangles would already turn water to ice. If you have a Heat/Fire projector, then his Eb can turn water to steam easily. Once that is both can do so with creative use of his powers.

     

    Here is how I wrote it up as an example.

     

    Water State Change: Minor Transform 1D6 (Healed by normal methods of changing the state of water) (10 Active Points); Limited Target (The various states of water) (-1/2) (7 Real Points)

     

    The Body rolled would determine how much water is affected. This can change ice to steam as written, or water vapor to ice. If you want to limit it to one phase shift at a time, then add a (-1/4) limitation to that effect.

     

    Note that dry environments, like the Arctic tundra and the desert do not have much water in the air, so it will be harder to use this power there to get water from water vapor. Perhaps requiring either 2xEND for the same effect, or 1/2 or lower effect in those areas. This would be a -0 limitation unless that is the type of area that the campaign is set, and thus it is encountered frequently.

     

    Gemphyre

  22. Re: Here is a character for review...

     

    Some very interesting points about powers, but that makes him lean more to an energy projector, or at the very least a hybrid, rather than the 'strong guy/brick' of the group.

     

    As for the rest of the stuff, that's why I brought up my basic ideas about his personality and origin. The rest is up to you!!!!

     

    One thing I would like to know is if I went overboard on his science skills for physics or if I am missing a skill or two.

     

    What you can do with respect to this is to give him a couple of the powers in a MP initially as things that he learned how to do quickly. They do not even have to be combat related powers, or they could have Extra END attached to their use, which would be a discouragement to him using them frequently.

     

    This would still allow him to be primarily the strong brick that you want him to be, but it would allow him a couple extra options as well. And if you want to add some powers later that he learns, you have something in place to do so.

     

    Gemphyre

  23. Re: PC Comparisons

     

    The Werewolf strikes me as a bit high. High SPD, High CV, High DCs.

     

    Most of the others have at least one component that's middle to low. I would drop his DCs down to 8-9.

     

    The Swordmasters CVs are almost far too high, but his DCs are at the bottom end, so it's not too bad. But, I might cut it back to 3CSLs, just in case other characters with High DCs want as many CSLs as he does which could quickly pull things out of balance or into an arms race.

     

    It's hard to judge though, without knowing exactly what the attacks are, and other possible factors going into gameplay. You could have a combat monster played by a player who doesn't play them to full effectiveness which could negate a lot of the issue.

     

    Also, the PLAYER may not have wanted a "combat monster", but wanted someone that had a lot of skills and esoteric abilities to help in the non-combat situations. He could be happy not being effective in combat because that is not where he shines. Rather, he is the guy that finds the VIPER base, the important clue that shows that the accused is innocent, or finds out who's pulling the strings behind the scene.

     

    Combat is only one facet of Heros, abet the one that most people think of first. For a real comparison if the characters are well balanced, we would have to see the complete character sheets. While a character may be weak in one area, such as combat, he may be very strong in other areas, like investigations and detective work. And even if the character appears strong in combat, a Vulnerability to a common type of attack can result in him getting dropped frequently and early, making him INEFFECTIVE as a fighter.

     

    Comparisons between characters is not so simple and straight forward as just looking at a couple simple items. The entire character needs to be taken into account, both combat abilities and non-combat abilities.

     

    Gemphyre

  24. Re: Strength of Zero

     

    "My strength is as the strength of ten, because my heart is pure."

     

    His strength is as the strength of zero, because his player's dumb.

     

    Actually, has anyone considered giving the player the benefit of the doubt? Instead of trying to squeeze points - which we've already seen this DOESN'T do - maybe it's just his idea of a good concept?

     

    Lucius Alexander

     

    I think that the original poster stated that the player was trying to munchkin the rules in this case.

     

     

    Gemphyre

  25. Re: Iron Age NPC help requested

     

    I’m currently setting up a new superhero campaign, an Iron age type setting where superheroes are as much media stars and celebrities are heroes and villains. The basic premise is that superhuman powers originated from various super soldier experiments during World War 2 and a few older sources. Dr Moreau and Jekyll actually existed as did other literary figures (think League of Extraordinary Gentlemen) as exceptional normals. Superhumans were first employed covertly during various wars and conflicts, some went renegade, some retired or the technology or just the genetic material leaked into the general population, even experiments considered failures producing “mutant” children a generation later. There have been waves of superhuman activity since the end of World war 2 as highly covert military and governmental operatives with peaks in the 60s (especially among the counter culture), early 80s (social climbers, celebrities and products of the “me” decade) and now the late 90s and early 21st century, high profile, often corporate sponsored or government agents, criminals and politically motivated terrorists/activists. Alien life exists and humanity shares the planet with other intelligent races but this is largely kept away form the general public.

     

    Unfortunately, I’m in a slump creatively right now and NPC concepts just aren’t coming. If anyone has idea for some good IA type NPCs, heroic, villainous or otherwise and feels like sharing I’d really appreciate it.

     

    I am assuming that you are not talking about personal NPCs for the heros/villians, but rather background NPCs for the campaign.

     

    How about some of these:

    Police Chief

    Commonly encountered police officers (specific persons)

    Mayor

    Fanboy/fangirl

    Local Drug/crime lords

    Reporters/News Anchors

    Paparazzi

    Police Liaison

    Some local "nobility" (people of wealth and power)

    If near military base, significant officers or appropriate service

    Local FBI/MIB/government agents (Small set of specific people)

    Neighbors

    Classmates, either current or former

    Teachers, either current or former

    Major local scientists, museum curators, and professors

    Lawyers

     

    My best advice is to create the people that you need when you think you will need them. Don't worry about creating everyone at once.

     

    Gemphyre

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