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Narthon

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Everything posted by Narthon

  1. So... as currently written, the furthest a move can be with tunneling is equal to the def material it can go through? Why can't there be 15" tunneling through def 2 material, or the like? I see you can raise def without inches of movement, but not the other way around. Seems like an oversight, I must be missing something.
  2. Re: Russian Sleep Device Thats true. Why did I go blank on stun. It can even be a stun drain so it can be put on them while at full stun.
  3. Ok, how would you make something that puts another character to sleep. What I'm thinking of is a headband that is used when transporting supervillians, while they are wearing it, they are in an unwakable slumber. I came up with this: 160 Suppress vs Speed 48d6 (standard effect: 144 points), Reduced Endurance (0 END; +1/2) (360 Active Points); OAF Fragile (-1 1/4) 0 Problem is, you cant supress a stat, and it is really expensive. (120 cp is to get that evil speedster, with a few extra to counter power D. Got to be ready.) There has to be a better way.
  4. Re: Combat Luck ruins Armor Piercing and Penetrating? What if it was armor embeded with luckstones? Anything is possible in hero.
  5. It seems like every character I see made latley has a level or two of combat luck thrown in there to show his dodging ability, special materials in his armor, luck, or whatever. Being hardened defence, it counters penetrating and armor piercing. Doesn't this seem like a really cheap and easy way to counter some commonly used advantages? Uncle Samurai is really unhappy with it in the current game anyway, since it counters two of his major attacks. What do YOU think?
  6. For a vehicle with a large crew, should the crew be bought as followers or dnpcs? Followers are not on the list of perks avalible for vehicles in the ultimate vehicle book, but it seems cheap to buy such an important/needed part of the vehicle with a disad. Any thoughts?
  7. Re: SFX -v- SFX What are High Speed PH, Low Speed PH, and FF?
  8. Re: Post your Cybernetics! Hmm, wouldn't this provide rations and ammo for the enemy just as easily as it does for friends? "We took over their base, and they were nice enough to restock it for us."
  9. Re: Game-Time Pop-Quiz for GM's #1 I got wrong because I thought it would simply be 15 PD #2 I got wrong because I thought her phase was ended by the attack action. #3-5 I gave up on because my brain is addled and I didn't want to do the simple math. I see I am not ready to run.
  10. Re: What to do with a winged ex-heroine? Give her a late night cable talk show about the paranormal. Call it Ladyhawke's Perch.
  11. Re: Okay, smart guys, a challenge: 6 points Spoon: (Total: 18 Active Cost, 6 Real Cost) HKA 1 point (1/2d6 w/STR) (5 Active Points); OAF (-1), Reduced Penetration (-1/4) (Real Cost: 2) plus Telekinesis (2 STR), Affects Porous (13 Active Points); Limited Power: Only to lift and move lateraly Power loses about half of its effectiveness (-1), OAF (-1), No Range (-1/2) (Real Cost: 4) 2 end !!!
  12. Re: Automaton question Ok, the higher levels of takes no stun include the lower level of can't be stunned. If you pay for the 45 or 60 point version, you can't be con stunned either.
  13. Re: Automaton question I think Cannot Be Stunned prevents con stunning, takes no stun means you don't have a stun score and therfore can't be knocked out from negative stun.
  14. Re: Automaton question I'm not sure what your question is. If you take can not be stunned, you can not be stunned....
  15. Re: (Newbie) Vehicles combat/ creation Ok, let me do some research and I'll see what I can do.
  16. Re: "Impaling/Pinning" Your Oppenent 16 HKA 1 1/2d6 (3d6 w/STR), Penetrating (+1/2) (37 Active Points); OAF (-1), Side Effects (Side Effect always occurs whenever the character does some specific act; Power Becomes Unuseable when surpress is active; -1/4) 4 and 13 Suppress vs Running 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Linked (HKA; -1/4), Custom Modifier (HKA must do 2 body to activate this power; -1/4) [1 rc] Think that works?
  17. Re: (Newbie) Vehicles combat/ creation I should have sold back the run as well. Guess this boat is a negative point character.
  18. Re: Anyone else awaiting this? Hmm. Ben still looks really fake to me, we will have to see how much he is improved in post. Also, where did that's truck's engine block go?
  19. Re: OIF for Powered Armor why? If he doesn't have a problem with it, then there isn't a problem. Its your game and you can do whatever you want. It is really much less of a change than most of the house rules I play under. I must say, however, if I was faced with that on character creation, my power armor would quickly turn into an alien artifact that fell from the sky...
  20. Re: (Newbie) Vehicles combat/ creation Macgreggor 26 Player: Val** Char*** Cost 6** Size 30 30** STR -10 4** DEX -18 16** BODY 0 * 4** Def 6 2** SPD 6 *6"**RUN00"**SWIM-20"**LEAP0Characteristics Cost: 12 Cost** Power END 7** Sails: Flight 13", Inherent (+1/4), Persistent (+1/2) (45 Active Points); Conditional Power Needs wind, Can Not go Directly into Wind (-1), OIF: Two Sails, needs both for full effectiveness Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Arrangement (-1/4), Only On Appropriate Terrain Only on Water at least 4 Feet deep (-1), Limited Maneuverability Only 1 turn per Turn at Combat speed; only 1 turn per Minute at Noncombat speed (-3/4), Lockout: Can not use Outboard Moter when being used. (-1/2), Cannot Move Backwards (-1/4), Crew-Served (2 people; -1/4), Difficult to Operate (-1/4), Only In Contact With A Surface (-1/4), no Noncombat movement (-1/4)* 0 8** Outboard Moter: Flight 18", Inherent (+1/4), Persistent (+1/2) (63 Active Points); Independent (-2), OIF Bulky Fragile (-1 1/4), Arrangement (-1/4), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), Only On Appropriate Terrain Only in water at least 12 inches deep (-1), Limited Maneuverability Only 1 turn per Turn at Combat speed; only 1 turn per Minute at Noncombat speed (-3/4), Only In Contact With A Surface (-1/4)* 0 10** Knockback Resistance -5"* 0 Powers Cost: 25 Cost** Perk 1** Reputation: An excellent sailboat (A small to medium sized group) 14-, +1/+1d6* Perks Cost: 1 Total Character Cost: 38 Val** Disadvantages 15** Physical Limitation: Boat is 1/2 density (3 Tons) (All the Time, Slightly Impairing)* 15** Physical Limitation: Boat needs almost constant maintanence (Frequently, Greatly Impairing)* 5** Unluck: 1d6* Disadvantage Points: 35 Base Points: 3 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 The Macgreggor 26 is a top of the line pleasure craft. Str 30 is debatable, but it is really hard to judge such things on water. It sleeps 6, though that is pretty crowded, and 6 people on dect would certainly start to get in each others way. Optimum crew is probaly 3, but two people who know what they are doing can get most of what it is capable out of it. Yes, it is faster with the moter than with the sails, it is made for pleasure, not efficency. Flight just seems more "right" than swimming. Dex is 4 because yes, it is extreamly hard to get it exactly where you want to go, and stopping where you want to just isn't possible without a land crew of some kind. I almost think it should be requires a skill roll to hit the hex you want to end up at. As for the unluck? Anyone who has spent much time around boats would agree. So, what do you think?
  21. Re: (Newbie) Vehicles combat/ creation How large a boat are you looking for? I'll make what I would call a sailboat as a hero gamer and an operator of small sailboats. Give me a bit.
  22. Re: Jack of All Trades Ok, I buy it for acting and acrobat, but what about Armorsmith and Weaponsmith? How are they any different that a PS? If anything, I would think the PS would be better, as you have the skill to make the weapons, and to sell them.
  23. It seems to me that the Jack of All Trades skill enhancer is greatly weakened by the fact that so many "Professional skills" are listed as normal skills. What is to keep a character from buying a PS instead of the "normal" skill that does the same thing. Let me go down the skill list with skills and their PS. Acrobatics= PS: Acrobat. A circus performer or gymnast. Acting= PS: Actor Animal Handler= PS: Animal Handler, breeder, trainer, whatever Armorsmith= PS: Armorsmith Bureaucratics= PS: Beurocrat Climbing= PS: Mountaineer Combat Piloting= PS: Fighter Pilot Computer Programming= PS: Programmer Conversation= PS: Psychiatrist Deduction= PS: Detective Demolitions= PS:Sapper, Demolitionist Disguise= PS: Hollywood makeup artist Electronics= PS: Electronic fabricator Forensic Medicine= PS: Forensic Surgon Gambling= PS: Gambler Lockpicking= PS: Locksmith (and you get more out of it) Mechanics= PS: Mechanic Navigation= PS: Navigator Oratory= PS: Public Speaker Paramedics= PS: Paramedic Riding= PS: Cowboy (one example) Weaponsmith= PS: Weaponsmith yes, most of these skills are extreamly useful, and should cost points, but I don't think they are any more so than sciences or languages. What do you think of allowing these skills (and other justifiable skills) to be covered by Jack of all Trades, or getting rid of Jack of all Trades all together?
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