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Beast

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Posts posted by Beast

  1. Re: Questions from a New Hero

     

    If you can get HD3 it current to all that has been put out so far HD2 does not have all thye stiff from THE BOOK

     

    well I have no plans on calling you a moron

    but the I'm not the moderator

     

    #2 the +15 str from growth does not affect the figured stats

    do the character up WITHOUTwhat you get from growth then add in the extras from growth the season with more character points till done to your taste

     

    you can also go and simulate a large size by just buying stretching and knock back resistance(0 end perisistant always on,no noncombat stretching if they are big all the time if not the add only in hero id)

    you just need +1 " on the stretching and -3" knockback resistance to simulate the weight

     

    skills carryover

    tracking would carry over

    knowledge of WHAT you are tracking is something different

     

    Survival would be hard since you have no knowledge of the flora and fawna

    water would be easy,most animals can be eaten especially if cooked

    plants and what small carnivores(poisonous snakes and insects)to avoid again knowledge needed

    (In this case I would have you reduce you survival skill to 11-and let you buy them up with time)

     

    the bow

    if your 40 str is at 0 end cost then it would be no problem to carry it all day

    I'd treat it as a wand that requires 2 hands to use(no need for a quiver)

    the weight of it can be an advantage to you(hardly anybody could steal it)

    maybe call it an OAF and call it a personal focus(need to know the secret way to use it or it was made just for you) and don't worry about the weight

    or call it an OIF that you can summon to your hand if it is in sight

     

    Hello there;

     

    I have a copy of HeroSystem 5th Edition-Revised (hereafter referred to as The Book) as well as Hero Designer v 2.37 (hereafter referred to as HD) on my PC. I must admit that I am a little nervous about posting my questions.

     

    You see, I have posted on the boards of some other games, and been called a moron by the Moderator (not to mention what the other posters on the boards called me) because I could not figure something out. It has left me a bit gun shy about asking questions. That being said (well, typed actually), I hope that you will forgive my n00b questions.

     

    We use the 200 pt + 150 pt Disad system to create our characters with a 60 point Active Cost Limit on all Powers, etc . . .

     

    Question #1: I wish to create my character using the Large Size Template (p575 in The Book, and hereafter referred to as the LST). She will be 100 RL inches (not game inches) tall, and weigh probably about 750 lbs. When I create a LST Prefab on HD, it costs 51 pts rather than the 47 pt cost in The Book. Do the Characteristic Bonuses from the Large Size Template (+15 STR, +3 BODY, +5 PRE, and +3 ED) all have the No Figured Characteristics Limitation on them? If not, what am I doing wrong?

     

    Question #2: The above character (Let us call her Allura, for the time being) has 60 STR (this includes the +15 bonus for the LST), 20 CON, and 20 BODY (again including the LST bonus). Using the formula: STUN = (BODY + (STR/2) + (CON/2)), the value of STUN should be 60 (20+30+10). On the HD, it gives me a STUN value of 63! Again, did I miss something?

     

    Question #3: Allura is (obviously) from another world. Her Homeworld is (for all intents and purposes) like Earth (climate, etc . . .). Would her Survival and Tracking skills cross-over to Earth? I mean, the wind is the wind, animal tracks are animal tracks, etc . . .

     

    Question #4: I wish to create a Heavy Longbow for Allura. Should it have a level of Growth (Always On) to simulate being a bigger Heavy Longbow than any used on Earth? It requires a 45 STR just to lift it, and a 55 STR to properly use it. It also does not use normal arrows (Earth arrows are not big enough). I would like to figure out how to simulate that whenever Allura pulls back on the bowstring, an energy arrow appears that must be used immediately or it dissipates. I know that it would be an RKA (probably 4d6 or so) with a Special Effect of Cosmic Energy or would an Energy Blast work better?

     

    I nervously await your answers, and I have more questions, but this will get the ball rolling.

  2. Re: Bring Forth Sidekick?

     

    Mind link to sidekick planetary range

    Teleport 10" megascale10,000 km scaleable to 1km blind-safe

    fixed location behind and to the right 1 hex of the mentor(or where ever you wanted them to show up)

    the sidekick has this power could be focused through a ring or something

    could put a real limitation on it that the sidekick could only t-port to thier mentor's side

     

    the ring could be a vehicle that the mentor controls so if the sidekick was knocked out,mind controlled, etc... they could still summon him back

  3. Re: Magic Jar

     

    in effect you have killed the character that is possesed now they might live if the evil wizard is forced out of the body

     

    Transform Major

    duplication

    plot device

  4. Re: Special Illusions

     

    I have a sidhe character that I'm playing and most of her glamour effects end at dawn

    damge done is healed(death still stands)

    powers do not work on hallowed grounds or in the presence of cold iron

     

    you might just give it a random time limit on how long it lasts(continuing charges,no conscience control,uncontrolled,activates

     

    See, now, I'm converting from something specific, and the illusions there are somewhat faerie-like (depending on where you get your faeries from, anyway.)

     

    It works like this: They are capable of affecting the world around them, but with a limit.

     

    A sword made with it will deal damage, but the wounds inflicted will vanish if the person notices the 'flaws' in it (death as well, the person will wake up with a jolt in a few seconds.)

     

    A bridge will support weight and permit people to cross, until enough of the flaws are noticed that people suddenly realize it isn't there (and anything remaining on it will fall.)

     

    Wings so created will permit someone to fly, gills to breathe underwater, so on.

     

    Something changed and left alone, out of sight of anything with a mind, will (unless special circumstances intervene, like being in a faerie land) vanish shortly.

     

    Also, any application of the same ability to remove the changes will work effortlessly.

     

    ...so... I think it's a Major Transform, but I have no idea what limitations it should have. Or if Transform is even the right path to take.

  5. Re: Potential New Player Needs Advice

     

    1 I'd say if you are unsure about investing 50$ for 5th ed revised only to have to get 6th later get SideKick the cut down version for 20$

    it has 90%+ of all the powers,skills,perks,and talents in the game and is not a daunting read as FREd

     

    2 start with Sidekick for now

     

    3 for ideas yes unless you have your own universe aleady done and have no need for someone elses

     

    4 not as hard as when you first started GMing since you already have the basics of role-playing already

    you just need to be familar with your subject matter as with any game

    if not fake it anyway

     

    good luck

     

     

    okay, this is my first post on this site, and I've looked for something like this to make sure I'm not making people go over the same thing again, but couldn't find anything, so here goes. I have been playing D&D for a couple of years, but neither I nor my friends likes the look of 4th Edition, so we're abandoning ship. I'm starting up a Shadowrun campaign, but I don't think any of us are going to like it all that much, so I'm considering HERO as an alternative. Which comes to my questions.

     

    1. Should I and my group, and I know you'll all be pretty biased towards this, get into HERO as opposed to some other system?

     

    2. If so, should I start now, or wait for 6th Edition?

     

    3. Is the genre book for my chosen genre (Champions) a wise investment?

     

    4. How difficult would it be for someone new to the game to GM a campaign? This question comes from the fact that I'm ALWAYS the Gamemaster among my group.

     

    Thank you for reading my post, and bless you if you can help answer my questions. Sorry about all the reading.:o

  6. Re: Gadget Pool

     

    ok that is

    +8 damage classes worth of weapons(+5 dc at 0 end cost)

    3d6-1 killing attack(2d6-1 at 0 end cost)

    +8 targeting

    20" flight,running,teleport

    40" gliding,swimming,leaping

    8"tunneling

    desolid

    change enviroment

    invisibility

  7. Re: Vehicle Weapons Damage

     

    from wikapedia but from what data I have seen this is close

    the AP round has about 50 lbs of exlposives as a bursting charge

    the HC round migh not penatrate but it will scrub off everything on the outside and anything nearby will be damaged or wrecked

     

    Ammunition

     

    16-inch naval gunfire shellsThe large caliber guns were designed to fire two different 16 inch shells: An armor piercing round for anti-ship and anti-structure work and a high explosive round designed for use against unarmored targets and shore bombardment.

     

    The Mk. 8 APC (Armor-Piercing, Capped) shell weighs 2,700 lb (1225 kg) and was designed to penetrate the hardened steel armor carried by foreign battleships.[4] At 20,000 yards (18 km) the Mk. 8 could penetrate 20 inches (500 mm) of steel armor plate.[16] At the same range, the Mk. 8 could penetrate 21 feet (6.4 m) of reinforced concrete.[16] For unarmored targets and shore bombardment, the 1,900 lb (862 kg) Mk. 13 HC (High-Capacity—referring to the large bursting charge) shell was available.[16] The Mk. 13 shell would create a crater 50 feet (15 m) wide and 20 feet (6 m) deep upon impact and detonation, and could defoliate trees 400 yards (360 m) from the

  8. Re: Modern Swordsmithing

     

    the best sworrd making styles I've seen(I have friends who do live steel at ren faires and I do a little my self)are the Damascus and Japanese styles that are layered or laminated(heat welding)

  9. Re: Modern Swordsmithing

     

    yes there are those that still do weaponsmithing with modern metals and mix with the old ways

     

    and they cost a pretty penny too

     

    not sure if they are going with the metals you named but you pay somebody enough and get them the equipment they can make it

     

    hope Bruce Wayne is a friend

  10. Re: Statting out the characters in Dr Horrible's sing-a-long blog

     

    compared to Nathan the numbers seem right

    Neil seemed to have a twich

    it kinda reminded me of me when I had Bell's Pasly(paralyasis of the 7th cranial nerve) where I would have to make sure I blinked so as to wet my eye with tears since both eye lids did not work together(1 might only go 1/3 the way)

     

     

    I don't know about that. Neil Patrick Harris is pretty darned cute.
  11. Re: Mental Paralysis..how do I keep this from being game breaking?

     

    that is just teamwork in action

    have some body throw an area 1 hex transparent entangle against the same martial artist and then have somebody pound on them the same way

    you don't even need it to last more than 1 segment to get the advantage on your foe

    This power has always been the most effective Martial Artist Killer in the game.

     

    Traditionally, the martial artist tends to go first. So after they've taken an action, you hit them with the Mental Paralysis and then let your teammates break the martial artist into itty bitty pieces.

     

    It is extremely unbalancing in that it renders the target incredibly vulnerable to things like autofire attacks, move throughs, called shots to the head and a host of other awful things. It is extremely hard on people that rely on active defenses.

     

    In contrast, the NND attack does pretty much the same thing to bricks and other targets that invest heavily in defenses, but it only works for the person who bought the NND attack. The Mental Paralysis buggers the victim that invests heavily in active defenses, but it works for everybody.

     

    It is very difficult to balance a power that works against a powerset that not every group, let alone character might have available.

  12. Re: Statting out the characters in Dr Horrible's sing-a-long blog

     

    good start but I think he has a lot more defence in that lab coat and gogg;es inthat Capt.Hammer threw a car at Dr Horrible

    wich sould lead to me that the Capt, has at least a 50 strength

    so with the Capt's callous disregaurd for life choking and bouncing the Dr's head off the delivery van think he has a bit more in defences

     

    also the van had decent defenses also since 3 strikes(1 punch on the remote and 2 with the Dr's head)did not seem to hurt it

    also the Capt'd punch only damages the remote control to a 11-

    so maybe in gerneral all items are well built(light in the destructable props budget)

     

     

    Dr William Horrible

     

    STR 8

    DEX14

    CON15

    BODY10

    INT 23

    EGO11

    PRE10

    PD 8

    ED 8

    SPD 4

    REC 6

    END 30

    STUN 50

     

    Technological Savant: VPP, 100 pt pool, 50 control cost, only for weapons and gadgets, only change in a lab.

     

    Armoured Lab coat 8pd/ed armor, IIF

     

    Cool goggles: flash defense, 5pts

     

    Secret Base: 100 pt headquarters

     

    Perk: PHD in horribleness

    Scientist

    SCI: Temporal Physics 14

    SCI: Laser engineering 14

    SCI Genetic engineering 14

    SCI: Sociology-14

    SCI: Physics-14

     

    Computer programming-14

    Electronics-14

    Mechanics -14

    Systems Operation -14

    Weaponsmith: Energy weapons

    Shadowing -14

    Stealth-12

    Conversation -11

    PS- mad scientist

    PS- supervillain

     

     

    Disavantages:

    Psych Lim: low self esteem- vc, mod

    Psych Lim: driven to improve the world through supervillainy vc strong

    Psych Lim: Crush on penny, vc strong

     

    Hunted by captain hammer- 14 as pow

    Hunted by the police-8 more pow, NCI

    Watched by Bad Horse-8 more pow NCI

  13. just wondering what others felt the capabilities of Dr Horrible and Capt Hammer

     

    so far these are my impressions

     

    Dr Horrible

    mad scientist lots of skills and sciences and just learned conversation

    lab coat has lots of defences

    VPP only changes at lab

    inferority complex

    meglo maniac

     

    Capt Hammer

    either lots of defenses or great strength or uber amounts of luck(he felt he could stop a van no problem)

    str at least 20 to 25

    some leaping maybe 10"

    clinging to ride the van

    lots of presence

    fear of ducks

    arrogant

    spiteful

    Showoff

  14. Re: Almost how it might go down in a DC Game

     

    not for the operators

    bet those guys are hi 5's and thanking god it is miller time

     

    I mean lets have a gun fight in some helicopters

    1 wrong bullet and that ship goes down and they all die

    besides FARC is now the laughing stock of their commuity now

    question is can they live this down or will this be the straw that broke the burro's back

     

     

    It's funny' date=' I always hope that real world operations go off without a hitch but I'm always disappointed when in game ones do, it always feels anti-climactic.[/quote']
  15. Re: Radical Adjustment

     

    what about only going against resistant defences

     

     

    Two things:

     

    1. If this was to work against pd/ed then the cost should be less than 10 points per 1d6 for drain otherwise it would never get through campaign average defences, but 5 points per 1d6 probably allows too much through, so we are looking at somewhere in the middle. You could assume 15 points per 1d6 and effectively make it NND (with a -1 limitaiton 'pd or ed as a defence') but then you run into active point caps, which will discourage the use of the limitation in a broad range of applications.

     

    2. Wouldn't it be better for the fade rate to be based on target REC rather than 5/turn, which would help scale the power to any campaign (at present adjustment powers are disproportionately useful in high powered games where REC is usually >5).

  16. Re: Super Transportation

     

    we have a character that can teleport the team

    however the smallest hop is 1 km

    and most of the team are fairly slow ground pounders

     

    During a battle with Black Paladin our team needed to follow rapidly so everyone got into a dumpster and was carried to the next battle site

     

    the first Dumpster of Justice came to an end 30 seconds after landing when it was used to smash Black Paladin in a move through after he had been entangled less than a second before

     

    Mk 2(current version) has been made from an 8m long conex box fitted with enough armor to rival a battleship

    also included

    nanite comm system

    an air lock and life support system enough to get in to space with redundancy

    it can float and move very slowly on water

    and lastly a gravity based teleport system that can move the dumpster 1km,10 km,100km and interface with the powers of team's #3 brick whose powers increase it's range up to 600km per hop

    max capacity 9.6 tons + dumpster weight of 6.4 tons=16 tons total wt

     

     

     

     

     

     

     

     

    The Dumpster of Justice

     

    Val Char Cost Notes

    6 Size 30 Length 4", Width 2", Area 8" Mass 6.4 ton KB -6

    40 STR 0 HTH Damage 8d6 END [4]

    0 DEX -30 OCV 0 DCV -4

    16 BODY 0

    24 DEF 66

    0 SPD -10 Phases: (none)

    Total Characteristic Cost: 43

     

    Movement:

    Swimming: 1"/2"

    Teleportation: 1"/2"

     

    Abilities & Equipment

    Cost Power END

    16 Mind Link , human class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8), Psychic Bond (45 Active Points); IAF Immobile Fragile Expendable (Easy to obtain new Focus; -1 ¾)

    14 LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Bulky (-1)

    Notes: (x2 number of items)

    24 Teleportation 1", x16 Increased Mass, Usable By Other (+¼), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (49 Active Points); OIF Bulky (-1)

     

    Perks

    2 Fringe Benefit: Emergency Services Vehicle

     

    Talents

    1 Eidetic Memory (5 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; DVD discs; -¾), Activation Roll 14- (-½)

     

    Total Abilities & Equipment Cost: 57

    Total Vehicle Cost: 100

     

    Value Disadvantages

    10 Distinctive Features: armored conex box named the dumpster of justice (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Physical Limitation: Steel box (Frequently, Greatly Impairing)

    15 Reputation: graffiti target, 14-

    20 Hunted: UNTIL 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    10 Hunted: CLOWN 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    25 Hunted: Viper 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

     

    Total Disadvantage Points: 95

    Total Cost: 5/5 = 1

  17. Re: What would happen if Los Angeles County vanished?

     

    this would only happen if the mountains surrounding the LA basin went with the city

    this basin was known as the valley of smoke long before any city was founded

    the natural tendancy of air flow is an onshore flow(the wind blows from the sea to shore) and acts as a cork keeping the dust and smoke in

    now when the Santa Ana's pick up it cleans the air up in a day or 2 but is not the normal air flow

     

    yes smog would be down but you will have other stuff going up

    also there will be a oil leaking from the La Brea tarpits

     

     

    The air in southern California would get a lot more breathable. Also, Southern California's power grid would have a lot of excess capacity all of a sudden. There'd be blackouts all over the place when a big chunk of the grid and its control systems just disappear.

     

    For that matter, big chunks of the Internet would disappear as well. Any servers were in LA and didn't have off site replication would go bye.

  18. Re: Possible House Rule: Group Cover Combat Maneuver (long)

     

    easiest build I can think of is to buy the area attack needing multiple agents(crew served)

     

    here is what I got now granted you are going to have to have each ninja pay for it but it works and they all have to work as a group

    I made it for 4 volleys then they should close to do hand to hand or enough will have been taken out to not have the advantage

     

    arrows to blot out the sun: RKA 2d6, Penetrating (+1/2), Area Of Effect (10" Radius; +1 1/4) (82 Active Points); Crew-Served ([33-64] people; -1 1/2), OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Can Be Missile Deflected (-1/4)

  19. Re: Handling day and night on infinite plane?

     

    run it like a ring world

    an endlees trail of shadow panels

    if you want a god like applo to do it

    just have him put the sun up and then take it down at night maybe an hr out of his day

    since there is no sphere to rotate

    a Dyson sphere with shadow panels like a ring world

    there is no start and no end but there is a finite amount area on the inside of a sphere

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