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Beast

HERO Member
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Posts posted by Beast

  1. Re: Solanum Zombie (1st Draft)

     

    you should have them going dormant when temp gets below freezing(they did freeze in both books WWZ and the survival guide)

    also groups of them moaning over long periods of time might cause some insanity to either just rush out and kill them or to kill ones self(dispaire or desperation)

    maybe a slow cumulative mind control with an easy defence of ear plugs or finding a quite place to sleep

     

    the hunting moan is only going to drop somebody's pre by 2 per turn so it needs a longer delay on return(recover 5pts per turn)

    also do seperate pre drains stack for recovery?

    I would also require at least 6 to 1 odds for it to work(need at least 6 zombies)

    and have the moan over time a least an hr and have the pre drain last for a week(it should reset should the survivors get away from the zombies and get a days rest with no moans

  2. Re: Were these left out, or no?

     

    and that is the glory of the Hero System

    there is no one correct way to do anything

    they are all correct,that way each can be a little different(think spicing to your own taste)

    as for the hover board example some thing that can fly on it's own

    you could just build it as a vehicle with an AI

    a special effect of TK

    flight usable by or against others

     

     

    So far, it's not really sounding like there's a real clear way to do either of these things. As far as I can tell, the ideas thus far, though not bad, don't really QUITE capture the main property of a contagious power - namely, the ability for a victim to pass it on to others.

    As far as the object thing, it seems as though I may have been misunderstood. Specifically, while I understand an object can BE a power in Hero, the default assumption is that the object somehow functions as the power. For example, a gun is an RKA, magical winged boots are flight, and a suit of armor is..... well, armor. But what concerns me here is whether there's a way in the mechanics to specifically designate a power belongs to, and functions on, the object itself, not its user. For example, an item whose "flight" power reflects that the object ITSELF flies, not that it allows its user to. It comes to mind because BESM allows this, as well as variable discounts based on how useful it is. For instance, a hoverboard is still pretty useful, even if it doesn't confer the power of flight on its user. A gun with an inexplicable tendency to sprout wings, however, isn't useful at all.

  3. Re: Relativistic Effects of Interstellar War

     

    Shooting a gun has not really changed that much

    the gun it self has changed greatly

    cars, what they can do has changed how to control them not so much

     

    what I'm speaking of are the basic concepts of how some tech works

     

    yes there will need to be some retraining and familarization with new weapons

    but nowhere near the time to teach from the bottom up

     

    it will be when the change from say body armor to powered armor

    from a tracked tank to a Bolo or grav tank

     

    Well, nothing stopping the launching civilization from recycling the materials whenever a starship returns home for the next design. Why lose hundreds of thousands of tons of material that could be used to make a new ship :)

    Seriously, the crews are going to be the biggest issue. Each one will be decades behind the current ones when they get back and need to be reeducated each time. And they won't have the advantage of growing up with the tech.

  4. Re: Were these left out, or no?

     

    for a contagious power you would need to add the advantages "Sticky,Continous(if it was an instant power all damaging ones are),then either buy the end cost to zero or pump enough end into it(Uncontrolled) to have it last for a short duration or continuing charges

     

    objects with powers use the focus limitation which comes in many different flavors to adjust the cost of a power

    a ring of invisibility base cost 20 active pts w/ the focus limitation of IIF(inobvious inaccesssible,focus)-1/4(20/1.25=16 real points)

     

    an invisible ring that does nothing other than be invisible is free

     

    Hiya all. Let me cut to the chase. Dabbling with BESM really turned me on to the whole concept of "universal" RPG systems, which lead me promptly to Hero. I must say, I've LIKED what I've seen so far. It seems to have been very well thought through, seriously considering many of the possibilities and applications of the things it provides. Overall, I'm gravitating toward "trading up" to Hero from BESM. However, there are a few "so close, yet so far!" points that are bothering me. It's so near my ideal, but it SEEMS as though it leaves out a few things BESM didn't. I'd like to know if this is a mistaken perception on my part, or not.

     

    #1: Is there a way to create a 'contagious' power? For example, a radiation blast whose victim also damages nearby creatures for a duration (and spreads the effect to them), or an airborne disease, or a swarm of hungry but short-lived insects?

     

    #2: How is applying a power to an OBJECT handled? In BESM, there was a restriction you could add to an attribute that reflected that it applied to the object it was part of, rather than conferring that attribute on the object's user. For instance, you could distinguish between a ring that grants invisibility, or a ring that itself IS invisible. The latter case would get a sharp discount - the amount of the cost reduction depends on how useful this aspect is to the object's owner. Does Hero have a way to account for this?

     

     

    It's an awfully short list, which definitely testifies to how well Hero has covered its bases. I may revisit this if I later remember anything else, but these are the two that stick out in my mind. I've wanted to plan out a character who uses disease as a weapon for a while now, so #1 is a bit of a priority to me. :) And just in case, no, the fact that I could make up modifiers for these doesn't count as the system being able to do it. You can ramrod new mechanics into ANY tabletop system. I'm just trying to figure out if the rules already support this.

  5. Re: Justice Squadron: TNG

     

    I'm gathering that these are character that you approve of right now and will give a final word on later after commenting on what needs tweeking?

     

    Submission So Far

     

    Querysphinx

     

    Plastyque- Daughter of Reed & Susan Richards

     

    Beast

     

    Silk Detective- Clone by Dr. Destroyer using Forge & Illyana Rasputin's DNA

  6. Re: Justice Squadron: TNG

     

    I'm also thinking of a gravity based mutant that is horror themed

     

    but this 1 would be a new face

    father was a Lituainian/USSR submarine captain who defected to the USA with a modified Typhoon class boomer and might have had some radiation exposure

  7. Re: Justice Squadron: TNG

     

    the character would construct by Sinister or evil Beast(age of apocolypse)that got away

    maybe raised by Indiana Jones,Lady Lora Croft or sombody that was good with anchient artifacts

     

    Could be doable...have a good backstory as how the genetic material was obtained....Forge died in 1998 at the hands of Doomsday...I have yet to work Illyana in but she does exist.
  8. Re: A DC Animated-style HeroMachine

     

    I see 7

    going left to right

    orange instructions

    yellow gallery

    green brings up the controls for adding stuff and coloring

    teal character sheet

    blue removes all background for a screen shot

    purple resets to base figure

    red closes program

    none of these changes the body type

     

    There are 3 icons in the upper right hand corner.
  9. Re: Earthquake and Move Earth

     

    for just knocking people down

    area tk pick everyone up and drop them

    str or dex suppress area most characters won't have over a 20

    area effect on a legsweep

     

    for devestating the landscape

    lots of tunneling

    3-6d6 rka area effect 1d6 of which can hurt anybody

    2d6 can hurt those in or near slight structures

    3d6 can hurt those in or near medium structures

    4d6 etc

    the higher damages should only happen if the body exceeds the wall def

     

    I'm in the process of putting together a spell book for my upcoming FH campaign, and its mostly conversions from a version of the magic that was written up for another system (RQ). I've hit a couple of spells I'm having trouble with, one of which I'm not satisfied with my solution for, the other of which I can't quite figure how to do at all.

     

    Earthquake: This localized spell in its original system had varying chances of knocking people in the area down (it came in progressively stronger versions) and of collapsing structural features; in Hero I suspect the best I can do with the latter is have it do some damage to structures.

     

    Move Earth: This is the odder of the two; it would allow you to "walk" a small terrain feature; for example you could move a small copse of trees by having the ground they were set in flow along in a direction at a low rate of speed until the duration of the spells wore off.

     

    Suggestions? Currently I'm doing the first as a linked Instant Change Environment (for the fall) and Body Doing NND (only against rigid structures) but that seems overly baroque and fussy. And I can't figure how to do the latter at all, since TK would simply pull up whatever it was that was being moved (which is not what the spell does).

  10. Re: Fighting against more speed

     

    in general the maneuver you are thinking of would be called a stop hit in fencing(raising one's weapon into line with an opponents forward move be it a lunge,ballestra or fleche)

    the first thing you need to do is clear the the attackers attack(placing your weapon so his does not strike you a block if you would) then using his momentum he runs up on your blade

    it all looks to be 1 action but it is really 2

    what you would have is a block with a counter strike

    but even this would be a waited move

     

    No I understand the rules (for the most part) and I read parts of the UMA, I just don't see why abort needs to be a defensive element only.

     

    Loking at things from a cinematic point of view, you see an attack incomming fo you abort your next move to dodge or dive for cover, but why wouldn't you be able to use your next move to raise your weapon and use this instant where your opponent comes to you to deal some dmg.

  11. Re: Fighting against more speed

     

    I got to agree with this I fence foil,shinai,and do low speed live steel and I while I can be fast with my strikes I'm pretty slow with my footwork

    So I'm always looking for an opening seeing what type of blow my opponet prefers to use

     

    you might want to buy skill levels with the limitation that you need to observe your foe first to gauge his style and to come up with a counter

    +1 CSL(all combat) extra phase to activate -1/4

    +1 csl(all combat) 1 turn to activate -3/4

    both would be bought that you just need to observe the target and could still do things (I think this lowers the lim by -1/4)

     

    It's actually pretty damn realistic. If you don't have an overwhelming advantage, the smart move is to hold back until your opponent leaves an opening. This is especially true when you have lethal weapons in play, since it's not a good idea to take a chance and hope you're faster unless you're pretty sure you are.

     

    Of course, there's something to be said for forcing your opponent into making a move, too, which is why all fights don't turn into standoffs. But initiative in real life is a complicated thing, full of rapid high-stakes gambles, tactical decisionmaking, and intuitive flashes... and any time people fight, the stakes get pretty high.

     

    Admittedly: it's hard to simulate this in a game without having overly-complex rules, and it's hard for players to simulate this without getting into an antagonistic gamist mode. (Not that there's anything strange about feeling antagonistic about a fight, even a simulated one.)

     

    So long as everyone's on the same page in terms of having fun and playing roles, this isn't a problem; the GM makes it clear that he won't unfairly screw the players for making tactical or roleplaying decisions (he shouldn't be unfairly screwing the players at all, really) and the players make it clear that they'll play their characters like characters, not like indistinctly utilitarian pieces in a chess game. If your cop doesn't want to shoot the perp, it'll be a standoff until someone makes a wrong move. If your grizzled swordsman is an honorable professional, he'll wait for his opponent to draw before cutting him down. And if your speedster superhero looks before he leaps, he'll whizz by, throwing hypervelocity punches, even if he knows the villain is only going to dodge or put up a force field.

  12. Re: Missed me, hit him!

     

    you could try Images to transpose you and the suc.... I mean targets positions

    this could work vs both melee and ranged attacks and still allow you to melee with the suc.... I mean victim

    add invisible power effect so even if they see thru the image thay will not realize it and warn others

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