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nexus

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Everything posted by nexus

  1. Re: Nuclear Explosion Man If you're talking about the Drain version of "Radiation Sickness" it works against Power Defense by default.
  2. Re: Nuclear Explosion Man The radiation sickness part of the blast power is an effect caused by the debilitating effects of radiation exposure that would normally by pass "conventional" defenses. If you're character is Immune to High Radiation that effect is not going to hamper him. The "shock" damage of sudden exposure might but I feel that wold be subsumed in all the other damage from the blast itself (which will likely kill them in the case long before the radiation sickness portion of the power kicks in). If the character's Sfx is "Radiation Proof Physiology" because their lives in a planet constantly bombarded by high end radiation, the exude hard radiation themselves or whatever dying of "radiation sickness" or even getting violently ill a week afterwards (if they somehow survive the initial blast) doesn't seem consistent to me. But once you start discussing extremes particularly in comic book universes. "realistic" is, IMO, a bad choice of words. A man that can explode like a nuclear device at will isn't "realistic" either. I alway felt a better word was believable or verisimilitude, do the results created feel reasonable. IMO, if a character is actually tough enough to withstand the rest of the blast then them being able to shrug off the rad part of it doesn't stretch credibility that much if they've invested in ability. LS: Immune to Heat doesn't stop at "reasonable" levels. The character is fine at 600+ degree as well 180 or even higher basically to whatever point the GM wants to call the damage dice instead of an environmental effect. It comes down to how you'd want nukes to be portrayed in the game. Are they something at least potentially survivable or the "ultimate" weapon? I don't think there's a more "realistic" approach when dealing with something so fantastic in the first place. Is walking around Mercury an attack or an environment, it's really a judgment call. So this is just my opinion, not carved in stone or absolute. I just want to make my line of reasoning clear and this is the last I'll say on the issue. I think this is issue is really aggravated by the difficulty (or more so expense it can be done) of building Total Immunity to a Specific SFX in Hero System. If there was a Power "Total Immunity to SFX (radiation in this case)" there probably wouldn't be a discussion like this. We'd be having an argument about how that power was priced and all the potential problems with it.
  3. Re: In Praise of the Champions Universe Bah! Too much love and good will! *drenches down the thread with hatorade, scrawls "Teh Troll wuz Haer!" on the wall then vanishes into the night!*
  4. Re: Expanding Normal Characteristic Maxima I've run a few games where some characters used the Heroic rules or others don't. It's not really that hard. It usually works out that, with some exceptions, the PCs and their major opposition ignore some steps in combat resolution compared to others. Once you get used to that I didn't notice any significant issue. I suppose it comes down to personal preference. Try it out and see if it works smoothly with your group. In any event, it's definitely a disadvantage particularly in the type of game you seem to be running. It'd put it at 20 points at least.
  5. Re: The De Construction Krewe And Thud [b]Thud[/b] [b]Val Char Cost Roll Notes[/b] 40 STR 30 17- Lift 6400.0kg; 8d6 15 DEX 15 12- OCV: 5/DCV: 5 20 CON 20 13- 10 BODY 0 11- 6 INT -4 10- PER Roll 10- 8 EGO -4 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 25 PD 12 Total: 25 PD (5 rPD) 25 ED 16 Total: 25 ED (5 rED) 4 SPD 15 Phases: 3, 6, 9, 12 12 REC 0 40 END 0 40 STUN 0 [b]Total Characteristic Cost: 105[/b] [b]Movement:[/b] Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" [b]Cost Powers END[/b] Subsonic Wave Emission 25 1) [i]Infrasonic Pulse:[/i] Penetrating (+1/2) for up to 40 Active Points of Strength, Reduced Endurance (1/2 END; +1/4) (25 Active Points) 1 20 2) Reduced Endurance (0 END; +1/2) (20 Active Points) applied to STR 23 3) [i]Vertigo Induction:[/i] Drain DEX 4d6 (40 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs those with flash defense or lack of inner ear/human balance mechanism; -1/4), Linked (Infrasonic Pulse; -1/4), Limited Power Power loses about a fourth of its effectiveness (Linked to Strength; -1/4) 4 12 4) [i]Subsonic Disorientation:[/i] Change Environment 1" radius, -5 to Presence, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4) (25 Active Points); No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs those with Hearing Flash Defense or inhuman hearing; -1/4), Limited Power Power loses about a fourth of its effectiveness (Linked to Strength; -1/4) 1 23 5) [i]Infrasonic Pulse:[/i] Energy Blast 8d6, Personal Immunity (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), No Knockback (-1/4), Limited Power Power loses about a fourth of its effectiveness (Linked to Strength; -1/4) 14 10 6) [i]Subsonic Phase Field:[/i] Force Field (5 PD/5 ED), Reduced Endurance (1/2 END; +1/4) (12 Active Points); Limited Power Power loses about a fourth of its effectiveness (Linked to Strength; -1/4) 1 2 7) [i]Subsonic Phase Field Visual Distortion:[/i] +1 with DCV (5 Active Points); Linked (Subsonic Phase Field; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs Ranged Attacks; -1/2), Limited Power Power loses about a fourth of its effectiveness (Linked to Strength; -1/4) 50 [i]Vibration Fueled Physique:[/i] Absorption 10d6 (energy, Strength and Constitution), [two powers] simultaneously (+1/2) (75 Active Points); Limited Power Power loses about a third of its effectiveness (Sonic/Vibration Special Effects only; -1/2) 12 [i]More Balls than Brains:[/i] +25 PRE (25 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1) 9 [i]Too Stubborn to Budge:[/i] Knockback Resistance -10" (20 Active Points); Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -3/4), Limited Power Power loses about a third of its effectiveness (Must be aware of Attack; -1/2) [b]Skills[/b] 1 Demolitions 8- 2 Gambling (Craps) 10- 3 Hoist 10- 3 Streetwise 12- 15 +3 with HTH Combat [b]Total Powers & Skill Cost: 210 Total Cost: 315[/b] [b]200+ Disadvantages[/b] 20 Psychological Limitation: Muscle Head that thinks with his fist (Common, Total) 15 Psychological Limitation: Relentlessly macho, can't turn down a challenge or a dare (Common, Strong) 10 Psychological Limitation: Under estimates "eggheads" (Common, Moderate) 10 Social Limitation: Wanted Criminal: Assault, property destruction and theft (Frequently, Minor) 10 Social Limitation: Public Identity (Frequently, Minor) 10 Vulnerability: 2 x STUN Cold Based Attacks (Uncommon) 10 Vulnerability: 2 x Effect Cold Based Attacks (Uncommon) 15 Susceptibility: Sonic Darkness/Silence Fields 1d6 damage per Phase (Uncommon) 15 Experience Points [b]Total Disadvantage Points: 315[/b]
  6. Re: The De Construction Krewe Blunder I'm not entirely happy with the build but he'll probably be a one shot wonder in any event. [b]Blunder[/b] [b]Val Char Cost Roll Notes[/b] 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 18 DEX 24 13- OCV: 6/DCV: 6 25 CON 30 14- 12 BODY 4 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 8 PD 2 Total: 8 PD (0 rPD) 8 ED 3 Total: 8 ED (0 rED) 3 SPD 2 Phases: 4, 8, 12 11 REC 0 50 END 0 50 STUN 10 [b]Total Characteristic Cost: 103[/b] [b]Movement:[/b] Running: 8"/16" Leaping: 10"/20" Swimming: 2"/4" [b]Cost Powers END[/b] Unconsious Probability Manipulation 24 1) Combat Luck (12 PD/12 ED) 8 2) Energy Damage Reduction, Resistant, 25% (15 Active Points); Activation Roll 12- (-3/4) 8 3) Physical Damage Reduction, Resistant, 25% (15 Active Points); Activation Roll 12- (-3/4) 27 4) [i]Lucky Shot:[/i] Find Weakness 13- with All Attacks (40 Active Points); Limited Power Power loses about a third of its effectiveness (Resets after Failure; -1/2) 29 5) [i]Dumb Luck Accidents:[/i] Energy Blast 10d6, Variable Special Effects (Limited Group of SFX; Bad Luck; +1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Indirect (Same origin, any direction; +1/2) (125 Active Points); No Conscious Control (-2), 3 Charges (-1 1/4) [3] 38 6) [i]Bad Mojo:[/i] Change Environment 2" radius, -2 DCV, -2 OCV, -2 to Dexterity Rolls, Multiple Combat Effects, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (66 Active Points); No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs those with Luck or Probability based powers; -1/4) 17 7) [i]How the Hell...?:[/i] Luck 10d6 (50 Active Points); 1 Charge (-2) [1] 10 8) +3 Overall (30 Active Points); No Conscious Control (-2) 4 [i]Faster Runner:[/i] Running +2" (8" total) 1 4 [i]Strong Leaper:[/i] Leaping +4" (10" forward, 5" upward) 1 7 [i]Way Overconfident:[/i] +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1) \tab[i]Pro Wrestling/Luche Libre Fighting [b][/i] Maneuver OCV DCV Notes[/b] 3 Flying Tackle +0 -1 6d6 +v/5 Strike; You Fall, Target Falls; FMove 5 Flying Grab -2 -1 Grab Two Limbs, 40 STR for holding on; FMove 4 Crush +0 +0 10d6 Crush, Must Follow Grab 5 Offensive Strike -2 +1 10d6 Strike 3 Basic Strike +1 +0 8d6 Strike [b]Skills[/b] 3 Breakfall 13- 3 Climbing 13- 3 Contortionist 13- 3 Tactics 11- 3 Teamwork 13- 3 Interrogation 13- 10 +2 with HTH Combat [b]Total Powers & Skill Cost: 224 Total Cost: 327[/b] [b]250+ Disadvantages[/b] 20 Psychological Limitation: Vastly Over estimates his abilties (Very Common, Strong) 15 Psychological Limitation: Loves to Mock and torment his opponents (Very Common, Moderate) 10 Psychological Limitation: Greedy and mercenary (Common, Moderate) 10 Social Limitation: Wanted Criminal (Frequently, Minor) 15 Hunted: Shramrock 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Mildly Punish) 15 Hunted: Blackguard 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Mildly Punish) 5 Psychological Limitation: Superstitious (Uncommon, Moderate) 10 Social Limitation: Public Identity (Frequently, Minor) (1 points unspent) [b]Total Disadvantage Points: 327[/b]
  7. Re: Fei Long's Fists of Fury: The Rekka Ken Mainly because Sweeps don't accumulate damage for the purpose Stunning. The massive reduction in DCV could be problematic as it doesn't seem to fight the flavor text of the ability. I think the best method proposed so far is +xd6 HTH with the limitation that another To-hit roll is required to access them maybe built as tiers with a Sweep like penalty to the additional rolls.
  8. Re: The De Construction Krewe Bubbles' "bubbles" are PK constructs that she has full control over so they're not really that subject to wind or cold powers (she even has LS: Intense Cold when her bubble field is up). I have given Bulldozer some experience He's tussled with a few groups of PCs before and I figure even flatworms can learn.
  9. Re: Fei Long's Fists of Fury: The Rekka Ken Well, the goal of the rpg wasn't to create a "realistic" martial arts simulation but to simulation the action of the arcade game and wild martial arts movies. If you've seen the attack in the game, Fei Long darts forward in sudden blur faster than usual, while punching in a quick combination. Mechanically, it's actually one of their more solid games as far as doing what it was meant to do. Though to be fair, that's damning with faint praise when it comes to White Wolf game studios, at least in regard to action/combat mechanics. The Rekka Ken is the dashing punches (accompanied by the Bruce Lee yowls, a few moments into the video)
  10. Re: The De Construction Krewe Here's my version of Deadweight (sans background/role playing notes) [b]Deadweight[/b] [b]Val Char Cost Roll Notes[/b] 50 STR 40 19- Lift 25.6tons; 10d6 [5] 15 DEX 15 12- OCV: 5/DCV: 5 27 CON 34 14- 12 BODY 4 11- 8 INT -2 11- PER Roll 11- 15 EGO 10 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 12 COM 1 11- 11/23 PD 1 Total: 11/23 PD (0/12 rPD) 11/23 ED 6 Total: 11/23 ED (0/12 rED) 3 SPD 5 Phases: 4, 8, 12 15 REC 0 54 END 0 51 STUN 0 [b]Total Characteristic Cost: 122[/b] [b]Movement:[/b] Running: 6"/12" Flight: 15"/30" Leaping: 30"/120" Swimming: 2"/4" [b]Cost Powers END[/b] Gravitic Manipulation 22 [i]Gravitic Powers:[/i] Elemental Control, 44-point powers 23 1) [i]Body Lightning:[/i] Leaping +20" (30" forward, 15" upward) (Accurate, x4 Noncombat), Reduced Endurance (0 END; +1/2) (45 Active Points) 22 2) [i]Gravity Field:[/i] Force Field (12 PD/12 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (42 Active Points) 1 21 3) [i]Heavy Feild:[/i] Missile Deflection (Bullets & Shrapnel), + 6 to Deflect, Uncontrolled (+1/2), Adjacent Hex (+1/2) (54 Active Points); Costs Endurance (-1/2) 5 20 [i]Gravitic Clinging:[/i] Knockback Resistance -10" 96 [i]Gravitic Attacks:[/i] Multipower, 96-point reserve 3u 1) [i]Gravity Field:[/i] Telekinesis (30 STR), Affects Porous, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (96 Active Points); Limited Power Power loses about half of its effectiveness (Only to Grab/Drag Down; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Affects Whole Object (-1/4) 4 2u 2) [i]Grand Slam (Gravitic Punch):[/i] Double Knockback (+3/4) for up to 50 Active Points of Strength (37 Active Points); Increased Endurance Cost (x2 END; -1/2) 8 3u 3) [i]Gravitic Hurl:[/i] Flight 15", Usable As Attack (x2 maximum weight per inanimate target; +1 1/4) (67 Active Points); Instant (-1/2), Limited Power Power loses about a third of its effectiveness (Only to send straight up; -1/2), Increased Endurance Cost (x2 END; -1/2) 14 28 [i]Gravity Squeeze:[/i] Energy Blast 3d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2), No Normal Defense ([No Need Breath, Inhuman Body structure]; +1), Continuous (+1) (56 Active Points); Linked (???; -1/2), Limited Power Power loses about a third of its effectiveness (Target may make Constitution roll at -3 to avoid Damage per Phase; -1/2) 2 \tab[i]Wrestling Brawling [b][/i] Maneuver OCV DCV Notes[/b] 4 Choke Hold -2 +0 Grab One Limb; 2d6 NND 3 Flying Tackle +0 -1 10d6 +v/5 Strike; You Fall, Target Falls; FMove 5 Grappling Block +1 +1 Grab One Limb, Block 4 Martial Escape +0 +0 65 STR vs. Grabs 3 Martial Grab -1 -1 Grab Two Limbs, 60 STR for holding on [b]Skills[/b] 3 Demolitions 11- 3 Mechanics 11- 1 Language: Spanish (basic conversation) 1 Seduction 8- 3 Streetwise 13- 3 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles 9 +3 with Martial Maneuvers [b]Total Powers & Skill Cost: 282 Total Cost: 404[/b] [b]250+ Disadvantages[/b] 10 Psychological Limitation: Chauvinistic Jerk, disdains women (Uncommon, Strong) 10 Psychological Limitation: Cloest Case (Uncommon, Strong) 10 Enraged: Sexuality challenged (Uncommon), go 11-, recover 14- 10 Reputation: Bullying, like to pick on the weak, 11- 10 Social Limitation: Wanted Criminal (Frequently, Minor) 10 Social Limitation: Public ID (Frequently, Minor) 10 Vulnerability: 2 x STUN Spatial Distortion attacks (Uncommon) 15 Susceptibility: Teleporting 3d6 damage Instant (Uncommon) 10 Physical Limitation: Uncontrolled gravity flux, seems heavier than normal, stealth is difficult, etc (Frequently, Slightly Impairing) 5 Unluck: 1d6 54 Experience Points [b]Total Disadvantage Points: 404[/b]
  11. Re: The De Construction Krewe Bubbles [b]Bubbles[/b] [b]Val Char Cost Roll Notes[/b] 8 STR -2 11- Lift 75.8kg; 1 1/2d6 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 8 INT -2 11- PER Roll 11- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 20 COM 5 13- 4/18 PD 2 Total: 4/18 PD (0/14 rPD) 4/18 ED 0 Total: 4/18 ED (0/14 rED) 4 SPD 10 Phases: 3, 6, 9, 12 6 REC 0 40 END 0 40 STUN 16 [b]Total Characteristic Cost: 79[/b] [b]Movement:[/b] Running: 6"/12" Flight: 20"/80" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers END[/b] Bubble Powers 20 [i]Bubble Powers:[/i] Elemental Control, 40-point powers 16 1) [i]Bubble Wall/Big Bubble:[/i] Force Wall (4 PD/4 ED), Mobile (+1) (40 Active Points); Restricted Shape (Bubble/Circular; -1/4) 4 11 2) [i]Bubble Point Defense:[/i] Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 4 27 3) [i]Defensive Bubble Screen:[/i] Force Field (14 PD/14 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (47 Active Points) 2 20 4) [i]Bubble Bath:[/i] Change Environment 4" radius, -3 to Sight Group PER Rolls, -3 to Dex Rolls or fall, Alterable Size, Multiple Combat Effects (40 Active Points) 4 25 5) [i]Bubble Riding:[/i] Flight 20", x4 Noncombat (45 Active Points) 4 21 6) [i]Group Bubble Riding:[/i] Usable Simultaneously (up to 4 people at once; +3/4) for up to 45 Active Points of Flight, Limited Power Power loses less than a fourth of its effectiveness (She controls the Flight; +0), Area Of Effect (up to One Hex; +1/2) (51 Active Points); Limited Power Power loses about a third of its effectiveness (Reduced to Half DCV when used; -1/2) 5 5 [i]Protective Bubble:[/i] Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (???; -1/2) 4 [i]Filtering Bubble:[/i] Life Support (Self-Contained Breathing) (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to Block NNDs; -1), Linked (Defensive Bubble Screen; -1/2) 10 [i]Slippery!:[/i] +5 with DCV (25 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Grabs and Entangles; -1), Linked (Defensive Bubble Screen; -1/2) 40 [i]Bubble Attacks:[/i] Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2) 4u 1) [i]Bubble Blast:[/i] Energy Blast 8d6, Variable Advantage (+1/4 Advantages; Limited Group of Advantages; +1/2) (60 Active Points); Restrainable (-1/2) 6 3u 2) [i]Englobe in Bubble:[/i] Telekinesis (30 STR), Affects Porous (55 Active Points); Restrainable (-1/2), Affects Whole Object (-1/4) 5 1u 3) [i]Trap in Bubble:[/i] Entangle 4d6, 4 DEF (40 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Restrainable (-1/2), Cannot Form Barriers (-1/4) 4 Cinematic Powers 7 1) [i]Distracting (Non existent) Costume:[/i] +15 PRE (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only to make Opponent lose Phase/Delay; -1/2), Limited Power Power loses about a fourth of its effectiveness (Sexual/Vamp Based; -1/4), Requires A COM Roll (No Active Point penalty to Skill Roll; -1/4) 5 2) [i]Willfully Oblivious:[/i] +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1), Activation Roll 13- (-3/4) [b]Skills[/b] 3 Acrobatics 13- 3 Breakfall 13- 3 Contortionist 13- 8 Defense Maneuver I-III 1 Language: Spanish (basic conversation) 2 KS: Bay City Vice Scene 11- 3 PS: Exotic Dancer 13- 7 Seduction 13- 7 Persuasion 13- 7 Power 13- 15 +3 with DCV [b]Total Powers & Skill Cost: 278 Total Cost: 357[/b] [b]250+ Disadvantages[/b] 5 Distinctive Features: Blonde with purple streak in hair, covered in Bubbles, naked (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Psychological Limitation: Attention Whore, Exhibitionist (Common, Strong) 10 Psychological Limitation: Code Against Killing (Common, Moderate) 10 Psychological Limitation: Protective of Animals and Children (Uncommon, Strong) 10 Psychological Limitation: Easily flattered and distracted (Uncommon, Strong) 10 Reputation: Airheaded bimbo, 11- 10 Hunted: Blunder 14- (As Pow, Watching) 10 Social Limitation: Criminal Record/Wanted for Minor crimes (Frequently, Minor) 10 Rivalry: Romantic, Other attractive metahuman women, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 10 Vulnerability: 2 x Effect Mental Illusions (Uncommon) 7 Experience Points [b]Total Disadvantage Points: 357[/b]
  12. Re: Nuclear Explosion Man You could use the rule of thumb from Invincible: "When in doubt throw them into space."
  13. Re: Nuclear Explosion Man
  14. Re: Nuclear Explosion Man Oh... Sorry...
  15. Re: Nuclear Explosion Man I think NEM gets the point across for most games. There's not allot of characters that could take what he can dish out so he works as walking WMD. I am curious what his story purpose is? Is he a threat to be held over the PCs? He doesn't seem like a stand up fighter.
  16. Re: Nuclear Explosion Man I don't think "realistic" really comes into it. If Captain Power is immune to radiation (for whatever reason), he's not going to get radiation sickness no matter what the source. Surviving the rest of the blast might be trickier.
  17. Zen No Mind is another maneuver from the Streetfighter role playing game that's proving tricky to convert. I'm really stuck on what this would be in Hero System. In the streetfighter rules it's an interesting power with some serious drawbacks. As it's worded you act dead last in the turn and so lose the ability to interrupt slower opponents (in ST: The RPG characters act from slowest to fastest and faster characters can override a slower characters move/attack as will). With this ability your character would get to see what everyone does but wouldn't be able to interrupt them but could have more than one maneuver ready so they could pick the optimum once everyone else is done; more useful in group battles than one on one duels and pretty easy to render useless by knocking the character down, grabbing or preventing them from using their Action that turn. I think the Maneuver might actually be described incorrectly (judging the flavor text) and it means the player with it gets to wait until all the other fighters in the battle have revealed their Maneuver cards for the turn THEN select which of three he select that he'll use. This would make the ability much more powerful. But what would this be in Hero? Combat Skill levels with some sort of Limitation? Trigger on some MA maneuvers? Combat Precognition?
  18. As some of you may know I am undergoing a long term project to convert a number of characters from White wolf's Streetfighter role playing game into Hero System characters. Most of the maneuvers are pretty easy to convert over (or it's clear they really can't be directly converted because they manipulate elements of their home system that just don't exist in Hero). But there are a few that have me stymied for the moment. Below is the White wolf write up for one of them: The Rekka Ken. So what would this be? 1 An autofire punch? 2 Really Limited Lightening Reflexes? 3 More Speed just to Move and Punch? (Maybe combined with option 2?) 4 Something so tied into the original game's mechanics that's it's best left up to special effects? 5 Something else?
  19. Re: Spreading Good WIll Not to be a party poop but isn't this is the wrong forum?
  20. Re: Fantastic Hero System Resource Thanks for posting that link! The Master Lists are very useful though I find myself disagreeing with some of the values so I'd suggest looking them over and considering them suggestions rather than pre approved when you use them in someone else's campaign.
  21. Re: Adventures Into Darkness Is On Sale Now!
  22. Re: Expanding Normal Characteristic Maxima *Rolls Ego to not post CAK rant... succeeds* Carry on. Nothing to see here.
  23. Re: Normal Human This is why I've started asking players to get characteristics that result from superhuman or unusual sfx under Powers. For example. "Muscles" would have her so called normal Strength in the characteristic bloc and "Enhanced Mutant Strength +X" under Powers. Of course, it's not always clear cut.
  24. Re: Expanding Normal Characteristic Maxima It really is extremely broad. Something I brought up in the 6th edition forums. That's one of the reasons I think Reputation and other limited effects (along with role playing, of course) models what you described a bit more accurately. But I've been wrong before and it works for you and the players. And discussing it further would be off topic. It's just my opinion. Along with a small loan it'll get you a large coffee at Starbucks.
  25. Re: Grab vs Mentalism That's actually reflected in the rules. I'll have to dig up the reference but I think it's either in the UMA or the Combat handbook. At most, IMO. I've always ruled "Line of Sight" wasn't literally limited to sight but any Targeting sense would work for the purpose. I don't know if that's a House Rule or something actually in the RAW though.
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