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Christougher

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Everything posted by Christougher

  1. Echoing the above, 4E and 5E are 95+% the same. 6E drops to about 90%. If you're familiar with one, you're familiar with the others. Biggest changes are mostly in point costs for powers; once you're playing it doesn't make much difference.
  2. From memory (trust that as you will), the dogifghting rules in APG 1 are the same as from 4E/5E. A lot of the APG stuff is previously written items that didn't make it into the main rulebook. I've been working bit by bit on my Masters of Orion space campaign. One of its planned features was to separate a lot of the combat mechanics, to spread it across /players/ so that everyone had something to do in ship to ship combat. Pilot: Moves the ship. Tactical: Assigns ship-based levels. Sensors: PER rolls to lock on enemies. Missiles: Makes Attack Rolls. Gunner: Makes Attack Rolls Weapons: Makes Damage Rolls. Countermeasures: ECM, Point Defense. Engineering: END management, Pushing. Shields: Shield/Armor damage. Damage Control: Repairs Chris.
  3. And if he finds the average part size, he's just being mean.
  4. Owing to the documentary on TV tonight They're creepy and they're kooky, Mysterious and spooky, They're altogether ooky, The Manson Family.
  5. I may have to dig out my notes on Magic Items for my campaign, but what I recall: There was a difference between creating temporary/one-shot items and permanent ones. For temporary items, the player wrote the effect of the item; this cost them nothing. They paid points for the ability to create those temporary items. It's an ability like any other spell or power. Permanent items were unique and required part of a soul to create; creating one means your name lives on forever. That costs character points to create the item, no 'crafting of' spell or ability needed. As others have said, quests for special items and the like are often required. I see the OP as following the same basic idea I used for temporary objects. Not sure how he handles permanent ones.
  6. Thanks, but those are characters, and I already have mine. I'm looking for songs.
  7. I'm building Anthem a superhero magician who channels his power into song-based effects,. This is modeled with a VPP, but I'm in need of a few simple/sample powers. Powers don't need an exact writeup, but will probably be about 50 Active Points, and generally affect only a single target. Some examples: "Another One Bites the Dust" (Queen, Rock) RKA Armor Piercing "Tubthumping" (Chumbawumba, Rock) Aid Stun "I get knocked down, but I get up again. You're never gonna keep me down"
  8. The official US superhero team centered in Washington DC is Americana - allowing the PCs to be the west coast team in the game dubbed Hollywood Knights. They set a very four color standard. The first super to appear, Justice is a self-admitted knockoff of Superman. Lawyer and telepath Javier Martinez is Truth. After the two above stopped her accidental rampage, Freedom joined the pair. Speedster Lightfoot changed his moniker to Liberty, not wanting to be Pursuit of Happiness. Military cyborg Sentinel gave the team official government standing. Teenager Guardian is filling in her father's invulnerable armor after he died trying to stop 9/11. Patriot is a Navy SEAL with a cutting edge armored deep-sea diving suit. Feisty scrapper Valor is the team's scrapper. Music themed musician Anthem is the newest member.
  9. Does this PDF include a reprint of those pages, or is it just new material?
  10. From the gaming group before I joined: SPAD: Society for the Preservation of the American Dream. Favorite while I was there: New Orleans Immediate Response: NOIR.
  11. I had a nearly similar incident, though the attack was pushed to 4d6 HKA, and one damage die was a 5. The villain had ZERO resistant defense and 8 Body. The other players at the table cheered. Because the villain in question was permanently desolid with a 4d6 HKA Affects Solid World... at SPD 12.
  12. my first reply on the subject isn't so much about Paladins as it is about the divide between Cleric and Paladin. Both fight, use spells, and worship a deity - where does one draw the line? It's sometimes been difficult to build a Cleric without them essentially turning into a Paladin. My current answer on the subject is that a Paladin is two thirds martial and one third spells, while a Cleric is one third martial and two thirds spells. Why is that line fuzzy for me? When I build Paladins they are a reflection of the deity's tenets and sphere of influence. It's not always noble knights in shiny armor with longswords. The male half-orc healer and midwife, taking his name from the Goddess of Family/Life/Fertility, taking up arms to defend the clergy who won't do it themselves. Mom was assaulted by an orc, but raised the child to follow the Goddess. The headstrong female knight of Justice whose quested-for magical cloak cloak of faith became a major plot arc. I'm working on a fallen Paladin, branded as such by his deity. He refuses to discuss his fall and still does good deeds, trying for redemption he knows will never happen.
  13. I'll have to adopt her and give her a new name, as I already have a Tarantula, and this one is too cool not to be used.
  14. I'm not looking for 'harder to cast' per se like that - yes, that's good, but not what I meant. If a spell already has Gestures, then a Grab or Entangle prevents it, due to the existing limitation. In my fantasy world, each style of magic has a different specified set of required limitations. I'm looking for effects/powers which capitalize on pre-existing limitations. Chris.
  15. Arise ancient thread... That's what I get for not being able to sit and read the forums for a while. I like the original idea and may steal temperature level adjustments. When I looked into implementing this, my answer to the heavy armor = slow debate was to give armor a Casual STR Min, and adapt a few things from weapon STR Min. Why Casual STR - you wear it all day, if it's heavy enough to burden you, that's a problem. A little work on Encumbrance led me charge END based on weight carried, including armor. I'll have to dig up the details if anyone is interested. Chris.
  16. I'm surprised the inquiry wasn't "What is a face?"
  17. In a vein similar to the OP, I have a fantasy world with four different types of magic. I'm looking for suggestions of other silence type spells to hamper or disable other forms of spellcasting, by specifically targetting a Limitation. I'm avoiding the Penetrating RKA for focus breaking in favor of things like Juggle (Teleport AOE Hex Autofire) making it much harder to cast when you don't know where that focus went. Chris.
  18. I'm not sure what 6E Mobile says, but in 4E/5E, Usable Against Others/Usable as Attack was required to make the effect stick to the target as they moved. Chris.
  19. Working on a villain named Psiclone, who creates two psionic duplicates of himself. I considered giving him Cumulative on his other low-dice mental powers, but his duplicates should be able to add to that effect, even though RAW says No. I'm the GM, so I can violate that rule, but I also want to be fair about it - it should cost some degree more to do that than just cumulative. What builds or costs would Herodom Assembled suggest for this?
  20. Re: Neck Romancer. A friend used this name for a City of Villains Mastermind. Poison/Robots, IIRC. He just liked necks...
  21. Since I recently saw this on the Rules Questions forum, what about a Change Environment to reduce Running movement? It's Area of Effect, so you don't have to hit the target, and they get no Power Defense to mitigate the loss. The latter of those being the reason I despise CE being able to buy ancillary effects like that.
  22. So many rules, I can't keep them straight!
  23. You also have to take into account the differences in genre. In superheroics, you usually knock the badguy unconscious and haul them to jail where they escape. In fantasy, you cut them down and leave the body to rot where it falls. So lower defenses, abundance of Killing Attacks and relative difficulty associated with getting Resistant Defense actually help accomplish that - minus the problem of often KOing the orc. With Magic, 75 AP is high but not necessarily bad; the wizard will have awesome power but he will pay through the nose for it. Chris.
  24. Written in a hurry, so clearly not explained well. Normal Knockback uses a -2d6 base roll that can lead to high swing values. The suggestion is to replace the 2d6 roll with subtracting the BODY of a different roll, going for a bell curve. The number of dice initially rolled would depend on the target's normal (not current) BODY, while KB Resist, DI, Growth, Shrinking, Martial Arts, Killing attacks, flight or water could add/subtract dice or a fixed value. I never completed working through my idea, but its a possible tool for the toolkit. Chris. Could this lead to Armor Piercing or Penetrating Knockback? And Resistant or Hardened KB resist? The thought plickens...
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