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Christougher

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Everything posted by Christougher

  1. Re: Cloak of Belief (Faith) While the tie-dye quote is hilarious, probably just a plain unadorned, uncolored cloak. Aside from the waste of time & money spent creating these... Just smuggle in a cloak predyed to the correct answer. Christougher.
  2. Re: Cloak of Belief (Faith) Actually, that's almost exactly why I created it. Had a paladin getting too close to crossing the line, was given the quest to go recover this item, and wear it to stay on the straight and narrow. However, it was as Lucius said, a symbol of devotion, so I'll probably go back and add some of that.
  3. Dogfighting For fighter scale craft in separate megascale hexes, normal direction and firing arcs rules are used, but when they enter the same hex, it becomes a dogfight and different rules apply. A Combat Piloting roll must be made every phase, gives the ship the DCV of its own or the pilot's DEX(whichever is better) minus the craft's Size modifiers. For every two points the roll is made by, they gain a +1 OCV or DCV bonus. Fighters are considered to be constantly moving and turning, and firing except in special cases, so the default manuever is Firing. Lock On maneuvers place the attacker behind his target, giving the attacker equivalent of the Cover maneuver - automatic damage on the held attack, first action in following phases, and preventing return fire from the target except by rear mounted weaponry. Evasive maneuvers are used to Dodge enemy attacks and Lock Ons, and may be aborted to. Positioning maneuvers are used to evade enemy firing lines and maneuver into a superior position, giving them the first action in the following phase. It is mechanically similar to Block, but cannot be aborted to. Trick maneuvers combines some of the effects of Evasive, Positioning and Lock On maneuvers. Incoming attacks are Evaded, and Lock Ons broken, and the attacker moves into a Lock On position behind his target. Using a Trick requires a successful Combat Piloting roll, and there is a -1 cumulative penalty applied for each additional trick used in the same dogfight. Firing -0/+0 Attack Lock On -2/-0 Cover, Must follow Position/Trick Evasive --/+3 Dodge, Abort, Break Lock On Position +0/-0 Block, Break Lock On Trick -1/-2 Block, Abort, Lock On Questions, comments, observations? Will it work?
  4. Re: Cloak of Belief (Faith) After reading Discriminatory and Analyze, I decided it only needed the former. It's supposed to guide, not drag by the nose, wearers along their path. I don't agree wtih Always On or NCC; the +Sense adder covers it happening on its own. Never considered the +COM (err, appearance) - and why Persistent on that, some new ruling from 6E? Final writeup: 5 Cloak of Faith: Detect Faith/Beliefs as Mental Sense PER(13-) Discriminatory [12 AP] OIF Cloak(-1/2) Self Only(-1/2) Side Effects(-1/2)
  5. This magical cloak is made of a lightweight, waterproof cloth, and it takes on the appropriate colors and/or symbols of the wearer's faiths or beliefs when worn. The cloak is prized because it helps weigh choices against the wearer's beliefs, becoming faded, threadbare or torn when the wearer strays too far from their moral code.
  6. Re: Have you ever built the same character more than once?
  7. Re: How Much DCV? WaitHuhWhat?! Can you provide a reference that NAs can be applied to any power? I've never used or believed them in that manner, it was always to a single effect, like Zero END on STR, requiring a different NA to make your base running Zero END too.
  8. Have you ever finished building a character, only to notice how similar it is to one of your other characters? What did you do with them? I'm running into this with my Big Book o' Villians, almost 500 of them, finding many that are too similar. Should I just nuke one, combine the two, differentiate them more, or some other suggestion?
  9. Re: Beginner Character Creation What I've done on occassion: Split the number of points into a number of choices (usually ten), and decide what to spend those choices on, making sure I cover the basics: Characteristics, Attack, Defense, Movement, Skills. Add additional picks to each when you want even more: Super Strength, Invulnerability, etc. This gives me a number of real points I can allocate to each, and shuffle around until I get something I like.
  10. Re: Villain Theme Teams Gun Club: (All are built as blasters, but some lean towards other archetypes. Big Shot(Giant Power Armor/Vehicle Brick), Drive By(Speedster), Firing Squad(Duplicator), Gun Bunny(Ranged Martial Arts), Psniper(Ego/ECV Attacks), Volt 45(Electric), War Glock(Magic). Faery Tales: Beauty & the Beast(Brick & Egoist, in that order), Cinderfella(Fire Blaster), Jasmine(Speedster with flying carpet and Djinn's magic lamp), Little Red Riding Wolf, Mermaid(Female Aquaman demibrick), Pandora(Entangle/Force Walls), Prince Charming(Antipaladin), Rapunzel(Stretching prehensile hair), Sleeping Beauty(NND Sleep Damage Shield), Snow White(Ice Blaster, Summon 7 ice golems), Tankerbell(Cyborg Ballerina) Americana(Hero Team): Justice(Brick), Truth(Egoist), Liberty(Speedster - refused to be Pursuit of Happiness), Freedom(Radiation Blaster), joined by US Gov't sponsored Guardian(Kinetic demibrick), Patriot(Captain America homage), Sentinel(Magnetic Cyborg), recruited Valor(Mage) and Anthem(Sonic demibrick) Girl Power: Cow Girl(Minotaur Brick), Dream Girl(Egoist), Gadget Girl(Gadgeteer), Glamour Girl(Light Blaster), Immaterial Girl(Always Desolid), Material Girl(Mimicry Brick), Raver Girl(Light and Sonic Blaster), Riot Girl(Duplicating Martial Artist), Skater Girl(Speedster) Second Chance(a way to explain villain escapes): Alibi(Mutant VPP Power Mimic), Ambush(Invisibile Martial), Amnesia(Egoist), Escape(Teleporter), Imposter(Shapeshift), Respite(Healer/Buffer) Earth First (Anti-Technology/Ecoterrorists): Ragna Rock(Giant Stone Brick), Mother Nature(Plant Egoist), Kudzu(Plant Speedster), Alligator(Martial Artist), Crystal(Crystal "power armor"), Great White(HKA Brick), Leopard Girl with Wings(demibrick), Monarch(Shrunk Martial butterfly), Piranha(HKA Speedster), Porcupine(Archer/Weaponmaster), Tae Kwon Doe(Martial), Tar(Sticky Damage Shield)
  11. Re: Villain Theme Teams I recently posted these to the Project 3000/Names thread. Four Seasons: Spring(Elastic Brick), Summer(Heat Blaster), Fall(Martial Artist), Winter(Ice/Cold Blaster) Rainbow Menagerie: Red Raven, Orange Ostrich, Yellow Yak, Green Gorilla, Blue Bat, Indigo Iguana, and Violet Viper. Major Crime/Crime Wave: Arson(Fire Blaster), Blackmail(Darkness demiBrick), Counterfeit(Shapeshifts objects, buffer/debuffer), Fraud(Egoist), Kidnap(Teleporting Martial), Murder(VSFX HKA), Robbery(Power Adjuster), Smuggler(Desolid ASW). Sometimes hired Assault(Autofire Speedster), Battery(Electric Brick) and Accessory(VPP Speedster). No Rape. Arachnaphobia: Arachnette(Martial Lasso/Net), Black Widow(Egoist), Cyb3rSpyd3r(Tech Blaster), Daddy Long Legs(Stretchign Power Armor), Dr. Spider(Mutated 8 limbed Scientist), Recluse(Ninja with spiderized weapons), Spinner(Jailbait spellcaster), Tarantula(Giant Spider), Trapdoor(Teleporting Speedster) and Venom(Capoerista with poisoned blades) Seven Deadly Sins: Envy(Transfer), Glutton(Brick Absorption to Stun), Greed(Speedster with Telekinesis), Lust(Egoist, obviously), Pride(Blaster/Buffer), Sloth(Martial Speed Drain), Wrath(Damage Magnet) A few more... Gun Club, Faery Tales, Earth First, Girl Power, Americana...
  12. Re: Super Names Congrats on the good stuff. A suggestion, given that you have so much free time to work on this project. An indication, where possible, which are official Hero named supers, which are contributed? I swiped a copy of the list and used it as fodder and inspiration for a campaign. Some of these names may have been lifted/altered from your list: Americana(Team) Justice, Truth, Liberty, Patriot, Valor, Sentinel, Guardian, Anthem Seven Deadly Sins(Team) Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath Four Seasons(Team) Spring, Summer, Fall, Winter Rainbow Menagerie(Team) Red Raven, Orange Ostritch, Yellow Yak, Green Gorilla, Blue Bat, Indigo Iguana, Violet Viper Arachnaphobia: Arachnette, Black Widow, Cyb3rspyd3r, Daddy Long Legs, Dr. Spider, Recluse, Spinner, Tarantula, Trapdoor, Venom Crime Wave: Arson, Blackmail, Counterfeit, Fraud, Kidnap, Murder, Robbery, Smuggler. Often hire Accessory, Assault and Battery for extra muscle. I decided against having a Rape villain. Kudzu Leopard Girl with Wings Monarch Mother Nature Ragna Rock Drive By Big Shot Gun Bunny Point Blank Psniper Volt 45 War Glock Little Red Riding Wolf Tankerbell Bee Negative (instead of Oh! Positive!) Body Builder Fine Red Mist Humanitarian Sanguine Transfusion Ambush Bad Penny Ball 'n Chain Briquette Cat o' Nine Flails Fleur de Lance Critical Mass Dim Mak Flower Child Franchise Godspeed Haberdasher Hemogoblin Khan Crete Knightmare Mach Turtle Massagonist Matchstick Muscles Sprout Ol' Sparky One Hit Wonder Oxford Pachyderm Plutonium Blonde Quick Change REvolution Seventh Son(Seventh Sun) Shield Maiden Shock Treatment Sick Puppy Simon Says Speed Freak Static Fling Steam Punk Tae Kwon Doe (stolen from a pictures thread) Tar Technique Temper Terminal Velocity TKO PSI (Pounds per Square Inch) Troll Troubleshooter Velvet Fist Vita Man Where Wolf Anvil Cutting Edge Encephalo Fat Lady Great White Lightweight Mind Blower Mousetrap Osmosis Rapunzel Shotput Parts is Parts Tankerbell Alter Id/Ego/Superego Bad News Clydesdale Deus Ex Machine Gun E=mc^2 Firing Squad Flash Freeze Freezer Burn Freight Train Gorilla Warfare Half Life King Size Looking Glass One Eyed Jack Panic Attack Peekaboo Phlogiston Shadowboxer Standoff D Generation Dessicant Hard Were Earworm Fisticuffs Slugzilla!
  13. Re: How to build: Aliens Two things: First check the Star Hero forum here, the Xenomorphs seem popular over there. Second 8d6 NND Explosion Continuous is HIDEOUSLY overpowered. It's going to hit everything in a fifty foot radius, and anyone at ground zero is dead in three segments. I'd seriously consider knocking it down to 4d6 and/or looking at a self-resetting trigger.
  14. Re: Micro Heroes! What/where are this pictures used for, and what are you using to create them? While far less detailed than the ones on the Fabrica de Heroes thread, I'm sure these could me made much faster and easier.
  15. Re: speeding up character creation v0.01 Remove the first four directions, you can put (Pick #) to the left of each section. You might put the cost per dot at the right edge, for those who want to shift dots amongst sets. If you have an everyman / recommended skill set, you could include it. And simply do one or two dots per skill - no dots for not possessing / minimal, one for competent, two for excellent. Dots notation is a simple easy way to do Complications. Two rows, one for frequency, one for severity, and a blank line to detail the specifics.
  16. Re: speeding up character creation v0.01 Very White Wolf-ish, but not that bad. I'd suggest clearing up PD, ED, REC and END so they reads exactly like others on cost; this would also let you remove all of the notes. It'd be great if there were an easier way to hide away the costs - I've also started putting them all at the left side of the page, that way I can tell new players to ignore that column in play. Cut the blank lines to two or three characters. You need room for characteristic rolls, it really helps newer players to have it written close by. Consider putting running, leaping and swimming on the page.
  17. Re: Common 6E House Rules Can't say they're 6E exactly, but some proposed rules ideas I had: Clone the Protects Carried adder from 5E Forcefield to Invisibility, Desolid, Shrinking, and possibly Growth. New Advantage: Improved Range Mod(+1/4) The normal -2 penalty per range increment is halved to -1 per range increment. New Limitation: Worse Range Mod(-1/4) Reverse of the advantage, range penalties are -3 (or -4) per range increment.
  18. Re: Worst Hero Names (of your campaigns) My Hollywood Knights superhero game has the tagline "Bright Lights. Big City. Bad Puns." A lot of names were stolen from the 3000 names project elwhere on the forums. Here are some of my favorite worst villain names: Alter Ego, the mentalist who multiforms into Alter ID and Alter Superego. Bad News, the speedster with emotion sfx. Beauty and the Beast; flipped the stereotype and made Beast the mentalist and Beauty the brick. Bee Negative, the blood wasp. Replacement for Oh! Positive! because she's at home in bed. Bipolar, the magnetic sfx mentalist. Black Jack, the Batman-esque rabbit. Blowhard, the invulnerable, but not superstrong air sfx blaster. BRAIN, robotic egoist with brick follower PINKIE. Cat 'o Nine Flails, just like it says, anthrocat with nine flails. Cutting Edge with the high tech 4d6K AP axe. Dain Bramage, the vibration sfx mentalist. Deus Ex Machine Gun, who sold his soul for magical weapons. Fine Red Mist, the desolid cloud of blood. Gorilla Warfare, the ape with a grenade launcher. Grindstone, brick with a STR/Armor transfer damage shield. Haberdasher, T-1000 with the Joker's insanity. Hadron, the particle sfx speedster. The Invincible Brick, with invisibility and teleport, obvious taunt with slight changes to his name. Khan Crete, the stone sfx mentalist. Little Red Riding Wolf, female werewolf with a cape. Minion, the duplicating metal brick. Muscles Sprout, the shrinking brick. Ol' Sparky, electric blaster, gained superpowers by surviving his execution. One Eyed Jack, homage to X-Men's Cyclops. Oxford, the highly intelligent minotaur brick. Plutonium Blonde, the radioactive brick. PSI, the air sfx blaster - Pounds per Square Inch. Ragna Rock, the giant stone brick. Sick Puppy, the masochistic mentalist with absorption and mind control "hurt me". Static Fling, the electrical demibrick with double knockback damage shield. Tae Kwon Doe, animal martial artist stolen from the DC Animated pictures thread. Tankerbell, the ballerina brick with a cybernetic arm, stolen from Ctrl+Alt+Del. War Glock, the magical gun blaster. And several dozen other whose names are apt descriptions of their powers/sfx/tactics.
  19. Re: ? 5E VPP Active Cost The phrasing of how a VPP is built led me to write it down as if it were two separate entities, the non-advantage/non-limitable Pool, and the Control which could have those. Makes it clear and simple to me, and answers the original question easily - the AP limit is equal to the Pool. I was actually surprised to see people doing it as a single entity.
  20. Re: Transformers meets Robotech Which then puts Team Knight Rider to the mashup, which cheesiness of the TV show aside, is an excellent flavor to add. When I pondered a TKR game, each player had their own character, but would play someone /else's/ vehicle.
  21. Re: What can you do with five points? Tack on a Costs END limitation. Then you can really PUSH your luck...
  22. Re: Alternative systems for mental powers I've been pondering tweaks/changes to mental powers myself. Since I don't have my notes, off the top of my head. Make Mental Defense a figured Characteristic of EGO/5. Screws NND vs Mental Defense though. Change the effect levels to multiples of EGO, making it worth the 2 points. Results would have to be tweaked some, but should align fairly close to normal combat - Exceeding the target's Mental Defense has a minimal effect like taking a few stun. Exceeding the target's EGO after Mental Defense has a noticable effect, like being Stunned. Doubling the target's EGO or more has a significant effect like a Knockout. For telepathy, these levels might be summed up as "Don't Mind, Don't Want, Don't Ever". The optional maneuvers that allow you to increase Mental Defense just go away. Add the Focus and Blank maneuvers. By Focusing on some particular image, song, or the like, the target can make an OECV vs OECV attack roll to block the attack. By attempting to Blank thier mind of thoughts, the target gets +3 DECV. Same as standard Block and Dodge maneuvers, applied to Mental Combat. Replace the all-or-nothing breakout roll with a Resist maneuver. The victim gets to apply EGO/5 d6 to reduce the effect of the mental power. This turns it into a bit more of a tug of war. Tweaks may be necessary to allow the mentalist to reapply his attack iwthout becoming overpowering.
  23. Re: Alternate System: Size Stat As discussed in chat, changing the table so that two increments is a doubling of size, not three. Positive scale only, the math is easier. SCA Cost Hex Mass Height Lift Mod CV Mod DC Mod +0 0 x 1 100 2 m +0 +0 +0 +1 5 x 1 200 3 m +5 -1 +1 +2 10 x 2 400 4 m +10 -2 +2 +3 15 x 2 800 6 m +15 -3 +3 +4 20 x 4 1,600 8 m +20 -4 +4 +5 25 x 4 3,200 12 m +25 -5 +5 +6 30 x 8 6,400 16 m +30 -6 +6 +7 35 x 8 12,800 24 m +35 -7 +7 +8 40 x 16 25,600 32 m +40 -8 +8 +9 45 x 16 51,200 48 m +45 -9 +9 +10 50 x 32 102,400 64 m +50 -10 +10 +11 55 x 32 204,800 96 m +55 -11 +11 +12 60 x 64 409,600 128 m +60 -12 +12
  24. Re: Powers for a Joker style villain I saw the title of the thread and thought of my Joker knockoff - Haberdasher. He was a hatmaker who went crazy from some tainted mercury (used in making hats). His powerset can be summed up in 5 letters: T1000.
  25. Re: Starting points? Thanks for the input everyone. I think I'm gonna up base that "normal" soldiers are built on.
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