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Christougher

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  1. Thanks
    Christougher reacted to Tom Cowan in 5th Edition Villain Help   
    One of the APGs has the 100% Damage Reduction
  2. Thanks
    Christougher reacted to dmjalund in Should Summon and Multiform be re-priced?   
    maybe we should follow the Multipower model more closely. i.e. there IS NO base character, just a pool and slots for each form.
    therefore, to add XP to a form, you have to spend it on the base first, then spend 1/5 more on the form slot.
  3. Like
    Christougher reacted to Logan D. Hurricanes in Jokes   
    Does anybody know where a guy can find a person to hang out with, talk to, and enjoy spending time with?
     
    Asking for a friend.
  4. Like
    Christougher reacted to Duke Bushido in Funny Pics II: The Revenge   
    I can think of no more fitting punishment than letting you two talk to each other.
     

     
  5. Like
    Christougher reacted to Ockham's Spoon in Funny Pics II: The Revenge   
  6. Haha
  7. Like
    Christougher reacted to Logan D. Hurricanes in Jokes   
    "There are no words in English that have all vowels in alphabetical order," he said facetiously.
  8. Haha
    Christougher reacted to tkdguy in Funny Pics II: The Revenge   
  9. Like
    Christougher reacted to Christopher R Taylor in Fun new ideas   
    Rapid Recovery The damage from this attack heals more quickly than normal.
    If the damage from an attack automatically gains a recovery each phase regardless of the character’s actions, it is a -¼ limitation.
    The wound heals a “free recovery” on every phase with this limitation.
    For -½ the wound heals every segment as  “free recovery”
     
  10. Haha
    Christougher reacted to Pariah in "Neat" Pictures   
    I thought it was the Nexus making its way through the Milky Way galaxy again. Where's Guinan? 
  11. Like
    Christougher reacted to Tjack in Funny Pics II: The Revenge   
    He’s an Uber dog, kind of like Underdog....but different.
  12. Like
    Christougher reacted to Logan D. Hurricanes in "Neat" Pictures   
  13. Like
    Christougher reacted to Scott Ruggels in A site to Generate Artwork for Characters and character portraits, Copyright free   
    Artbreeder.com is a site using A.I. and sliders to generate art, by "breeding" two pieces of art to make a hybrid, that can be subsequently bred to other pieces. Then you can save the art. High Rez files are available if you pay a few dollars/ Euros a month. It's not very useful for Superheroic content, but Heroic games Modern, Sci-Fi and Fantasy. IT also does Landscapes, and facial portraits. A lot of concept artist use these as a base, for paint overs. and because the art generated for your save has never existed before, so it's yours to use as you see fit. Copyright free (unless you copyright  it yourself). This could help the artistically impaired for generating Campaign art. 
     
    http://www.artbreeder.com
     
    and here is how to use it.
     
    https://www.youtube.com/watch?v=sVcASCdVY8I
     
  14. Like
    Christougher reacted to Christopher R Taylor in Fun new ideas   
    This one is a bit unusual but there is comic book and fantasy, and even sci fi precedent for it
     
    Seeking: An attack keeps trying to hit the target for x increments over y time period..   Starts immediately, cannot be a limitation.  Must roll to hit normally each increment.  Increments = the number of times the Seeker continues attempting to hit the target.  Once the Seeking attack is started, it continues to attempt to hit the target without the character needing to pay attention, it is "uncontrolled".  Endurance or charges are paid when the first attack is made, and need not be paid over the rest of the duration of the Seeking attack. Ordinarily, the attacker must maintain line of sight with the target for this to continue, but can purchase an exemption to that for double the increment advantage total.  Normal ranges apply (if a character gets outside the range of the attack from the point it was launched, the attack dissipates and cannot hit.  Range modifiers are not applied, the OCV used when the attack is first launched is used each increment it attempts to hit against the target's current DCV.
     
    MOD
    INCREMENTS
    +0
    1

    2-4

    5-8

    9-12
    +1
    13-16
     
    x2
    Need not maintain line of sight
    half
    Cannot have more than one attack seeking at once
    half
    Attacker must channel attack
     
     
    MOD
    TIME BETWEEN ATTACKS

    Segment

    Every other segment
    +0
    Every three segments

    Every Four Segments

    Every Six Segments
    -1
    Every Turn
  15. Like
    Christougher reacted to Greywind in "Neat" Pictures   
  16. Like
    Christougher got a reaction from Christopher R Taylor in Fun new ideas   
    Not a bad idea overall, maybe name it Power Up (Required).  I see a lot of overlap between a Constant and/or Cumulative advantage, along with the Extra Time limitation, and just plain Special Effects of not using it at full power.  
     
    When I first saw it, I thought of one of my ideas not posted, a tweak to Reduced by Range called Increased by Range.  Power starts at 0 AP/0d6 for the first 4"(or whatever 6E's first RMod is) and goes UP by 10 AP/2d6 per RMod up to the power's purchased cap.  Used for those "more powerful the farther it goes" effects, though probably added/linked to a minimum range effect (Blast 6d6 + Blast 6d6 Increased by Range).  Priced at an additional -1/4 over Reduced by Range, as the higher damage is less likely to hit.
     
    Chris.
     
     
  17. Confused
    Christougher reacted to Drhoz in Quote of the Week from my gaming group...   
    Actual people remain anonymous, to protect the guilty

    A: if the cat is already dead when it goes inside the box, could it become alive again in its unobserved state? Only thing that supports my theory is the story of Lazarus and the resurrection of Christ But both of those lack boxes
    B: Boxes are a prerequisite. Which may explain the fascination cats hve with them...
    A: Could it be thats the reason behind the longevity of cats? they are part time dead? could explain the 9 lives
    C: Jesus dies and gets put in a rock box [cave]. For three days he is both in the rock box and "with god." On day 3 they open the rock box and the chocolate egg industry is born.
    A: So boxes are basically more efficient and portable caves?
    B: No, caves are less efficient and portable boxes.
    A:so how does the chocolate egg tie into it?
    B: Any time you get cats and boxes together you have to expect side effects.
    A: wait wait i got it, in the Hobbit, eggs was the answer to the riddle concerning a box with no lid, lock or hinge but golden treasure lies within! Cause of the caves inefficiency and the fact Christ is a lizard *See lizard Mary theory* we have unexpected side effects of the quantum Resurrection
    B: Now explain the bunnies.
  18. Like
    Christougher got a reaction from foolishvictor in Fun new ideas   
    Capped Effect: This limitation limits the maximum impact from a power, relative to the target's abilities.  For a -1/2 limitation, the power's effects apply normally until they reach half the target's ability, then has no additional effect.  Repeated uses of the power do not change the basis for the Capped Effect - it is half of maximum, not half of half.
        (Ex: Speed Limit uses Drain Running 4d6 Capped Effect Half(-1/2) against Anthem (who has 8" Running) for 16 points of effect.  Instead of reducing him to 0" of Running, the Capped Effect can only reduce him to 4" of running.)
        Different levels of Capped Effect can also be taken.  For a (-1/4) limitation the Capped Effect is one quarter of maximum.  For a (-1) limitation the Capped Effect is three quarters of maximum.
     
     
    Leaky: This -1/4 limitation only applies to defensive powers.  It treats all attacks against it as if they had the Penetrating advantage: The BODY rolled on the attack dice gets through the defense, so the character takes that much effect, plus anything higher than the level of the defense.  If the attack is already Penetrating, the amount penetrated increases by +1 for every die rolled.
  19. Haha
    Christougher reacted to mattingly in Funny Pics II: The Revenge   
    One does not simply wokkka wokka into Pac-Man.
  20. Haha
    Christougher reacted to Cygnia in Funny Pics II: The Revenge   
  21. Like
    Christougher got a reaction from Christopher R Taylor in Fun new ideas   
    Capped Effect: This limitation limits the maximum impact from a power, relative to the target's abilities.  For a -1/2 limitation, the power's effects apply normally until they reach half the target's ability, then has no additional effect.  Repeated uses of the power do not change the basis for the Capped Effect - it is half of maximum, not half of half.
        (Ex: Speed Limit uses Drain Running 4d6 Capped Effect Half(-1/2) against Anthem (who has 8" Running) for 16 points of effect.  Instead of reducing him to 0" of Running, the Capped Effect can only reduce him to 4" of running.)
        Different levels of Capped Effect can also be taken.  For a (-1/4) limitation the Capped Effect is one quarter of maximum.  For a (-1) limitation the Capped Effect is three quarters of maximum.
     
     
    Leaky: This -1/4 limitation only applies to defensive powers.  It treats all attacks against it as if they had the Penetrating advantage: The BODY rolled on the attack dice gets through the defense, so the character takes that much effect, plus anything higher than the level of the defense.  If the attack is already Penetrating, the amount penetrated increases by +1 for every die rolled.
  22. Like
    Christougher got a reaction from Christopher R Taylor in Fun new ideas   
    I suppose expanded versions are allowed as well?  New options on an old standby, Ablative.
     
    Ablative: This limitation covers powers that lose effectiveness, either over time or with repeated damage or use.  The possible effects of Ablation are decreased Activation or Reduction of effect.
        Ablation over Time is a -1/2 limitation if the power ablates every turn, doubled to a -1 limitation if it ablates every phase.  Ablative from Damage is a -1/4 limitation if BODY damage causes ablation, increased to -1 if STUN damage causes ablation.  Ablation with Use is a -1/2 limitation if every successful use causes ablation, or from every unsuccessful use.  This is doubled to a -1 disadvantage if every use (successful or not) causes ablation.
        Ablation by Activation causes the power to acquire a decreasing activation roll with every ablation; if the power Burns Out and cannot be used again until repaired it is an additional -1/2 limitation.  Ablation by Reduction causes the power to lose 1 Damage Class or 5 Active Points with every ablation; each additional loss of power increases the value of Ablative by an additional -1/2 
        Ablative powers may recover by one step per turn, but this halves the value of the Ablation limitation.
        Value    Ablation
        -1/2      over Time (Turn)
         -1         over Time (Phase)
        -1/4       by BODY Damage
         -1         by STUN Damage
        -1/2       successful Use or unsuccessful use
         -1          every Use 
          -           by Activation Roll
        -1/2        Burnout
        -1/2        Additional reduction -1 DC/5 AP
        x1/2        Ablation recovers per Turn
     
     
  23. Like
    Christougher reacted to Derek Hiemforth in Fun new ideas   
    I like the idea of "beefing up" Heroic Action Points (HAPs) a bit, and tying them to Complications. I use these rules:
     
    Starting HAPs: GM option, based on the nature of the campaign. For most games, one or two should be plenty to start with.
     
    Gaining HAPs: After play begins, characters gain new HAPs in two ways. First, they gain 1 HAP per game session they participate in. Second, they can gain a HAP when their Complications come into play.
     
    The GM will typically bring a Complication into play (and award a HAP accordingly) only when it's driven by issues beyond the player's/character's control (such as a Hunted or an Accidental Change). This is called “Compelling a Complication.”

    Most HAPs are earned by players bringing character Complications into play themselves (called "Invoking a Complication"). To Invoke a Complication, the player must accept the appearance of the Complication in the story; they cannot, for instance, attempt to make an EGO Roll to override their Psychological Complication, then take a HAP for playing the Complication after they fail the EGO Roll. They have to forego the EGO Roll.

    For example, a character with the Psychological Complication Sticks Foot In Mouth is undercover at a fancy party. His player might note, "You know... Bob is pretty likely to say something innocuous-but-completely-inappropriate to the hostess while making small talk." By bringing that Psych Comp into play, roleplaying the exchange and accepting the consequences into the flow of the story, Bob's player has Invoked a Complication, and receives a Heroic Action Point.

    HAP rewards are intended to encourage creative and appropriate use of Complications; they're like rewards for seeking out chances to make the story more interesting. HAPs won't be awarded absolutely every time any Complication comes up, just because it comes up. For example, if a character has Psychological Complication Code Against Killing, they don't gain 1 HAP every single time they refrain from killing every opponent. But if they refrain from killing (say) even the murderer of their parents, and refrain without attempting not to refrain... then they get a HAP.
     
    Using HAPs: Spending a HAP also involves a Complication. The player chooses what they want to use the HAP for, and then (if it's not immediately obvious how the proposed action relates to the Complication) describes how this ties together with one of their Complications. HAPs can be spent in three ways:
    Establish A Story Detail. Allows the character to have something in the story be the way he or she wishes it to be, within reason. This could be something relatively tangible, like having a desired object nearby, or more esoteric, like knowing a fact or a person. The effect could be considered similar to a single level of Luck. You "just happen" to find the right thing, or have read just the right book, or bump into a friend of the family who can help you out, etc. Add +3 to a Success Roll. Pretty much what it sounds like. For example, a doctor in need of +3 to their attempt to stop severe bleeding might invoke their Psychological Complication: Hippocratic Oath, spend 1 HAP, and add +3 to her attempt. Re-Roll a Success or Effect Roll. Again, pretty straightforward. Here, our doctor might use Hippocratic Oath to explain spending a HAP to re-try a failed Paramedics roll.
     
  24. Like
    Christougher reacted to Christopher R Taylor in Fun new ideas   
    Area Effect Flow: Limitation on area effect attacks to lower the advantage on a AE; causes the area of the attack to spread out from the central area at a slower rate of speed instead of instantly.  The initial impact point takes effect immediately, then the attack flows out from that location. The rate of flow reduces the AE cost by time taken to reach full area size:
        -¼: Extra Segment
        -½: Full Phase
        -¾: Extra Phase
         -1: Full Turn
        -1½: Minute
         -2: 5 Minutes
         -2½: 20 Minutes ...and so on
     
  25. Like
    Christougher reacted to wcw43921 in Funny Pics II: The Revenge   
    Who Ya Gonna Call?  GOOSEBUSTERS!
     
    I Ain't Afraid Of No Goose!
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