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SirWilliam

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  1. Re: Guns In The MHI RPG To expand slightly on what Steve wrote, skills are expressed as {number or less}, e.g. 11- is read as {11 or less} which is the standard even odds skill roll. So whatever your skill roll is on your sheet is the number you want to roll on 3d6 or less. There are a metric ton of modifiers that can be applied based on anything you want to name, most importantly GM mood. As a general rule of thumb a 14- is very good, an 8- is pretty bad. Once you get over 14 and under 8 you're really out at the fringes of probability. Basic skill checks are pretty easy, it's when you get into powers and creating stuff from scratch that things get really ....... interesting.
  2. Re: Guns In The MHI RPG FWIW there isn't that much actual performance difference between various and sundry firearms that shoot a given round. For example, think of the thousands of different firearms that shoot the .357 magnum round. The guns may have cosmetic, functional, quality, and an infinite number of other things to differentiate them, but in the end the bullet coming out of the muzzle is still the same caliber and within a small range of variables will perform approximately the same as the round fired out of any other firearm. Now you could give the real low-budget gun a - OCV, and an activation roll, while giving the custom Binford 8000 bonuses, in the end the terminal ballistics are going to be roughly equivalent.
  3. Re: Announcement: The Monster Hunter International RPG! Baen sells e-books in a variety of formats, and I think MHI might be in the free library already. I personally do not prefer e-books, but the convenience of delivery is hard to beat.
  4. :celebrate :celebrate Congratulations to Steve and the crew for landing such an awesome setting and a great author to work with! Congratulations to me (and the rest of the Hero/MHI fans) for being on the receiving end of said book.
  5. I'm currently playing a hero who big and strong, and can fly. Fairly straightforward right? So now I'm thinking an AOE attack would be useful. Something along the lines of the kid hitting the floor in Sky High. Would a HA with Explosion do the trick? The character has a base of 50 Str, plus up to another 35 with limitations and pushing. Here's what I've come up with so far: HA +3 1/2 d6 (To make it fit my EC better) Explosion +1/2 Nonselective target -1/4 HA attack -1/2 Full Phase -1/2 Only when in contact with the ground -1/4 Only in Heroic ID -1/4 Not vs Flying targets -1/4 Does x1.5 Knockback +1/2 Only does Knockdown -1 Now IIRC the GM said the explosion would only apply to the HA attack DC's so in this case it would only carry out to 4 hexes. If this is the case then the target hex (at my base Str) would get 13 1/2d6, and the outer ring would get 11 1/2 d6. Correct? I'm sure there are other ways to do this, so feel free to suggest them.
  6. Re: Changing to Heroic identity Thanks for the reply. All of his powers are "Only in Hero form -1/4", and my understanding is that this limitation means that he can't change instantly. (Sorry I didn't specify that, I'm running on about 3-4 hours sleep) What my vision of the special effect is he summons the power of his patron. No Focii used, or anything like that, just a mental call, and I assume the change would take something like a half or a full phase. He has a secret ID so he can't just go changing willy-nilly. Thanks!
  7. Ok I have another question about my game for tomorrow. My hero in normal form is "Joe Schmoe", but when he is in hero for he's ... significantly different (6'11" 350lbs). Now do I need to buy something that allows him to change, or is that an assumed ability? Thanks!
  8. Re: Total lack of ideas, clock is ticking down Great list of ideas guys. I went with something basic. His definining characteristic is he's got almost unlimited strength, but the more he pushes his limits the more it costs. I like the idea of tossing cars around like marbles and I've never played anyone this strong before. Should be interesting.
  9. A friend of mine asked me a couple of weeks ago to play Champs. I was all set to play because I haven't done any for months. Now fast forward a week and a half and I've been totally unable to come up with a hero I want to play. My first thought was the crippled mentalist, till I realized it was Professor X. Then I thought I'd remake an old favorite (combat monster extraordinaire) but I've been there, done that, so what's the point. So I'm calling out for ideas! I have until Friday evening to have a working character. Points: 200 base, 150 in disads. No VPP's, no shape shifters. Go crazy, my creativity has been sapped by my job, and I need help.
  10. Re: Power idea - flashing sword Knowing how to do something and being able to do it successfully every time you want to do it are two entirely different things. For an example, an Olympic grade gymnast, figure skater, skier, etc are widely acknowledged to be experts in their sport. Yet every competition you'll see at least one athlete have a severe error in their performance. Is it that they didn't know what they were doing? No, they have probably done that move a thousand times, but something wasn't right "this time" and they didn't do it successfully. As far as why I picked the PS instead of something else, well the answer to that lies in this thread, which inspired me to write up this power. http://www.herogames.com/forums/showthread.php?t=43940 Actually the cost at this point is so low that a single -1/4 limitation is the difference between 1.333, and 1.42 points, which means it's effectively not lowering the price. If you don't like it, then by all means don't use it. I don't know if I'll get permission to use it either, but at least a couple people like the idea, so I'll count this thread worth creating. As far as justification goes the only justification I need is "I like it".
  11. Re: Power idea - flashing sword I'm glad you like it. Now I'm glad I posted it.
  12. Re: Power idea - flashing sword Well annoying or not it's there because it makes sense. Not even Miyamoto Musashi would be able to reflect light into his opponents eyes any time he wanted to. So the roll (for my use) stays to reflect having to maneuver things just "so" such that everything comes together to blind his oppponent. As far as the 1d6 vs 2d6, well with normal damage a single d6 gives between 0 and 2 body, so potentially an opponent could be flashed for 2 segments which is the in-game equivalent of 2 seconds. I think that's plenty. Using it will require me to hold an action until right before my next action (phase 9 held until 12 is good as it doesn't allow a lower-speed opponent an action before I go again) but again, in my mind that emulates the skill of the swordmaster dictating the fight on his terms. Thanks for the feedback. Hopefully I'll get to use this.
  13. This idea came to me as a "trick" that a highly skilled swordsman or duelist might know. The SFX is the swordsman reflects light from his sword into the eyes of his opponent blinding him, and gaining a momentary advantage. Sword flash - 1d6 Flash 5 points active Limitations: OAF - highly polished sword -1 RSR -1/4 (Pick appropriate skill, IMO PS: Swordmaster) (If not a background skill up limitation to -1/2) Limited: Only in bright sunlight or with similar light source. Not on overcast days, dawn, or twilight. -1 No Range -1/2 Total cost: 1 point Now with only 1d6 you're not going to flash anyone for more than 2 segments, so this would be best used by holding your action until just before your next action, then flash your opponent, then immediately attack. At the very minimum you're going to get a -1 to their DCV, at best they'll be at 1/2 DCV. If anyone sees any reason this wouldn't work, please let me know.
  14. Re: The Professions of Arms I'm not sure I could really add much to what you've already given, but here are a few things that I could see a swordmaster using his PS for: Teaching: A swordmaster is a skilled instructor in his art form. Training with him allows other characters to gain skill levels (not for free, but to explain why they got better). Likewise they could teach martial maneuvers. A successful skill roll could cut down the in-game time needed for the students to pick up these skills. Duels/matches: A PS skill roll would allow you to know the customs of dueling for an area. Perhaps in one culture you're allowed to use kicks, punches, and there is an unlimited fighting area. In another they use a platform and anything besides a sword strike is a foul. Like your previous example the PS would allow the character to choose the most advantageous time of day, and circumstances to duel. Weapons: A PS roll would allow the character to determine the quality of a blade, where it was made, etc, perhaps as a complementary roll to KS: swords. Would also be able to know what it's good for, and what it's weaknesses are. Other fighters: The PS would allow the character to know about the fighter he's facing by how he wears and holds his sword, how he moves, and his stance. Fighting: The PS could act as a complementary roll to resist disarms, and binds. Could also allow him a chance to resist or avoid "special" tricks. Just some ideas.
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