Jump to content

Martin2

HERO Member
  • Posts

    383
  • Joined

  • Last visited

Everything posted by Martin2

  1. Re: Group equipment MP or VPP He has the money for the background of being a rich inherited / moves in the right circles etc. So I can not take that of him (but he could have the possibility of his secret ID getting out and him losing it ) OK I have read the VPP rules again and they sort of work the best for the situation. I just need the come up with rules of how to fill up their pool so they can take a reasonable amount of equipment with them. Possibly Focus -1, real equipment and can break easily -1 (as Hugh sugested as well). Also I found another rule that works agains him and will annoy him. Teleport to a room that contains well ordered box system for easy access it costs you so much. Teleport outside a room that is protected so you cannot teleport into it and you have to hit a button which opens the door in two hours (VPP can only be changed between scenes (takes hours) -1/4) means you can take 25% more! The costing system seems to work totally againt this character.
  2. Re: Group equipment MP or VPP Is it possible? I do not totally understand VPP's (I use MP's) and even less if the base has the VPP and the PC's draw on it separately.
  3. Re: Half Human/Half Snake Character Or Coil. Gorgon is already a half human and half Snake villain. Powers extra strength in Tail for grapples / knocking people over etc, fangs, under water movement / survival, knock back resistance due to heavy (but I would also include it as extra contact with ground/ friction as well as weight SFX) no clinging mentioned, stretching (as several m long tail) etc. My group is finding she is a bit of a tough cookie at the moment!! I would allow Knockback powers if a character can demonstrate "stability to knockback" and it is not just weight for knockback so it could be Knockback -6 (only from a "designated front" -1 limitation) 3CP. So if the character is hit from a point where they are ready they get KB. So from the target they are attacking and anything from a similar direction. From behind they would not get the KB. Basically you do not have to weigh several hundred kg to get KB.
  4. My Teleport player who also has a rich background (only 5 CP’s = 500,000 a year) keeps bringing up “why can I not go out and buy X, Y, Z as you can buy this for only a few hundred or low thousands in the shops”. Having repeatedly tried to explain money doesnot buy powers but character points do! I just need to somehow make him happy! So as his character does not have enough free points to develop his own multipower or VPP and to make him a joint Gadgeteer / Teleporter character would mean a total character rewrite. I though how could I build a joint equipment pool? The theory being that they group invest CP’s into a joint power pool and then all get to pick 1 or 2 pieces of “equipment” from a list that they have in the base. Things sort of like aqua gear (environmentalsurvival), Infrared goggles, Dark glasses (Flash defence) etc. The problembeing how to cost a group multipower when they could be all be using it at the same time? I thought possibly CP max and then 10 fixed slots. So a 10CP max equipment possibility would cost 20CP (but boughtindividually would be 100CP for a 5 person group)? 20CP max equipment would cost 40CP? Any commentswould be appreciated.
  5. Re: Ghouls that are not undead creatures Thats the one with the picture of the group of super heroes fighting the big monster? If so that explains a lot. You need to buy 6E1 Character Creation and 6E2 Combat and Adventuring first (or the more basic ones). They are the one you need to run the game. The Champions book explains more about the background and you can not run a game without 6E1 and 6E2.
  6. Re: Character with a symbiote The symbiote can give you any power you want. You just say he gives me the following powers and the reson is he is a symbiote with those powers. The limit will be the CP available and the theme you want the character to have. If you want to have a strong tough character with appropriate powers you have them. If you want it to give you lots of aid to speed, dex, ego you can have it do that. Personally being in the body would be the best option as no one may know he has a symbiote. I would leave the removing the symbiote alone as just say it is so entwined with his system it is like an organ and removing it would kill the symbiote and the character. I would leave it as a background thing and a roleplaying option and not try to put too much into its independance from the human side. Both human and symbiote are the total PC. Let the GM and player discuss things and anything else can be brought out in the game. Just concentrate on your character and what powers you want with complications with connections to the symbiote (code versus killing, fears of? Distinctive only by special special senses. vulnrable to etc).
  7. Re: Quote of the Week from my gaming group... Well this was an unusual occurance that happened in our last sessions game. We had the brick hit by a sight and hearing flash attack. You would think he could do very little not having any sight and hearing. Not until the female player with multiform shapechang changed into in small dragon form then landed on his back and with mind link could direct him around. Knowing the player has problems with her left and right not being the same as everyone else I said this would make it easier but still difficult. She said "OK I will grab him by the ears and pull his left ear when I want him to go left and his right ear when I want him to go right". This is when the player said "yes I had an ex girl friend that used to do that as well"! For some reason my wife (the small dragon) blushed!
  8. Re: Magic Bow Using Monster Hunter Champions 6E book has a weapon master build at the back which gives super bow and arrows. Gadgets section has a super bow and arrow MP. For looks idea you can always go and watch the old Dungeons and Dragons animated strip. The "Ranger" I think just drew the bow and it would glow and then would have various effects. He never had any arrows. You could have a similar effect as any normal super bow and arrows but it will be a bit more costly as you will not have the focus to make it cheaper. You are of a similar age as myself so you may remember it being around.
  9. Re: Harpoon and Tow Cable from The Empire Strikes Back So the harpoon was a telekenetic only on ferrous metals with a limited range only to grapple. Either this had lots of excess strength or indeed a limitation for the walker.
  10. Re: Teleport “Heroes assemble” Thanks for the feed back. This all seems a bit low in cost. I thought there should be some connection with weight as well? Or they all have to be very low weight to all get to 100kg total. When you teleport from one point to another you have to pay for the mass transported as well. So a 16m Teleport with 16 people (all holding hands) from 1 point to another would be 16 + (4 x 5) for the 100kg to 1600kg = 36 active points. Logically I thought summoning up to 16 people from 16 separate points within AOE 16m would cost more than 36 active points. That has been my problem with all of his other teleports. To double mass to take 1 extra person it is a +5 character point, not an advantage factor. So the effect always has a lot of active points before factors. Take himself and up to 7 team mates costs +15 character points. To get to to 6400kg to get a 3 ton dragon and himself and 3 other team mates= +30 active points before any other teleport costs!
  11. Martin2

    Questions

    Re: Questions http://www.herogames.com/forums/showthread.php/85235-Which-edition-do-you-feel-is-best-for-JUST-supers Has already been answered
  12. I have ateleporter who wants to have a teleport power that will teleport all members ofhis group to him from a short distance in one action. So his action after he can teleport everyoneaway with a separate power. So if incombat and it all goes wrong and they want a quick exit they can reform on himand he can get them out. He probablyalso wants the same option to do a similar option with unconscious team matesif it is really going bad. I amthinking of 8m (or 16m) teleport AOE 8m (or 16m) x 4 (or 8 or 64 for a 3 ton teammate!) mass usable on willing (unwilling) target. Possibly with a limitation of only a person alreadywith a teleport focus. It doesn’t giveAOE as an option under teleport so would be a nonstandard effect. I also have a limit of 60 active points for alegal multipower use (or I could bend the rules and have a reduced to 60 withspecial GM options). Another optionwould be to have one that does a very short distance but up to 6.4 tons as 3team mates are standard mass and the other is a multiform 3 ton dragon! So he would also want to have the option of gettingout a 3 ton enraged dragon and his 3 team mates! If the moreexperienced Hero GM’s could confirm if this is legal and if it can be done fora reasonable cost of 60 active points. Thanks forany assistance with my odd ball multiple questions.
  13. Re: Hmmm. More on Special Effects I have recently created a DNPC with multipower poison spit that does not do body or stun damage but SFX poison of: AOE cone Flash (gets in the eyes) Drain Speed (paralysis) And have just realised the 5 points LS: all poisons cancells all his powers! So up against anyone with it his powers will be useless!
  14. Re: 6e Rule Book As a relative newcomer myself I would recommend the minimum of the following for Champions setting: 6E1 Character creation 6E2 Combat & Adventuring Champions Powers Champions book Champions book explains the specifics of the super system over others. Champions powers is good for players to think of powers relating to a concept and sorting out their characters. Then it depends on the budget after that. I have picked up a number of 5th edition books as they are cheaper and involve only slight changes to make them suitable (Viper book, CK&C, Sharper than a Serpents tooth etc). It depends what sort of theme you want. But a lot of other books have come out since I bought them. Also keep reading these forums will give you ideas as well.
  15. Re: Hmmm. More on Special Effects Doc you bring up Christophers age? His age quoted is 27 so is not a child anymore. You both have much experience with gaming systems (like myself I know many systems other than Hero as I have been roleplaying nearly for as long as Christopher has been alive as well). Doc, you will also be experienced like myself with now defunct editions of systems with concepts still floating around my head. So if Christopher is familiar with less editions of Hero is his experience more relvant or less relevant for this edition of Hero??? A bit like a Taxi driver who drives more miles the the average person will he be a better driver than that average driver?? It depends on the driver. I value both your inputs as they bring up my knowledge of Hero and give ideas of my own. Age does not come into it. But it does not mean that I disagree with both of you on some ocassions (but do not express it). Just keep up the discussions for all of us to learn more from varying view points
  16. Re: Adjusting DCV I sort of lost the thread of the rest of this with all the advice being thrown around. So I thought I would go back to your original question to make it simple for me. Either you can change the rule that DCV is not a defensive power (for whatever reason you think is best) but I think you should make it a rule for drain's or aids or what ever + or - effect you have in your game to make it simple. But this could make other powers very cheap to attack DCV (especially if this same player expands his powers to drain more DCV or aid his own DCV with his next power). My thoughts are it still should be a defensive power as it is used against multiple attackers at the same time. So it would be overpowered if boosted on yourself as it would protect against lots of attacks where as OCV only effects your one attack (or some defences to a lesser effect). Or to drain one target and then you pile in with the rest of the group. So the ballance is it costs more. In a similar situation I would say that the player should stick with SL rules and stick with the costing at halved or they will have to come up with a way they want to have the same values but which will cost more for game balance. I find that some players will try and get as much out of their points as they can but if they want to change the rules it will have to be decided by the GM.
  17. Re: Breakable vs. unbreakable Focus To lose a unbreakable focus is careless!!!!! How about a long piece a thread attached to it so you can follow it / find out where it has gone? Tracking device inbuilt (teleport focus for clarsentience, electronic tag)? Or possible insurance policy? You pay what ever currency to insurance company or very powerful demons / devlis (any difference ) dependingon your campaign to get them back if they are lost, I would take the stolen foci as a plot thing as well. Seriously. Thats the problem with having Foci linked powers. If you put too much into Foci that can be taken away it is a lot cheaper cost wise but you lose a lot when it goes (Big gun / magical staff = get rid of it and he / she is powerless). Possibly a player / GM discussion should take place into what happens if you lose your unbreakable foci. Do you need to do a quest / special thing to get it back? Find a replacement and that becomes your new Foci? If it costs the same over the life of the foci the loss of powers in game time should be similar. Breakable ones get broken and easily replaced = not as breakable but harder to replace. If a game involves a disbalance of one or the other change the foci to the safer one by story thread (or next character as your character leaves and replaced with a new one as they are powerless).
  18. Re: Breakable vs. unbreakable Focus I would rule that a breakable Foci is breakable quite easy in combat. But can be replaced inbetween combats with a reasonable downtime in the game depending on what it is. Unbreakable will be only breakable by a special event. In that case it is most probably a plot type event so will take considerable time in plot to get it replaced or repaired. It costs the same. It can be removed the same and if the breakable is broken you have to spend a short time to get it back. Unbreakable is broken you are in big trouble and you may have to do without it for a long while. But it will all depend on the Foci and its back story. Unbreakable power armour / gun, no probably not. Unbreakable magic amulet that controls fire? Probably yes but is the breaking point being the subject of intense heat beyond what it can control or intense cold which it does not like? That will be secret, possibly hinted at but may happen in the game plot.
  19. Re: Create a Hero Theme Team! Well this team member its not sure if they have any super powers or not butwas a very useful team member, Amy Goodheart. Stunning good looks (amplified by a very revealing bunny suit) she wouldapproach her male targets (or females of a certain persuasion) and nothingwould be heard of them for a very long time (or a lot if within a block ofthem). When she had finished they had promised to be good and given up all of theirsecrets in a signed confession and could not do anything for a long time due tototal exhaustion. Her name was Rampant Rabbit. Sorry it had to be done
  20. Re: Megascale costs I think it comes down to flavour of the game or if you want to have a "reasonable"cost for your powers. You could minimise all the costs but would a few point power seem good? My Teleport player (the bain of my life ) has multiple teleports in a MP. He has the long distance teleport. The teleport heavier weights shorter distances. The teleport safely through anti teleport walls at short distance. The combat teleport into moving vehicles. All limited to 60 CP's and I only alowed a minimum of teleport 5 for the long distances for cost. I thought 1m teleport was too cheesy for costing and wanted to put some limits on it.
  21. Re: How to convince a hero group that they should be registered and work for governme First I think I will just get a government official drop of the pre registration form at their not very secret secret base. This will indicate that they are willing to start to register with the government. So just the basics of what they want to be called a brief outline of their powers and indicate they will turn up for their finger print or retinal scan. It will be the basics and indicate they want to take things further (as no one is actually saying they are, even though they want the full expenses claims on the British Government tab). They can fill out the more detailed ones later to apply for law enforcement and police powers at a later date. (We do like our paperwork ) Currently Oxford where they are based and London has a snake man epidemic so it may take it a bit longer to complete. If they can sort it all out and still have a British Government in its present form at the end of it.
  22. Re: Knockback Attack How about an AOE cone flight, usable as an attack, only you control it, only to move them anywhere in the cone area, dropping them from a small hight after swirling them through the air to simulate jedi ability knock back, leaved prone but no damage, (possible cosmetic tranform linked to have a really scared look on their face (+2 striking appearance only for fear effects on allies, heals when they next act)). Slap it in a MP and use for great effect . I will let you do the math(s) and see if it would be cheap but the AOE flight may be complicated.
×
×
  • Create New...