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lensman

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Posts posted by lensman

  1. Re: Inherent: SFX, any?

     

    Arguements can be made on both sides.

     

    One, Any SFX can have a counter SFX and should not be inviolate to Adjustment powers.

     

    Two, points buy anything the player wants, within reason.

     

    My larger point which has been explored some, is there any SFX which justifies Inherent.

     

    Of course many gamers I know can construct an agruement for almost anything.

     

    My decision is that Luck is not Inherent, it is a force that can ebb and flow and can be subject to other powers. The Luck template the character enjoys is jest that, a template bestowed.

     

    Honestly, this is the first time this question has ever come up. I come down on the side of not allowing absolutes, especially for a Heroic campaign.

     

    Thanks to everyone who posted, helped me roll it over and look at many facets.

  2. Re: Inherent: SFX, any?

     

    So I have seen the debate rage to and fro over the terrain of SFX, mechanics, alt.mechanics, and trespass into the whimsy.alt.humor.HERO.

     

    The Luck was born of a background for a Fantasy Hero character that is a gambler/Rogue/swashbuckler whose father had been rewarded with a Blessing from a Demi-God of Chance, a product of the Union of a Godees of Love and a mortal . That Blessing lasts for seven generations, the PC is second generation.

     

    Now the Player buys all sorts of Luck powers, as I mentioned in the first post.

    The problem, along comes a character who is a Duelist but is a Master Duelist, he has crazy NCSL he puts on opponents, suppresses, Drains v Running, Dispels v Combat tricks and loads of Naked moodifiers, talents for doing damage.

     

    Well now the Luck player is expecting to enetr into a Duel with the Blade Master and wants to buy all his Luck powers, esp his Luck 'Armor' as Inherent, planning to thwart the Suppress' and Dispels in advance.

     

    I see no reason why he can't buy Inherent, except that I am not a strict 'black letter' rules guy. The Player can spend the points, he has them. I see how Inherent could be applied to Luck SFX, but I also see how a Blade Master through skill can alter his tactics and adjust and overwhelm Luck with Skill and awesime combat awareness.

     

    That is my dilemma.

  3. Re: Inherent: SFX, any?

     

    OK: OP - how does the luck work?

     

    So I have seen the debate rage to and fro over the terrain of SFX, mechanics, alt.mechanics, and trespass into the whimsy.alt.humor.HERO.

     

    The Luck was born of a background for a Fantasy Hero character that is a gambler/Rogue/swashbuckler whose father had been rewarded with a Blessing from a Demi-God of Chance, a product of the Union of a Godees of Love and a mortal . That Blessing lasts for seven generations, the PC is second generation.

     

    Now the Player buys all sorts of Luck powers, as I mentioned in the first post.

    The problem, along come s a charcater who is a Duelist but is a Master Duelist, he has crazy NCSL he puts on opponents, suppresses, Drains v Running, Dispels v Combat tricks and loads of Naked moodifiers, talents for doing damage.

     

    Well now the Luck player is expecting to enetr into a Duel with the Blade Master and wants to buy all his Luck powers, esp his Luck 'Armor' as Inherent, planning to thwart the Suppress' and Dispels in advance.

     

    I see no reason why he can't buy Inherent, except that I am not a strict 'black letter' rules guy. The Player can spend the points, he has them. I see how Inherent could be applied to Luck SFX, but I also see how a Blade Master through skill can alter his tactics and adjust and overwhelm Luck with Skill and awesime combat awareness.

     

    That is my dilemma.

     

    Oops, edited instead of quoted, will post to bump

  4. A player came to me and said that his Luck powers/Skills should all be Inherenent, they can not be taken away.

     

    His Luck is just that, it exists like his ability to see, his ability to breath, and like his arms and legs, it is Inherent to the characters existence.

     

    Now does this meet the definition and if not why not?

     

    I ca think of ways to use probability Magic, Super intelligent(leaving nothing to chance) planning, Someone with a Luck God etc.

  5. Re: DDC 34 : Battlefield by Gas Giant

     

    What would you expect in a 6th ed. mecha run?

     

    Yes, weapons galore, INsane system damage charts with horrific side efrfects, yes a sensor battle for 'I see you first', yes, Unstable battlefield terrain and Alien tech so strange and unknown, madness is the most probable outcome.

     

    Anything else?

  6. Re: DDC 34 : Battlefield by Gas Giant

     

    Books on th e way, just bought the Advanced Player's Guide, so will tie in as many good ideas that are contained therein.

     

    My initial thought is there will be, perhaps , a balancing of Player knowledge of Hero necessary so veterans and newbies are evenly split on each side.

  7. Re: DDC 34 : Battlefield by Gas Giant

     

    Sure will, but there is a way anyone could help before Feb.

     

    I need to make a chart of Environmental factors to roll RND'ly before the game begins

     

    I have Solar Flare, Increased Seismic activity, Methane Ice storm,

     

    Anyone else care too contribute I would appreciate it, any Environmental conditions found on a moon orbiting a Gas Giant.

  8. Anybody know where I can find reasonably priced same scale Mecha miniatures

    that

    A. Are not weird Gundam Melee centric

    B. Are not Steampunk

    C. Are military centric

    D. Are sleek like Dynamo Joe (comic)

     

    Thinking of running a Mecha Hero game at DDC using 6th ed.

  9. Re: I need a function!

     

    Reginald Gift (1791 – 1860) was at various times in his life a watchmaker, explorer, historian, mapmaker, numismaticist, philanthropist and collector of fine and rare jade objects d’art.

    The Gift Box refers to a Chinese puzzle box made of jade commissioned by Reginald Gift in 1823 and whose existence was unknown at the time of Reginald Gift’s death in 1860 and was discovered in the mountains of Mount Othrys in Greece by Reginald Gift’s grandson Bartholomew Gift in 1894.

    The Gift Box circulated through Europe as collector’s and treasure hunters sought to open it.

    In 1941 in was briefly acquired by Kasper Gutman who, in a ledger noted, ‘Upon my soul, I have never seen the like, so simple yet so magnetic in it’s demand for attention. If it were not for my appetite in raptor, I confess this box would consume me.’

    Various auctions have found higher and ever higher prices for it until 1993 when it disappeared from the Balkan Collection. The Vatican was presumed to have bought it, but no records were ever found in the Balkan estate.

    The Gift Box appeared again in personal effects of a John Doe, unknown Caucasian male in a Seattle morgue, found by a David Friedland, reporter for the Seattle Times.

    The Gift Box at that time was subjected to a series of tests and evidentiary procedures. After months of tests the reporter disappeared, with the Gift Box. When his apartment was searched by police they found signs of a struggle and what appeared to be burn or scorch marks on the walls. Left behind were scattered papers and test results mixed with Chinese language translations of cereal boxes, milk cartons and of a TV guide.

    The last story of David Friedland, published after his disappearance, was on the Gift Box and it recounted much of its history and former owners. The conclusion of the author was that the Gift Box contained a piece of the formulae for the Philosopher’s Stone, which was not a way to transmute metals, an improper translation from the Greek, a proper translation meant that the Stone was a place inscribed with the secrets to ‘touch the Divine.‘

     

    Next: the Seminachi Crucible

  10. Re: NCIS Main Cast

     

    This is meant to be a starting point, not definitive.

     

    Leroy Jethro Gibbs

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6

    11 DEX 3 11- OCV: 4/DCV: 4

    10 CON 0 11-

    10 BODY 0 11-

    10 INT 0 11- PER Roll 11-/14-

    18 EGO 16 13- ECV: 6

    18 PRE 8 13- PRE Attack: 3 1/2d6

    14 COM 2 12-

     

    2 PD 0 Total: 2 PD (0 rPD)

    2 ED 0 Total: 2 ED (0 rED)

    2 SPD 0 Phases: 6, 12

    4 REC 0

    20 END 0

    20 STUN 0

     

    Movement:

    Running: 6"/12"

    Leaping: 1"/2"

    Swimming: 1"/2"

     

    Cost Powers END

    6 +3 PER with Sight Group

     

    Perks

    3 Fringe Benefit: Federal Police Powers

    3 Fringe Benefit: Security Clearance

    1 Fringe Benefit: Passport

     

    3 Reputation (A small to medium sized group) 8-, +3/+3d6

     

     

    Talents

    3 Reserved: Resistance (3 points): Conversation

    6 Skill Master (+3 with [stealth])

    8 Combat Shooting

    7 Deadly Blow: +1d6 ([limited circumstances] Any Firearm)

     

    Skills

    6 PS: NCIS, Special Agent 15-

    5 Criminology 12-

    3 Bureaucratics 13-

    5 Interrogation 14-

    6 +2 Criminology / Interrogation / Bureaucracy

    4 KS: Crime: National Security breach 13-

    4 KS: Crime: Homocide 13-

    4 KS: Crime:Smuggling 13-

    3 Conversation 13-

    2 KS: Military: U.S. Navy 11-

     

    3 Concealment 11-

    5 Shadowing 12-

    7 Stealth 16-

    Notes: Add +3 from Skill Master: Stealth

    9 +3 Concealment / Shadowing / Stealth

     

    7 Combat Driving 13-

     

    2 PS: Sniper 11-

    3 Tactics 11-

    3 Tracking 11-

    5 Survival 12-

    7 Orienteering 13-

     

    9 +3 Firearms

    4 Penalty Skill Levels: +2 vs. Hit Location modifiers with a tight group of attacks: Firearmns

    2 WF: Small Arms

    0 TF: Small Motorized Ground Vehicles

     

    Everyman

    0 Language: English (idiomatic)

    0 PS: Shipwright 11-

    0 AK: Washington D.C. / Virginia area 8-

    0 Acting 8-

    0 Climbing 8-

    0 Deduction 8-

    0 Paramedics 8-

    0 Persuasion 8-

     

    Total Characteristic Cost: 27

    Total Powers & Skill Cost: 148

    Total Cost: 175

     

    50+ Disadvantages

    15 Psychological Limitation: Honorable (Common, Strong)

    10 Psychological Limitation: Demanding, unforgiving perfectionist (Uncommon, Strong)

    10 Hunted: SecNav 8- (Mo Pow, NCI, Watching)

    5 Physical Limitation: Weakness for Red heads (Infrequently, Slightly Impairing)

    5 Distinctive Features: Air of Authority / Leadership (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    5 Age: 40+

    0 Normal Characteristic Maxima

    75 Experience Points

     

    Total Disadvantage Points: 50

  11. Re: NCIS Main Cast

     

    Hey all again, I'm still getting ready to run Villany Amok stuff and I was wondering if anyone could help me with the NCIS Major Case Response Team AKA "The NCIS Main Cast"

     

    Leroy Jethro Gibbs

    Anthony DiNozzo

    Timothy McGee

    Ziva David

    Doctor Donald "Ducky" Mallard

    Abby Sciuto

     

    I'm going to use these as NPCs for a really interesting part, especially since one of my players is slightly connected to the team in my game-translation: Ziva is dating the guy who is going to be covering for Amazing Man :sneaky:

     

    Thanks in advance.

     

    Working on Gibbs now

  12. Re: Mindscaping

     

    So, what I'm after is a power that allows you to fool telepaths - not just not be read - that's easy - but to be read wrong. So, for instance, TeleLass mind reads me and discovers that, despite her suspicions, I am not staring at her breasts, I'm just cogitating on the state of the human condition and I just happen to have my eyes pointing in that direction, so she becomes all embarassed and tries to make it up to me.

     

    The next week she reads my mind again, only to discover, despite what she had thought was overwhelming evidence, that I am not seeing ElastiLass behind her back.

     

    I'm thinking either images or shapeshift (against mental group), but does anyone have another cunning plan?

     

    As I see it, your choice of machanic is really the choice between an absolute and a stepped power. Take Shapeshift, clearly an absolute power. No way to overcome a minus to PER or other skill. It simply works, and is oddly inexpensive; 10 pts. for targeting + 10 pts. for Limited number of shapes.

     

    A stepped Power being Images. 10 pts. for targeting + 9 pts. for -3 to PER roll (3 pts for each -1.)

     

    Well here are the general choices:

     

    Mental Images: I use this power in my Gamma Hero game for an effect close to this one. In a Heroic game I favor Imaages for all sorts of things Plys it has some inherent limitations that make th eeffects affordable for the benefit you want.

     

    ShapeShift (Mental Group): This power I submit is better for broad application not specific. I have used this for Psionics who have wanted their minds to appear as other than their class. So a Mammalian mind appears as Reptilian or Insectoid, also it has been used as a Mimic power within a class of mind so that one's Mental signature appears as another, say for identification by a sentient lock. But for use as setting up a specific thought chain that hides or covers another, does not seem to fit the bill IMO.

     

    Mental Illusions, Damage Shield: As mentioned grossly expensive and a very clunky mechanc to apply. Dice rolled, compare to MI effect table, decidde which level, then Breakout happens on time every step of Time chart. Breakout is inevitable, then what?

    Really a short term power.

     

    Mental Awareness (possibly limited) , and a (possibly limited) skill

    Mental Illusions, KS: Structure of Human Thought, SS: Psychology, the Resistance talent, etc.

    I like this idea for a Heroic game. For skiled guys trying to coimpete on the Mentalist field it works. The drawback I see is that it lacks mechanics. How much does a skill have to be made by to cpver a thought, or thought chain, over how many incidents or what time.

     

    Mental Defense: Variable Special Effects. A good idea and very cheap. I could see plenty of limits like, Only Surface thoughts, Only one "secret" at any one time. It costs no END, Persistent, which could be limited to Coinstant. It seems like a SuperHeroic power but it is stepped, depends on how much you buy for Menatlists to overcome.

     

    EGO characteristic: This was going to be my suggestion, a limited amount of EGO that is bought for hiding / covering / diverting thoughts from the PER'able truth. It is more expensive than MD, and has the same restrictions in Power Frameworks. Not as open to Limitations as MD, and adds to ECV which might send up a red flag, as opposed to MD which would not effect DCV.

     

     

    I think in the end I would go with MD.

  13. Re: Double The Hero Excitement!

     

    And your point?

     

    Sure, nothings probably going to catch WoW right now. Does that mean nobody else should try to carve out a small bit of the pie for themselves?

     

    Nothing's going to catch D&D in the tabletop RPG martket either. Does that mean Hero and all the other smaller game companies should pack it in?

     

    Defensive much?

     

    Just meant purely as informative

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