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Christopher

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Posts posted by Christopher

  1. Re: 6th Edition Brick

     

    No I mean the Characteristic Speed (SPD).

    Then I don't understand what you meant with that:

     

    Low SPD (Helps Balance all that Def and Speed)

    Having low SPD to compensate for having high SPD?

     

    364 total so far' date=' 36 for skills and perks[/quote']

    Thanks. There is of course still a little bit more saving potential with Limitaions like OIAID or similar...

    I have to take a look.

     

    Edit: Just as reminder, campaing limits are according to the book:

    Standart Level Superhero (400 Pionts/75 Disads) with Equivalent Ability/ActivePionts/DEF Guindelines (6E1 34/35)

  2. Re: 6th Edition Brick

     

    Just curious on a few things. If you have no genre books where are your examples of bricks coming from? And if you have plenty of examples of bricks' date=' doesn't looking at their Characteristics and Powers give you at least a rough answer to your question?[/quote']

    There a lot Brick/Somethings out there. Often build with different power level, not with the same maxmum values or in older HERO-Versions. And I am not that much into statistics that you would try to get the average/essentials out of that :D

     

    Low SPD (Helps Balance all that Def and Speed)

    Thanks. Am I right that you mean movement Speed(the main Movement Method/Power) with "Speed"?

     

    For the defenses at least' date=' stuff like Damage Negation and Damage Reduction generally do count towards campaign maximum. so if 25r DEF is the GM's max (which I believe would be 71 active points) then 20 pts of Damage Negation would require you to give up some DEF.[/quote']

    Thanks

     

    @Pizza: Also Thanks

     

    With all those informations I can start working. I will post what comes out of it.

  3. Re: 6th Edition Brick

     

    A background concept is probably a better starting point than 'point goals'.

     

    With that in mind here links to a couple of 400 point 6e bricks I've built:

    Superman (speedster/brick)

    Wonder Woman (martial/brick)

     

    They are probably outside some of the recommended norms (higher attacks/defenses but lower SPD's) but they might be good as familiar examples of what can be done with the rules.

     

    And here's a much simpler (and closer to norm) 5e martial/brick with a lot of non-combat skills who would be fairly easy to update to 6e:

    Titanium Chef

    Thanks, but it is not a shortage of examples that's my problem. It is more a missing general understanding of where to spend points, how to balance and what is important for a brick.

    That is why I formulated the questions, that is what I need to know.

  4. Hello,

     

    I have a wierd situation: I have to make a Brick for a 6th Edition game, but I have no Genre Book, never build a character before and the gm for that game has not really the time to guide me through the process.

     

    I know the following things:

    Standart Level Superhero (400 Pionts/75 Disads) with Equivalent Ability Guindelines (6E1 34/35)

    The use of Multiform is disencouraged, due to additional bookkeping for the gm. I think that also aplies to duplication/summoning/followers/ai equipment

     

    Things I need to know about a brick in general:

    What are the most important Characteristics for a brick (wich ones should be maxed out)?

    What are the second most important Characteristics for a brick (wich ones should be at least at half maximum value)?

     

    General understanding/balancing:

    - Is the Guideline for 20-25 DEF/12-18 rDEF that you have 20-25 normal + 12-18 resistant Defenese of each type, or is this 20-25 normal + resistant DEF, of wich 12-18 Pionts are resistant?

    - When I want to add damage reduction/negation, could I just go on and add that power or should I lower the normal defenses acrodingly (i.e. adding 20 AP of Damage Negation, and lower the normal/resistant DEF 20 AP below the maximum?).

     

    I think more question are going to come up, but that is it for now. I hope somebody can help me.

  5. Re: Made an .ods (Open Document Spreadsheet) character sheet

     

    The intermediate STRs are probably rounded off to the nearest one-digit-less-than-the-leftmost.

     

    Also: 2^(1 / 5) = X

    X^5 = 2.

     

    Although that's not the formula I used, try it and see if it's more accurate.

    I am slowly starting to think, that he just wrote down 50 Numbers and repeated them, each time he got to the 50., the X in 10^X increased. I could copy that, if I would knew the numbers. Or perhaps he only got every 5th Number, and the the ones that are 2 before ervery 5. (i.e. 10, 13, 15, 18, 20, 23, 25), omitting every else.

     

    Of course it would help to know, what the Hero designers says about the intermediate numbers. Unfortunately it is the only part of the Hero-System I can't buy per PayPal on DriveThruRPG, so I don't know the values.

  6. Re: Help me Populate a Cirque de Hero!

     

    The Stagemaster: In every circus there are people in the background who controll music and lightning. This one, does it with the power of illusions, or environmental manipulation (amplify sound with change environment). When you should battle him, you can neither trust your eyes nor your ears, since manipulating them is like breathing to him.

  7. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See?

     

    I don't think the rules for Incomplete Characters have ever been formally published' date=' and I think at least a few people would be interested in them.[/quote']

    When "Incomplete Characters" means something like a ghost or AI that can only act through powers (Multiform, Posession)/vehicles but is also very hard to attack (beacuse being, well, intangible): Then, I definetly would be intereseted in them.

  8. Re: Odd idea for initiative/action completion

     

    After some thinking I remember one gaming system actually using your aproach: Star Wars D6.

    The Group that wins initiative, can deceide who must declare their actions first.

    Then the other one declares their actions, and can of course "exploit" the knowledge about their enemys actions. If someone failed to declare evasion, you could attack him only with range modifiers. You knew you don't need to take evasion, since you are not attack that round. Or you need to take full evasion, since everyone seem to think you could need some nice, warm energyblasts.

    After declaration, actions are resolved in declaration order (first action of group one, first action of group two, second action of group one,...).

     

    A really wierd effect had this in a battle between a dozen Stormtroopers and 4 Players, both sides had defense boni. The Stormtroopers were definetly not bad, but due to their bulky armor they had to deceide if they tried to fully evade (only short move, but way harder to hit) or attacked/moved.

    When the Player got the choice (4d6 vs. 2d6, meaning: always) and choose to act first, the attacked stormtroopers would fully evade (effectively denying any hits), the other ones would fire or move.

    Once the players turned the order, the only choice for the stomtroops was to shoot or run. If they dodged, they hadn't been attacked at all and that way they had at least the chance to do something (archieve better postition or hit someone).

    The players on the other hand, had now a lot of non-evading enemys to shoot at (which really increased their odds of actually taking them down).

  9. Re: “What hurts me makes me stronger powers”!

     

    I don't think I would allow this either. After all, most enemys tend to have either Energy or Physical attacks, they don't normally mix them. So having to choose if I want a higher PD or higher ED would not be a "real" hinderance.

    It's a little bit like putting not combat relevant powers in a Multipower: when you will never ever have to choose between powers since you never actually could need them simultaniously, why should you get them cheaper?

  10. Re: Odd idea for initiative/action completion

     

    It sounds nice, but I wouldn't reflect a real battle very much. I know some people who know how to fight with a two-handed sword. And believe me, they don't need 3-6 Seconds to place a deadly blow on someone, not even if that one knows how to defend him adequately. When you really want to do this, don't look at the phases.

    How about: the effect is archievend in the segment after the phase he acts in, that would still be okay. But in the end, that would still be nothing you could not archieve with a held action (6E2 20) and with aborting to defense (6E2 21), would it be?

     

    In battle there are two things: You act or you react. Both in split-seconds. If your skill isn't enough or you react to slow, you get defeated.

    In your exaplme (SPD 2 vs. SPD 4 wit higher dex), the SPD 4 guy could always just hold his action (that way he can react to his enemys action), or he could abort to defense and still have his two extra action to attack.

     

    Rules for fluid movement: I was told there are already such rules, in the ultimate speedster. It's a system for movement per segment, not by phase/action.

     

    Edit: And the first mentoining of it, is in 6E2 27. Just asume the char can only change speed/direction in his phases. Also, there is this Example A.I. Autopilot with SPD 1 (6E2 185) and it is noted: "Its SPD of 1 may seem too slow for safe piloting, but it maintains a Held Action for emergencies."

  11. Re: “What hurts me makes me stronger powers”!

     

    About absoprtion to growth:

    It's perhaps is not that critical. Posibilly you overlooked some rules:

    First, growth costs Endurance while used. When you aid it to higher Active Points, it cost's more Endurance.

    If you add no endurance, it increases the active point costs by 50%. So even Enormous (Level 2) cost you already 75 active Pionts. To get to Huge(level 3), you have to aid it by 45 Active Pionts to get 120 total Active Pionts. And for level 4 (Gigantic) you have to aid a total of 105 Active Pionts to get to 180. And absoprtion can't aid more than 2 or 4 times it's the body it's bought for...

     

    Second, the Body increase is only as long as growth stays improved, so when you take to many injuries that aren't healed when the aid fades away....

     

    Third, STR still cost its normal END to use and asuming he mostly used his STR to increase his damage, that would cost him a lot too (in adition to the per phase cost of growth).

     

    Fourth: Say hello to my tank-batallion (with the amor piercing, hero killing rounds), who can add +2 to + 6 OCV against you now...

  12. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See?

     

    THINGS I PLAN TO PUT IN APG2

    [...]

    4. Expansions of the STR Chart (so you'll know what you can lift with 400 STR!)

    Does STR 400 equal 2.5 * 10^25 kg Lifting Weight? Beacause if it does, an equivalent chart will be availible here.

    And if not, I'd like to know when at wich point the progression changed so I can limit that chart to stop there.

  13. Re: Made an .ods (Open Document Spreadsheet) character sheet

     

    Okay, got the lifting progression.

    Aparrently there is an artifact/use of designers license. Every 50 Str (first at 45, again at 95) the value is 12.5 instand of the expected (6.4 times two or 12.8). I caught that with an if and modulo-operation and unless he changes the progession somewhere beyond 100 I can say that 400 STR has lifting capacity of about 2.5 * 10^25 kg.

    The suns mass is about 1.9891 * 10^30 kg

    The earths mass is about 5.9736 * 10^24 kg.

    So you could move aproximately 4,185 times the mass of earth with 400 STR.

     

    Still have to add the Damage Dies, vlookup and the string manipulation functions before the modifications are complete and I can post it.

     

    Edit: Just realised, that only the multiples of 5 are correct. The values between are off and I am not jet certain how to compensate for this. The STR-Chart is more difficulty than I thought at first. Currently I try to figure out what the values between should be:

    25 - 800

    26 - ???

    27 - ???

    28 - 1200

    29 - ???

    30 - 1600

  14. Re: Made an .ods (Open Document Spreadsheet) character sheet

     

    Lift (in kg; I tried to edit it for tons' date=' KT, MT and GT, but the nested IF statements started glitching it. There's probably an easier way)[/quote']

    I take a look at this and perhaps the Die Presentation. I think one way to deal with this would be to replicate a complete STR-List (for every STR from 0 to 100 or higher) and then use VLOOKUP (or it's OO equivalent) on that table to find the right value. When it is not important that the values stay numbers, I could make workarounds with the various String functions.

     

    Still have trouble with the creation of a self-filling table. Couldn't find out what the formula behind the lifting weight increase is yet. But I take a look at that.

  15. Re: “What hurts me makes me stronger powers”!

     

    Yes, it is indeed a little bit overpowered. And it get's worse when you want to add Variable/Expanded Effect. Also, it totally ties up 90-piont Multipower reserve.

     

    Especially for a game in that I am new, the last thing I would try is to ignore the active pionts limits. Ignoring them can be fun at first, but in the end you will need equally unbalanced oponents to chalang your players. This is just a a personal opinion, when you tink it works better for your group just ignore the guidelines (that's what Mr. Long himself wrote).

     

    Perhaps something to limit the real (but not the active) costs of such a power:

    OIAID/OIHID or a simple Multiform may help. Especially when you put some limitations on the Multiform. The downside of putting limitations on powers: You basically request your GM to have them taken from you some times. It the same thing with Complications: You get the pionts, for asking the gm to make this part of the character a part of the story. To have it exploited by some enemy, even unintentionally.

  16. Re: Fading Stars...when and why should superheroes retire?

     

    While this is covered with other ideas' date=' but Strikeforce:Morturari came to mind. It doesn't really work with a "normal" comics world where powers can come from anywhere, but if you wanted a common place for powers, there you go. The heroes don't have to die either, maybe their bodies will only last a year before the powers are rejected (or have to be removed).[/quote']

    There was at least one Stargate episode with similar theme: Artifacts that gave you superpowers (especially superspeed, supherstrenght, superspeed eyes), but only worked for a certain time and afterwards you were "immune" against them. It may still work on a single hero, when the source of his powers have a timelimit.

     

    Another Idea:

    It could be that major members of the team (or even the entire team) was artificially created like the Ultimen from JLU. Perhaps after some kind of selection like "Milenium City's next Supherhero". You get powers for some years, but then they fade and you continue to live normal. Also, while the process usually defines the "Special Effect", what you get (Brick, EP) is pretty much random or depends on the one receiving the treatment.

    Of course, side effect would may be a negative reputation amongst other heros ("It's the tv-team"), some fame among the populace ("It's the MCnSH-Team. Whooo!") and a team set of arch enemys ("They are not match for the last team. This time the revenge and fame will be mine.")

     

    Edit: This doesn't mean the Show is the only way to get in. Perhaps the moneygiver stopped the show, one or more of the Secret Formulas got destroyed or the current member using them got evil/bad reputation. Now the old team is basically "dying out" with no successors, or their ranks are so thin they need "normal" superheros.

  17. Re: “What hurts me makes me stronger powers”!

     

    If I put the absorption into the multipower I have a limit of 60 points which will reduce absorption but also limit anything else linked to it.

    I have 90 points in Absorption which gives 20 points of resistant defence ED PD and that also gives a boost to attack after being hit lots of times (in this case a potential of another 160 character points).

    That is the first possible mistake: Absorption does not negate any damage normally. Frankly the name is a nis-nomer. Triggered AID (maximum X Pionts per Segment) would be more fitting.

    Also I don't know how you got to 90 Active Pionts (if that are active Pionts).

     

    That is why I asked for a reable writeout, preferebly this format:

    Effect (i.e. Absoprtion 20 E/20 P), Base Points (i.e. 40 BP), Advantages (double maximum Effect, +1/4), Active Pionts (i.e. 50 AP), Limitations (if any), Real Piont Cost (before aplying Multipower divisor, i.e. 50 RC).

     

    Adjustment Powers affacting multiple/different powers: See "Expanded Effect" and "Variable Effect", but even that is limited to some basic categories (Like only Defenses, only Charakteristics, or only Powers with similar Special effect like "Fire Powers").

  18. Re: “What hurts me makes me stronger powers”!

     

    I am not certain I really understand that buildup. Could you please make a more readable writeout?

     

    Also, could you give an example how you calculate the effect of an attack (e.g. when do you aply what). Absorption/Adjustment Powers have a lot of special rules, especially when used with Power Frameworks (Multipower and VPP).

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