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Christopher

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Everything posted by Christopher

  1. Goku (and the 3rd Hokage from Naruto for that mater) are in turn based on the Monkey King for "Journey to the West". So it could actually go back to the original source or any of the myriad others it started. But the Kami Lookout Access Pole does come to mind too.
  2. Lazer Pony is the kind of Hero you do not "want to fight beside" or "want to fight against". If you beat him, you beat "Lazer Pony" - wich is the combat equivalent of stealing candy from a unborn baby. If you loose, you just lost against "Lazer Pony"! Now that is a scary thought. If you are a hero that needed help from (or got it) LP, you are equally hosed. Transform into being with Negative Reputation (Fought With/against Lazer Pony), AoE, Always On, Only people in the same combat. Regarding some ideas I had. I am german, so I ended up creating Superheroes based on German Children Songs. This is what I got: http://www.herogames.com/forums/topic/92014-kinderspiel-an-collection-of-ideas-for-superheroes-based-on-german-childrens-songs/
  3. Yes. What I already learned from Enterelysium is this: 1. With missiles you want to do a highspeed intercept. The higher relative velocity during flyby, the less time for the defenses. Of course there are Flak Missiles too, so they can intercept you long before that. The second is that you want your missiles to come in a line, but with enough spacing that one explosions does not trigger the next one. 2. If you have longrange weapon advantage (Railguns), you want to do a low speed intercept. 3. Ships will propably be cylindrical.
  4. Yes, but it would count as Megascaled Movement, no mater how little over 1m you move. And even just 1m would count as a Full Move already. 0.5m would be the halfmove. Megascaled Teleport afaik costs you 1 or 2 full phases at half DCV before you move (I think it was more with Teleport, as you can not use velocity maneuvers with it to begin with). You would need to use at least the 1m=10m scaling factor to move 9m with it. Wich also means miss teleports would go 1m = 10m off target as well. If you miss teleport at a 1m=10 km Scaling factor, you might easily end up further away from your target then you started. Megascaled, FTL and EDM have one thing in common: They are not suiteable for combat use. You can not use them for Velocity based attacks (even if the base power was thus useable). And using them in combat usualyl puts you at massive CV disadvantage. Regarding the minimum ammount of Movement Crusher Bob mentioned, als keep in mind that Change Environment affects the movement before the scaling. Change Environment (-1m of Teleport Movement) would utterly block that power from working ingoing or outgoing. So there is a bunch of really good reasons (Miss Teleport scale, CE vulnerability, need to use Megascale Multiplier on short distances, GM saying no for game balance) to not overdo it with Megascaling.
  5. We really can not stress it enough: Gear bought or looted is always a balance problem for every Heroic game, every gaming system, every setting. Because it adds Abilities without being properly accountable for. D&D tries to solve it with thier "Wealth to Level" tables, wich are derived from testgames and thier existing loot tables. Shadowrun 5E introduce a adventure generator. There the more cold blooded the action, the more money you get. But the less Karma (XP). And in Shadowrun of course, legality and avoiding attention mater a lot. Hero Systems Heroic Setting suffers the same problem as well. Only in Superheroic games where every power (regardless of gear based or innate) is accounted for with Character points, does the problem not exist. Those based on gear might be cheaper (Limitations), but that is not an absolute. Resource Points try to somewhat move the "Accountability" into the Heroic settings, without incuring all the CP overhead of having to account for every single power.
  6. Let me guess: Death threaths for the Bride. They really failed at convincing her to hold the wedding indoors. So this was the best idea to move it inwards? Sounds about right.
  7. The problem is the moment a Character can "reliably pull of a stunt that gives extra damage without penalty". While CSL can not affect maneuvers, they do affect a lot of combat related penalties. If the character can headshoot the enemy without any penalty, that means his effective damage is closer to what the headshoot modifier implies. And that is before you consider the utility of "shoot gear out of hands" that such a sharpshooter also had from Targetting OSL. Same way a character that can shoot from out of enemy detection range is a problem, unless you force most combats to be shortranged. The enemy will never/rarely get to even attack him, meaning he might be able to throw brace and Haymaker on top of it.
  8. I once made a Brickette - Landslide - that was unintentionally goofy. See, she had permanent density increase, without Flight. So she put strain on every ground she fought on, every car she drove with. At some point I realised, she could not save a kiten from a tree without breaking the tree doing so, because she was plain to heavy. The special effect was being fused with a extradimensional, silicon based critter wich had all kinds of wierd side effects: She lost a large part of her powers in Cold temperatures (talk about women freezing easily) Her tastebuds have been rewired, meaning she had to use Sand's as Spice. Also alcholo tasted terrible now. In turn she could consume some usually indegestible stuff like drinking iradiated water - and the stuff might even taste delicious! And worst for her lovelife - she likes to be "on top". Wich somewhat limits the selection of Partners at 400 Kg. Granted the weight would have been enough to hold down some badguys just by sitting on them. And her catchall phrase for breaking through the ground or someone mentioning her weight would have been "I have heavy DNA!*" *Wich is true with her half Silicon/half carbon DNA.
  9. You are asking on the Champions forum so I asume this is for a Superheroic style/level game: VPP, no modified rules for change (maybe remove or reduce the skill roll). I think there were precedences for "change of slots needs focus". Only between adventures is next to useless. While even on a day would be way to steep a limitation. It is more important to clearly limit wich powers that VPP can make, then making the change unfeasible.
  10. Any of the Defensve Powers, Psionic (-1/2; APG I) It only becomes odd if you think to much about how to simulate the special effect. Then you end up with stuff like a AoE Suspress, AVAD (PD to Mental Defense or NND) to every attacker, but only when targetting her. The special effect of any defense power is inherently arbitrary. Combat Luck is literally just normal defenses with some advatnages. With the special effects including "just being lucky" too "dodging in the last moment". What maters is the game effect - taking less damag. Depending on the Genre and prevelance of Knockback, you may also want to shorten the KB distance. You could use either Damage Negation or Knockback Resistance for this. And generally the consensus appears to be that DN can be quite bothersome to use in actuall combat if not prepared for, so KB Resistance might be simpler.
  11. At least until our drive and material technology evolves. Then we can finally build those blocky "Standard Human Spaceships"... wait, was the development not supposed to the the other way?
  12. The main problem are the Skills/Talents: Thier effect is not really acounted for in the basic campaign rules. However I apply one basic rule when considering DC/CV caps: If a character can reliably pull of a certain maneuver, that simply becomes a part of the cap calculation. Martial Arts and CSL are for me simply more limited forms of buying CV and/or Damage directly. I count Martial Arts as flat +1 OCV, +1 DCV, +2 DC (plus any extra Martial Arts DC bought). While the maneuvers varry, they keep about that line compared to the basic maneuvers.
  13. In a point buy system approach, you do not. You are using either "buying equipment with CP" or you do "buy with money/loot". You have to pick one and stick to it. And buying with CP simply works better for the case of mixed genres. Power/equipment gain happens indirectly via XP expenditure. If you take away equipment for good, the points should be refunded. Otherwise gear should quickly finds it's way back/be replaced by the character after a day so. There is a sort-off mix of both world, called "Resource Points" in APG 1, 191 With that gear is gained Heroically (buy and loot). But how much you can carry is limited by the Resource Points, a VPP like construct. Resource points are given for free at start, can be bought for XP and awared as more granular XP. Have I have no data on using Resouce Pools to also account for powers.
  14. As Hyperman said: No. However the DC/dice calculation overall is changed by "DC affecting advantages" like Autofire. You get overall fewer dice/DC, because the dice you do get are more powerfull. In detail for your powers that means: 30 Multipower (60 point reserve, all slots OAF) 6v HA 8d6 (0 end) (60 AP) 6v HA 8d6 (penetrating) (60 AP) 6v HA 6.5d6 (autofire 3 1/2 end) (58 AP) Other abilities 0 End needs nothing special. 0 End does not affect DC calculation. You still pay full END for the STR you add to the attack, but the HA part costs no END. Pushing can be tricky (0 END prevents you from pushing that power, but your STR is not 0 END so you can push it and thus the attack indirectly). Note that DC and AP limits are seperately just for 0 END cases like this - even with 20 STR (+4 DC), that is still just a 12 DC attack, even if the summed AP would be around 80. HA penetrating: Penetrating does affect DC calculation and the attack itself already is 12 DC. With even 20 STR (+4 DC) you might quickly exceed common campaign limits (16 > 12-14). Penetrating was a +1/2 advantage. I think the 20 STR would add 2-3 Dice. Or maybe 2.5 Dice (2D6 + 1D3). Autofire: The trickiest one. I can not quite parse the advantages. Is that Autofire (3) plus reduced Endurance (1/2 END)? Have you considered that Autofire halves the effectiveness of 0 END? Autofire does affect DC calculation, while reduced END does not. You would have to pay the Endurance for the each of the Shoots on both your added STR and the Power itself.
  15. Unified means two powers are drained as if they were one. It replaces the 5E and earlier construct of "Elemental Controls" (wich were a Framework wit hte same effect, but much more difficult balance). Common examples include "Unified (Fire Powers; -1/4)". Another example I can think of is: "Unified (Kryptonian Powers under a Yellow or Blue Sun; -1/4)" It is primarily a metagame Limitation, however. Each of those builds is as viable as without Unified. Linked means you can not use one Power (the lesser; the linked power) without also using the higher (the power the lesser power is "linked too"). Lesser and higher is usually identified by AP cost of either power (higher AP = higher), but you can override that for a lessened limitation. The only place Linked and Unified overlap for me is "Proportional use", wich is something you have to choose. In this case I would link the healing/Aid to the attack, regardless of AP.
  16. Actually I just checked. Only 4 Powers? Not even close. Pikachu has 18 moves. The user in the game has to select only 4 to use: http://pokemondb.net/pokedex/pikachu#dex-moves As I said: Classical input device related limitation. No need to copy that part in a P&P variant.
  17. You are right. Selective was non-Selective with the "can choose not to attack allies" Modifier wich moved the whole into Advantage territory.
  18. Since it is only about HP (STUN in Hero terms most likely): Attack, AVAD/NND, Damage over Time Wich a linked or triggered heal/self aid, Effect over Time Edit 1: It could help if you just give us a game ability description, like this one: http://pokemondb.net/move/leech-seed Especially the connection to Rapid Spin is relevant. It appears to remove a whole host of "Trap" moves: http://pokemondb.net/move/rapid-spin Maybe you should ask how Rapid Spin does that. And then build each of those power to be negated by Rapid Spin (and in this case being gras type or tapping out). Edit 2: Those power negated by "Rapid Spin" seem to follow one of these two patterns: "[Power Name] inflicts damage on the first turn then traps the opponent, causing them to lose 1⁄16 of their maximum HP after each turn, for 4-5 turns. If the user holds a Grip Claw then it is always 5 turns." The second pattern deters switching pokemon out: "[Power Name] lays a trap of [special effect] around the foe, which [damage] Pokémon switching in to the opposing field."
  19. 6E APG 1 74 has a build for Posession, that would be the first hit. If course that asumes it is actually a tactical/combat time power to begin with. There is the "Mind Transfer" variant, however I would drastically reduce the value for this case. The -1 asumes that the target is swapped into an operational body. If the original body is only a head (a body with almost complete paralysis but some persistent shrinking), that means the Mind Transfer is a lot less dangerous. Not like most targets could do a lot with "only the Head".
  20. The 4 power limit is only due to UI Limitations on the original Gameboy devices/modern mobile consoles. This is a P&P equivalent, no need to keep that UI specific Limit.
  21. Basically if you plow through the interstellar medium at 20% the speed of light, you might end up getting "Road-rash" without there being any road involved.
  22. If literally everone else takes mayonaise, then yes. The fact that mayonaise is apparently the default condiment means that exactly that is the case. It is about as special as "any burger, without the piece of salad". I would not expect them to get that done either. When asked if I want "Ketchup or Mayonaise?" to my fries, I just say "neither". I tried shortcutting that (mentioning I want neither earlier or just frontloading the order), but that seemed to only cause more chaos. So in the end I just wait for them to work of thier questionary, Say "neitehr" at the right point. And it works out for everyone involved.
  23. The biggest question you have to ask: Wich of the Power Copying weakness does it or does it not share? http://tvtropes.org/pmwiki/pmwiki.php/Main/PowerCopying With Hero you might have the limit of Active Points/Total points on top of that. i.e., can't copy a 14D6 attack from a Pokemon that only has 12d6 itself. While generally a good idea, VPP based "power copy" builds do have issues with copying Multipowers as you can not nest Frameworks and VPP takes a lot longer or a lot more points to switch then Multipower. But I did delve into an option for that a few months ago: http://www.herogames.com/forums/topic/93314-combining-frameworks-multipower-in-a-vpp
  24. Thirded. Just make a "AoE, Selective" and you are golden. If you want it to still work against normal DCV, use non-selective (we really need a better name for that variant). Technically a "chain lightning" spell might be able to do stuff a normal cone can not (like hitting a enemy behind cover, using another enemy as "bounces off point". But afaik AoE usually flows around obstacles to affect the area behind fully anyway. Only explosion might be a bit more limited there.
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