Jump to content

Christopher

HERO Member
  • Posts

    10,559
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Christopher

  1. A simpler and less book keepy version would be to just say that "Y lost Long Term Body/Body also implies X/Z amount of LTE/LTS loss". Just equate the two, the same way D&D converts Negative Levels to penalties and later potential level loss.
  2. It is one of the big reasons we really should not slack of with that Space programm. With an asteroid we at least have a decent chance to deflect it. Try detecting a GRB if the only warning sign (light) moves as fast as said GRB.
  3. Sense affecting powers by default target the whole sense group. With sight that means normal sight. But also stuff like IR sight (or really anything put into the sight group), even if the attacker lacks the sense or has no way of knowing he has to fake for that sense. Unless a limitation reduces it, Sense Affecting power affect the entire sense group. 2nd or 3rd question in a short timeframe now. I think I have to compile a more complete answer and write it down.
  4. Personal History and Breathing Air are everyman abilities. Personal History going hundreds of years back and Breathing something in addition to Air are powers that cost point. Do you write breahting Air on the sheet? Nope. Same reason we do not write a Silent Everyman "KS: Personal History" on a sheet, because the game effect from that skill would be non-existent. I agree that having that extra knowledge makes sense. I just disagree with letting LS: Age be work as a Skill because you can not think of any actuall use. Just let it be cost free, and buy the skill instead.
  5. Those warning signs are quite fitting for a D&D world.
  6. The rule purist in me cringes at that idea. Yes, somebody with Longelevity should have knowledge of the past. However, he should have bought the knowledge skills for it. Even just "KS: Personal History" would cover all those cases quite well, without having to invent skillike uses for a Power that is not really a skill. If you want longelivity to work like a skill (say D&D style bard knowledge), then just make a skill out of it.´And let the "life longer" part not cost any points if it does not come up. It feels like you are trying to hard to justify the cost, when it should be a clear case of "what not to spend points on". I mean what if that character with longelivity suffers from really bad memory? Or maybe even Amnesia?
  7. I can partially agree with that. On the one hand 400 Points/12 DC is the common measurement from the book. However I also noticed that this tends towards playing beginner superheroes, not established ones. A lot of powers and skills have to be moved onto the "things I want to buy later" list. I toyed with using "400 points but with 300 point caps" or "500 but with 400 point caps" to get more established heroes. But I have not gotten around to it yet.
  8. You could move normal sight into another sense group. The book mentions stuff like "Smelling IR" instead of seeing it. And "normal sight" is partially defined like Infrared Detection. By the rules it would be immune to Sense Affecting Powers targetting Sight, but affected Sense Affecting Powers targetting [alternate sense group you put it in]. Even if that is something really wierd (like the attacker having no idea you moved sight to touch, but his Image/Darkness/Flash covers touch anyway). However since the sight group gives so many free Adders, it will be quite exepensive to do so. Certainly more expensive then selling back normal sight in 6E is. And without the ability to sell back senses in 5E it is even worse there. Again, the sense groups were designed so the cheapest one to put the Sense Power in (due to free adders), is also the one most likely to get attacked with Sense Affecting Powers. You pay quite the premium for putting them someplace less usual and harder to affect. And unless you put the sense into the unusual group (highest cost) it can still be affected by someone just "choosing the right Sensegroups to affect".
  9. Barrier is usually easy. Unless you want your team to be able to attack through (with anything but Mental Powers). Barriers affect everyone equally.
  10. To quote teh last part of "The Gamers": "My intelligence is 4? Outrageous! *starts changing the sheet*": And I of course are to humble to ever over-evaluate myself like that. Indeed I am prone to under-evaluation.
  11. I have to agree that is highly situational. If you got the right NND's in the campaign (or the GM is willing to let it become a issue), then it might cost something. But with many other cases it really becomes a flavor element. It can propably the posterchild of the "what no to spend points on" rule. Indeed it can be a posterchild of another idea of mine: "What the GM can not use, does not cost any points/does not give any points". If the GM is not willing to make up those spells it is the same as him being unable to make a Complication Worthwhile. It costs 3 points to become 500. Plus everyone seems to agree that you only use it in heroic games. That is one skill worth of power on a really small budget. And only if the GM actually has spells ready with taht NDD defense or is willing to add them.
  12. You can use Solo Port during Combat. You can even take enemies or friends equal to your weight limit along. It is a normal move action, like running, swimming or flight. The only thing special is that you "transport weight" is not limited by strenght, but the Power build. One big advantage of Megascale is that you can take any small movement amount, and scale it up to 1, 10, 100 or 1000 of kms. You want to avoid too extreme Scaling however, as it does affects how far you get off the mark if you miss your teleport. I am not quite sure how it worked with useable by nearby, Teleport and the weight limit. Might have too re-read that part of the rules. And again, Multipower. Either put it into the Multipower with all your Attack & Adjustment Powers, or make one only for movement. It is impossible to use more then two movement power in a Phase anyway and you rarely need more then one anyway, making savings here a non-issue.
  13. Fights: Talking yourself out of Fights, would mean talking the Team out of fights. Same way with retreating. So you can not really bank on that in a Team. Unless you could agree with your enemies to "one of you stays out and so do I". However, be warned that Combat Resolution takes considerable time in Hero so you might not be doing anything worthwhile for a while as a player. Avoid/deal damage: Combat Luck is basically just "Defenses, can only be taken away by unconsciousness". Wearing a Power Armor, Superthick Skin, a Bioelectric Aura, Combat Luck - all special effects for the same game effect. Transportation: Again, think of the team. You propably Need a Teleport with Megascale and Usable on Nearby. However, this power will not be combat useable due to all the Megascale+NCM penalties on movement in general and Teleport in particular.
  14. I toyed with using it for Anime Style Games (especially Bleach and Dragonball), but with the followingmodifications: A much higher decay rate (based on End use per turn rather then minutes). Allowing Powers to be limited to use extra LTE on top of Normal Endurance. Pushing would be automatic, but drain LTE equal to normal endurance used. Have not yet gotten around to actually use it or balance the Rec/LTE loss per turn part.
  15. I have no idea what a "Constantine Archetype" would look like. And I have a brother with that name. So a bit elaboration would be required on what you are talking about: https://en.wikipedia.org/wiki/Constantine I guess you could be meaning John Constantine (aka Hellblazer), DC. It does fit to superheroic setting (400 points) and the skills roughly, so I a going to asume that. You did not mention any Powers, wich are somewhat important for superheroic characters. In particular his fighting style is entirely unknown. A "detective" is naturally more inclined towards skilluse, wich works better in street level or heroic level settings then 400 point supers. However there is the mention of a "Detective" Meta-Archetype in Champions 6E, page 94. As it is a Meta-Archetype, you will need another primary archetype. Here is what the book has on the mater of this Meta-Archetype: "Detective The Detective is a character who specializes in using more or less traditional methods of investigation (criminalistics, criminology, interrogation, deduction, and forensic analysis) to fght crime. Typically (though not always) he possesses few or no superpowers, preferring to rely on his Skills, his intellect, and various devices or gadgets to keep up with his truly superhuman colleagues. Most Detectives are a combination of Martial Artist, Weaponmaster, and/or Gadgeteer — Batman being the classic example. But it’s certainly possible for a Detective to have superpowers; the Elongated Man and Daredevil could both be considered to belong to this meta-archetype, for example. SKILLS, pErKS, TALEnTS, AnD poWErS Detectives rely heavily on Skills. Te most prominent are Concealment, Criminology, Deduction, Forensic Medicine, Interrogation, Lockpicking, Security Systems, Stealth, and Streetwise; other common choices include Computer Programming, Electronics, various Interaction Skills, Climbing, and Contortionist. Similarly, they tend to favor Perks (particularly Contacts) and Talents. If they don’t possess true superpowers they usually have an arsenal of gadgets to make up for the lack: guns; throwing blades; armored costumes; swinglines; billy clubs; utility belts; and many more. CompLICATIonS Detectives are ofen brooding, vengeancedriven souls with a thirst for Justice and a willingness to go further than most other costumed heroes to see that it’s done. Tey tend to have Psychological Complications representing these major facets of their personalities... and unlike their more four-color compatriots they may not have a Code Versus Killing (though in a mainstream Champions campaign they’re rarely true killers — they just recognize that in some situations lethal force is the only reasonable response). Teir attitudes and sometimes-brutal methods may cause them to acquire Hunteds or Negative Reputations." (the PDF is a bit protected agaisnt Copy&Paste, so capping and spaces are a bit odd).
  16. First you will need a group that is okay with it. Not many people will like being judged like this and with these kinds of "personal sheets" disagreements can arise quickly. Secondly the stats and skills will be somewhat uniform. RPG's tend to atract a certain kind of people. And for some reason the kind that "goes to Gym twice a week" did not run over my path that often while playing. One way around this would be not to focus on exact values, but on working out the differences. Going by the people in my computerclub I could think of a Speedster, a Gadgeteer, a Technopath and Martial Artist Superheroic types. You have not fully clarified if this will be for Heroic or Superheroic settings and wich powerlevel.
  17. "I am Ion-Man!" "During a atmospheric ionisation experient, several scientist were iradiated by Ionic radition and cosmic rays..."
  18. Normal is relative - this is still the Champions Forum, so even with a "normal" whip she would be martial artist level skilled using it. Generally weapon "Reach" is build as a highly limited form of Stretching. The rules for that are even in 6E2. Opale usually uses 5E for wich my resources are highly limited, so no idea if that was the same there. For some odd weapons like Lasso and Whip, I considerd just using basic stretching instead of Reach. You can do stuff that Reach had limited out, because it made sense for the sword examples - but simply will not make sense for the Whips, Lassos Kusari-Gamas, etc. Mostly a whip is Stretching + Focus. You can attack damage shield users, without taking the effect. If your weapon is indestructible, consider just using "Telekinesis, Restrainable, Limited Range" instead. It might be cleaner then a Indestructible Focus. Using two of them would allow a lot more maneuvers. You could have Spiderman style swinging using it. For other examples for Whiplike characters: Darkseids Female Furies includes "Lashina", wich uses some sort of New God Tech bandages like whips. Perhaps her appereances can inspire you to powers?
  19. Mostly naked advantages. "Extra resistance to attacks" is usually done by limiting a defenses to a special effect/not against one. Some powers (like Desolidification, Regeneration, Resurrection) even have what I call a "mandatory weakness". Just add "Variable Special Effect" as a naked advantage. For the Holy/Flaming sword, also consdier my answer to this thread: http://www.herogames.com/forums/topic/93923-making-fiery-tackle/?p=2526512
  20. Is this 5E or 6E/CC? I ask because the pricing drastically changed for Endurance Reserve: In 5E it might have been possible to even save points usign End Reserve. In 6E it is like a more detailed version of Charges, that also self-recovers. Or a more complex version of "No Endurance Cost", if you consider it not using your own endurance (and being persistent as long as the End reserve is powered). APG I 80 has the Optional Rule for "Healing via Absorption" (Yield sign). "[...]But at the GM’s option, a character can take the new +0 Advantage, Healing Effect, for those Powers. Absorption with Healing Effect must be defned to affect only the Characteristic or Power the character wants to “heal” (typically BODY, STUN, or both at once), only works when that Characteristic or Power is below its ordinary starting total, and can only increase that Characteristic or Power up to its ordinary starting total... but the effect of the Power is permanent, just like Healing is. Unlike Healing, a character can use Absorption with Healing Effect again and again on himself without restriction, though the GM may choose to impose restrictions on it similar to those on Healing if players use a Healing Effect power improperly." And there is nothing in the rules that says you can not heal endurance (but most GM's would restrict it, as you could get endurance from nowhere) This is a very valid point too. It might be easier to just limit the Recovery to "only after defending agaisnt a magic spell this Turn". The accounting to the last point works wonderfully in computer games because computers are really good at counting (and bad at everything else). For Hero we have to copy the feel, without copying the complexity (that we can not use) or the mechanic too precisely. It is the same thing with Shields, for example: http://www.herogames.com/forums/topic/91731-shields-at-40-or-why-we-do-not-need-star-trek-shields/ When I would copy the Nanosuits from Crysis, I would drop the limitation that you can only use one Suit Power at the same time. It was a nessesity from a Computer Interface Point of view. But Hero Multipowers do not need to be restricted like that. Nor does the usage time need to be that short/the recovery that fast. Those two were nesseary from a gameflow point of view.
  21. You should post them on the Champions or rule discussion Forum. "Super expensive" is a common codeword for "power that does not translate well to hero". Another point of view might help more then working on it alone.
  22. A direct translation would have to be Replay from APG 2. However the question is how well she translates to Hero. Her shtick is mobility and poking, both elements that may not translate that well to the Hero table (mobility needs maps to be useable, poking needs low defenses). But it depends on the group, how willing they are to use maps/keep track of distaces the like. A Moba - FPS or RTS view - has a totally different combat flow from a Hero fight. Not to mention all that non-combat stuff you have to consider. At her core, Tracer is a speedster with ranged attacks. Maybe a martial artist (see below). Her movement seems to be "time warp" running. At first I thought teleport, but maybe "Flight, instant" fit's it better? I am drawing a blank right now on how to translate her. Speedster normally means velocity maneuvers and those do not mix with ranged weapony. Poor synergy between both elements. Maybe more of a Martial Artist (OCV and DCV from unpredictable timewarp movement) that use short ranged weapons?
  23. Let us get the discussions as I see it straight: Hugh mentioned the wrong value (it si fixed now) for no Range. I pointed out that it might have been a mistake with the version, wich might include someone having 5E values in mind (on top of CC and 6E). As it turned out later, it was only a typing error. You wrote a very condescending post saying "you are wrong". When my point was "people make mistakes" (and just re-clarfiying wich version of hte rules we are talking about). What is this, "Missunderstand Christopher as far as possible"-weekend?
  24. Since it actually has 3 suns (Proximy and the dual Alpha+Beta), it might not be locked to the other ones and might experience seasons.
  25. In case that is a issue, the OP is specifically mentioning he as CC6 version of the rules. And No Range was one of those that changed a bit in value.
×
×
  • Create New...