Jump to content

Dr Divago

HERO Member
  • Posts

    809
  • Joined

  • Last visited

Posts posted by Dr Divago

  1. Re: Ideas for a "snake-themed" half villainess

     

    hi all

    thankyou for your advices :)

    @Vondy: she's half villainess, 'cause i don't know if the PC will allies or fight them

    @Freakyboy6117: as for martial art i'd go to Brazilian Jujitsu: she sound more like a costrictor

    and @everyone: right! heat sense, ranged to touch and targeting to smell! snake senses! it got... sense! :)

  2. Re: Exploding Armor

     

    mmhhh ok

    the idea is whenever he turn on the armor, there is the explosion; he could turn off and on the armor so he can create the explosion (however, he need to "cast" again the power/spell to activate it again and he need to spend an action phase 'cause of the explosion)

     

    so my idea 4 was to create a "reversal link": i link armor (lesser power) to explosion (greater power) so whenever i need the armor i need to cast the explosion

    in the viceversa, linking the explosion to the armor, would make possible to cast the armor without the explosion

    to avoid a situation where he can cast the armor and then activate explosion whenever he whant, i tought about a limitation; however, in linked limitation there is some option i should use to limit the "greater" power to be activate only whenever the "lesser" power is activated

  3. Hi all

    there is a NPC who got a special armor power:

    whenever he activate the armor, automatically start a discharge of energy (psychic energy, electrical energy, whatever) like an explosion

    it works like a side effect but it's not a side effect 'cause is a good thing

     

    so, naming A the armor (Resistant Protection) and B the explosion (Blast w AoE (Radius), Double Knockbkack, etc)

    1) A got a side effect and B is the effect of the side effect

    2) B need to be linked to A

    3) B got a trigger so auto active whenever A is activated

    4) A need to be linked to B so whenever B is activated at full power A is activated; plus B got a limitation "cannot be used while A is active (-1)"

     

    at the moment i'm for option "4"...

    what do you think?

  4. Hi

    i apologize if someone already asked this, but i can't find it...

     

    Let's assume i got a mentalist; he got SPD 3 (phase: 4, 8, 12) but he got a "+3 SPD; Only for Mental Power's use (-1)"; so he go a total of 6 SPD (phase: 2, 4, 6, 8, 10, 12 whenever he use mental powers)

    this means he can do any type of action during 4, 8 and 12 but he can use only mental powers during 2, 6, 10.

     

    Now, let's assume i got a mentalist with 3 SPD but just a "+2 SPD; Only for Mental Power's use (-1)". He got a total of 5 SPD (phase 3, 5, 8, 10, 12).

    He can still do anything during segment 8 and 12... but what about the other segments?

     

    a) he can use only Mental Power during segments 3, 5, 10 because of optional speed change rule at 6E2 17

    (extra speed count as he incresed his speed just to make mental actions); so he got only 2 phase to do anything he whant but he got 3 phase to do only mental power use

     

    B) he can use only Mental Power during segments 3, 5 and 10 for same reason; however, if he hold an action from segment 3 to segment 4, he can still do anything else in segment 4

    (he can act in phase 3 only to use Mental Power for the limitations, but he does'nt lose his ability to act in segment 4 for anything else than Mental Power use)

     

    c) he can use only Mental Powers during segments 3 and 10; he can freely act in segment 5. This count as a mandatory "hold an action" from segment 4 to segment 5 as a trade off for using limited speed (and 'cause i'm the GM and i state it :) )

     

    d) he can act at phase 4, 8 and 12 for any action and 5 and 10 for Mental Powers only.

     

    I looked at Menton on CKC (5 edition) who got SPD 5 with +4 "only to use mental/telekynetics powers" and in the power description says "he got extra phase at 2, 6, 7 and 11" so i can assume correct answer is "d"? or there are something "official" in some 6E book i don't have (yet)? or maybe just i missed something in 6E1 or 6E2?

  5. Hi all

    in my campaign pc will meet this woman; even if she's right hand of a master villain, she's not intended to be someone they will fight (at least, not so soon). However, i'd like to write up a characther sheets 'cause sometime (always) things go in different way than intended and i'd like to be prepared. And secondarily 'cause they could fight her in a subsequent adventure.

     

    now, i could need some ideas for her:

    she's a mutant with some snake gene; she's apparently human but she got double joint (or triple or more :) ) so she's very dextreous and able to fit inside little spaces. she's also good at fight and mistress of poisons; she's immune to ofidotoxins (snake venom) and also she can secrete a powerful paralyzing venom from her bare skin. Last, but not least, she is "empathic" with snakes and reptiles.

    so, let's summarize

    - acting and/or social skill just to keep her under cover

    - double joint or more

    - martial arts; which one? i think someone with a lot of grabs would be cool... but wich one? Jujutsu? Kung Fu snake form? a special custom martial art jujutsu based? or there is a real martial art similar to snake/reptiles? and of course CSL of it

    - desolidification, not through barrier, only to fit in small spaces

    - extra STR only for grab and squeeze attacks

    - life support (immunity to poison)

    - poison attack, no range

    - animal friendship for snakes and reptiles; maybe animal training for them

    - a PRE bonus vs snake like creature?

    - summon snakes

    - resistant for PD/ED

     

    what else?

  6. Re: Naked Adder

     

    I believe you can take Linked (lesser to greater), greater in use most of the time, both before and after the change you wish to make and get -1/4 for it.

     

    You should not be using "

    Lesser Instant Power can be used in any Phase in which greater Constant Power is in use" as the Iceshield Aura is constant, not instant."

    Oh. ok. thanks

    and what about "unified powers"?

    and if ok: i should buy unified power limitation for iceshield aura and then for:

    1- ice shield compund power, i mean applying to both ice shield powers

    2- the RP base component of ice shield power

    3- the naked adder component of ice shield power?

     

    i'd go for both (answer 1)... what do you think about it?

  7. Re: Naked Adder

     

    Ok thank you

    so far, this build is legal?

    30	Ice Shield:  (Total: 34 Active Cost, 30 Real Cost) Resistant Protection (8 PD/8 ED) (Real Cost: 24)
              plus
              Resistant Protection () (Protect Carried Items) (10 Active Points); Concentration (0 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 6) 	1
    

    or i need to add something else? like Linked or Unified Power?

     

    second question:

    he has also a damage shield power linked to the RP while this was constant:

    9	Iceshield Aura:  Blast 2 1/2d6, Area Of Effect (2m Surface; Damage Shield; +1/4), Constant (+1/2) (23 Active Points); No Range (-1/2), Concentration (0 DCV; -1/2), No Knockback (-1/4), Linked (Ice Shield; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 	2
    

    now it's persistent so i need to change it removing the linked limitation? (or otherwise make them a -0 limitation)

    10	Iceshield Aura:  Blast 2 1/2d6, Area Of Effect (2m Surface; Damage Shield; +1/4), Constant (+1/2) (23 Active Points); No Range (-1/2), Concentration (0 DCV; -1/2), No Knockback (-1/4), Linked (Ice Shield; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; Greater Power is Constant or in use most or all of the time; -0) 	2
    

  8. Hi

    this look like a rule question to me, but i posted here (not in "rule question" section) because it could be also an "how to"

     

    can i create a "naked adder"? similar to "naked advantage" but with adder?

    assume i got a Resistent Protection (and this is persistent), defined like a protective field of energy around me

     

    then i whant to "extend the field", i mean using it to protect carried items; this would normally be just a +10 point adder. However i whant this "extension" to cost END, requires concentration, and like, thus becoming constant

     

    can i create a "naked adder" power, similar to "naked advantage" power?

  9. Hi all

    i'm in a situation where a chasing car is attacking PC's car and trying to sidecrash them then push over a cliff. You know, the classic movie situation where enemies' car flank good guy's car and then hit on the flank just to push them off road

     

    i'm figuring how can i create this situation in Hero rules?

    first i thought about a Move By and using knockback rules, but relative velocity is almost 0 so technically speaking there is no damage. Plus, knockback could be very low with ton-heavy cars

    then i thought about a shove action, i mean a STR vs STR between attacking car and defending car, and results is in sidestrafe. However, shove does'nt produce damage to veichles

     

    so... what's the rule for it?

    i posted here and not in "6ed rules" question because is more a "how to" question than a technical one...

  10. Re: 6th edition

     

    my two cent

    6th got some interesting mechanical change: multiple attack (slightly modified version of sweep and rapid fire), barrier power (usable to create wall as in 5ed entangle "only to form barrier" and/or force wall), time limit advantage/disadvantage and like

    you can live without those differencies but are cool and sometime let you build something in simpler way

     

    however, the big change is now there are no more derived characteristics, so you can have 30 DEX and still 3 OCV and DCV, and draining CON wil not lower you PD, STUN, END nor REC anymore.

    my advice, if you are planning to start a NEW game or like, you can buy 6ed. ok is expensive, but you still need only two books, that are big, colorful and nice graphic art :)

    all other book you could also not buy. ok could be helpful, depending on campaing you are planning and how many books you got in 5 ed, but you can skip them if you like

  11. Re: Star Wars Hero: Why should I? (or not)

     

    BTW Light Saber Deflection isn't just Missile Deflection/Reflection. IMHO Missile Deflection/Reflection is when the Jedi is Actively deflecting bolts with a mind toward reflection. The automatic deflection that happens when a Jedi's saber is on should be modeled with Extra DCV vs Ranged Attacks.

     

    I really don't think that you have to make Jedi Head and Shoulders above a Non PC in power. Even in the New Republic Era, it's possible for regular people to kill Jedi. Heck that's just what happened at the end of the Clone War when the Clones got their Order to Kill the Jedi. I would recommend making the PC's bigger than life (ie more powerful than all but the elite opponents) ie They cut through Stormtroopers like butter, but the Elite Stormtroopers should give them a challenge.

    well the balancing and "not making jedi too powerful than PC" is the reason i'd like to use Hero System vs d6 system

    in my idea, lightsaber is a weapon: thus can be destroyed, stolen, lost or like. ofc, is a focus... OAF or maybe OIF 'cause you can't just declare a disarm to take over a lightsaber from a jedi

     

    i'd stick to a lightsaber as a 3-4 DC of killing attack plus some level of penetrating (and maybe AP?); penetrating would cover most of the sfx where jedi effectively cut through enemies' armors but still can't cut a fighter in half; also, a 20 ED armored door could not stop a jedi with a lightsaber if he got enough time to cut the door one body per phase

     

    i like your idea of "extra DCV vs Range" for simply casual blaster deflection; and if a jedi whant to reflect or actively deflect (ie when he need to defend some helpless guy from blaster shots) he need to buy power deflection and reflection.

    also, to increase damage or other "combat prowess" (like the aforementioned Defense Maneuver) he need to buy it as jedi powers or jedi-only talents

  12. Re: Teamwork and Barriers

     

    ouch

    opening a door is a Full Phase (6E1 173... thanks Crhistopher) so there's no possibility to open and close in the same time

     

    yet another use for Teamwork skill wasted... i'm starting thinking is pretty useless skill :\

     

    [edit]

    not really useless; i can always use this rule for a "dismiss barrier (1), everyone act, cast again barrier"

    (1) a barrier with "cost end to mantain" is always dismissable, afaik...

     

    however, i'm still trying giving player some excuse to buy teamwork skill (at the moment i tried but they keep saying "it's useless, it's only for a +2 ocv whenever we fight all same enemy..." -_- )

  13. Hi all

    i was thinking about posting this under rules question, but i thought is not strictly a "rule question" so i posted here

     

    a PC is using a barrier (with configurable and cost end); and they are arguing about the possibility to open a door to let mate pass through and/or attack

    i said he can't open a door, then let his mate pass through, then close the door; however i was thinking about giving them 2 possibilities

     

    1) hold action until end on phase N-1, open a door, then on phase N hold until everyone has passed and close the door

    this is plain, simple, and useful BUT it create a window of opportunity where a faster enemy (or someone with an held action) can pass the barrier or attack through

     

    2) use teamwork skill. so they act exactly during same phase and he can open the door and close in the same phase his mate pass through. Obviously it requires a roll modified by their way to communicate (and so also by noise and chaos on combat area) and also some other modifier (GM's choice).

    Enemies could still use this windows of opportunity but it's way more difficult; to use it they need:

    - teamwork skill with the player (maybe he's a former mate now corrupted to the dark side, or a droid with cloned memories)

    - analyze skill, and spent some time analyzing their tactic (need to face it at least one time and roll for analyze skill at this time)

    - what else? find weakness?

     

    of course, enemies' roll are modified by margin of success of teamwork roll: better they roll, harder is to spot window of opportunity

     

    what do you think about it?

  14. hi

    i apologize if that's a silly question, but really there something i don't understand about barrier used like old edition force wall

     

    let's assume PC got this power

    You Must Stop Before My Mind: Barrier 8 PD/8 ED, 1 BODY (up to 6m long, 3m tall, and 1/2m thick),
    Non-Anchored, Alternate Combat Value (uses OMCV against DCV; +0), Configurable (+1/4), Mobile (+1/4) (67 Active
    Points); No Range (-1/2), Costs Endurance (to maintain; -1/2), Extra Thin (only 1 cm thick) (-1/4)

    this would be similar to old edition force wall (don't asking "how to do", btw :) )

     

    and now assume an evil robot killer got this power with penetrating:

    Laser Beam: Killing Attack - Ranged 1d6+1, Line Of Sight (+1/2), Penetrating (+1/2) (40 Active Points); Beam
    (-1/4), 12 Charges (-1/4), Cannot Be Bounced (-1/4), Restrainable (Only by means other than Grabs and Entangles; open
    face; -1/4) Real Cost: 20

     

    now, evil robot killer target and hit PC... and then what happens?

    Penetrating means laser beam (on average roll) 1 BODY pass through the 8ED defense so possible scenarios are

    1) laser beam penetrate barrier, laser pass through wall hitting nearest target causing 1 BODY

    2) laser beam penetrate defense of the barrier, damaging the barrier itself with 1 BODY. A man-sized hole appear on the barrier (maybe collapsing them if lesser than 2m x 2m large)

    3) laser beam penetrate defense of the barrier, damagint the barrier itself with 1 BODY. 'cause of small size of the laser, GM says it create a small bullet sized hole, not a man-sized one, thus subsequent attack need to be targeted to the hole to bypass the barrier or create another hole

     

    in the latter case (2 if barrier does'nt collapse, or 3) PC can "repair" the hole on the barrier? (barrier is "configurable" and constant 'cause of "cost end to mantain")

    it would be possible to repair if the barrier was neither configurable or constant

  15. Hi

    another question about move through

    let's assume PC got an "electrified punch", an HA whose special effect is defined as "electrical discharge"

    he's fighting a desolidified enemy (named Mask Hunter, similar to destroid, just for you to know) that's vulnerable to electronic damage, so he can actually being hit by the "electrified punch"

     

    now, the PC will move through the mask hunter, using his "electrified punch" hand attack

    1- all DC from the attack is considered electricity, or just the +3d6 from "electrified punch"?

    i mean: all damage (HA + STR/5 + movement/6) got same special effect (thus damaging desolidifed target) or just the HA base damage got this special effect and all other is just "physical" damage?

     

    2- he take half damage (full if knockback fail) from attack (as for 6E2 70)

    this damage still got all same special effect (electricity, in this case) or got special effect based on "impact on the target"?

     

    3- if enemy does'nt get knockback:

    a) PC will get full damage and stop whenever target are

    B) PC got full damage BUT pass through the target

    c) PC got half damage (as if knockback succedeed) but pass through as he missed

     

    4- target desolidified can actually "block" the attack?

    logically speaking he can't "block" PC arms or fist (he's desolidified!) but he can be hit by his punch so i can assume he can "deviate PC punch using the same electromagnetic field he use to become desolidified"

     

    5- if target got a damage shield defined as an electronic discharge, he can actually damage PC who attack him with an electrical attack? i mean, his Damage Shield does activate/damage while attacked by an attack who can hit him as desolidified?

    or he still need the "Affect Physical World" advantage?

     

    ty for your answers!

  16. Hi

    i got a little situation with my group's speedster, and i need a little clarification

    he got those powers:

    35 Faster than a Cannonball: Multipower, 35-point reserve

    3f 1) Short-Range Running: Running +30m (12m/42m total), x4 Noncombat (35 Active Points) 3

    7 Movement Powered Attacks: Multipower, 22-point reserve, (22 Active Points); Hand-to-Hand Attack (-1/2); all slots Only when Performing Move By / Through Maneuvers (-1), Increased Endurance Cost (x2 END; -1/2)

    1f 1) Cherenkov Jueun: HA +3d6 (15 Active Points); Only when Performing Move By / Through Maneuvers (-1), Increased Endurance Cost (x2 END; -1/2), Hand-To-Hand Attack (-1/4)

    With STR 15 that means he can do a Move Through that does 13d6 Normal Damage (as for rules in 6E2 70 and subsequent and 6E2 96 and subsequent)

     

    now, question is: he need to move in a straight line, or close to them? or he can turn angles and/or do complicate movements?

    'cause he keep running in circle, turning angles even more than 180 degrees, or running for a while then u-turn and coming back, just to increase his movement (and then increase his damage)

     

    on 6E2 70 it says that "if missing" he need to "keep moving straight line" if he has meters of movements remaining; it seems to me does'nt say anything about movement before hitting the target

    however, i ruled he can't "run on the spot" nor "run in a circle just to increase movement": he need to actually travel all meters he has to effectively increase the damage

     

    ty for your answer

  17. Re: Star Wars Hero: Why should I? (or not)

     

    Sustaining Lightsaber combat allone means -2d6 to any action. Every otehr force power means anotehr -1. And as far as I understood' date=' this one Meditation Power only provides you a +6 to rolls, not +2d6 (if you manage to sustain it 6 hours and wake up in time...)[/quote']Well, don't whanna go deep into d6 system but lightsaber combat is ONE power so it's only -1D (as for 2nd ed revised and correct); Meditation is up to +6, but it's not too difficult to achieve if a jedi meditate helped by a medical droid/medic mate in his cargo freighter during hypespace travel (not really difficult in a player group)

    Battle Meditation increase combat-related stats for a while and another one link N people and all togheter get +1D / three people linked (don't remember exactly the name... battle coordination?)

    plus Enhance Attribute increase up to +3D to attribute for one round (or +1D for three round that's even simpler) and does'nt count as an active power

    Concentration is +4D to one single skill roll (-1D for extra action for a total of +3D but it's very difficult to do in combat and you can't take other actions)

    those powers come from "Star Wars RPG second edition revised and correct", "Guide to [Thrawn Trilogy]" and from "Tales of the Jedi Companion"

    also, binding to own lightsaber (again, tales of the jedi companion) give +1D

     

    btw, i totally agree d6 system is ok for Civil War campaign (ep IV-VI) where jedi need to stay hidden, are very rare, can't retrieve a master or an holocron (master substitute), have great difficulties finding powers, etc

    but in Clone Wars (ep II-III) campaign, or Old Repubblic campaign (KotOR and KotOR2... i don't mention Old Republlic game 'cause i did not play it), or Tales of the Jedi campaign... it has to be veeeeeery easy to be a powerful Jedi. And way too powerful compared to a non jedi

    this is why i think hero could be more... equilibrate...

     

    of course there are a lot of way to stop a jedi; even a "simple" Droideka is a big menace (but it seems to me that Droideka got nerfed after ep I...)

     

    Damages Weapons when touching the blade (i.e. when user blocks). Blade is energy' date=' only the part in the hand is attackable.[/quote']well, it's a focus; OAF in my opinion, and you can disarm, attack it or like.

    of course, damage weapons when touching the blade is a good thing

    maybe a better way could be building it like a damage shield 1m... or just handle it as a special effect same way i do with a flame sword spell in fantasy

    but at the moment i'm not arguing how to make it :)

    just asking...

    I think that rule is mostly for superhero-campaings.
    as a GM i'll permit it for lightsaber combat...
  18. Re: Star Wars Hero: Why should I? (or not)

     

    I haven't seen any of the new Star Wars movies and cartoons' date=' so maybe they changed his temperament, but the Yoda I remember didn't go around using the Force to do evil or for selfish gain, and didn't run around hacking off limbs with his lightsaber without provocation.[/quote']you did'nt see SW I (lucky man), II or III, and neither cartoon or comics?

    without ending up talking about specific situation, during Clone Wars Jedi use TK to throw away people; in EP III Yoda use it this way 4 times only fighting vs Palpatine; in WEG there are 1 Dark Side Points everytime... at 6 you are automatically dark side characther...

     

    btw, in WEG system, 4D at control, sense and alter will make you use successfully almost every power; with concentration, battle meditation, combat sense, attribute enhancing and some other cool (not mentioning Lightsaber Combat) you become powerful. A big limitation is accessing power: with Jedi purge most of the Jedi gone lost so a new apprentice could play for years with all same powers, and you (the GM) can use it to limit the Jedi; however, with Jedi Temple still up and Jedi on war, you got really little limitation on what you can learn

    and 4D in a force skill is 18 points (assuming you start with 1D) so with 54 points you end up with all force skill to 4D. with average of 5 cp at session it's 11 session, aka 3 month of gameplay... six month assuming jedi characther is not spending all his points only for force skill

    not really much!

     

    Actually, I think hero is way better for this. You can build anything and still be relatively certain it stays balanced. While I can see that the Lightsaber looks difficulty at first, it can be done easily: 1d6+1 KA, double Penetrating (+1), 0 END (+1/2), Works Like A Lightsaber (+1/2); 60 AP.

    What is the "works like a lightsabe" advantage is meant?

    btw 1d6+1 KA, double penetration, real weapon (1), 0 END and no STR-Min is the way to build it. Maybe a +PRE on PRE attack but i see this more like a "side effect" of being a Jedi, not a lightsaber advantage.

    Most of the power a Jedi use with lightsaber (including damage increase) are force power. Except for Laser Parry: in 6E it states you can block a ranged attack if GM permits and as a GM i'll permits to parry ranged attack using a Lightsaber (2). However, reflection is a totally different thing but again this can be a force power

     

    (1) lightsaber hilt COULD be damaged (see Obi Wan vs Darth Maul) and lightsaber can be dispelled (using some strange metals they talk about in comics); also, i don't like the idea lightsaber are built using the force e only force user can use... in my opinion are real weapon to be cleaned, and need maintenance

    (2) Geonosian's sonic weapons can't be parried with lightsaber; this could be an advantage, maybe sonic weapon are AoE, or just a situation where GM does'nt permit it

     

    One HUGE benefit of using Hero System to play Star Wars. The ability to create the character the player wants.
    Well... this is true!

    plus the side you can create every alien race, every starship stats, every weapons, every force power just using power creation rules and it's all equilibrate (i mean: you got a clear idea of what is "more advantageous" then other... in d6 system sometime i invented something that ends up being too powerful or too useless...)

    We played a very successful Star Wars game for nearly a year. VPP doesn't make sense to me for Jedi Powers. Jedi/Sith Powers are fairly set and easy to just buy. I guess you could put some of the powers in a Multipower. Also you could successfully argue that the powers have a Unified Power concept (force abilities).
    using straight powers (not vpp) will not be too expensive?

    also, building some multipowers (like control, sense and alter or invent some other based on Jedi discipline) and forcing using multipowers for power could be a good in between solution...

  19. Hi all

    i'm started reading Clone Wars comics books (and sooner or later i'll start seeing clone wars serial), and of course i'm wondering (again) about a campaing in SW universe

     

    i used to GM a SW campaign for almost 10 years with WEG d6 system, but some real life events and change of interest in some players made force stopped the campaign (just few months before Battle of Hoth!!! Man i really hated my ex-players è_é )

    campaign was (of course) in Ep IV-VI range and using WEG d6 system

    sometime i still play (with a different group) within Ep IV-VI range using WEG d6, this time as a player

    so, basically, i got a lot of book and several year of experience in WEG d6 System

     

    with some friends we are arguing about starting a new SW group, if/when/whenever we get bored of our (Super)Heroic campaign (and this could happen next month or next year... so no hurry... i'm just arguing about some ideas :) )

     

    I'm pretty sure i could use again WEG d6 System for a game in Ep IV-VI range: i know it, i got a lot of books, and it works fine.

    However in other settings (like Clone Wars settings, Great Sith Wars, or basically anything before Jedi Purge) d6 system got serious problems: Jedi are too powerful, dark side points system are too restrictive (Yoda would get at least 5 Dark Side Points only fighting Palpatine in Ep III!) and of course too mechanics and i fear will not bring the idea of "slowly falling into the Dark Side"

     

    So, i thought about using Hero System.

    And this is the answer of the question "Why this moron posted about SW into an Hero System game board?" :)

     

    but then i need an help solving (some) big questions:

    Why should i use Hero System? and why should i not?

     

    or, more extensive

    What are the advantage of Hero System vs d6 System? what could i gain in using Hero System?

    And what are the disadvantage? what could i lose?

     

    conversely, about the mechanics, more than "how much point for a Wookiee" i need to answer about "what HS could let me do to improve the game" or "what i should/could/could not use for [specific mechanic] to really improve the game experience in using HS vs d6"

    for instance: using VPP for Jedi Power will really help balancing Jedi (need to buy hig VPP contro to use very powerful powers, buy big VPP to use more power at once or need to use them reduced, etc)

     

    Disclaimer:

    i'm not in a rush; as i previously stated there is no sign of starting campaign soon and maybe i'll never use HS to play a SW game.

    But, i like to be prepared; plus this day i'm in a SW mood and got some time to spare in some brainstorming about it...

  20. Re: how to block a teleporter

     

    mmhhh

    the kid is a 16-18 year old guy; he's held prisoner at the start (they need to transport him at special jail via plane) then he will free himself when plane will crash and he will be able to walk around; convincing him to follow them (because they can save him by his parents) is a part of the mission

     

    i need just something to block the teleporter from teleporting away the guy and stand fleeing from his parents

    BTW by 6e1 Pg 300 a Teleporter CAN grab someone and Teleport with that unwilling person as long as they have enough extra mass purchased for their Teleporation. It also says that if the Teleporter wants to teleport others without moving themselves they must buy it Usable as Attack.
    ouch. she can grab and teleport.

    so if unwilling she can still teleport him away

    ok...

    i need agani something to prevent this...

    he's a metahuman too so he can have a disrupting field who dispel other powers, or an autoexploding power that cause huge explosion when/if someone will use a power on him?

  21. Re: how to block a teleporter

     

    Assuming they are actually to far away to teleport back to the fixed location....

    Huge Snow Storm - Its coming down.. Heavy for Miles (Kilometers) in ever direction. If they teleport into it. Its pretty much 'teleporting into a solid object" Aka.. The snow.

    Hows that?

    mmmhhh her "only in fixed location" teleport got a range of 5000 km...

    so actually she _can_ teleport away from everything...

    (btw, she can't teleport anyone who's not willing, so she cannot teleport away the guy)

  22. Re: Champions and Other Manuals

     

    Have you tried Amazon? You'll probably find it and save money at the same time.

    mmmhhh i'm in italy and dunno if Amazon.com send in italy and how much will charge for it (btw, on amazon.com page there is no champions 6th x.x )

     

    of course, in amazon.it there is NOTHING about RPG... :(

     

    btw, i got champions 5 and 6E1/6E2 so i can "survive" with it; if Champions 6th will be back in store in one month, i can surely wait for it. My big problem is if it's Out Of Stock and will be back on store in a year or so... x.x

  23. Re: how to block a teleporter

     

    Thanks to all of you Guys!

    i totally forgot one very important rule about Teleport (cfr 6E1 302 under "Increased Mass" section): «If additional mass is additional persons, those persons have to want to be Teleported; involuntairly Teleporting requres the UAA advantage. For these purposes, an unconscious or sleeping person is unwilling to be teleported»

    to be honest i don't know if grabbing and the teleporting away could be used but i really think she does'nt even try: whenever she fail at first attempt just touching him, she surely does'nt try a second time

     

    however, she can still use her UAA teleport but is limited range (14m) so she can still use to force a retreat and/or help but sure does'nt destroy the adventure

     

    on the other side, thanks for brainstorming: you gave me some cool ideas:

    - Menton-like can chase them using mind control on skiers and innocent villager, in a "dawn of the dead" initial phase

    - however, whenever they start understanding something, Gravitar-like can attack with her personal mercenaries, in a James Bond w Superpowers secondary phase, while she and Menton-like are fighting

    - they could discover something way more interesting on the mountains: like a secret base of an enemy organization (one of them) where looking for long time ago, and/or other strangeness

     

    i still need an idea for Prisoner Guy's power; i'm looking for something big and explosive, uncontrolled, and maybe a reaction to PC's power use... :\

×
×
  • Create New...