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Sketchpad

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Everything posted by Sketchpad

  1. Does anyone remember the name of it?
  2. I disagree. His raw intelligence shouldn't be that high. Ben is more skilled than intelligent. Skills in Physics, Engineering, Biology and Math would suffice at the appropriate level. YMMV, mind you. EDIT: Using the same concept, I wouldn't give Hal Jordan an 18 INT either. Hal is a bit creative, but he's more skilled than raw smarts.
  3. Interesting. This helps a lot, BJB. Thanks!
  4. While he's Flame On, Johnny should have some heightened defense, maybe some Damage Reduction (particularly for Heat), Flight, and, of course, a Damage Shield. In some stories, he's also slightly Desolild too. There have been some comics where Johnny's gotten some power boosts, and that may be what the article is referring to. The previous story to the current had Johnny consistently radiating heat and flame due to something Doom had done. He's recently returned to his normal self, only with a porn 'stache.
  5. My two cents for what it's worth... I think his Dex is a bit high. I would say something closer to a 13, as his size does slow him down a bit. His Body seems a bit high as well. I've seen Ben take some serious damage throughout his lifetime, to the point where he was seriously injured. His Int is waaaay too high. Ben's a smart guy, but 18? Maybe 11 or 12. Most of his smarts would be shown in skills over raw intelligence. The same with his Ego and Pre. Ego should be buffered with Mental Defense, and while Ben is a likeable guy, his Pre should plateau around a 15 or so, and buffered with Rep and skills. I would lower his PD and ED a bit and supplement it with 50% rDR. He can take a LOT of damage, but maybe a 40/30 would be better? His Stun is a bit high as well. Again, he's taken some serious damage and has good defenses to start. I would raise the FF rep to 3d6 or 4d6. They are VERY popular and public. Additionally, I would give him "The Ever Lovin' Blue Eyed Thing" Rep at around 3d6. Under his LS, I would drop Immortal and just extend his age. Some future stories show he suffers from some old age effects, it just takes a lot longer. I would increase his Power Defense, and give him 0 END with Strength (thus allowing for a lower END if needed). It's an interesting idea giving him the WE for martial arts, but have you considered giving him a STR Trick MP? Skip the Torch as a rival in general. That's just Ben and Johnny goofing off. I would say The Hulk would be more of a rival. His Rocky Form Disad should be more hindering, as it should also add his weight and general size. Things often have to be specially made for him.
  6. So there are finalized characters in the product? I guess I'm just trying to figure out the format of the book and how useful it might be.
  7. So the description is a bit sparse for Heroes in a Hurry, and I'm wondering a few things... Is it basically templates for powers, skills, etc.? Is there anything there for the veteran player? What types of heroes can be made using it? Are there specific power types?
  8. My suggestion with the initial character is to look at the starting guidelines for a hero in the Champions or Hero book. The MP seems a bit high in power, but it seems that it's been resolved.
  9. I agree with Hermit. This is a Variable Power Pool that specializes in shape-shifting and duplicating powers. Alternatively, they could take shape-shifting with a VPP limited to powers of the form they would take. To cut down on the adjustment time, I would ask the player to have some pre-built powers that you could approve, and that they could use. Alternatively, you could also have a few builds available for an adventure if they decide to change into someone used. How do they mimic a character? Maybe they might have a Detect (Powers) kind of scan that gives them some rough info?
  10. The problem with using charges is it's too static. I'm looking for a more random resource to pull from, hence the luck points. As I've stated, I'm well versed in Hero, and understand that this goes beyond the norm. If I could have, I would've put a "STOP" sign next to the initial post. One of the things I'm looking at is removing Luck as a GM action, and putting it in the player's hands. It never made sense to me that someone would spend points to have the GM declare what might happen outside of a "Mystery Power" or something similar. In fact, thinking on it, I don't see why Luck couldn't be spent on a variety of effects that would be luck-based, such as re-rolls or bumps to specific actions (like OCV/DCV for example), as well as potentially "powering" certain powers with the proper limitations. Overall, the more I post, the more I realize that I run a different style of Champions than others. And that's okay.
  11. That wouldn't work in the manner I'm thinking. Let's say you have a a power called Lucky Dodge that's bought as DCV that requires a luck point to use. When your points run out, so does your dodge. The same character has 4d6 Luck, which could give them 0-4 luck points to activate said power.
  12. That depends on how you run things. Luck could be a stat that you could spend to make rolls better, for example. This worked well for Marvel Superheroes when it was called Karma. The rules as presented have always seemed incomplete to me. Again, though, I haven't had a chance to review the APG rules yet. It's something I'm planning to look at soon. See, that's similar to what I was thinking with the initial power. Roll Xd6 Luck, generate Luck Points, and you could use them to help your character with a lucky break (or to power some powers even). The same concept could be used with Unluck, only it's a GM expenditure to hinder your character. Rolling doubles reminds me a bit of the AGE system, which had a Stunt Die that could be spent when rolling doubles.
  13. I believe there are at least a few games out there that create such consistency when it comes to Luck or a variable of it. Hero Points from Pathfinder, Luck and Hero Points from Mutants & Masterminds, heck even BRP has a Luck stat that can be expended (as well as rolled). Again, I'm not looking for a roll. I'm pretty well versed in Hero as the system stands (and how it's stood for most of its editions), and know I could use a variety of rolls to create a effect that makes the power unpredictable. Let me see if I can express myself a bit better... Luck, as it stands, has always been a bit bland to me. It always seemed like the power should be something more rather than "you might get a lucky break" when the GM rolls properly. I've seen it get optional and house rules, but never entirely to my liking. Having played other games where it's possible, I'd like to see it, and by association Unluck, a bit more robust.
  14. In all honesty, I guess I'm looking for an alternative to the usual suspects. Luck is always something I've tried to make more dynamic for my games, so I'm looking at expanding it in some different ways. One such way was using it as an expenditure for luck-based powers. Sometimes your luck just runs out, and it'd be nice to emulate that beyond an activation roll.
  15. Thanks for all the input folks. Activation doesn't work for me, as it's just not what I was looking for. I'll have to take a closer look at the APG's luck rules, as I kind of dig that.
  16. I'm working on a probability-based character and was considering a limitation that would require Luck Point (aka a 6 on a Luck Die). What would folks rate this at? -1? -1/2?
  17. Good point. I'd forgotten about her lack of power at the time. Mind you, this is the same Storm that beat Cyclops in and one-on-one fight in Uncanny X-Men #201. This fight displays that she has a pretty high DCV and some serious Dodge skills. Just more evidence that Riptide's roll wasn't high enough to tag her.
  18. I would have to disagree with some of this, Christopher. Between the info I've read through handbooks, gamebooks, and the comics themselves, most of the X-Men costumes have some armor quality to them (as well as some environmental proofing). Additionally, they're all trained in a variety of physical skills such as hand-to-hand and dance. I would imagine, this would give them some form of additional DCV, whether bought naturally or as some kind of ability. In the example with Storm, I believe you're talking about about the Marauder known as Riptide, who spins and fires deadly, razor-sharp shuriken as an auto-fire attack. In game terms, the scene you're referring to really demonstrates the peaks and valleys of rolling to hit and/or damage. In Storm's case, she could've had a "Wind Shield" up that protected her, or her DCV was high enough to be missed. Colossus, on the other hand, was an easier target due to his size and mental state at the time (aka, the GM tripped a Complication and said he was at 1/2 DCV). The GM then rolled rather high in the RKA that Riptide used, sinking his shuriken deep in Colossus, but not enough to stop the hero from snapping Riptide's neck.
  19. At this point, it'd be a smarter move for them to update and release such an item themselves. They've already reproduced the two Watchmen books as you mentioned, plus some info from the Doom Patrol Moonshot module in one of the Doom Patrol omnis. I could only imagine that they own enough of the rights to either reprint, or create a new edition in-house. Honestly, my personal wishlist has some licensed superhero games released powered by the Hero System. I know it's unlikely to happen, but I'd still like to see it.
  20. In many ways, DC Adventures, which uses Mutants & Masterminds 3e, is kind of a successor to DC Heroes. The jump to 3e brought familiar terms that DCH fans would recognize, as well as bringing in Ray Winninger, who was a co-designer for DCH. Personally, I think this is the closest we'll get for now unless the Marvel 616 game explodes on the scene.
  21. On page 55 of Champions Complete under Damage Negation, it says... "If applied to attacks of a specific Special Effect, it works regardless of how the attacks are built, but it only works against attacks of that Special Effect, and it gets no Limitation for this." However, on page 11 of Champions Powers, under Acid Proof, we get this build... "Variant Acid-Proof: Change to: Damage Negation (-8 DCs Energy) (40 Active Points); Only Works Against Acid (-1). Total cost: 20 points." Which is correct? Doe Damage Negation not get a Limitations?
  22. I always used END Battery for power armor.
  23. Yup. A use of the Power skill to perform a power stunt or trick.
  24. Like I said, we play different styles of games. This isn't far from something like Fate, which is a great system on its own. Unfortunately it's not the right fit for me or my group. I enjoy the complexity a bit. Sure. I get the need for guidance, but I'd rather have the choices in skills over the older editions of Champions/Hero. I dig the complexity and build possibilities. The examples above I think drive that home a bit. How did they use their respective science skills "in game"? Pym created Ultron and has tweaked his powers over time. Stark has tweaked armor in the field (stunts) and has kit-based items. Richards... well, he uses his skills in every other issue of Fantastic Four. Banner has created ways to suppress the Hulk and other creatures and has also worked other jobs needing such skills. And Parker... I would dare say some of his science skills are utilized to defeat specific foes, or to stunt certain powers (like his web shooters). I've played with broad skill systems in the past, and, while they serve a purpose in certain games, I prefer the narrow system that Hero has. I have no problems adjucating the rules as needed with my games, but your mileage may vary.
  25. I don't believe anyone is wrong about the skill system, either. It isn't complete enough to screw it up. But out of curiosity, what is your general rule of thumb for "narrow enough?". Even collecting fingerprints hs multiple steps, each with different actions and different supplies. Is this a PS or a KS, or is it something you have decided requires both? To be absolutely clear: I not picking on you nor am I saying that you aren't going narrow enough. I am just making the point that every one of us has a stopping point on specificity, and that ultimately, it is completely arbitrary, and likely to vary not just from GM to GM, but from skill to skill. We can tout it as brilliant and innovative, or we can accept that it is a level of broken that we are okay with, but realistically, the only changes I would like to see is some official in-the-rules guidance, even it did the ol' "and here are eleven options" thing that has come to characterize the current edition. First, I apologize. I meant broad not narrow and have made that correction here (and in the original post). Collecting Fingerprints? I would use Criminology. If someone had a PS: Criminologist (or a useful KS), I might allow a synergy bonus of some kind. Oh, I agree that we all run things differently. You see that from group to group, sometimes even under the same GM. In that spirit, I don't see the skill system as overly flawed. Could it be better? I guess you'd have to ask each person. Personally, I preferred 4th ed overall, but I don't mind 6th (or 5th) either. Heck, I REALLY tried to like C:NM.
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