Jump to content

Netzilla

HERO Member
  • Posts

    1,432
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Netzilla

  1. I saw ANH in the theater in 1977 and probably have watched it once every year or two since. In ANH, it was mentioned that Luke's father had been a pilot in the Clone Wars. So, at best, it was a generation prior to ANH. That's less far in the past than WWII is to us now. It would be equivalent to the first Gulf War from our 2017 perspective. Beyond that, there's nothing else detailed about the Clone Wars in the OT. In AotC, at the end of the film, Yoda states that this war has just begun. The war doesn't end until RotS, which takes place several years later. The prequel trilogy didn't retcon anything from the OT in regards to the Clone Wars simply because the OT had no real detail about them to retcon.
  2. Nope, in prior editions nPD/nED did not apply to KA Stun unless there was at least 1 point of applicable resistant defense as well. (4e BBB pg 168; 5Er pg 409).
  3. As of 6E, normal PD/ED applies to KA Stun (CC pg 157; HS6E-V2 pg 103).
  4. Since Damage Negation applies to the DCs of the attack, it's actually pro-rated in the case of Advantaged attacks. So a +1 AVAD Blast is 10 points per die (aka 1/2 die per DC). 3 Levels of Damage Negation stops 3 DCs, thus only 1 1/2 dice of that AVAD Blast.
  5. That grenade launcher write up might have been mine (it is my preferred way of doing grenade launchers) and it is mainly to avoid having to write up the GL as a massive MultiPower with dozens of slots to account for all the different possible grenade types. I don't remember if I gave it a Limitation for requiring GL-compatible grenades but I should have. Regardless, as Lucias and Ninja-Bear point out, that only works because grenades are built as Range Based on STR. Technically, you could rebuild other weapons where the ammo is RBoS and the "gun" is STR (only to throw the appropriate ammo; does not stack with base STR) but it wouldn't be worth it most of the time.
  6. Of course, there's also Historic/Renaissance European Martial Arts folks who've tried this out for themselves and posted videos: Broadsword vs Smallsword (since someone mentioned Rob Roy): https://youtu.be/i15NJRo57Ko Paired daggers vs Longsword: https://youtu.be/CFqXkYdAFXs Another paired daggers vs Longsword: https://youtu.be/QvZQR_qIGvg Paired daggers vs Rapier: https://youtu.be/fXTrrlykdz0 Rapier vs Longsword: https://youtu.be/6r7VWIQCHvM There's a whole host of videos like this from the various H/REMA groups that have been sharing the old manuals and testing the techniques out. They can be quite eye-opening.
  7. Our Heroes: Amon-Ra: Archaeologist who found an artifact that is a conduit to an ancient god. Diamondback: Exposure to a strange crystal gave her immense strength and durability. Double-Time!: Given incredible running speed during a lab accident. Faceless: FBI agent with the ability to assume the shape of any person he sees. Ka-Pow!: 17 year old boxer and mechanic who's a bit more than human. Professor Polar: Discoverer of "cold energy". Shard: Exposed to the same crystal as Diamondback, but instead has the ability to grow and control similar crystals. Tarraingteacht: Agent Carter's skills with Polaris's powers. Zoltan the Magnificent: Stage magician who also knows real magic. **** Zoltan [after having been introduced to Ka-Pow! and learning that her father works on vehicles for the military] - You have a Daddy War-Trucks!. **** Diamondback [after the GM notes that no one is really in costume] - We have capes, thank you. **** Diamondback [commenting on the debate about the nature of magic between Zoltan and Amon-Ra] - But it's a magical pissing contest, so there's sparkles. **** Diamondback [OOC after one of the other players has to take a hit off her inhaler due to laughter] - I'm a super-villain. My powers are pecans and laughter. **** Diamondback - For TRUTH, JUSTICE and punching you really hard! **** Diamondback [OOC to Ka-Pow!'s player] - Why do you have to be the bitchy child in the game where I'm supposed to like children? **** Full write-up here.
  8. A zweihander in a "rest" position was typically either over the shoulder if you were traveling or setting directly in front of you if you were standing still From the shouldered position, it's fairly quick to get the sword into play, especially if I'm choosing to strike with the hilt or quillions or use half-swording techniques. From resting-in-front position, it might take longer to get the sword into an attack position (though not as long as you might think), but it's already well positioned to start parrying, especially from a half-sword grip. If you're interested, you can get more info on great swords here: http://www.thearma.org/essays/2HGS.html
  9. The fact that bolter rounds are self-propelled is entirely an SFX issue rather than a mechanical one. You'd be better off buying a sufficiently large RKA. Their self-guided nature would qualify them for OCV and PSLs vs Range. The write-ups I did a while ago are as follows (note that I was using the Piercing rules from APG 1): Bolt Pistol 2d6 RKA (30), 11 Piercing (33), +1 STUN Mult (+1/4), 20 Shots (+1/4) (95 AP), One Handed (+0), OAF (-1), STR Min 10 (Does Not Add Dmg, -1) (32 RC) PLUS +1 OCV (5 AP), OAF (-1), STR Min 10 (-1/2), Ranged Only (-1), Only For Bolt Pistol (-1/2) (1 RC) [33 Total Cost] Bolt Rifle 3d6 RKA (45), 11 Piercing (33), +1 STUN Mult (+1/4), 20 Shots (+1/4) (117 AP), Two Handed (-1/2), OAF (-1), STR Min 13 (Does Not Add Dmg, -1) (39 RC) PLUS +1 OCV (5 AP), OAF (-1), STR Min 13 (-1/2), Ranged Only (-1), Only For Bolt Rifle (-1/2) (1 RC) PLUS +1 PSL vs Range (3 AP), OAF (-1), Only For Bolt Rifle (-1/2) (1 RC) [41 Total Cost]
  10. As to the general premise of the thread, I strongly recommend reading Killer Shrike's analysis of the Damage Negation rules located here: http://www.killershrike.com/GeneralHero/GeneralThoughtsOnDamageNegation.aspx The short of it is, PD/ED and rPD/rED are often better deals than Damage Negation unless you're allowed to buy enough DN to counter all (or nearly all) of the dice of your campaign's average DC. However, i suspect that's something that most GMs would not be inclined to allow. Also, like Damage Reduction, it's far more effective when blended with other types of damage resistance, and should probably be adjudicated in a similar fashion.
  11. My solution to this issue is to simply alternate removing the highest then lowest dice from the DN character's damage in order to come as close as possible to maintaining a proper average. For example, a 12DC normal explosion goes off, and there is a character with 6DN 4 meters away. The dice come up 6, 6, 4, 4, 3, 3, 3, 3, 2, 1, 1, 1. At the point here the character is, the first 2 dice will have dropped off due to the explosion, removing both the sixes. The 6DN, then, will remove 4, 1, 4, 1, 3, 1; leaving us with 3, 3, 3, 2 as the final damage.
  12. I have a pretty much complete collection of the V&V 2e run. So, if you need someone to help with research, feel free to PM me.
  13. You know, you may have just inspired this campaign's first running gag.
  14. We finally had the first real session of our new Gold Age Champions campaign. Our heroes: Amon-Ra: Archaeologist who found an artifact that is a conduit to an ancient god. Diamondback: Exposure to a strange crystal gave her immense strength and durability. Double-Time: Given incredible running speed during a lab accident. Faceless: FBI agent with the ability to assume the shape of any person he sees. Professor Polar: Discoverer of "cold energy". Shard: Exposed to the same crystal as Diamondback, but instead has the ability to grow and control similar crystals. Tarraingteacht: Agent Carter's skills with Polaris's powers. Zoltan the Magnificent: Stage magician who also knows real magic. ***** Zoltan [while performing his stage act]: ...as taught to me by the maharajas of far-off India... Diamondback [whispering to her sister]: I don’t know what that is, but it sounds impressive. ***** Tarraingteacht [OOC]: Why is my character a Missouri Prisoner of War? [confused looks from the rest of the table] Double-Time [leaning over and looking at her character sheet]: "MoPow" is an abbreviation for More Powerful… ***** Shard [to her sister, Diamondback]: I hate you! Why did you have to be born? … I mean that in a loving way. ***** Full session write-up here.
  15. My understanding is that they've already greenlit a season 3 and that they're planning to wrap up the series with season 4. I'd guess that s3 would delve deeper into 008 and any other surviving test subjects. Possibly also 011 wanting to help her mother. Monsters & the Upside Down will be part of it because it's Stranger Things.
  16. A big difference here is that, in the real world, none of those things have ever existed thus there has never been proof of their existence. The world you're positing, however, has had concrete evidence of magic's existence in the past. Not only that, history would show a patter of magical cycles where there are times that magic plays into great events with relative frequency and other times where it's not mentioned at all. Compare this with real-world "lost" knowledge like Roman concrete. Scholars knew of it and believed in its existence but no one knew the recipe. Lack of that recipe did not lead to disbelief.
  17. I do think that, in order for 'forgetting' magic to be plausible, you'll need longer time-frames between low and high magic tides. Think of it in generations (with roughly 20-25 years per generation). If your grandparents could wield magic, then you're likely to believe in it, even if you can't do it yourself. I think you'd need at least 2-3 generations without magic (so, your grandparents or great-grandparents could do a few tricks but not much else) for skepticism to become the norm. So, I'd make each phase roughly 2-3 generations long. So, 2 generations of no magic followed by 3 of waxing magic then 2 of full magic and finally 3 of waning magic. That's 10 generations or a cycle of roughly 200-250 years. As for gold storing magic, purity of the gold would obviously be a factor. If most gold coinage was impure to one degree or another, it could take vast amounts to have a noticeable effect. So, dragons and other magical creatures wouldn't want to accumulate just any gold, they'd want the purest they could find. This takes pure gold out of circulation, which makes it harder for anyone else to make the connection.
  18. This is almost exactly how I use it.
  19. You could do an HKA with the Continuous Advantage and the Must Follow Grab limitation. The condition that ends the HKA is, of course, breaking the grab.
  20. Another big issus I find with randomizing the Speed chart is that it can mess up Held Actions, Haymakers and similar. Basically, you need to decide how such things will be resolved before implementing such a house rule.
  21. Shotgun, the classic zombie killer. Chainsaw or Katana
  22. You may want to peruse the following: http://www.killershrike.com/GeneralHero/GeneralThoughtsOnDamageNegation.aspx http://www.herogames.com/forums/topic/70243-thoughts-on-damage-negation-6e/ http://www.herogames.com/forums/topic/87302-damage-negation/
  23. Mustard, though if the Relish is dill, it'll be close. Eggstrordinary Scrambled vs Sunny-Side Up
  24. Not GhostDancer, but the way I'd rule the Multipower would be that, in order to maintain the Force Wall(s), you would have to maintain the slot in the MP. If you shift points away from the slot, then the Force Wall(s) go away. Same would apply to a VPP.
×
×
  • Create New...