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Syberdwarf2

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Posts posted by Syberdwarf2

  1. Re: Champions at War!

     

    Originally posted by Alibear

    Champions at war?

     

    If and when it all kicks off in the Gulf, how are you going to handle it in your campaign?

     

    Are the lads (and lasses) going to enlist?

    Will the powers that be make them enlist?

    Will they fight terrorists at home?

    Will you have them design a "Suicide Squad" to take the War to Saddam?

    Will you just ignore it?

     

    Well, what you gonna do?

     

    Whether or not the Our Heroes enlist is entirely p to the Players, I think. Certainly, the powers that be would contact them to get them to enlist, but the choice would almost always be theirs. Of course, there probably would be some rouge military/government type with an agenda to 'recruit' someone against their will. IMHO however, such an act would be pigeonholing the PCs into the story I WANT to tell, and not the story that THEY WANT to play in.

     

    Although, it would be interesting to see superheroes arrested and detained for 'crimes of vigilantism' or declared 'persons of interest' and then given a choice. Serve a prison sentence, or serve a military tour.

  2. multipower2

     

    oops, here's the second multipower with point totals;

     

    20 Mind Powers: Multipower (20 point reserve)

    1u Stray Thoughts: Telepathy 5d6, Receive Only (-1/2), Always On (-1/2)

    2u Fate Seeing: Clairsentience (Sight Group), Only works when family or loved ones are in mortal danger (-1/4)

  3. more powers

     

    I started working up the PCs other powers;

     

    11 Brass Knuckles: HA +3d6, HTH Attack (-1/2), OIF (-1/2), Reduced Endurance: Half END (-1/4)

     

    These brass knuckles are built into the character's gloves, which are ornamented with spikes.

     

    There's also another multipower. The character has latent mental abilities that manifested after an attack on her DNPC sister. I have yet to finish the writeup, but here's what I have so far;

     

    Multipower: X point reserve

    (slot 1): Stray Thoughts: Telepathy 5d6, Receive Only (-1/2), Always On (-1/2)

     

    (slot 2): Fate Seeing: Clairestiensce (Sight Group), Precognition Only (-1), Only Works When Family or Loved Ones Are In Mortal Danger (-1/4)

  4. Revised Multipower

     

    First off, thanks to all of you that have responded. Here's my current take (still in progress) on the Taser-whip.

     

    19 Taser-Whip: Multipower [44 Point Reserve, All OAF (-1), All Limited Range 3" (-1/4)]

    2u Whiplash: HKA 1d6, Ranged (+1/2), Limited Range 3" (-1/4)

    4u Taser: Drain STUN 5d6, Ranged (+1/2), Limited Range 3" (-1/4), OAF (-1), Reduced Endurance: 0 END (+1/2)

    1u Tie 'Em Up: Entangle 3d6, 3 DEF, Limited Range 3" (-1/4), OAF (-1)

     

    I've removed the STR min from the 1st slot, since as noted in FREd and from your suggestions; STR Min is an optional rule and really only appropos for Heroic campaigns. I also dropped the NND from the Taser, and REALLY reduced the point cost. I figured that the Defenses for such a thing were pretty common after all, so it got cut.

    I'm still struggling with stretching, and I may or may not use it. I've never really liked Stretching. It's just a personal, irrational dislike for something (such as if someone can't stand the color green, for example). However, recognizing this has gotten me to thinking that perhaps I should sit down and learn that power, because of that dislike, nad not in spite of it.

     

    As far as dropping the Entangle, I really think it should stay. This is one of the main things she wanted to do was, as the power title implies, "Tie 'Em Up". Stretching seems like it would be good if you wanted to Grab things, but would that do the trick of immobilizing the target/villain?

     

    As for general comments;

    It's not a normal whip, hence the reason for the full 1d6 HKA. It's a much sturdier, tougher whip. This serves both as an effective attack and works well as a PRE attack SFX.

     

    Imagine; You're in the lower east side of town, in an abandoned alley way. In the midst of your attempted robbery, you see; a tall, skin-tight-leather-clad woman staring you down as you exit the building. She cracks a HUGE whip which cuts down a steel streetlight pole. "what're you doin?" she says coldly......heh heh heh. :eek:

  5. setting problems

     

    I actually have been having success in using the plot generator as a starting point only. It gives me something to focus on when stuck for ideas or, even more importantly, when I have too many ideas. (that can be worse than any writer's block).

    I also decided to use the generator for my Dark Champions campaign I'm running for the Misses. After all, there's nothing that says the generator is exclusive to SH, and the plotting elements presented in it aren't genre-specific.

    Personally, I like it.

    However, even though I use it as a start point, I don't want to let my campaign become part of a generic setting, identical to so many others where the only difference is names.

  6. Originally posted by ultrium

    I am assuming that you are using windows. When you press the print button, a dialog window like the one shown below should appear. Be sure that the check boxes in the red box are uncheck.

     

    print.jpg

     

    I must be doing something wrong, or maybe I'm using the wrong version of windows. My Print Dialog screen doesn't look like this.

    Also, I have Acrobat Reader. That's not the full version of Acrobat is it? Would that affect my options?

  7. Originally posted by Jhamin

    If this is a game where heros pay for equipment you don't put str minimums on the weapons. It is assumed you can use any gear you can pay for and you don't get a limit for a disad that doesn't apply to you.

     

    If this is just a standard whip that anybody can carry without spending points on it, then carry on.

     

    Good point, although I guess that would depend on the GM. However, in retrospect, I agree. " A Disadvantage that isn't..." and all that.

     

    Also, I was thinking of upping the dice of the Entangle. Perhaps with a limitation placed on the 'whiplash': "not when Entangle is in effect"?

  8. Re: Book contents

     

    Originally posted by Fedifensor

    I'd like to see several things:

    * Ways to make up a wide variety of powers, including things that have been traditionally hard to simulate in HERO.

    * Characteristic sets for character types - for example, a brick might have 60 STR, 20 DEX, 33 CON, 15 BODY, 8 INT, 11 EGO, 20 PRE, 10 COM, 20 PD, 20 ED, 4 SPD, 66 END, 60 STUN.

    * A detailed discussion of how to balance characters (the Rule of X), with multiple ways of determining X for game balance. The discussion in the Champions book was too brief.

    * I don't know if it fits with the general theme of the book, but I really want a comprehensive list of Psych Lims. It's often a pain to figure out how to word a specific psych lim, or figure out how many points it's worth.

     

    In addition to/ or instead of, character archtype templates, how about a more drawn out version of the "Character Ability Guidelines Table"? To wit, Jane Doe wants to build a Brick, she looks up in the UNTIL database and finds a description of RANGES for the various archetypes and powers (the average Energy Blast registers on the (???) scale between X and Y).

     

    Also, since UNTIL is a (non-US of course) government organization, you may want to try and go for the governmrnt 'field manual' feel. Pick up any Army training manual (e.g. "FM-60-30") to see what I mean.

  9. Originally posted by DoctorItron

    Not knowing the dynamics of your group, this advice may or may not work...

     

    Bring up the topic at the next game session. Let the offending player, GM, and all the other players know how the 10d6 killing attack is hurting your enjoyment of the game. Get their opinions. If the GM and offending player do not want to change things, then your options are:

     

    a) Leave things as they are.

     

    B) Quit the game.

     

    c) Consider changing your character to the type of game the GM wants to run. If he wants 10d6 killing attacks, so be it. Or, if combats are ending very quickly, build a character with no combat skills so you'll be busy during the rest of the game.

     

    Good luck.

     

    Exactly.

    Ask the player politely to change things or play a different PC. If it's still a problem, tell him to leave. Doing that may be difficult, but for the group as a whole, it'll be for the best IMHO.

  10. My wife has recently been working with me on her first character. The campaign is a Dark Champions game set in our hometown and her PC is a Catwoman-style character with a whip, brass knuckles, and a black belt in kickboxing.

    Anyhoo, I've just finished helping her write up her PCs Whip.

    Lemme know watcha think:

     

    55 Taser-Whip: Multipower (125 point reserve, All OAF (-1), All Limited Range:3" (-1/4))

    1u Whiplash: HKA 1d6, Ranged (+1/2), Limited Range: 3" (-1/4), Str Min 8 (-1/2), Str Min Doesn't Add/Subtract To Damage (-1/2), OAF (-1), Reduced Endurance: 0 END (+1/2)

    5u Taser: Drain STUN 5d6, Ranged (+1/2), Limted Range: 3" (-1/4), OAF (-1), NND (defense is any resistant ED, or target is insulated) (+1)

    1u Tie 'Em Up: Entangle 3d6, 3 DEF, OAF (-1), Limited Range: 3" (-1/4)

     

    any advice/suggestions/commentary would be appreciated.

    Thanx.

  11. Originally posted by ultrium

    Syberdwarf2 says

     

     

    I am confused. Is this not what you wanted?

    Special note: be sure and turn off the expand or shrink options when you print out the pdf. If you do that, you will get perfect hexes.

     

     

    I'd like to turn of the shrink/expand options, but have no idea how to do so.

    :confused: :confused: :confused:

  12. Re: Hey Cyberdwarf

     

    Originally posted by The_Hero

    If I send you a doc file with the character description in it would yu be able to read it?

     

    I believe so. If it's in MS Word, I'll have to convert it to Wordperfect. If you could send it RTF or PDF that'd be a big help.

     

    One problem, I don't have a scanner (that'll have to wait til XMas) yet. In order to send the pix back, I'll need to use a relative's/in-law's scanner, so there'd probably be a short delay.

    Other than that, send away........

  13. I like the 1" hex maps that I've seen so far. However, my problem is that I need to have the hexes go completely to the edge. I for one don't have money to shell out for a large map sheet. I'd rather save my money for the books/supplements.

    My goal is to have standard sheets ( 8.5" by 11") with hexes all the way to edge, that I can either run lots of copies of, or maybe just a few laminated copies that can be added together end to end.

     

    anybody have anything that could help?

  14. Common complaints

     

    First off, thank you Yamo for that amusing link. I DID find it amusing, but I could take it only so much. The responses to our not-so-favorite troll were funny, but repetetive.

    But, again, thank you.

    That being said, I'd like to take a few moments to inject a few positive comments about why I like HERO. There are always going to be complaints about any system, and HERO is no exception. Common complaints, many of which I've maintained myself at some point, until FREd;

    Combat is too clunky (complex,irritating,........)

    Not anymore. the explanation of what happens when is made much more concise. It now takes no longer to learn the combat sequence than, say d20.

    Combat takes too long.

    There are suggestions (not present in 4th) that help make things go by a lot quicker. My personal favorite, which I'm ashamed to say I didn't already think of, is pre-rolling dice before game play. Just take a spreadsheet program, insert the proper random number function, copy, paste, and voila.

    The Experience point system sucks.

    Matter of opinon, purely I think. I for one am glad that there's an Experience system in there that rewards roleplaying. I prefer it over a system that gives you points for killing things, stealing their gold,...... wait, doesn't that happen in video games???

    There's not enough premade/ prewritten material on subject XYZ.....

    Again, I prefer to use my imagination. Heaven forbid THAT should happen in a Roleplaying Game.

     

    Anyway, I don't want to eat up bandwidth anymore than I have to. And I don't want to seem like a troll. Just wanted to point out that HERO has been, for the most part fixed. Thank you Herogames/DOJ for making my favorite system MUCH easier to use. If you hadn't fixed and/or clarified all those problems from 4th, I'd have never gotten back into gaming after an almost 7 year hiatus.

     

    Make mine HERO!!

  15. Okay, but what if Stormbringer 'got together' with, oh say, Exalibur (only other famous sword I could think of)? You could call it something like Stormchaser.

     

    Stormchaser: Bastard child of Stormbringer and Excalibur.

     

    (Would that make it a Bastard Sword?) :D

  16. Has anyone used the "Random Plot Generator" on page 269?

    If so, how did it work out and do you find it useful?

    I've used it to design a couple of scenarios when I got stuck with writer's block, and it seems to help. I guess I was just wondering what everybody else's thoughts were...

  17. Re: Complex Weapon

     

    Originally posted by Super Squirrel

    I'm building the a mage slayer weapon. It is essentually a long sword with a couple of magical ability. It also has some powers that are always active that are invoked any time a person who can use magic comes in contact with the sword.

     

    This is my thoughts on the power:

     

    Sword Energy Reserve

     

    Sword Ability Multipower

    1) Standard Long Sword HKA

    2) Mage Slash EB Beam (uses Sword Energy Reserve)

    3) Detect Magic User (uses Sword Energy Reserve)

     

    Mage Slayer Elemental Control

    1) Transfer END to Sword Energy Reserve, Continious, Always On

    2) 1d6 Drain BODY Continious, Always On

    3) 1d6 Drain STR Continious, Always On

    4) 3d6 Drain STUN Continious, Always On

     

    Is there a better way to build this, or is this correct?

     

    Would this thing be obsidian black, covered in glowing, blood-red runes by any chance?

  18. Originally posted by Mutant for Hire

    Something that most games don't address is skills growing rusty with a lack of practice. Consider your average special forces type. These people are the pinnacle of skill in terms of combat, but the reason they keep that skill is because they're constantly in training. Think about any skills that you haven't used in years, or even over a decade. Do you think you'd be as good at it now as you were when you stopped?

     

    To some extent, I would say that any skill that isn't used recently degrades in time down to a familiarity. They might reaquire the skill more quickly than someone who never learned it, but still, any skills they haven't used in say, a century or so have probably gotten a little on the rusty side.

     

    So an elf has probably done a lot of things in five hundred years, but unless they've got inhumanly perfect magical memories (which may be possible) they have also forgotten a lot or allowed a lot of skills to go rusty over the centuries as well. Only those skills in recent use should be of high level.

     

    As for what sort of fighting style your elves would use, that depends a lot on what sort of elves you're using.

     

    Assuming that you're using something other than a Drow/Dark Elf, I think something based on Aikido or Jujitsu would be appropriate. Aikido in particular (PLEASE correct me if I'm wrong) focuses on using your opponent against himself, taking into account the tendency for an attacker to not think before acting. Since elves have a tendency (at least in most popular fiction) to think before acting, this seems very appropos IMHO.

  19. I'll probably use it for inspiration only. However, if my players truly prefer me to run TE, I guess I'll have to accomodate them. Especially since my current campaign is also my first attempt at designing a world from scratch........

  20. Re: Cyber Hero/Star Hero

     

    Originally posted by TheImperialKhan

    The Imperial Khan will begin with a simple question. In the HERO Universe timeline how are you planning to explain the absense of Cyberware in Star Hero if Cyber Hero exists in the same timeline?

     

    Once that particular genii has been let out of the bottle it's rather hard to cork it back up . But Cyberware doesn't seem to fit with say Solar Hero or indeed any tradition Space Opera style SF campaign of the type that I assume The Terran Empire is. Or do you plan to have Cyber Hero take place in an alternate timeline?

     

    Forgive my ignorance, oh mighty Khan.......

    But I wasn't aware that cyberware was absent from Star HERO.

    I imagine it would be very much a part of things in Star HERO, but maybe it's just not the MAIN focus of the campaign. Example,; Andromeda has Harper running around with a jack port behind his ear. (How early cyberpunk can ya get?) and there are charaxters with implants, etc but cybernetics aren't absent, they just are so incredibly commonplace or unnecessary/passe that you don't see a lot of them.

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