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Vondy

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Everything posted by Vondy

  1. Vondy

    Victoriana

    D-Man's character design tactic for Victorian Hero: Perk: Peerage/Aristocrat (5 Points) Perk: Seated member of the House of Lords (3) Perk: Obscenely Rich (15 Points) Perk: Sr. Officer (Colonel ?), Army (5) Perk: Top Man (3) - Intelligence Position Skill Enhancer: Well Connected (3) Influential Contact - In Business (3) Influential Contact - In Government (3) Influential Contact - In Military (3) Reputation - Quintessential Gentleman (3) High Society +2 (7) 97 Points "Other" (beating people on the head, etc.) In the Victorian Era social precedence and reputation is... everything
  2. Changing (removing) clothes in one phase is more of a Porn Hero schtick than anything.
  3. In my experience the answer is: the power levels do not impact the quality or quantity of role playing. Its all dependent on the players and game master. I have had 500 point fantasy hero characters negotiate with a local baron (whose keep and men they could have decimated without breaking a sweat, or getting up from their tea) because it was "in character" for them to do so. That same band spent entire evenings role playing the social scene in the major city, and generally attempted to find clever tactical solutions over brute force tactical solutions. This was a heavily blooded group (and dangerous), but their level of play was excellent. I've had the same story with some fairly powerful supers. Sure, they brawled, but they usually tried to come up with other solutions as well. I've also had 50 point fantasy characters who decided (suicidally enough) that they were going to power through evey obstacle. They got cured quickly enough. Its not the points - its the players - IMHO.
  4. Big bullets .58-.75 caliber, so a good 2d6KA is likely Slow to reload. A turn if your trained Innacurate past a certain range (negative skill levels that kick in past point X?) Heavy a big kick (str min) Doubles as a two handed club
  5. Don't forget - detectives, especially detectives on high profile cases, often come under a lot of media pressure, political pressure (external and internal), and public pressure. What is the attitude of the city government and department towards supers and vigilantes? Does the town have a bat-signal, or is their a more advesarial relationship in play? Imagine being a detective on a case where a popular hero became the main suspect, or even turned out to be guilty of some heinous crime? Here's one - to protect a dnpc a popular hero turns himself in for a crime the dnpc committed. He confesses to all the gruesome details - case closed - but there's something out of order and the detectives start asking questions and decide to pursue the case. They may get support from their immediate superior, but the top brass won't like reopening the case (it looks bad to charge an ivory icon and then reneg, and it makes you look bad because you took his word for it). The DA won't be happy, either. The media will be all over it, and the public will be sharply divided. What if a reported likes the hero and starts accusing the police of some sort of bias, or a plot to take him down because he's upstaged the department for so long? You can throw in additional bits like red herrings that may make it look like the hero was covering for someone more nefarious than dear neice jessica, or have them find out perfectly legal, but distateful things about the hero along the way. It would be interesting if they uncovered another hero's identity along the way - especially if its a hero they admire. What will they do? In the end the detectives will just have to do their jobs. In the end they - the people who uphold the law from within the system - are the real heroes.
  6. For starters base speed is based on dexterity divided by 10 plus one. So a normal human has a speed of 2, but can purchase additional speed up to 4 in more realistic heroic games, or higher in more fantastical heroic or superheroic campaigns. So really, you can scale speed however you want. In my superheroic game I limit dex and speed to heroic levels unless the character is a very highly trained combatant (martial artist/uber-commando) or has a power-based justification for going beyond 4. Speed is one of those stats that has to be carefully managed by the gamemaster. For heroic games I use the following rule of thumb -- SPD1 The elderly, small children SPD2 Almost everybody SPD3 Trained combatants SPD4 Blooded combat experts For superheroic games I use the following rule of thumb-- SPD1 The elderly, small children SPD2 Almost everybody SPD3 Trained combatants SPD4 Blooded combat experts (most supers) SPD5 Supersoldiers, Martial Arts Types SPD6/7 Super-Speed Concepts
  7. I use a simple rule: everyone has NCM, and everyone pays double to go over NCM. I don't make non-humans pay for the potential to go over because the player may never want to use it, and therefore, may be forced to waste points on it.
  8. Sometimes I wish I lived closer to Portland...
  9. A big part of how much this lim is worth is going to be based on how common LS: breathing self contained or need not breath is in your campaign. The more common the more its worth. I would think something like this might be in order: Rare (-0), SFX says no Uncommon (-1/4) Common (-1/2) Very Common (-1)
  10. It can't be as bad as As The World Turns HERO
  11. A town caller in a fantasy game might be an amusing twist on this concept. You could even have the reliable "matter of fact" town caller, and the "tabloidesque embelishment addicted" town caller.
  12. I would buy: +2 Speed, Activate 11- (-1), Cost: 10 I would then rule (for simplicities sake) that the character is speed X, but that two of their phases may or may not activate. I would declare what those two phases were: I.E. (presumes character, which extra speed, is speed 6): 2. Act 4. Act 6. Roll 8. Act 10. Roll 12. Act Then you don't have to worry about changing speed. I forgot, it needs Usable By Others, as well.
  13. I haven't ever had a character with cold dice, but I did have one with notably hot dice. With that said I do have a player who is cursed when making perception rolls, and another who has lost every dex contest for initiative they've been in for 13 years running.
  14. You could buy +2 Speed with an activation roll, say 11- (10 points, I think) and then declare which 2 phases the activation roll applies to. Something like this: 2 Goes 4 Goes 6 Rolls 8 Goes 10 Rolls 12 Goes It doesn't have to be in that order, of course, but something like that. Then there's no issue about speed changes. The character is speed "6", but two of his phases may or may not activate.
  15. I didn't see any install instructions. Do you just drop it in the creator folder and unzip it? Also - is there a minimum creator version needed?
  16. Ahhh.... I've written the occasional article to go with headlines, but its not something I've done a lot. I did run a solo game for a friend who was playing a hard boiked detective that I created a lot of props for.
  17. Why not: Nerve Strike + 2 DC (12 Points)? (3d6NND)
  18. I used to make extensive use of headlines in my Freedom Patrol Campaign. Since they were a black ops superhero group bizarre versions of their adventures would occasionally show up in the tabloids, which the players got a kick out of. They even went off on a tangent to follow up on potential leads from some of the wackier tabloid headlines I came up with, which I went with, leading to some comic relief in an otherwise gritty and realistic campaign.
  19. had you considered an exorcism for the character? you see, your entire group puts on these silly bison fur hats with horns on them, turns out the lights in lieu of candles and then dances around the character sheet in the buff chanting the following...
  20. You can add a grab element to a custom block maneuver in UMA.
  21. In general I would require an opposed dex contest (i.e. whichever one makes their roll by a greater margin wins). In the other hand, I would allow the character to Dive for Cover in order to take the blow in this case.
  22. Interesting thoughts. You could have the player not take the "takes no damage" advantage and use con as the breakout roll.
  23. I don't consider this abusive because there is more than one way to avoid within the definition of the NND, such as immunity to poison or a self-contained suit of some sort. The delivery mechanism may also provide additional defenses, which is the case with those extremely nasty poisoness snake bites in the bestiary. If its poison on a blowgun dart, for instance, a single point of resistant pd should be sufficient to negate the attack and would require the player to take the limitation: delivery mechanism must penetrate/do damage. I don't think the "does body" is appropriate to the SFX (because the character isn't damaged by the poison, just held in place), but I agree a GM would be justified in requiring the player to pay for "takes no damage" (as I noted above).
  24. start reading soap opera digest for plot and npc/dnpc ideas
  25. Hmmm..... XD6 Entangle, NND (defense is immunity to poison or protective gear), 1 Continuing Charge (specify duration) ? Some GMs might require the "entangle takes no damage" advantage, while others would assume it was implicit in the SFX (and the fact that you paid for an NND). YMMV
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