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Everything posted by Zephrosyne

  1. Thank you for the responses. One thing, PhilFleishmann, thought there isn't an option for "Any One power of ANY SFX," there is an Advantage in the Advanced Player's Guide (pg. 55) to let you affect multiple special effects with Adjustment Powers. You can affect up to 2 special effects for +1/4 Advantage. For a greater Advantage, more special effects can be adjusted. Steve accidentally named the new Advantage, Variable Special Effects; upon realizing that there was already an Advantage with the same name in the Character Creation book, he changed the name of the Advantage to Varying Special Effects (or something like that). Incidentally, there is also an Advantage, Multiple Special Effects, in 5th Edition Revised (pg. 112) that also does this. Thanks again.
  2. There was something that I was curious about and I was hoping that those among you with greater system mastery than I have could enlighten me. The Advantage, Expanded Effect, allows an Adjustment Power to affect more than one game element at a time as a +1/2 Advantage. This is often paired with the Advantage, Variable Effect, also a +1/2 Advantage, used to vary which game element was adjusted. In 5th Edition, the Advantage, Variable Effect, roughly did the same thing as both 6th Edition Advantages: for +1/4, any one game element (Characteristics or Powers) of a designated special affect could be adjusted; for +1/2, any two game elements of a designated special effect could be adjusted; for +1 any four game elements of a designated special effect could be adjusted; and for +2, all game elements of a designated special effect could be adjusted. My curiosity is regarding the significant Advantage cost of increasing the number of game elements simultaneously affected by an Adjustment Power. 5th edition only costed (roughly) +1/4 Advantage to adjust an additional game element; whereas, 6th Edition, the cost is increased to a +1/2 Advantage to adjust an additional element. Why the price hike? Was there a significant balance issue that needed to be addressed? Just curious. Thank you.
  3. This might be just what is needed. Thanos would see this level of opposition and laugh himself to death, Infinity Gauntlet or not...universe saved! I do think Daredevil is a bit too close to A-list for that Marvel roster; how bout switch him out for Nighthawk (former Defender).
  4. Massey, you completely read my mind with you list. The exception was that I was thinking Scarlet Witch instead of Doctor Strange. While the good Doctor seems consistently more powerful and more versatile than the Witch day in and day out, she's the ultimate wild card when you need a total ass pull to save the day.
  5. Ah, I need more information. What is Thanos bringing to the table in this fight? An army? The Infinity Guantlet? The Obsidian Order? If it is just Thanos by himself, six heroes shouldn't even be necessary: two heavy hitters from either DC (Superman and anybody) or Marvel (Thor and Silver Surfer) should dog walk his ass. Also, can we mix and match heroes from both Universes?
  6. Well, I don't really believe in "hard caps" per say but I do have very hard "soft caps." The base CV cap is 13 and up to 8 Combat Skill Levels are possible in my campaigns. So I guess the total would be 21. Note this is the absolute highest that any being would possess in any campaign that I would ever run. I would not let a character start with numbers near this high.
  7. I think what you are looking for is in Hero System Martial Arts. Page 247 explains the different NNDs in detail. The numerical designations indicate what defense stops the NND. Using the examples you sited: NND1 is stopped by Rigid Resistant PD on vital areas, NND2 is stopped by Rigid Resistant PD on the neck or not having to breather, NND3 is stopped by Rigid Resistant PD on a specific Hit Location. That is the simplified version; that page has a lot more details.
  8. Gnome Body, I have to admit that while I definitely prefer 6th Edition to any other Edition by far, the pricing change to Armor Piercing as well as Hardened no longer applying to Penetrating are questionable. Scottish Fox, that's an interesting spreadsheet. Thank you for sharing.
  9. Actually, Piercing is in the Advanced Player's Guide (pg. 113) except that it is a Power not an Advantage. Although, by the description, it seems like more of an Adder than a Power. Although, I do think it is a bit overpriced when compared to Armor Piercing, at least as a +1/4 Advantage.
  10. I was wondering about the Armor Piercing optional rule in the Advanced Player's Guide 1 (pgs. 136-137). Specifically, the option that alters the Advantage to where instead of reducing a target's defenses by half, each application of the Armor Piercing Advantage would reduce the target's defenses by a set amount of points (e.g. 5 or 8 or 10 or whatever). If you were using the optional rule, how many points of defense would you allow to be negated by a single application of the Armor Piercing Advantage? If your answer varies based on the power level or genre of the campaign, please feel free to elaborate. Thank you.
  11. I don't want to deviate too much from the original poster's question but i am really curious. If you don't use Class of Minds, do you let Telepaths use their powers on anything that would normally require a specific class of minds--robots for example?
  12. The OMCV at 3 is neither an advantage nor is it a limitation if you don't have any mental powers because I don't envision any scenario where it would come into play. Sure I could let a person buy it down to 0 then create a scenario (a handy/needed/convenient Focus of opportunity?) where it would be limiting but frankly, I don't see any reason or have any inclination to bother. Even if I did, it certainly wouldn't come up more than once in a campaign and I honestly don't see that happening. I have often heard/seen/read the reasoning that a complication/disadvantage/limitation/etc. is the player's way of telling the gm that they want to see something in play and that is all well and good, but as gm, I get to decide whether that is something that I want to put into play. If I don't see it coming in to play, I would veto said complication/disadvantage/limitation just as I would tell a player not to select/pay for a benefit/advantage that would not come into play. That position is consistent. As for the player being able to "set" OMCV to what they would like if they have no mental powers, that is your opinion and I do not share it. If they see the "3" next to the Characteristic as "completely irrelevant window dressing" then so be it. They can stand and gawk at it or ignore and walk by it like any other window dressing. If the "3" is that painful to look at then I envy the player because life has been far too easy for him/her in general. Lastly, since I don't allow it to be "set" at whatever the player wants, my position is in no way inconsistent. For me it is simple, if something is not limiting in the campaign, you get no points for it...period and consistent.
  13. I guess I can be lumped in with the other "lazy, shortsighted, and biased" gms because I wouldn't allow OMCV to be sold back either.
  14. The Tiger Hook Swords may be awkward but Baron Juliet Chau was rockin em big time a couple of episodes ago on Into The Badlands. Then again, the Widow did cut off her head in that fight. Never mind...moving on.
  15. Cool, thank you very much. I've been gaming for 30 years and I can honestly say that I have never been wanting a product so badly.
  16. Hey Steve, there is one thing I'm really curious about. How many character points do your gods have? Yes, I know it varies. I'm sure Zeus has a good bit more than say Hermes. Just give me a little teaser. I don't need a character sheet. I'm just curious about the point range of gods (not heroes and demigods, the big boys). Please...a little somethin, somethin
  17. First of all, Steve, you're a tease . I want this book NOW!!! Second, how big is this book gonna be (as in pages)?
  18. I have been roleplaying for nearly 30 years. I can honestly say without any doubt that this is the book that I am looking the most forward to seeing in all of those years. With all of this teasing, which I--perhaps foolishly--masochistically read, I truly hope that it sees the light of day.
  19. Re: MYTHIC HERO: What Do *You* Want To See? Is it possible to just make it a pdf only thing if you aren't able to get enough to cover printing? I really want this book to see the light of day. It was the first thing that I have ever backed on Kickstarter when you tried the first time. In fact, I have only backed one thing since.
  20. Hi, I have a question about Constant Powers that have an Area or Range that is Mega Scaled. Under the rules for Mega Scale, it states that when you use a Power that has the Mega Scale Advantage (Area or Range), the Power requires a Full Phase Action and the character is at 1/2 DCV. Does this apply every phase the Power is active? For example, if I have a character with Clairsentience and the Range is Mega Scaled, do I need to use a Full Phase Action to maintain it every phase the Power is active and am I at 1/2 DCV every phase until I turn the power off? Or, do I just use a Full Phase the phase I turn it on and then maintain it like any other Constant power (just pay Endurance but no further Actions) and only suffer the 1/2 DCV until my next phase? Thank you.
  21. Re: Else Earth Pantheons of the ...Verse I just read this. This is good stuff! First rate all the way!
  22. Re: Confused about 6th edition Thank you very much. I appreciate it.
  23. I've been reading a bit here and there about 6th Edition and it sounds pretty cool. However, I am a bit confused about something and I am hoping that someone can clarify it for me. Can someone tell me what are the Basic Rulebook and the Advanced Player's Guide that are mentioned on the front page (the updates) of the website? Are they additional supplements to the 6th Edition Core Rulebook? What is the deal? Thanks.
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