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Chaosliege

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Posts posted by Chaosliege

  1. Re: Re: Cannonball

     

    Originally posted by MisterVimes

    Move Throughs with a force field that only protects against move throughs

     

    Also CSLs with move throughs. You'd be surprised how low your OCV can get at high speed.

  2. Originally posted by gewing

    I have often said that I feel many campaigns under-rate the effectiveness of military forced versus superheros. True, this matches most comics, but...

     

    I thought this was an impressive video... 3 times the impact energy of a 120mm smootbore, guided...

    http://www.strategypage.com/gallery/default.asp?target=20030213.htm

     

    I don't think, however, that getting a superhero team involved in full scale war is usually a good thing. WWII level, sure. Alien invasion, sure. Run of the mill miliatry conflict, they would be more likely to try to head it off if possible.

     

     

     

    Maybe they would go in on their own to find out whether he "really" has wmd, and take them out if they exist...

     

    That was a cool video.... But most of our characters are tougher than tanks :D

  3. Re: Dallas Game Store Problems

     

    Originally posted by ultrium

    NPC tekkaman lite started this thread on www.rpg.net

     

     

    can you believe that?

     

    This does not surprise me at all. I quit reading the boards for the SAS/Hero showdown( I don't know if these were goo or not) because the SAS guys were continually saying the Hero people were not voting fairly and that the only reason any of the Champions would win is because Hero players out number SAS players 10/1. These comments were continually comming up dispite the fact that SAS had won two out of three matches. I am a Hero player, and I voted for Defender last month, cause I liked the story better. This month, I liked the Slipstream story better, so I voted for him. I guess I shouldn't make that mistake again.....

  4. Ok.. I've given this some thought and came up with three posible solutions( although 1 is hardly reasonable). First I want to explane how I enterpreted what you want, as I may be looking too deeply into this. I figured you wanted your character to be a master of using the detect power. Someone who could detect anything, at any time, and distinguish it between others. I had to start by figuring out what a basic Detect would cost, as there are three options. The options are:

    3pt: a single rare thing

    5pt: small group or farely common thing

    10pt: large group or vary common thing

     

    Since you want to detects vary common things, at least occasionaly we're looking at the 10pt version.

     

    Then I had to figure out what modifiers would be added to the Detect. I came up with the following list. Some are obviouse ones you definately want to take, the last couple were ones I just thought fit my vision of it.

     

    2pt: Sense(use as 0 phase action)

    5pt: Range

    5pt: Discriminitory

    10pt: Targeting

    5pt: Analyze

     

    so all together we've got 10+2+5+5+10+5=37

     

    37pts to detect one group or vary common thing as easily as I could see a person standing 10 ft from me.

     

    At this point we can go different directions. You can add one group(or one vary common thing) or +5pts. This would take all day just to think of all the different things. The other two would be:

     

    1)

    64 VPP, 37 base + 27 control cost, No Skill Roll Required (+1)(only for changing the power; Detect still requires a per roll), Powers Can Be Changed As A Zero-Phase Action (+1) (92 Active Points); Limited Class Of Powers Available (Very Limited; -1)

     

    2)

    55 Detect A Large Class Of Things 11-(per roll) (Analyze, Discriminatory, Range, Sense, Targeting Sense), Variable Special Effects (Any SFX; +1/2) (55 Active Points)

     

    Well that's allI can think of. Of couse there are other options available for the Detect, and you dont have to take all the ones I did. But there's a starting place.

  5. I'll have to give this some thought and get back to you. It is a little harder to figure out how to do this than I had thought. Iwas originally thinking a vpp limited to detect powers, but I'm not sure how to write this up and from the quick eye I gave it, it looks to be expensive.

  6. I read in one of the posts that Batman is suposed to be a master of all kung fu styles. That's not what I read. There was an article a few years ago(I dont remember where) that compared super martial artists between DC and Marvel(primarily Cap and Batman). In this article it said Batman uses the Jeet kun do(sp) style.

     

    Also keep in mind that just because Hero says 20 is max human doesn't mean you can't go above that. You can, you just pay for it. In our games we made a Cap writup that had a 23 dex. not overly high, but still above max human. He also paid 18pts for that extra 3 dex, because as a "peak human" he had NCM as a disadvantage.

     

    He also had like 8 overall levels if I remember corectly.

     

    My biggest issue with guys like Cap and Batman being limited to NCM rules is the SPD. Some would argue that 4 SPD is plenty and that if all the guys in your group have 5 or higher, they sre just overpowered. I dissagree, mainly because I dont think I've ever seen a guy in the Classic enimies book( I dont have CKC) with less than a 4 SPD, and those were the ultra strong and slow moving bricks. 5 is average and 6 isn't unheard of. Again, you could make Cap's or batman's SPD higher, but that's why our write-ups were always over 600 points.

  7. Originally posted by Monolith

    I agree with Lord Liaden here. Looking at the power levels of some of the major badguys in CU (the type of characters Dr. Strange fights on a regular basis) I would think that even 100 points would be too slim. IIRC, the Astra Form example power alone is a 180+ power in FREd, and while Dr. Strange does use his Orb/Eye of Agamotto to do the hopping, he can do it with a spell as well when he needs too.

     

    Wow, they realy have uped the power level of the vilains haven't thry? I dont have CKC or CU yet, so I was basing off the guys we se in our games. Our guys are limited to 70 act max, so I figure 85 would be pretty tough. I guess not :eek: .

  8. Re: Official conversions

     

    Originally posted by tenebre

    are there any magazines etc with official conversions for marvel, DC or whatever heroes?

     

    I would really like to see The Flash in the hero system.

     

    Yes i do realize i could jsut make them all, but i wondered if maybe they had been made already. Any edition is fine with me.

     

    I don't think there are any magazines with something like that, because publishing it would be copyright infringement. There are however, several web sites out there that are dedicated to posting Marvel and DC write-ups. I dont remember the name of it, but there was even a thread on these boards somewhere that had write-ups of the entire justice legue.

  9. Re: Re: Re: What defines extreme or not?

     

    Originally posted by BasilDrag

    5th ed., p202:

    >In the case of Powers intended to benefit

    >the target (such as Healing or Aid),

    >characters can define a Side Effect as affecting

    >the target.

    {emphasis added}

    So, your second reduction to the Limitation doesn't apply

     

    actually, at this point FREd is not real clear. It is clear, though, that by the concept of this weapon someone other than the character can benifit from the power, and suffer the side effect, thus the reduction in the limitation.

     

    General point: since the shock-rod as described doesn't have Activation or RSR, it should have the "x2 value --- Side Effect occurs automatically whenever Power is used". For a 45 Active Point Power, with the Side Effect equaling the Power, this is either

    1) -1.75 (-.5 x 2 less .25) or

    2) -1 ((-.5 less .25) x 2)

     

    This is only an option on constant powers(such as force fields and damage shields). I was thinking the charge only activates when the staf is used to attack (an attack roll required).

  10. Re: How to make a "sick" attack.

     

    Originally posted by Herolover

    In several things now I have seen attacks which make the target sick thereby imparing him in combat. D&D had the stinking cloud spell. Minority Report has the "sick stick."

     

    How would you do these kind of attacks in HERO.

     

    I would make something along the lines of an entangle based on CON instaid of STR(the higher the con the less time it takes to get over being sick)

    And maybe have an NND linked to it.

  11. This was several years ago, so the details are skechy, but in our game we had to face DEATH to get a stone of power that had the power to stop the main vilain. Death challenged us to a duel, our best vs his best, winner take all. My character was the team leader at the time, and although not the most powerfull, refused to let anyone under his comand take the risk. The GM asked me if I was sure, and said I didn't have a chance in hell(parden the pun). My guy did surprisingly well, the GM had underestimated how much more powerful we had become and, due to a few suprising rolls of the dice, had to improvise in the middle of the fight. After my guy had knocked his guy out, DEATH resurected him even more powerful than before. My team mates wanted to jump in the fight claiming DEATH had cheated, but as it happened my guy was the tipical martial artist, Honorable, Code of the chinese master. He wouldn't alow his team mates to step in. In the end as DEATH's champion was about to place the final blow, DEATH stoped the match. As a reward for my character's honorable actions, we recieved the stone. I remember my hand was shaking with every roll of the dice. This was my first ever character, and the thought of him dying was hard to handle. Funny thing is, later on in the game we found that the only way to beat the vilain and save the world, was for one of us to take the stone of power and jump into a rift in reality that the vilain had formed. My character never even asked the others, he just picked up the stone and jumped in. I felt it was fitting.

     

    Over the years I've looked at that old character sheet several times. He was by far the worst written character I've ever played. He broke all the "it just doesn't make sense" rules. But he will always be my favorite, because he was my first. And because he made the ultimate sacrifice.

  12. Originally posted by Derek Hiemforth

    This doesn't mean that all "caps" are bad. But trying to have a single "master formula" that balances everything has never worked, in my experience.

     

    I agree. It is obviouse from the fact that you've all found holes in methods, that using a "rule of X" is just as much work for the GM as just looking at the character and saying"does that realy need to be that high?" I personally would never put that much enphisis on a rule. If it makes sense and isn't too powerful, it's good. If during the game you find that it actually is to powerful and disrupts game ballance, then have the player change it. NEVER let a player play a character you haven't looked at. That's the "rule" we use.

  13. Re: What defines extreme or not?

     

    Originally posted by Ben Seeman

    This is good stuff, guys...

     

    Another question, and this is something that has troubled me on a lot of aspects of character creation... what determines what an EXTREME side effect is as upposed to a major or minor effect? Does extreme to full damage, major do half damage and minor do one-quarter damage? I can't find anywhere in FREd where that is defined.

     

    P.201 in FREd states:

     

    -1/4 Minor side effect 15 active points or one-fourth of the active points int the power(whichever is greater) or some other trivial side effect.

    -1/2 Major side effect: 30 active or one half active(whichever is greater)

    -1 Extreem side effect: 60 active or full active(whichever is greater)

     

     

    Let me show you waht I first came up with to help clarify wehat I'm looking for. Bear in mind that this is not a personal weapon being bought with character points in a Champions campaign. It is for Star Hero.

     

    This two-handed weapon delivers a powerful electric charge when striking an enemy. Special protecting gloves need to be worn so that the wielder of the staff does not take damage from the jolt. It requires two hands to brandish and the user needs to have sufficent strength to deliver a powerful enough blow to activate the charge.

     

    EB 6d6 (vs. ED), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Side Effects, Side Effect always occurs when not wearing protective gloves (-?), STR Minimum (15; -3/4), No Range (-1/2) Total cost: ?? points

     

    IMO in this case it is more likely that the side effect is going to aply to someone else than to the character. The "someone else" could be a teammate, so I'd give it some limitation score. on the same page of FREd it lists two limitations on the limitaion(lowering the overal limitation value) that would effect this type of weapon.

    1) 1/4 less: Side effect always occures whenever the character does some specific act(not waring the gloves)

    2) 1/4 less: Side effect only affects the recipient of the benifits of the power (whoever is using the staff without the proper gloves gets zapped)

     

    That brings the limitation down to -1/2. This is resonable IMO.

  14. Re: Stretching Character Advice

     

    Originally posted by Blackout

    After much wailing and gnashing of teeth, it seems my gaming group will be playing Champions. This, in and of itself, is cause for rejoicing. It's made even better by the fact that I get to play.

     

    Or maybe that makes it worse.

     

    Now I have to decide which of the 8 zillion character concepts that have been floating through my head since the release of FREd I want to develop. At this point I'm leaning towards a streching character. I think I have the obvious power bases covered (shape shift, clairsentience, entangle, etc.), but I'm curious if anyone has some oddball pointers.

     

    Personality-wise, I'm thinking of going with a cross between Reed Richards and Plastic Man.

     

    Thanks!

     

    You may have already thought of these but:

     

    HTHA... the whip effect

     

    NND.... ever cover your face with seran wrap? No? Just me then...

     

    Clinging...

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