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Tasha

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Posts posted by Tasha

  1. Re: 6E Rules changes confirmed so far

     

    Changes in the Hit Location chart are at this point pure speculation.

     

    If the Hit Location Chart stays the same, it becomes very easy to split off genres where KAs should do lower stun from genres where they should do more.

     

    Most Supers games (but not all) won't use Hit Locations. KAs will be dangerous, but won't require ridiculously high defenses to avoid the Stun Lotto.

     

    Games that use Hit Locations will keep the same balance they have now.

     

    Note that I'm not saying this is how things will be; that's just how I'd prefer to see it.

     

    I would be very surprised if Steve didn't keep the rules consistent for all genres. The Hit Location chart DOES need looking at esp for Normal Attacks which currently are hosed by the chart (More than half the locations change a normal attack to 1/2 damage). I guess I don't much care for the way that KA's are being changed. Not to say that I won't be buying the rules. I still like the system and am curious as to how Characters will go together and how the game will play in real life (as opposed to speculating on line).

  2. Re: Naming the baby

     

    Fifth edition got abbreviated to FRED, and the name stuck. The revised edition wound up being universally refered to as 5ER, which I though was a shame in many ways - it would have been nice to actually have a pet name for the edition.

     

    So, I'm getting in early for the 6th edition and trying to go for hearts and minds - what are we going to call it?

     

    Sixthed sounds quite nice, IMO, but I doubt people will be bothered to type it, and 6thed or 6ED just don't do it for me.

     

    So, how about going back to naming the edition, perhaps a cunning acronym, or maybe just some alliterative device: Steve Six, perhaps. Sara Six?

     

    Or we could go for gutter humour: 6y.

     

    Maybe not.

     

    Any thoughts?

     

    ok I was in on the FrED thingie, and it was fun. But now I am older and that kind of thing doesn't amuse me anymore. How about we just call it 6th Ed Hero. Then when we are talking about it in public other people not in on the "Joke" will know what we are talking about too. This could perhaps generate some interest that we could cultivate as we evangelize our favorite system

     

    Tasha

  3. Re: 6E Rules changes confirmed so far

     

    Regarding Hit Locations, I suspect that the chart will be changed to reflect the smaller range of stun modifiers that KAs will now have. My guess would be that head and vitals will be x3, stomach x2, chest shoulders thighs x1 and extremities x1/2 like now. It just reduces the powerful impact of certain locations.

     

    And given this reduction (and the increase of resilience automatically given to stun from KAs) I would suggest the OCV penalties be reduced on hit locations. It is not as hard to hit a head as the chart presently insists. Even based on size it makes no sense: hitting an isolated, floating head-sized dodging object is a lot harder than a head attached to a dodging body.

     

    I am sorry a maximum of x3 totally hoses normal games. It biases the game totally toward normal attacks. It means that in a sword battle you will end up killing someone long before you knock them out. Also it lengthens normal battles by a whole bunch.

     

    The only thing that could fix this is having weapons all have +1 and +2 stun mults and that would totally nullify the change, in fact it would make the issue worse as then folk would be constantly rolling x4 and x5 stun mults. This is clearly a case of the Superhero genre totally hosing every other genre. Though this is a problem endemic in the system as a whole.

  4. Re: 6E Rules changes confirmed so far

     

    The basic 3d6-roll-for-success mechanic remains, and it will continue to be "roll-low."

    Disappointing, but not surprising.

     

    No changes to the Speed Chart.

    Also not surprising

     

    Movement will continue to be measured per Phase.

    This makes stuff easier for the players not surprising

     

    All measurements will be given in meters. There will be no use of "hexes" or any other mapping arrangement in 6E.

    Minor change, it will allow map scale changes easier and changes the break points for half moves

     

    Comeliness will no longer be one of the Characteristics. It's being replaced with an optional Talent, Striking Appearance.

    I guess that is one way to "fix" the "problem" of Comeliness

     

    All the other Characteristics will remain, but none of them will be "Figured," i.e. derived from other Characteristics. They'll all start with a base value that must be bought up separately. The costs of some of them have been "tweaked" -- no further details yet.

    I guess I am ok with this, this fixes some people's complaints about certain Characteristics being "overpowered" for their cost. Also I am wondering if we will have primaries that are the bonus to the skill roll (ie instead of a 30 str having a 6 strength. with all Characteristics being 5pts per +1 since everything only really gives bonuses to the Characteristic rolls.

     

    OCV, DCV, OECV, and DECV will become separate Characteristics, not derived from DEX and EGO. They'll start with a base value of 3 and will be bought up separately.

    I don't really care for this, but it will make it easier to build folk who are great at hitting stuff but not so great at dodging. So in a way it makes for more diverse character builds.

     

    Suggested starting point totals will be raised to compensate for the change to Characteristics -- no specifics yet.

    Makes sense; decent change since they will start at lower values

     

    Leaping will no longer be derived from Strength -- it will start at a base amount for all characters, as with Running and Swimming.

    Just more of the same NP

     

    Skills will still be calculated from CHAR/5, but there will be an optional "Toolkitting" note about changing that if desired. Other Toolkitting notes will appear throughout the rules -- no further details on those.

     

    Seduction Skill will be renamed Charm.

    Woooo, at least this change makes a broader skill than seduction, Good Change

     

    Some new Powers have been added, and others have been removed. The only one mentioned is Find Weakness, which is being removed. There will be no official way to reduce Defenses below 1/2 as with Armor Piercing.

    I think I can live without Find Weakness I really don't think I will miss it at all

     

    Adjustment Powers have been significantly reworked -- no further details yet.

    I'll have to see the changes before I comment

     

    Energy Blast and Killing Attack will still be separate forms of Damage, as they are in 5E.

    No change, no comment

     

    The Stun Multiplier for Killing Attack will become a straight 1/2d6. It will still be possible to buy up the Stun Multiplier with Advantages.

    Hmmm, seems a bit harsh to have the avg stun being a x2. Kind of hurts heroic level games more than Superheroic ones. This of course means that the Hit Location chart will also be redone. I can't say that I like having less granularity in stun damage for KA's

     

    You will be able to apply your Normal Defenses to the STUN damage of a Killing Attack whether you have any Resistant Defenses or not.

    Pure rules simplification. Good Job Steve!

     

    Nothing has changed about the way STR adds to Hand-To-Hand Killling Attack damage.

     

    The method of Adding Damage is supposed to be simplified -- no further details yet.

     

    The Multipower and VPP Frameworks will remain, but Elemental Control is being replaced by a new Limitation, Unified Power (no value given).

    Not surprising as every edition of the rules has changed the way that EC's work. This way means that you won't have to cheese powers up in cost to be part of the EC, over all I think I like this change. Though it does make characters more expensive esp if you had other limits on powers in the EC

     

    I don't see anything that I really object to. Though divorcing CV from Dex and Ego is troubling to me. I am not sure I can say that I am excited by the new rules edition, but I will be buying it. I will have to see what is being done to adjustment powers to make a more informed decision.

     

    I am starting to have the opinion that trying to write a rule that fits every little occasion is what made both Squad Leader, Star Fleet Battles and now The Hero System unwieldy and hard for new players to learn. I was hoping that the rules would become more lean and less complex. Hopefully this will still happen. Though with 2 books for the rules it seems a bit hopeless for fat cutting.

     

    Tasha

  5. Re: The Emergence Of Superhumans

     

    The answer is, that the presence of supers has only changed events after their reemergence in the 1930's.

     

    9-11 didn't happen. I couldn't justify the terrorists flying over the base of the most powerful superhero team in the world (It's about 100 yards from the WTC), and crashing planes into it. The PC's in that group work in shifts, patrol in pairs, and always have someone on duty. In the time it took those guys to crash the plane into the WTC, the most powerful heroes in the world would have been onboard, flown the first plane away, and saved the people. Plus, there's the "Grim and Terrible response factor" That makes a bad comic book story. It isn't worth running a story where the PC's go after Osama Bin Laden and beat him up, that's not what comics are all about.

     

    Also, Supervillains messed with stuff. Prior to that, in game, a supervillain militarily conquered most of Africa and the Middle East. Because he was a villain, he saw no reason not to use his legion of cloned telepaths to locate the terrorists and kill them. He didn't miss very many. Ironically, he did this by reversing the fast building technology and using it against countries that used it exclusively.

     

    Presidents after 1988 are fictional. This is for two reasons. One, my group has some pretty radical left and radical right people in it. Two, supervillains messed with stuff.

     

    So basically your America didn't have to deal with the Fear and Anguish of people crashing planes into buildings. What you would have then is the response of the American people after the Bombing of the WTC. Which was basically nothing, a small amount of apprehention. With most people still being VERY secure in the belief that law enforcement (and their Superheroes) will stop any terrorists. So the American people will not have the outrage that lead to the 2 wars that were started after the attacks. Also the sitting president wouldn't have been able to use that fear to gain another term in office, though he could have been elected for other reasons.

     

    Basically that is why I said that it was a strong historical turning point. Changing that would logically have substantial repercussions on the history of the world.

     

    Tasha

  6. Re: The Emergence Of Superhumans

     

    It really depends on what kind of world you're going to run. The hardest thing for people in my world to accept is that Man Created God in His Own Image.

     

    But I wanted that to be there so that Superheroes had their own kind of importance, because that kind of IS the basic concept of the superhero.

     

    This brings up one important theme in worlds where Supers emerged in Pre-history. That being that those supers becoming worshipped as Gods and their stories becoming the Myths of Today.

     

    You could extrapolate history having come out different in your world, but the problem with that is the more different your history becomes. The less like our world it is and it becomes harder for the Players to connect. I think that is why most Superhero Worlds are pretty much like ours, but with the addition of Superheroes.

     

    ie One would think that having Superheroes would be a huge military advantage. It is, but when the other army also has Supers the advantages can be more or less canceled out.

     

    Also do you have your supers erase the historical events of your world? ie What if a super had been there to stop John Wilkes Booth from shooting Lincoln? What if superheroes had been able to free the Iran Hostiges during Carter's Presidency? What if Supers had prevented the Terrorists from crashing planes into buildings on Sept 11? These are events that changed our country one way or the other. ie if Lincoln had lived he could have made sure that the Freed Slaves were integrated into the Union better (His Vice President didn't want Slavery ended and blocked laws that would have helped the former Slaves, and helped pass the laws that set up the Sharecropping system), This kind of change could have made the Civil rights movements of the 50s and 60s either happen earlier or not at all (not at all because it wasn't needed).

     

    Also one could put forth the argument that Supers don't change stuff that much due to their being quite rare in the population. You could think of this one as "Superman can't be everywhere". So yeah in Metropolis, things are positively impacted by Superman, but how other cities? I am sure that there are Cities that don't really have much Super activiity and those are pretty much like cities here. Though I would guess that in any world with Supers, there would be fast strong building technologies. Seeing as super battles can be long on the collateral damage. That could definately change things.

  7. Re: Cowboy Bebop/ Firefly inspired game

     

    I always figured making the Kessel run in 12 parsecs was more of a navigation brag' date=' but it still is an odd answer to the question "Is she fast?"[/quote']

     

    The official explanation behind that comment was that the route to Kessel sits between 2 Blackholes. The real hotshot (crazy) pilots fly closer to the Blackholes (ie making the run in 12 Parsecs). So he was bragging on his Piloting/Navigation Skills and the strength of his FTL drives.

  8. Re: Cyberpathy vs. People's Foci

     

    The trick is...

     

     

    why would EGO stop you from turning on someone's wrist-saw?

    You're not telling them to turn it on, you're turning it on. . .

     

    The Cyberpath is overcoming the Suit wearer's mental commands to the suit. That's why you use ego. One could even take skill levels with the powersuit and apply it to the Defensive ECV of the suit.

     

    I guess it depends on the special effect of the Powersuit. Some powersuits are highly computerized, and those computers control all aspects of suit operation. Other suits have minimal or very primitive Computer Control (ie manual actuators or localized microcontrollers). So it would make sense for a Cyberpath to be able to "hack" the Suit with the Sophisticated Computer. The other kind of suit would need Fine manipulation TK to gain control of said suit. Though with TK being kind of weak and most power suits having strength bonuses built in, TK wouldn't control the suit for long.

     

    Perhaps Cyberpathy should be purchased with "Requires a Computer Programing Skill roll" and that it is opposible with skill vs skill contests. (ie Comp Prog, vs either Comp Prog or Suit Operation).

     

    I do think that for fairness to the Players all Mind Controls should be vs their Ego and Ego Defense. Special effects shouldn't be an excuse to hose the players, and give an attacking Special effect the ability to ignore all normal defenses. Perhaps if the player wants to go off of the suit's Int/Ego they should purchase AVLD on the attack or NND, to represent how much more powerful the effect is.

  9. Re: Star Wars Jedi (and light sabers)

     

    One of the issues with writing up Jedi is that beyond basic force powers, Jedi vary as to what they were trained with. ie Mace Windu is an expert with many forms of Saber fighting. While others might be weak in Light Saber fighting but strong with certain force powers.

     

    Also the writeups do depend a bit on what power limits are on the campaign. A Jedi Written up for a Galactic Champions game (ie over 500pts) will be far different from one written up for a 150pt Star Hero Game.

     

    For Champions Writeups see : 350pt Jedi

     

    for other kinds of writeups Google Hero Star Wars. or I am sure that someone will post a bunch of links for more info

     

    tasha

  10. Re: Cowboy Bebop/ Firefly inspired game

     

    Nicely put, Jen! An excellent breakdown!

     

    You forgot one method, though:

     

    Star Trek travel (varies) Travel from one system to another takes as long as the plot dictates, even if it took much less time to GET there than it takes to get back, as long as it builds excitement in the plot-line!

     

    Korren

     

    I was kind of sidestepping the "Fast as Plot Requires" FTL drive which all Ships in SciFi use. StarWars is notorious for this as is Star Trek. Players really like to have a consistant idea about how quickly they can get from point to point.

     

    I came to my Theory as I was trying to conceptualize the feel that various star drives gave the setting.

     

    Tasha

  11. Re: Cowboy Bebop/ Firefly inspired game

     

    Interesting timeline. Hard to imagine what else could have been squeezed in (Zefrem Cochrane and First Contact, maybe? Naaahhh!).

     

    The thing that keeps popping into my mind is a new version of an old joke - Are there many Cylons out there in space? Nah, the Xenomorphs ate them all.

     

    The funny thing is that the Xenomorphs didn't give a damn about the Cylons till they took nice implantable human bodys...

     

    Tasha

  12. Re: Regenerating Touch

     

    This one looks like the keeper to me. Thanks for the help gang! Boy is Healing vs Aid messed up...[closes his eyes and prays for version 6 help]...

     

    Considering that Steve screwed it up in the first place and then choose to do nothing about it in 5er doesn't leave me very hopeful

     

    tasha

  13. Re: Urban/Modern Fantasy Questions

     

    How many folks have ran a urban/modern fantasy setting? What setting (location/time - ex. London/Victorian) did you use? Did you have any problems with power abuse? How well did the game go?

     

    I ran a Modern Day game. No power abuse, but I did have the characters write up "normals" at 100+100, then after the first game I had the Players increase their power level to 150+100. When I run it again I will just have them at super hero power levels.

     

    I don't game with any real power gamers so I didn't have any issues with unbalanced characters. Though the pixie's acid pixie dust was VERY effective, but also quite fun.

  14. Re: Regenerating Touch

     

    New can of worms...should I just use Aid and Only Restores To Starting Values to get around the reuse issue? Just thinkin' out loud...

     

    Aid does not heal, it only gives temporary stats (that go away at the fade rate). Healing is the right power for this.

     

    Tasha

  15. Re: Developing Life

     

    Argon isn't toxic, not in the conventional sense, as its almost completely inert. The problem it has is that it will make you feel drunk at high enough pressures. All gases, except helium, have that issue.

     

    More info: http://en.wikipedia.org/wiki/Nitrogen_narcosis

     

    Now, the tricky part is that I haven't found a good answer to breathing argon at atmospheric pressures. But, assuming that it produces no other issues than narcosis on the body, it would seem that the cut off for a safe atmosphere would be a narcosis effect equivalent to that of atmospheric nitrogen. That point is at a partial pressure of 340 millibars of argon.

     

     

    And, as to your original question, let me just say that the atmospheric generation part of that book is awful. Among its many flaws, you are incapable of generating Earth's atmosphere by its method, which I find to be a big flaw. But I'm also not sure what the best way to fix it is, though.

     

    Try one of the many editions of Traveller for their World Generation. Heck you can find spreadsheets and programs that will do all of the rolling and other math for you.

  16. Re: Cowboy Bebop/ Firefly inspired game

     

    When it comes to PC-preferred weapon calibres, 9mm is W-A-Y down the bottom end of the scale.

    Consider the impact (no pun intended) of the way-over-the-top stuff - an Elephant Gun will probably create a lot more than a finger-sized hole.

     

    One itty bitty issue with making the Ships susceptible to small arms fire, that being Micrometeorite hits on the hull. Esp if the ships in your 'Verse hit the insane speeds that the ones in Firefly did. You either need good armor or deflector shields to move those particles out of your way.

     

    Small holes in the ship will not cause explosive decompression like we see in hollywood. (See the Mythbusters episode where they pressurized a 747 and shot a hole though a window with a Pistol).

     

    BTW in Bebop the starship Highway system was a FTL Gate system. It translated the ships into this other space, when the ships reached their Destination the gate there brought the ship back into our space. Kind of Like the Babylon 5 Hyperspace gates, but somewhat cooler.

     

    Building a SciFi game I have been wrestling with the question of FTL and how fast do I want to make travel. As I see it I can make either make Travel Equal to:

     

    Air Travel (Fast trips every where can be reached in less than a Day). This is like Star Wars, where most planets in the universe can be reached quickly. Starships have a lounge but no sleeping spaces.

     

    Ground Travel (Takes a day or two to get most anywhere, lots of stop overs possible) Ships have small sleeping areas, but aren't made for extended stays in space. Firefly feels like this.(though it could be argued that Firefly is on the slower end of this)

     

    Water Travel (Slow trips take weeks to get anywhere) Ships have good facilites for staying aboard for extended Periods of time. Traveller is a good representive of this kind of FTL.

     

    Once you decide feel then you can make starships that fit that feel. Hell you could even start with a Starship design and extrapolate what kind of hyperdrive it has from it's facilities. Of course some people will make ships that don't fit the exact mold of the Hyperdrive. ie I have seen many fan created StarWars Deck plans with sleeping areas, even though most other ships don't have them.

     

    Jen :D

  17. Re: Rolling High

     

    One thing I like about roll high is that it makes the system feel more open ended. When making skill rolls we all roll 12-, 13- it makes it seem like there is an 18- limit when there is no such thing. With roll high you have your skill listed as +3, +4 or +10,. It makes skills seem like they can be bought up to what ever limit you set. Also it's so much easier to teach Newbies who have played any other system how to play.

     

    IMHO Roll high was one of the Best parts of Fuzion. It is something that should be part of the main system.

     

    Tasha

  18. Re: Superbeing Rights Debate

     

    hmmm. Interesting my crowd loves recurring villains. I usually ask them when a bad guy is captured if the want to see him back and how soon. Unless he's crossed over the line ( done some really low' date='heinous and personal to a player or beloved NPC) its let him cool off for one or 2 appearances of his associates and then lets have him back if they liked him at all.[/quote']

     

    My players don't mind Recurring villians if they aren't constantly escaping from Stronghold. Sometimes I have Villians escape by leaving when it's starting to look like they might lose the whole battle. (ie Mechanon's brain escape pod). Yes it can be fun having a rogues gallery, but I have found that you need to give the Players time before you pull the same villians over and over.

     

    Basically you and I agree on this point :D

     

    Tasha

  19. Re: Superbeing Rights Debate

     

    Using realism as a shield will not be a sufficient answer for most player character groups. It places an unfair demand on people who have more scientific knowledge and leads to a SIGNIFICANT problem. That problem is this:

     

    Falling back on realistic science destroys four color comic book games. Completely. Without fail. People inevitably make darker, grittier and more realistic characters, and the game falls apart. This is a bad answer. It also requires more science than everyone is willing to learn, and if the PC's don't understand the science behind it, the PLAYERS WILL COMPLAIN.

     

    Trust me, this is not a road you want to go down. Real World vs. Championsworld has caused fights between players and GMs before, and it will again.

     

    If you use real world science as a shield for this argument, you ALSO have to deal with it's CONSEQUENCES. The Religious Right, the political issues surrounding stem cell research, etc. And I have some VERY left leaning and VERY right leaning people in my group. You cannot seriously suggest that this will not boil over. It always does. Perhaps your group is neatly homogenous, but what you're suggesting, quite simply, makes no sense within the social and political dynamic of a diverse group of people between the ages of 30-60.

     

    As for the idea that eventually we correct the injustice? Really? The Red Scare. Mccarthy Walked. Nixon Walked. Ronald Reagan Walked. Bill Clinton Walked. Dick Cheney Walked. They all WALKED. They did the crime, and they did not do the time. Some of them didn't even get arrested.

     

    These injustices were not "Corrected" Tasha. They GOT AWAY WITH IT! Truth is not a substitute for punishment. :)

     

    In a superhero game, the superheroes are the ones responsible for upholding those high ideals. That means that when the bad guy walks, they say something like "We'll be waiting."

     

    But do this enough, to PLAYER CHARACTERS, and you will find that the lengths that they are willing to go to just to keep ANY villain in prison are outrageous. It makes the game "not fun." Therefore, a mechanism by which ALL Clones are allowed to "get away with it" is not fair to the PC's.

     

    Actually I was talking about laws that had injustice written into them. Like Women's right to vote, minority Rights to vote, things like this. I won't get into more as I don't want to cause this thread to get worse. Yes I will concede that the Rich and Powerful will sometimes not pay for their crimes, or will not face as stiff as sentence as a poor person.

     

    I don't run a four color game, and I don't know anyone who as run a four color game since the first game we played. Basically noone I play with likes the feel of Golden Age and Silver age Games. As for Villains getting away with their crimes, I usually hand wave the whole thing and say that the Villain was convicted. Unless I want to run a plot that upsets the campaign. Because people don't like the Villain to escape every time. Villains who always escape will sometimes find themselves turned into corpses if the Players get frustrated enough.

     

    More later,

    Tasha

  20. Re: 350 point jedi?

     

    Or do it the really simple way.

     

    "The Force is psychic powers gained through symbiotic relationship with psionically active microscopic organisms called midichlorians."

     

    Whaaa? that sounds like something that a hack writer would come up with...

     

    j/k :D

     

    Tasha

  21. Re: Black Ops Mutants: Help!

     

    250 Base 150 Disadvantage

     

    What DCs are the Attacks? what Def? that sort of thing.

     

    If it's a standard 10d6-12d6 supers game you may find that the PC's won't have many points to spend on those Spiffy skills...

     

    If it's a Super Agents kind of game or one where folk have only one Superpower it will work wonderfully. or even a low powered Supers game.

     

    Though it could be me projecting. I really can't make a 250pt character and have skills esp in a Mutants game where I can't have Powered armor and other Foci to give me more pts to spend on skills.

     

    Tasha

  22. Re: 350 point jedi?

     

    Is there anything in

    I'm not sure how to model a Jedi's prescience--would it be extra SPD, like Anakin Skywalker's abilities as a podracer, and later a pilot? Or would it be pure Clarisentinence? Perhaps both?

     

    Hope that helps.

     

    The prescience is VERY easy. It's called Overall Levels. If you like you can place "Requires a Force Skill Roll" on them to simulate their nature of being a force ability.

     

    There are jedi abilities that are Completely Clairsentience, but not all Jedi are that well trained in those abilities.

     

    I highly recommend looking at one of the StarWars rule books to get an idea of what abilities Jedi can have. Reading the Description of the abilities can give you a good idea of how to write up the ability in Hero.

     

    As for 350 being a bit high for a Jedi... The OP wanted to play a Jedi Character in Champions in a 350 Pt limit campaign.

     

    I played decent Advanced Padawan level Jedi in a 175 pt "normals" game. Though we didn't have to pay for our Glow Sticks out of Character points. The characters played very well, and would have been even more awesome with more EXP.

     

    Tasha

  23. Re: 350 point jedi?

     

    Speaking for myself' date=' I can't see where a "transplanted Jedi" would work in a Champions game story-wise, as the Force is so strongly integral to the Star Wars setting that it [i']determines morality[/i] for everyone in the setting, Force-user or not. Without the Force, the Jedi aren't the Jedi.

     

    However, a similar powerset (as you mentioned, mentalist/martial artist) lies well within scope for Champions.

     

    But really is the Force that much different than Eastern belief about Chi? If you can bring youself to think that The Force = Chi, then you have a good basis for the character working in a Champions universe.

     

    I am not sure that I agree that the Force determines the morality of everyone in the Setting. Current Jedi beliefs do determine how Jedi act. I don't think that Jedi beliefs made Han Solo do anything he didn't want to do to begin with. IMHO that makes Jedi no different than many Martial Artist Monks. The main difference is that Jedi have the "glow stick" (Light Saber), and exist in a SciFi setting.

     

    Honestly I would allow it. Characters that are brought over from other Genres can be quite fun. They tend to eventually lose their "difference" over the longrun and will blend in with the other Heroes.

     

    Tasha

  24. Re: City of Heroes - Online Hero Game

     

    It turns out I'm @Redshot21. I wonder if I need a better handle, but I only get one chance to set one -- I don't know whether that's 'ever" or because I'm on a Demo account.

     

    On Protector, my Level 4 Mutant Scrapper (Lord Kronstien) was left standing directly in front of the medical center in Skyway. As mentioned before, I need to get OUT of Skyway and back to Atlas Park. I have an ongoing mission in Atlas park at a warehouse on the southwest corner of the zone map -- the problem, as I mentioned, has been getting there. I don't have any movement powers to make running the gauntlet any easier. If someone can get me back there and back on track for the mission I'd appreciate it. It would also help to get another couple of levels -- or eventually to get enough levels that wrong turns aren't universally fatal.

     

    On Champion, I have a Level 2 Magic Scrapper (Kaishaku). He was left standing near Ms. Liberty after getting killed once and taking out a few random thugs including some Level 4s. I don't have any missions for him and haven't even been to City Hall to pick one up, and have no contacts outside the Tutorial adventure.

     

    I have a couple of variations on Redshot (a science blaster with a machine gun) on a couple of other servers. I don't think I'm going to be using them anymore. He just isn;t very efficient and I can't prevent thugs from closing distance in a hurry after I start shooting at them.

     

    I'm wondering when my heroes get to be super. So far the thugs are close to forcing my hand as far as what I do. I'd like to have a car to get to mission sites, but the only cars in the game appear to be random distractions.

     

    you might want to double check your missions (there's a dropdown for that). The Tutorial sets a mission to talk to your first contact. So you should have a contact to talk to.

     

    Tasha :D

  25. Re: 350 point jedi?

     

    This is a slightly up powered Character that I ran for a Star Wars game that translated the characters from the StarWars d20 Rule set. I did make some adjustments to make the character more "Champions Playable"

     

    In the Campaign she is a "Jedi Consular" which is a Jedi that is more into introspective Force abilities and not so much about combat. She was our Ship's engineer. She believed that the Force flowed through all things, including Mechanical items. Her Species is "Miraluka" which is a species that is so in tune to the force that they stopped using their eyes, eventually evolving in such a way that they didn't even have eyes anymore.

     

    Tasha

    Enjoy!

     

    PS she isn't totally balanced, as she isn't really for play :D.

     

    Also I toned down the light saber to make it Champions friendly, also I added a second mode (training mode) that allows the Jedi to use an attack that isn't a KA. Though I should have made it Armor Piercing as well. Also the Saber is Restrainable, because most Jedi don't lose their saber (or not for long). If you character is unlucky as Aniken then Remove Restrainable and replace it with OAF LightSaber.

    ----

    Seramia Popuah

     

    Player: Tasha

     

    Val Char Cost

    13 STR 3

    20 DEX 30

    15 CON 10

    15 BODY 10

    18 INT 8

    18 EGO 16

    13 PRE 3

    14 COM 2

     

    5/21 PD 2

    4/20 ED 1

    4 SPD 10

    6 REC 0

    34 END 2

    30 STUN 0

     

    6" RUN 0

    2" SWIM 0

    5 1/2" LEAP 0

    Characteristics Cost: 97

     

    Cost Power

    13 Force Abilties: Elemental Control, 40-point powers, (20 Active Points); all slots Requires A Force Skill Roll (-1/2)

    9 1) Telepathy 8d6 (Organic Life and Machine Minds classes of minds) (50 Active Points); Language Barrier (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Requires A Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)

    11 2) Jedi Mind Tricks: Mind Control 8d6 (40 Active Points); Requires A Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4)

    10 3) Active Lightsaber Defense: Force Field (16 PD/16 ED), Reduced Endurance (1/2 END; +1/4) (40 Active Points); Restrainable (Requires an activated Light Saber; -1/2), Requires A Force Skill Roll (-1/2)

    11 4) Force Inspiration: +4 Overall (40 Active Points); Requires A Force Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)

    8 5) Force Heal: Healing BODY 4d6 (40 Active Points); Extra Time (Extra Phase, -3/4), Requires A Skill Roll (-1/2), Concentration (1/2 DCV; -1/4)

    11 6) Move Object: Telekinesis (20 STR), Fine Manipulation (40 Active Points); Requires A Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)

    15 7) Danger Sense (general area, any danger, Discriminatory, Function as a Sense) (42 Active Points); Requires A Force Skill Roll (-1/2) 15-/13-

    30 See Force (Miraluka Sight): Detect A Class Of Things (The Force) 16-/14- (Mystic Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Range, Sense, Targeting

    4 Light Saber Defense: +2 with DCV (10 Active Points); OAF (Activated LightSaber; -1), Requires A Skill Roll (Must be rolled vs every attack deflected; -1/2)

    5 Force Leap: Leaping +3" (5 1/2" forward, 2 1/2" upward) (Accurate) (8 Active Points); Requires A Skill Roll (-1/2)

    6 Alertness: +2 PER with all Sense Groups

    47 LightSaber: Multipower, 70-point reserve, (70 Active Points); all slots Restrainable (-1/2)

    3u 1) Killing Attack - Ranged 3d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (70 Active Points); No Range (-1/2), Restrainable (-1/2)

    3u 2) (Training Mode): Energy Blast 12d6 (vs. ED) (60 Active Points); No Range (-1/2), Restrainable (-1/2)

    2u 3) Active LightSaber Defense: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Requires A Skill Roll (-1/2), Restrainable (-1/2)

    Powers Cost: 188

     

     

    Cost Skill

    3 Persuasion 12-

    6 Computer Programming (Computer Networks, Personal Computers, Droids) 13-

    1 Systems Operation 8-

    4 Weaponsmith (Energy Weapons, Firearms, LightSabers) 13-

    3 Mechanics 13-

    1 Inventor 8-

    3 Electronics 13-

    3 Conversation 12-

    5 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, SCUBA

    3 Linguist

    3 1) Language: Basic (idiomatic) (4 Active Points)

    2 2) Language: Binary (completely fluent; literate) (4 Active Points); Limited Power Power loses about a third of its effectiveness (Cannot speak Language; -1/2)

    2 3) Language: Cerean (completely fluent) (3 Active Points)

    0 4) Language: Miralukan (idiomatic; literate) (5 Active Points)

    2 5) Language: Rodese (completely fluent) (3 Active Points)

    3 Scholar

    2 1) KS: Jedi Lore/History (INT-based) (3 Active Points) 13-

    2 2) KS: Starship Systems (INT-based) (3 Active Points) 13-

    2 3) KS: The Force (INT-based) (3 Active Points) 13-

    3 Jack of All Trades

    2 1) PS: Electronic Devices (INT-based) (3 Active Points) 13-

    2 2) PS: Light Saber Crafting (INT-based) (3 Active Points) 13-

    2 3) PS: Spacehand (INT-based) (3 Active Points) 13-

    2 4) PS: Sublight Drives and Hyperdrives (INT-based) (3 Active Points) 13-

    3 SS: Physics (INT-based) 13-

    5 SS: Starship Engineering (Repair) (INT-based) 15-

    7 Power: The Force (EGO-based) 15-

    1 Analyze: Force abilties 8-

    4 WF: Energy Weapons, Blades, Clubs, Fist-Loads, LightSaber, Unarmed Combat

    Skills Cost: 81

     

     

     

    Total Character Cost: 366

     

    Pts. Disadvantage

    5 Physical Limitation: Blind with Normal Sight (Infrequently; Slightly Impairing)

    5 Distinctive Features: Miraluka (no Eyes) (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

    10 Distinctive Features: Force Sensitive (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses; Not Distinctive In Some Cultures)

    15 Psychological Limitation: Jedi Code of Honor (Common; Strong)

    5 Psychological Limitation: Likes to Tinker with Technology (Uncommon; Moderate)

    15 Psychological Limitation: Must help those in need (Innocents) (Common; Strong)

    Disadvantage Points: 55

    Base Points: 200

    Experience Required: 111

    Total Experience Available: 0

    Experience Unspent: 0

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