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megaplayboy

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Everything posted by megaplayboy

  1. The current government would essentially become a ruling junta with the ability to disregard judicial rulings it doesn't like. One would suspect that, based upon not too distant history, that fascism and judaism are fundamentally incompatible. A fair number of Israelis out in the streets seem to agree. We'll find out soon enough.
  2. Well, Donald Glover's a creative genius, so I'd at least like to see what he comes up with.
  3. I might do it as a plot point, if a wounded hero or NPC pushes on without properly treating an injury, they now get infected and it becomes a race against time to get to a proper healer/doctor.
  4. It occurs to me that in any setting priot to the last 100 years or so, that real world combat injuries often became combat fatalities due to wounds getting infected. Since we already have optional rules for: hit locations, bleeding, injuring and disabling wounds, I'm just wondering if such rules exist for the risk of wounds becoming infected. I don't seem to recall any, but perhaps I was looking in the wrong place for them.
  5. Harn combat, I'd say, should have all the optional adds like bleeding, hit locations, injuring and disabling wounds, maybe increased END cost for STR, hard stat caps, and more realistic healing and recovery rates. I remember fighting as a new character and you never want to fight more than once a day as a new character, you will die. So, also probably lower starting character points too. Picking dirt out of your teeth level gritty.
  6. Walker just stated that "This is the greatest country in the U.S.". I mean, how could one disagree?
  7. Hero's not an OGL system at present, as far as I know. The game pretty much IS its mechanics, with the campaign settings secondary. The Hero System Basic Rules for 6th Edition is available as a PDF for 15 bucks. The two Hero 6th books, Character Creation and Combat and Adventuring, are available in PDF form for 20 bucks each. Hero System Basic Rules will do the job as far as a basic reference doc, I suspect. But it isn't free. for 5th, the Hero System Sidekick PDF is 7 bucks. Hero System Rules Book PDF for 4th edition is 10 bucks. Either the GM can come up with the money for 4-6 copies, or the players can pony up. 7 to 40 bucks is not that daunting.
  8. Now we just need an octuple mount turret for this:
  9. So far, I've seen Teleport, Tunneling and Desolid suggested as approaches. For a lesser version of this ability, I'd suggest the Environmental movement perk/skill, eliminating movement and combat penalties for fighting and moving through thick brush and undergrowth. Another way to do this is a boost to STR to enable "casual STR" movement through barriers and entangles weaker than the results of your casual STR damage roll. That's probably something like a -1 1/2 limitation on the extra STR, and with some additional spell limitations, maybe you get 4 STR per point of spell. +80 STR would get you through almost any woodland barrier, even using your casual STR score against the barrier or entangle. You don't run into the restrictions or quirks of TP, Tunneling or Desol this way.
  10. Navy "UFO Patent" Documents Talk Of "Spacetime Modification Weapon," Detail Experimental Testing (thedrive.com) "I've developed the technological means to modify spacetime." "Great! Uh, any way we could, uh, weaponize that technology?" "Uh, I guess? I mean, it would be incalculably destructive, though..." "Not to worry, we'll test it in the desert!"
  11. Useful map scales depend upon the movement rates of the vehicles involved. 1 meter per hex is fine so long as nobody is moving faster than about 30m/second (about 67mph). 10 meters per hex works fine for fast cars and subsonic aircraft. 100 meters per hex works fine for fighter jets. 1km per hex is good for vessels in or near orbit. 10km per hex for vessels relatively close to a planet. 100km per hex for maneuvering inside a planetary system. 1000km per hex for encounters at the fringes of star systems, and 10k km per hex for deep space combat (30 hexes per segment is lightspeed!). If you're going to permit FTL combat, I'd just abstract it out since the distances involved are immense, and ships too far apart in speed simply won't be able to stay in range of each other. If you want to model realistic effects of collisions at high speeds, simply use the optional velocity factor rules and work out the relative VF of vehicles based on their speeds. Fair to say that collisions at near-light speed are ones that nobody is walking away from.
  12. Pretty sure that Ultimate mentalist also had mental combat maneuvers. Kingdom Combat has its own "maneuvers" as well.
  13. There are some, but clearly there are new maneuvers, including ones that make use of wrestling-specific elements(using the turnbuckle, throwing into the ropes, etc.). It might also be useful to have an annotated list that notes the variations(sfx) on specific maneuvers(a double backfist and a spinning roundhouse might both be offensive strikes, but the sfx might be relevant in specific circumstances).
  14. LL's master list is 4 pages long. I suspect that there are more than a few new maneuvers in there.
  15. I always thought extra BODy for a human didn't always reflect being more physically robust, it could also be a reflection of "too stubborn to die" or "strong will to live".
  16. Has anyone created a master list of martial maneuvers incorporating all the maneuvers from HSMA/UMA, Lucha Libre Hero and so forth? HSMA has a nice long list and LLH an even longer one, but it would be nice to have something comprehensive, with maneuvers sorted by type(strike, block/dodge, throw, grab, escape, weapon manuevers, etc.). There are literally hundreds of maneuvers, not including one-off martial arts written up in various places. If no one has, I'm inclined to take the project on.
  17. Small blades and bludgeons of various sorts will continue to have value in close quarters combat. vibro blades, lightsabers, monofilament blades and what not are basically just ways to up the effectiveness. Obviously some settings emphasize melee combat more than others.
  18. The comic book versions have lower resistant DEF compared to their tv counterparts. Homelander's doppelganger is mortally wounded by .50 BMG depleted uranium rounds. The tv version is supposedly invulnerable to conventional weapons.
  19. Anyone do something similar for Wrath of the Seven Horsemen? That was THE baddest villain team I can recall from 3rd edition or earlier.
  20. So you can autofire a dual-purpose grenade that can penetrate up to 90 mm of mild steel? That would be highly lethal in a Dark Champions campaign, since typically resistant defenses are capped at 10.
  21. One suggestion I saw elsewhere--the missiles are straightforward guided weapons, while torpedoes are more like large "kamikaze" drones, with armor, ECCM, maybe even shielding to protect a heavier payload moving a bit more slowly towards the target. In that scenario, the missile is akin to a fast moving anti-ship missile that follows a standard arc towards the target, while the torpedo is larger and slower but "smarter", performing evasive maneuvers and adjusting course en route.
  22. So, I'm working on my own starship design and classification system, and some interesting dilemmas have come up. The first one is "what, practically speaking, is the distinction between a 'space torpedo' and a garden variety 'space missile'? " I tried to think about the qualities of a "torpedo" vs a "missile" and what I can come up with so far: torpedoes may be slower but harder hitting, and it may be possible to evade a space torpedo. Another option is that the torpedo essentially becomes a ball of energy of some sort(plasma?) when fired, so that conventional missile defence/deflection tends to be less effective against it. That might also explain it being less accurate. Any thoughts?
  23. The Holy Roman Empire was a quasi-successor state to the Western Roman Empire, and dominated the Middle Ages in Europe. Didn't dissolve until 1806. I think we still have a decent stretch run left in us.
  24. It was more of an NPC power to be a plot hook, with a group of PCs then having to figure out how to get back, and maybe deal with some infernal adventures along the way. I certainly would look askance at a player suggesting this power (at least, in any way it could be employed in combat time).
  25. So, the idea is for an attack that sends the targets "straight to hell"(a random location thereto). XDM(single group of related dimensions(Infernal Realms), Usable as Attack(stopped by magic force fields, having xdm or teleportation powers, power defense or a "pure soul"), x64 mass(if it's necessary under the rules), AoE 8 meter radius. Is that rules legal? I think the above is 125 active points, a lot less if the extra mass multiples aren't necessary. "Sends to random location" seems like it could be a -1 limitation or a wash, since you can't use it to travel effectively to hell, but you also have a harder time recovering those sent thereto. Now that I'm thinking about it, I'm wondering how to write up a "banish to prison realm/retrieve from banishment" power combo too.
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