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xirr2000

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Everything posted by xirr2000

  1. Re: Advantages on Strength, with limitations, Advantages and Martial Arts So if I have a STR of 15, martial arts that add +4DC (like offensive strike) and 2 extra damage classes o that adds 2d6 that brings me to 9d6 punch. I can then purchase +2d6 HA with Armor Piercing and the whole 11d6 punch is now armor piercing? That seems like a loophole that should not exist in 6th edition of any game.
  2. So I'm working on an arcane detective who will be punching things a lot. He has a STR of 15, but I wanted to get him some martial arts and a pair of brass knuckles (shamelessly stolen from another thread) that gave him the ability to punch desolid, 0 end and/or double knockback. How does this work? His strength is only 15, but with the martial arts and whatnot his attack could easily get up to 10d6 or so and I'm not sure how to do the limitations and advantages on that since i think the advantages should be based on the total attack. But I'm not sure on the rules on this and I dont have my rulebook or even a .pdf copy to check on this. This would also help though when it comes to questions I had regarding buying HKA with advantages. It seems you pay a relatively low price on the power, and with strength you get a nice bump along with the advantages for free. Am I reading this wrong?
  3. Re: Your takes on a magician detective I'm a fan of this as well. My detective, is not a stage magician at all, but a real magician who lives more of a detective's life. He does not dress oddly, but looks like a trenchcoat wearing guy who does most of his work at night, but has some magic at his disposal in the form of a variable power pool and some magical items to help him fight bad guys or figure out clues. He does not broadcast his magical abilities though for various reasons, some of which are he does not want to get "recruited" by either Demon or the US Government. I like the base idea though, a sanctuary with some added defenses like mental defense and perhaps a vault to store items he can't or does not want to use, or let anyone else use. Overall though, he does do mundane criminal investigation, but he is also called upon to handle more paranormal situations or enemies. Some of whom may not be from this world. In this world, most "magicians" are folks with some magical talent but not a lot. This translates into most "magicians" folks being able to use magical items or trinkets but not able to actually cast magic or shape it to their desires. He can though so he is a cut above and thus sought out by others who know what he is capable of.
  4. Re: Magic Items go here!! I'd love to see a similar list for spells. I'm playing more of a champions campaign rather than fantasy hero, but for my purposes a list of spells would be very helpful. Very nice job posting these though, nice to see fan creations.
  5. Re: Arcane Detective Byron Harte So is he just a brute type, kick butt? I thought perhaps he would have some magical spells or divination like abilities to help him solve puzzles. Although this works well too I posted in my other reply I'm doiing something similar, but I'm choosing a multiform option. One form is the gumshoe detective, but with some magical abilities. I have not decided whether I want him to be an indiana jones type with magic items to help him or a caster type with arcane powers. The other form is a dragon/demon form he can turn into when things get ugly. Both have their charms I guess.
  6. One of the cool things about mental attacks is they are often invisible. Folks dont necessarily know their mind is being read or they are being targeted. How do I do telepathy and the target not know it is happening. Since there is some type of struggle, EOCV vs. EDCV, seems to imply it would be noticeable, but what if I dont want it to be noticeable. I know this has been brought up several times since the 80s, but I can't recall a consensus on the matter.
  7. Re: In Progress From Blackwyrm Games: Mythic America
  8. Re: Arcane Detective Byron Harte I like this character a lot. I think I will make a similar character, but toned down and with a small power pool to simulate him being able to cast minor spells. Have you used him in a campaign?
  9. Re: Character Concept: Arcane detective Thanks!
  10. Re: 6e books, 4 of them for "core" rules? Ya, I'm thining what I listed as "upgraded" was the Advanced Players Guide. Thank you for the clarifications.
  11. Trying to build an arcane detective in the line of Dresden Files. This one has a mutliform though, he can turn into a draconic warrior when need arises. I wanted this as I was looking for a solo pulp noir type of character but wanted to have the flexibility to kick butt and tear apart a viper base from time to time. The characters will be 350pt. I have to re-read how to do multiform, can I make them both 350pts? Anyhoo, thinking of giving him a power pool to make "spells" and it's been awhile since I've played Hero (or as I call it Champions) and would love some advice suggestions on making spells. I'm thinking of keeping his power pool to 40pts to keep in line with this persona being more low powered. Didn't see a lot of recent books though to support an arcane campaign in a modern world. I'd love help with 2 things: 1: Are there supplements for arcane campaigns for 5e that I'm missing? 2: Power suggestions that fit an arcane character and would fit into a 40pt pool. Covering things like divination, subtle combat powers, sneakiness, etc.... Thanks!
  12. 6e books, 4 of them for "core" rules? I'm a little confused. Went down to my local gamestore to see what is new in the world of Champions (Hero Systems I know but I still call it Champions). Looks like there is a 6th edition, so I thought I'd pick up the books. 5e surprised me with a generic rulebook that cost $50, so I was prepared to spend about that much. Now along with a hefty price tag it appears that there are 4 books? Basics rulebook, seems to have everything in terms of powers, but very small so it's clearly missing a lot. Upgraded Basic book: More stuff, discusses combat and some other stuff? Volume #1: Not sure, it was not there at the store but clearly in existence. Volume #2: A book that goes into semantics of how to play the game and discusses lots of variations in terms of using the rules, combat and what I would call "flavor". Can I get by with some of these books? Do I need them all or will I be left missing something? Please help me out, I'd like to get into 6e, but I can't shake the feeling I'm paying twice for something by buying all these books. Are the first 2 books like a dumbed down version of the bigger books? Completely separate with unique info/rules? Also, not sure how new this new edition is. It looked an awful lot like 5e, thanks for any feedback from folks who have made use of the new material.
  13. Checking out Champs again after a long hiatus. I see a thread above for a 6th Edition? The Champs FAQ says that there are only 5 editions? Which is right?
  14. Re: Desolid requires Life Support? I guess my view is that becoming desolid seems to imply that you no longer interact with the physical world. You can pass through objects, weapons dont affect you and in return you cant physically affect the world or interact with it until you become solid again. Thing is, why do they draw the line at breathing? Breathing is interacting with the physical world, whether it is solid, liquid or gas it doesn't matter. Shouldn't the oxygen molecules just pass right through you just like everything else when you try to breath? If so what are you breathing then? If not, then why does oxygen interact with a desolid character when a bullet does not? I understand that some builds sfx may lead them to still have a need to breath, but standard desolid as it is written does not really make sense that you would even be able to breath at all, whether you were in stone or standing out in the open.
  15. Seems weird to me but according to 5ER Desolid prevents you from taking damage from attacks but not from taking damage due to environment. Seems to me that you would be equally immune to both and for the same reason, of course this can be modified by sfx of the power in question. But say if you were taking casper the friendly ghost type of desolid into account you simply are not affected by the material world, right? If you were then a bullet would hurt you as much as anything else. Why do you have to also buy LS only when desolid for all this?
  16. Re: Martial Arts and Str Advantages. Correct, HKA.
  17. Re: Marital Arts and Str Advantages. Thanks, but i'm not worried about how many DCs I can add as a maximum, but rather how many DCs would a martial strike that normally does 12d6 damage be converted when used as a 3d6 HTK with a +1 advantage. Would it add only 6DCs once the +1 advantage was taken into account, resulting in a 5d6 HTK? Does each extra DC count as 5 Str for purposes of calculating the final amount of damage when using a HTK? Perhaps I should be asking if Martial Arts DCs can even be used to increase HTK killing damage.
  18. Re: Marital Arts and Str Advantages. Title updated, any advice now?
  19. How do you buy advantages for Str, say Armor Peircing, if you are using Martial Arts? Seems like buying AP for a Str of 20 but then you have a 12d6 Martial Strike (after DCs) would be too cost effective. But then you would have different levels of attacks so it's not clear on what you would base the advantage on. How have others handled this? 2nd Question. If you have a HTK and you use it with MA to increase the DC, how do you figure in the MA DC if there is say a +1 Advatange on the HTK? Make it a 3k6 HTK with +1 worth of advantage and a Martial Strike that is normally 12d6 (4d6 from Str, 2d6 from the Strike and 6d6 from purchased DCs)? What wold be the final HTK value?
  20. Re: What is the difference between Champions and Champions Universe? I'm curious as to what kind of info is in Champions that is not in CU that would make it worth purchasing? I scanned it briefly in the store and it seemed to rehash a lot of the info in CU, which made me think it would not be a very useful addition to my little Hero Games library.
  21. These books seem awfully similar and I must say I was a bit disappointed to purchase Champions Universe and find it lacking any listing for the Champions. I can only assume their stats and history/backgrounds are in the other book. Is that where Mechanon is listed as well? Would have thought he was in the villains book, but I didn't see him there. Anyone else feel its a bit of a hosing to have to buy several books totalling over $100 to get all this info that was once listed in one book? Dont get me wrong, I do appreciate all the work that went into the books I have so far, but I still feel like I'm getting hosed over a little bit. Ok, done complaining for the day......
  22. In the 5th Edition here it seems the champions lineup has changed dramatically, the only "old" champion is Defender. What happened to Seeker, Obisidian and the others? I purchased the Champions Universe sourcebook hoping to find answers there but nothing.
  23. I've noticed in certain entries for powers (on both NPCs and vehicles) that when purchasing a duplicate power there is a cost break on the second entry for some reason, but could not find why listed in the book. An example would be Shugoshin's second spirit sword (from Champions Universe). Can anyone point out where in the rules this is justified?
  24. Has anyone posted stats for "Aliens"? You know, acid blood, burst from chest and all that stuff? I'm planning on using them for an adventure tomorrow and would like to see what others have used, I'm assuming at least one person has tried them in a campaign at some point.
  25. Re: Need help with campaign ideas Yes, i have the star heroes book,although i just got i tlast night and have not read it yet. Perhaps some ideas will come to me there. Anyhoo, I plan on running a Star Wars type universe with superheroes level toons in the mix. The crux of it is some of the players just want to be talented normals while at least one other wants to be superhero level in power and scope. I'll look into Terran Empire, although I just spent $30 on supplement book in Star Heroes so I dont feel like shelling out more money for something that should have been included in an already expensive supplement. I'm hoping there is more than a paragraph on various factions and that the book isn't just a ton of pages on creative uses of Force Fields as a power.
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