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ghost-angel

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Everything posted by ghost-angel

  1. There's a reason the book says "you can only buy more than 1 level with GM Permission" - that's the same as a ! Warning Sign. It is hyper effective at high levels. It is a useful tool in the box. The System is still, after all these years, not your babysitter.
  2. He is crushingly wrong. Stun Only is a standard modifier. AVAD removes Body Damage without adding further modifiers (Sleep dart: 12D6 Blast; AVAD: Life Support: Does Not Sleep) Heck - Drain: Stun. And others have offered many useful builds here. It's very easy to do lots of Stun in Hero. The Killing Attack multiplier was reduced in 6E so that on an average a KA did more Body and a Normal Attack did more Stun given equal Damage Classes. It's very easy to do Stun Damage in HERO.
  3. Are you trying to add them onto an existing attack; like if you have them surprised your attack becomes AP/Autofire instead of just a normal Attack?
  4. Sounds good in theory, but you can't buy PER Modifiers against the Darkness Power. I would follow along with Hyper-Man's suggestion; Figure out how much a Naked Personal Immunity Advantage costs for the Darkness Power in question, and use that as the Point Base; Or, charge Character 2 the 5 Points for a "Second Pair" from Character 1 (via the Doubling Model) and call it good.
  5. There are Size Difference Modifiers for OCV & I would also apply a Surprise OCV Modifier to the attack...
  6. What do i role to know what gender my character is, again?
  7. Um... 5th Edition did not come out 'rathery quickly after 4th' - there was over a decade between the two editions, and a failed reboot system with a Fuzion attempt in between those two. And there was about 7-8 years between 5th and 6th IIRC. These are not exactly quick edition turn arounds. In fact, the distance between 5th and 4th is about the same as the distance between AD&D2E and D&D3E.
  8. On this I disagree, you could probably replace Bella with a Fleshlight with a Post-It stuck on it for most of the series and change nothing.
  9. I didn't say they didn't work... merely pointing out that it's not just "women who fight" that's being discussed as an idea.
  10. I think this sidesteps the actual issue ... it's not entirely about "women who can fight" or "tough women who fight for something" it's about Agency, they have full control of their persons, their stories, and their directions. And they'll fight for it.
  11. Mind Control -> Remove Your Clothes Because They Are Itchy And Uncomfortable Images, Touch Group -> Make Clothes feel Itchy And Uncomfortable (removal entirely up to target though) Transform -> Clothes into Super Itchy & Uncomfortable Clothes Change Environment -> you could probably finable something into this one.... Off the top of my head.
  12. Here's how to handle this in Hero; because it's easier than we're probably going to make it out to be. First, decide on the base rules of your campaign, just choose a few things as baseline, like a power level you're comfortable dealing with or can easily work out in your brain. Like 10 Damage Classes on the average attack, and 20-25 defenses on the average, that kind of thing. Then, take your signature characters and just make them X Tought/Stronger/More Destructive than your average baseline, where X is just how much more over the top you think they need to be. It doesn't have to match the game, it has to match the feel of the game. Which means whatever Power Levels you want to game with (standard Supers feels about right for WoW, but I don't really play that one) and then notch the NPCs up or down from that based on their relative levels in the game...
  13. Unless the jeans have 1rPD, the cats HKA needs a Limitation: blocked by sufficiently tough/thick clothing.... Also, I'm not the world's best combatant (my idea of a fight is to run like hell) and even I can pretty easily thwack a cat that's trying to attack me (because I have) pretty easily and I question 8DCV to begin with. That's superheroic level dodging. This is where I start to disconnect from Hero, nominally the 8DCV is due to both agility and 'size' thus completely ignoring that Hero has a Size Modifier To Hit chart in it that's useful for taking care of the disparity between various sizes and that smaller things aren't always inherently harder to hit simply because they're smaller. Two cats going at it aren't finding each other particularly hard to hit, even, so the difference between OCV and DCV looks even weirder amongst Like Attackers here. The cat is just built incorrectly.
  14. The thing about systems like Savage Worlds where point balance can come directly from the points themselves is that all the other mechanics are balanced against each other at a specific offense/defense power level. Specifically because Special Effect and Mechanical Effect are predetermined. This is not true in Hero, especially at the build level. The Mechanics have no Special Effect, it has to be decided upon and built into the construct; SFX will start to determine modifiers, which other systems trend towards not having: you buy a construct, it does what it does, and that's it. In Hero you build a construct, and it does what you build it to do. So while straight Character Points are not a good measure of overall effectiveness, because they lack Context, you can compare to equal Point Constructs be relatively sure you're going to get the same level of effectiveness from each. Assuming you're comparing the right points - Hero has 2 points to compare builds with: Active & Real. Active will be a closer comparison level, Real less so because the Limitation Modifiers can depend heavily on the GM setting up an environment where they are a Limitation and not merely a point reduction. So yes, to a certain degree, Character Points are useless for balance, especially in an absolute sense. But in a Campaign Context Sense with other proper considerations made, Character Points will be a decent eyeball measure of how effective and balanced a character will be within the game they are built for.
  15. The 6E Limitation is was created specifically to replace Elemental Controls; The biggest hurdle in working with ECs is that all the powers were stuck in the same AP Level, unless GMs house ruled otherwise. The 6E Limitation overcomes that problem.
  16. Yes, if the SFX is "Super intelligent computer assistance" and you and the GM agree they belong as a group, then an EC is a perfectly valid construct to use.
  17. That doesn't mean we can't question the passivity of the women and the toxicity of the relationships. Regardless of genre considerations - Bella was given zero agency in the stories, which is not a genre thing (there are plenty of romance novels where the leading women are given agency; see the entire myriad of modern romance-urban-fantasy novels that Twilight falls well into genre with: plenty of lead women with agency.) Bella is a bad example of a character no matter what genre you're comparing her too, the depictions of relationships were especially unhealthy, making them especially bad examples of Romance.
  18. Does it even matter if two weapon fighting is historically accurate? Unless you're playing in a Historical based game, it's useless sticking point. If you have magic, powers, or any fantastical element you can have two weapon fighting without breaking verisimilitude.
  19. Dual Wielding has been a thing in D&D since at least 1988 when Drizzt was invented as the original dual-wielding munchkin machine in Salvatore's novels. There were entire AD&D2E Subclasses dedicated to the idea. I give no thoughts to validity within the system, but the idea has been around since way before video games popularized the idea.
  20. Part 1; Keep the gates open: You could take the Mystics Power Skills and allow a use of "Raw Magical Power" to be poured into the portal, effectively feeding it energy, opposed rolls (modified of Knowledge Magic and/or Ego Rolls) allows the winner to add or drain Endurance from the Portal. This works well if you give the Portal a Starting Endurance Number and Endurance it uses every Phase just to remain in existence; when a Mystic opens a portal they feed it Endurance to keep it open, usually just enough that as soon as they stop feeding it there's almost no lag between when they stop and when the portal closes (enterprising mystics can feed it a whole bunch of Endurance up front so it can remain unattended for a few moments (phases) on its own. Likewise a Power Skill Roll (whatever magic the mystic uses) allows them to later on bleed Endurance off or add more in (the bled Endurance just goes away, no one gets it). 1a: Get Clever: give a very strong character Transdimensional on their Strength and just have them literally hold the door open. A STR Roll, instead of Power, determines how much 'endurance' a Portal 'gains' from them just holding the walls of reality apart. Part 2; Addendum to Part One, the simplest way to determine how much Endurance a Portal needs to remain open it literally the Endurance needed to activate/keep active the EDM Build. Use a Mystics personal Endurance, or smart Mystic builds an Endurance Battery into some mystical doorway object that fuels the Power. Or pick a number that will allow for maximum drama. Part 3; Opposed Power Skill/Magic Use rolls, complimentary Ego Rolls, and possibly Knowledge Magic if the portal uses a type of Magic the Mystic isn't directly trained in. I would also make these Skills Rolls a Full Phase Action to maintain, control, and manipulate the Magic. Part 4; Bleed off the built up Magic (Endurance) of the Portal by draining it with your magic, a massive Dispel on the EDM itself could work One of the easiest ways to get all this dramatized is to give the Portal a Speed and Endurance stat of its own, sort of simulating a Vehicles Fuel and Consumption Rate; this is stepping off the book a ways, but this is Hero, and the Mechanics of Speed and Endurance are easy to work with, so stapling them onto EDM:Portal To Somewhere to really cool dramatic effects should be totally possible. Example: A Portal starts with a Speed 3, and however much Endurance the caster initially fed into it, or however much the Mystic Battery powering it currently has. The Mystic Evil One has a mana-stone with 25 Endurance in it, and the Portal uses 5 END per Phase, without doing anything when they open the Portal it lasts for 5 Phases, or about 18 seconds. Using their Magic Power skill they feed some more Endurance into the Mana Stone every few seconds for a few minutes at the end their very tired, by the mana-stone is currently full enough to give them a full unattended minute to walk through, talk with, allow something to come through, or toss someone into the portal... It's workable, doesn't require too much more book keeping than is already involved in Combat, and opposed skill rolls take care of adding or subtracting from the time left the portal has. It works easily within the constraints of how combat already flows, and mechanics that already exist (Endurance, Speed, Skill Rolls). Also, have the added fun of allowing other characters interrupt the magic beams the mages are throwing out, every END they're trying to add/bleed off = 1D6 Normal Damage. As long as they're adding END in the 5-15 range this won't be a game changing hit, and allow characters to interrupt beams for longer (or indefinite...) periods as long as they stay in the beam, a successful Magic Roll allows a mage to redirect an active beam of magic around/past the offending character as well... Given most Characters Endurance scores, I wouldn't deal in overly large numbers; if a Character wants to drain or add 5 Endurance off the portal they need to pay 5END to do it (Endurance spent = Endurance changed); and small numbers can be dramatic...
  21. If you're using 6E replace the word "Hex" with "Meter Increment that the Explosion drops off at"
  22. If the AoE;Explosion is not a Radius then you start with the target Hex and move out from there, every hex further out takes off damage.
  23. Multiple Attack is the mechanic to allow for two-weapon fighting; But, you also have to model what holding two-weapons does for you; There's Off-Hand Defense which gives a DCV Bonus why dual wielding weapons (one SFX would be having a Maine Gouche for a fencer type) Then there's the actual Skills for Two-Weapon Fighting and Rapid Attack to go towards mitigating the restrictions of Multiple Attack (removing the first -2 penalty, and making it a 1/2 phase action, respectively); which are good Skills for trained dual-wielders to have. Ambidexterity removes off-hand penalties, good for switching a single weapon between hands to emulate those who normally dual wield and can handle a weapon in either hand equally well even if they only have one available. This is partly a case of You Get What You Pay For; Anyone can pick up two weapons and try to attack with both (Multiple Attack); a trained fighter will have a number of Skills and Talents to do it truly effectively. This is pretty much how I've handled it and seen it handled in game.
  24. Multiple Attack. And Grab-By (usually reserved for weapons, but large characters could use them on other targets...). The 'grabbing' we see could be SFX, likewise the 'throwing' could be knockback. Trying to use source material as an explanation for game mechanics is always problematic and never illustrates things as well as one might hope.
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