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Hyper-Man

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Posts posted by Hyper-Man

  1. 1 hour ago, g3taso said:

    @Surreal, HMan  I get that, and perhaps I could have been more clear. I looked in equipment and found a nice gun or two including a nice AK47. It's the ammo that seems to be a problem. How do I account for the ammo? Have an entire list of ammo types if I'm one of those crazies with 20 varieties of ammo in some sort of multipower?  Makes me think an ammo VPP would be the way to go.

     

     

    I'm not sure that I understand what you're trying to do.

     

    The first thing we need is clarification on whether this is for a Heroic or Superheroic game. If the former then the detailed writeups are nice but not necessarily needed as equipment is not paid for directly with character points. All you really need are the stats.

     

    If it IS for supers then more details on the special effect you are trying to model are needed.

  2. I've done a few obsessed write-ups (all the weapons used by Keanu Reeves in the first John Wick movie) and while they are hyper-detailed builds, with only a few exceptions the differences between brands of the weapons are minor compared to the concrete stuff like caliber, capacity, quality, etc...

  3. Something else I've never seen discussed is the 'counter' to DN which only costs 2 points per die.  

     

    Complimenting a 12DC attack with a 10DC one with -5DN is very easy via a framework.

     

    Example from https://forum.rpg.net/showthread.php?795840-HERO6E-My-rookie-JLA-builds&p=20706531#post20706531

     

    0 33) Super Punching v2: Hand-To-Hand Attack +6d6 (Reduced Negation (6)), Armor Piercing (6e damage prorating rules mean that STR and Maneuver damage adds at 4/5 the normal rate (45 STR adds +7DC); +1/4) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30 - END=5

     

    0 34) Super Punching v3: Hand-To-Hand Attack +6d6 (Reduced Negation (6)), Reduced Endurance (1/2 END; 45 STR adds +9DC since the Reduced END Advantage does not directly affect damage; +1/4) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30 
    [Notes: Like the "More powerfull than a locamotive v1" slot this allows for a 15d6 Punch but with the added 6d6 of Reduced Negation (the counter to Damage Negation). The other main differences are that it doesn't require an additional 5 END to Activate or provide extra defenses or Knockback Resistance like that other slot.] - END=2

     

     

  4. On 11/10/2017 at 1:06 PM, Hyper-Man said:

    I recently added the following to my John Wick Chapter 2 build.

     

    10  7) Defensive Attack (Custom Skill) 

    [Notes: From APG1 page 38 - Defensive Attack

    A character with this optional new Combat Skill has a heightened ability to avoid attacks in combat. He only suffers a -2 DCV when making a Multiple Attack (6E2 73), rather than his DCV being halved. (This includes Multiple Attacks made with the Two-Weapon Fighting Skill.) No roll is required, and all other Multiple Attack penalties and rules apply. Defensive Attack costs 10 Character Points and applies to all forms of Multiple Attack. If a character only wants to be able to use it with Multiple Attacks only featuring HTH attacks, or only featuring Ranged attacks, he can apply a -1 Limitation, HTH Multiple Attacks Only or Ranged Multiple Attacks Only.]

     

    HM

     

    For those that may have overlooked the original post....

     

    This ability from the first Advanced Player’s Guide for 6e should be looked at as the official method to deal with 1/2 DCV penalty for using Multiple Attacks. 

     

    The fact that it costs 10 points by default is a pretty good argument against the PSL route as well.

  5. This type of incongruity is why I didn't give my 6e version of John Wick any Martial CSLs even though he has 19 Martial maneuvers.

     

    Here are his CSLs:

    6 +2 with Handguns

    10 +2 with Small Arms

    20 +2 with All Attacks

    24 +2 Overall Skill Levels

     

    He also has 8 PSLs vs Hit locations.

     

    I would probably only allow the 'All Combat' and 'Overall' to be used for DCV or Dodges.

  6. Say a character has a 3-4 maneuver Martial art that includes Martial Dodge. They also have some 3 point CSLs with the art as well as 5 point CSLs with HTH Combat. If the character dodges and puts all CSLs toward DCV the martial ones will apply toward any ranged attack but the HTH ones will not. This seemingly strange result is just an extension of the rule that allows 3 point CSLs to be purchased with any 3 specific maneuvers. The Martial CSLs are adding to the Martial Dodge. The HTH CSLs are instead affecting CV directly.  The Martial CSLs don't actually affect CV but rather the specific  maneuvers in the art.  It's the fact that any form of Dodge affects ranged attacks that produces the odd result.

  7. Typically a character for a realistic heroic campaign shouldn't use the HA power unless building an unarmed attack with Advantages  (ex: AOE, Autofire, etc..). If you want to use an Advantage with weapons then a Naked Advantage to cover the maximum possible damage Class might be better as it could apply to normal damage or killing damage attacks. This will be very expense to construct and use (END) vs the other methods.

     

    Otherwise the damage adding rules favor using bonus Martial Damage Classes and CSL's instead.

     

    I posted a low powered 5e Dark champions named 'Red Tiger' several years ago who knew martial arts and carried a 3 section staff that could be converted to a standard staff.  The campaign considered this free normal equipment but I still included the mechanical build with total damage. You might need HD to view it.

  8. From my rookie Superman:

    I didn't figure in lowering his SPD though...

     

    https://forum.rpg.net/showthread.php?795840-HERO6E-My-rookie-JLA-builds&p=20706531#post20706531

     

    0 42) Super Solar Battery v1: Aid CON & REC 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (CON & REC; +1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); Only to Aid Self (-1), Conditional Power Only in Direct Sunlight (-0) Real Cost: 27 
    [Notes: Since CON & REC are both considered Defensive Powers vs. Adjustments the effect of AID is halved (6e1 pg141). A single use is effectively +6 CON & +6 REC. Maximum Effect is +12 CON & +12 REC. Effectively fades at 1 point of CON & REC per 2 Turns.] - END=6
    0 43) Super Solar Battery v2: Aid END 10d6 (standard effect: 30 points) (60 Active Points); Only to Aid Self (-1), Conditional Power Only in Direct Sunlight (-0) Real Cost: 27 
    [Notes: There are 3 factors that go into how much END is provided by this. 1) END costs 1 Real point per 5 gained. 2) END is considered a Defensive Power vs. Adjustments so their effects are halved (6e1 pg141). 3) The power COSTS 6 END to activate. The total of all of this results in an immediate boost of +69 END (30x5=150, 150/2=75, 75-6=69 with a Maximum Effect of 138) that begins to fade at -25 END per Turn. This boosted END is used first. When combined with "More powerful than a locomotive v3" (120 STR Total @16 END/Phase) & "Up, Up and Away! v2" (Flight 40m giving +10 "Lifting STR" @4 END/Phase) it allows for a combined 'Total Lifting STR' of 130 before PUSHING that is sustainable for ~ 1-2 Turns (Maybe 3 Turns if also combined with "Super Solar Battery v1"). Accoring to APG1, 140 STR is enough to lift 6.4 million tons or The Great Pyramid of Giza (est.).] - END=6
     

  9. 18 minutes ago, Jerrod Owex said:

    I have noticed that in my searching over the last few minutes. I have PDFs of much of the material, including both the complete books. Was reading somewhere though that people were having issues with players understanding the Complete books though. As far as edition goes I am just looking for 6E V 1&2(which I believe are the newest edition).

     

    I also don't think I have a POD store close to me either. Any help on that front would also be appreciated!

     

    Do you mean you not in the US? Drive Thru RPG is the POD producer for HERO stuff.

     

  10. 4 hours ago, Badger said:

    Yeah, the simple thing to do (and would be basically my criteria) eliminate the weakest of the 5 winners, and go from there (well a strong independent Notre Dame may get an exception-are they still independent? I am drawing a blank, since they unofficially play a lot of vs ACC)

     

     

     

    ND only plays 5 vs ACC and cannot win the conference.  If they ever decide to join one it would have to be the ACC because they also signed the grant of tv rights deal in case a 'hard' conference champ only provision was ever added to the committee rules.

     

  11. Go to 4 16 team conferences, each with 4 divisions which would allow 2 internal semifinal games before conference championships would act as automatic play-in games for the national playoffs. If all conferences played a 9 game conference schedule (3 vs division, 3 vs permanent interdivisional rivals, and 3 vs 3 of the other 9 on a 3 year rotation plus 3 still allow nonconference games) the problems are largely solved.

     

    The most likely scenario has OU and OSU going to the SEC, WVU to the ACC, ND joining the ACC in football, KU and UCONN to BIG10  and Texas + 2 or 3 other Texas schools to the PAC12 (Boise State might get an invite over a Texas team). It could all start when the BIG12's Grant of rights expire in 2025.      

     

    It could happen :)

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