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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. Hyper-Man

    Bolas

    I might allow a character to purchase a Ranged Martial Art with use of the thrown version to perform a Martial Trip as well. HM
  2. Hyper-Man

    Bolas

    There is an official write up in the 6e Hero System Equipment Guide on page 160: To find this I just searched for "bola" instead of "bolas" HM
  3. Many of those 'detailed' rules you speak of are considered optional. At its core with no options in play HERO is quite forgiving (characters are very hard to kill) and is considered 'cinematic' by some as a result. With most if not all of the options active it can become very detailed (or nity grity), If you don't already have one I strongly suggest getting a version of the martial arts rules to match the core rules you already own as they are probably the second best purchase in the game [The Ultimate Martial Artist (4e or 5e) and Hero System Martial Arts (6e)]. They are useful for both superheroic and heroic games. HM
  4. Based on the point totals (350/150) it sounds like you are playing in a 5e game. Attached is the closest thing to an official HERO version of the Hulk you will find. Hulk+SMASH_1.pdf HM
  5. Yes. Lifting all wheels off the ground is all that's needed. HM
  6. Finally got to see Spider-Man Homecoming. It was definitely the best version of the character. 2 Hyper thumbs up! HM
  7. I know that PSLs can be used to offset the penalty for ground fighting (prone) so I think they should work for your situation. I will have to check my books later. HM
  8. I think part of the issue is that Leaping (and Swinging) should have been mechanically folded into the cost structure of Flight the same way that Gliding was (they are both essentially Limited Flight). Since that did not happen there is a major Active Point discrepancy which I think is the big source of the current issue. I tend to include the Combat Acceleration Advantage* for characters with a significant amount of Leaping to address some of the issues but it was never completely satisfying. Although I am not sure exactly how I would fold Leaping and Swinging into Flight I think Gliding gives a pretty good 'template' of how they should get a minor 'advantage' for free (like 0 End). In the case of Leaping I would officially give it Combat Acceleration for free. It might also get an automatic Limitation similar to what is used on HA to address the Real Cost. I'm not sure what the solution to non-combat movement would be (whether it should be changed as well or stay 'as-is'. * Even though the official ruling is that this is not needed. HM
  9. These issues are addressed in APG1 pages 178-179. Basically, the Velocity Factor rules from 5e are re-introduced and Falling damage is considered to be equivalent to an Uncontrolled Move Through vs. the ground (meaning no Knockback is done so the character takes x2 damage) which is the main source of the seeming disparity with character vs. character Move Through damage. HM
  10. 1 point of resistant cannot be reduced by armor piercing. Hm
  11. You should look up the rules for Differing Modifiers. HM
  12. Go to this page and scroll down the "Linked Items" section to see all 4th edition products: https://rpggeek.com/rpg/987/hero-system-4th-edition HM
  13. 1 demerit for Ensign Kirk for attempting to re-program the NO WIN simulation! HM
  14. Yeah. Luck or Unluck in HERO shares a lot in common with Good Stuff/Bad Stuff in the Amber Diceless RPG. HM
  15. I think it is one of those powers that puts a lot of pressure on the GM. I think the best example of the ultimate expression of Luck as a superpower is KillerShrikes 5e Blackjack. http://killershrike.com/MillennialMen/MillennialMen_Allies_Blackjack.aspx http://www.killershrike.com/MillennialMen/CharacterFiles/Blackjack.HTML http://killershrike.com/MillennialMen/CharacterFiles/Blackjack%20Luck%20Form.HTML I suggest mining this build for ideas. HM
  16. Neither action will affect the Active Points of the base HTH weapon. Remember, we are talking about a Heroic level game where mundane equipment is not paid for with character points. HM
  17. That's not in dispute. What I am saying is that using less STR (even "0" STR) does not lower the Active Point cost of the attack therefore any Naked Advantage purchased to affect an attack built on Less Active Points will not work with one built on a higher total. HM
  18. Technically that wouldn't work because all the HTH weapons in the published books are bought with 0 END and then a STR Minimum Limitation is applied. It is only the latter that causes the PC to spend END. Characters can use less STR than the minimum and still use a weapon - they just suffer penalty to their OCV for doing so. And the Active Points of the base weapon are still unchanged. HM
  19. APG 1 & 2 = Advanced Player Guide 1 & 2 6e1 & 2 = Hero System sixth Edition 1 & 2 HM
  20. I'm pretty sure the same style maneuvers exist in the 5e UMA and 6e Martial Arts books. HM
  21. Except there are very few HTH weapons built on 15 Active Points (even a Dagger needs to be built with 0 END, Strength Minimum to use is separate). Also, Multiple Attack Penalties can not be countered by PSL's. And CSL's cannot be bought directly for them either. The CSL's have to be applicable to the attack/weapon being used. HM
  22. Snippets from APG1 page 61-62: HM
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