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Hyper-Man

HERO Member
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Posts posted by Hyper-Man

  1. The best way to model a game world with creatures that can be 'Turned' by a 'Cleric' is by way of a campaign house rule.  Just declare that all of the target creatures have an appropriate Disadvantage/Complication when faced with a 'Cleric' attempting to 'Turn' them.

     

    HM

  2. I bring you the gen2 Kel-Tec RFB in FDE.  Chambered in .7.62mm NATO (aka .308) with an 18" barrel, 1:11.25" twist, adjustable gas system, and OAL of 26"...

     

    keltec_rfb_fde_14.jpg

     

    I brought one home today.  This thing is amazingly compact/light for a .308.  The trigger is also surprisingly crisp for a bullpup -- given how long some of the parts in the trigger assembly have to be in bullpups.  It is by no means pretty, but it's very, very functional.

     

    Nice.

     

    More info is available at:

    http://www.keltecweapons.com/our-guns/rifle/rfb

     

     

    hqdefault.jpg

     

    images-rfb-cross-view-tm-tm.jpg

     

    The ergonomics of changing magazines on bullpup designs has always looked weird to me.  I am curious how much of an issue it really is.

     

    HM

  3. Here's a write up I did a while back.

     

    Nice.

     

    And for those without Hero Designer (edit) here is Dino's build below.

     

    VAL    CHA    Cost    Roll    Notes

    10    STR    0    11-    HTH Damage 2d6  END [1]

    Characteristics Total: 0

     

    Cost    Martial Arts

        Kadochnikov's Systema

    5    1)  Grappling Block:  1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block

    4    2)  Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 4d6 Strike, Must Follow Block

    3    3)  Grappling Throw:  1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike; Target Falls; Must Follow Grab

    5    4)  Disarming Throw:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 15 STR to take weapon away; Target Falls

    4    5)  Root:  1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort

    4    6)  Shove:  1/2 Phase, +0 OCV, +0 DCV, 25 STR to Shove

    1    7)  Weapon Element:  Blades

    1    8)  Weapon Element:  Clubs

    1    9)  Weapon Element:  Staffs

    1    10) Weapon Element:  Clubs (Chair)

    1    11) Weapon Element:  Chain & Rope Weapons (Belt)

    1    12) Weapon Element:  Assault Rifles/LMGs (as melee weapon)

     

    Martial Arts Total: 31

     

    :)

    HM

  4. "Bust" would be at least as applicable. Maybe combine them in one name, "Boom And Bust." His gimmick might be to give one of those names to each of his fists.

    Even better would be to name him Free Market and have "Boom" and "Bust" tattoos on the knuckles of each hand. :)

     

    HM

  5. I started a superhero campaign in my group and we have a speedster who likes to grab the guns of multiple gangbangers doing a move by disarm. It worked well the first few times so the bangers were prepared when they tried to ambush the heroes by using velcro. I simulated that with some extra STR to resist disarms. It didn't work out well for them so next time they try an ambush they're going to attach a chain to the gun (probably along the bottom of the handle) and either wrap it around their waist like a belt or secure it to a parking meter, street lamp, fire hydrant etc.

     

    So my question is, what happens rules-wise when the speedster suddenly realizes the gun he just grabbed is tied to something heavier? Does he get yanked back like a dog who forgot he was on a choke chain in a Warner Brother's cartoon? Does the chain will snap? Does gangbanger gets dragged along? What?

     

    Thanks!

     

     

    Whatever works best for your game, citing dramatic and/or cinematic sense.

     

    In the case of securing the guns to the shooters I think it quite possible that the speedster would pull the shooter off their feet (if the speedster is strong enough to do so).  In the case of securing them to something more solidly attached to the ground it seems reasonable that the speedster could be surprised the first time similar to when Quicksilver grabbed Thor's hammer mid-throw.

     

     

    HM

  6. A very Limited EDM UAA could work for this. Call it "Enter the Fight Zone". It transports the target and the power's owner to a pocket dimension until one of them is knocked out. Then they get returned to where they left. Still fairly expensive.

    HM

  7. I've never thought about it too much but without looking at the books I would imagine that using a bow requires a type of bracing just to keep the thing steady once the potential energy of the system is engaged by the character pulling the bowstring back.

     

    HM

  8. Sure.  Just use the Custom Talent option. 

     

    However, that just adds the 'name' of the ability like all of the other Talents.  I often rebuild many Talents as Powers on my character builds so all the rules stuff is on the character sheet (example - Lightning Reflexes.  Building it as a Power lets me show the alternate DEX for Initiative in the Characteristic Block on most HD Exports).

     

    :)

    HM

  9. The cost of the No Turn Mode Advantage should always be based on the Active Points of the meters of movement it applies to.  Your method is instead basing it on the Active Points of the Usable As Flight Advantage.

     

    Only In Contact With A Surface by default would not allow for the 'Leaping' often used in Parkour.  This is why I defined a customized version in my example from that earlier thread. Flash (a poster boy for Flight OICWAS) would run the full distance from roof to ground to roof when going between tall buildings. A Parkour user would 'leap' between them if he invested enough points into extra running and the Parkour Skill/Talent.

     

    3 Parkour v2: Usable As Flight (Naked Advantage; +1/4), No Turn Mode (Naked Advantage to offset the Turn Mode gained by Usable As Flight; +1/4) for up to 12 Active Points of Running (6 Active Points); Requires A Roll (Skill roll, -1 per 10 Active Points modifier; Must be made each Phase/use, Can choose which of two rolls to make from use to use; Acrobatics or Breakfall; -3/4), Limited Power Must Start In Contact With A Surface And Land Each Phase (custom; -1/4) - END=1

     

    :)

    HM
     

  10. Yeah, the source material as presented in the HERO book are just a bit over the top.  I base that on comparing the monsters to many experienced SUPERS and finding that that many of the latter would be hard pressed to stop some of the monsters.  Any guns are almost required to have 'special' bullets on top of everything else you mentioned to have any real chance of taking some things down.

     

    HM

  11. I considered using the Weapon Master and Deadly Blow Talents when I built John Wick (Keanu Reeves movie) but decided against it due to the realistic tone of the combat depicted in the movie.  About the only time I would consider using them would be in a Heroic Level game that did not use the Hit Location Rules as it would seem like double-dipping the same special effect for 2 different sets of mechanics. Since the Talents are basically just hard coded (Limited) CSL's the question of how many to use should defer to the larger question of what are the campaign limits (soft or hard, if the GM uses them) for total CSL's PC's are allowed to buy and do the Talents bypass those limits.

     

    :)

    HM

  12. I have never understood the purpose of 'edition wars' and find it hilarious that anyone would attempt to start one on a forum supported by the owners of the current system rules. To make an informed argument (ex: saying X is better than Y after actually reading both X and Y) is one thing. But to make an uniformed argument (ex: saying X is better than Y without actually having read Y) is just silly.  Hijacking a thread referring to the current rules edition in the first post in an attempt to start an argument is just rude.

     

    If someone wants to have a meaningful discussion on the merits of one edition vs. another they should:

    A. Start a new thread in the Hero System Discussion Forum.

    B. Be sure to have a copy of both rule sets being discussed.

     

    HM

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