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Hyper-Man

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Posts posted by Hyper-Man

  1. Re: Stargate weapons

     

    5d6 HA is fine, you just need to make sure the staff has a strength minimum...say 15 STR...so a 20 STR guy is only going to do 6d6 normal damage.

     

    Tim

    Well I seem to remember that a heavy staff from UMA (Ultimate Martial Artist) does 6d6 base with somewhere between a 10-20 STR minimum.

     

    I only bring this up because a 10 STR normal with a martial offensive strike which gives +4 damage classes already does 6d6 normal damage. I would think a big metal stick would potentially let a non-martial artist do a little more.

  2. Re: Stargate weapons

     

    I am curious why everyone is building items for what appears to be a heroic level game with champions type constructs?

     

    I thought that STR minimums and such should be used for heroic level free items which is in effect the case for Staff weapons and Zats with regards to SGC team members. Therefore the Staff weapon's HTH attack should be bought as a base attack that can at best be doubled by the users excess STR and manuever bonuses.

     

    Am I missing something? :stupid:

  3. Re: Stargate weapons

     

    Here is my reasoning for not giving the hand attack.

     

    5D6 HA is equivalent to giving a char +25 Str for punching. Let's say a Jaffa has a 15 to 20 Str becuase he's some sort of enhanced human. With a staff weapon for punching purposes he would have an effective str of 40 to 45. With that kind of Strength you could do an average of 8 to 9 body to a target. That would mean that the average Jaffa could one hit knock out a normal and on a good roll kill him. When you start making 8 to 9 dice of power in a game without explosives your begining to reach into the superpowered realm. Also if a Jaffa only has 15 to 20 Str I can't see a staff weapon making him more than twice as effective in combat dealing damage.

     

    Shockwave

    8-12DC attacks are not unheard of in a heroic level game.

     

    For an extreme case take a fighter type in Fantasy Hero who is translated from a D&D character with the old 2nd ed. scale 18/00 str. this works out to about a 30 STR which is the absolute normal human maximum. That character will do at least 3D6 HKA with a great sword if he has any martial maneuvers or levels to apply to damage

  4. Re: Spreading Mental Powers

     

    Well, why not?

     

    Just about every example of Mental Powers I can think of involves the ability to affect a small area, or using some of you "mental energy" to get through to other minds (seen here as a target's ECV).

     

    Does anyone allow this? If so, how as it worked in your campaigns?

     

    If not, why and do you think it would be unbalancing?

    I've never seen it done first hand but I think the sentiment of reluctance to allow it might be due to most gamers desire to min/max their character's physical combat effectiveness and unfortunately mental powers get overlooked. As a result, the effectiveness of mental powers when they do appear in most games is that much more enhanced.

     

    I am not saying that this is necessarily a good thing but that is my opinion on most HERO gaming, and yes I have probably been guilty of it as well. I think mental powers can be very cool in a game but I could see where a GM of a game with a mentalist would have to adjust his stories to account for that character with mind control, mental illusions and telepathy a lot more than others.

     

    Conversly, a player team that does NOT have a mentalist would probably groan whenever a known mentalist villain showed up. One way to prevent these kinds of problem is for the GM to preach team balance with regard to power/skill as much as possible and in as many different ways to get the point across. This of course assumes that the GM is willing to deal with the added complexites mentioned earlier.

  5. Re: Super Speed Accelration

     

    I just thought of something that might be considered, uhm, breaking the rules or at least the spirit of... what if you bypass the initial acceleration by buying a short teleport (1") with the +10 point adder of No Relative Velocity, and come out the other end, only one inch away, going full bore on your run? Is that possible with the rules?

     

     

    Call it a "jump start" maneuver.

     

     

    Mags

    I think you would need GM approval and most house rules still require minimum point cost so you would need at least 5" of teleport before adders. If you wanted to combine the teleport with your running (or any other standard movement) both would then have to be done as 'half moves' taking your full phase to accomplish.

     

    BTW, I took my board name from a character that I created conceptually from the very ability you describe with the additional adder of position shift so he can make 180 degree turns as well as short bursts similar to super-saiyan fights from DBZ.

  6. Re: Stargate weapons

     

    The staff weapons are just an Energy Blast; 8-10d6 based on what they do on SG-1. They do not appear to do Killing damage. They are clearly OAF.

     

    The Zats are another thing entirely. I'd build it as a Cumulative Transform. The first shot turns you into an unconscious person; the second shot turns you into a dead person; and the third shot disintegrates you.

    I would disagree with the energy blast for the staff weapons since they seem to penetrate kevlar vests with ease. Your Zat suggestion is probably more accurate. :hex:

  7. Re: Stargate weapons

     

    Comparing the staff weapon to a real world gun would probably put it somewhere between a 50. cal and a shotgun. I don't think it qualifies as an explosion attack. The Zat gun would need a multipower with the 2nd attack setup like some combo manuevers out of UMA (Ultimate Martial Artist). I don't have my books handy but it basically has attacks that you can only use the phase after performing another manuever sucessfully like a crush after a grab for example.

     

    Here is my best guesses off the top of my head:

     

    Staff Weapon ( i am fudging the STR minimums for right now)

    multipower 60 active 30 real

    3u RKA 2D6 AP 0 end OAF

    3u HTH attack 9d6 STR minimum 15 (give or take a dice.)

     

    Zat weapon

    multipower 105 active 52 real

    5u Energy Blast 8d6 NND 0 end

    3u RKA 2D6 NND (+2) 0 end only vs. opponents stunned by NND energy blast (-1)

  8. Re: Y R axes better than swords???

     

    Swords survived post-gun era partially because of their "genteelness", and partially because of their versatility. Hell, knives survived best of all :) But I think the biggest reason was because guns eliminated the need for armor, and by making armor obsolete, it took away the axes greater advantage of doing more damage. Swords, being quicker and lighter came in handy as backup weapons to early hand cannons and arqebus type weapons. This gradually found its way into the hands of the aristocrats as well as the educated middle class (quite a few scholars were known to have been duellists as well). Swords are relatively expensive compared to axes, and so have always been a mark of distinction.

     

    Generalizations are always fraught with peril, but sometimes they make sense as long as you don't take them too far. While the scottish are probably best known for the claidgh moor (claymore) sword, they too weren't averse to spears, and neither were the Norsemen. The chinese, who call the spear the "king of weapons" also had a penchance for other polearms, and at least under the Qin dynasty really loved archers. Even the Japanese for whom the common myth is that they loved the sword above all else, this generalization is actually erroneous depending on the time frame. Prior to the Heian period (about 1200AD), the mark of the best warrior was how good he was in kyudo (archery). It wasn't until about the Kamakura and Muromachi period that swords became revered to the degree that they were (and was the era of its most legendary swordsmiths). The movie the Last Samurai got it wrong when it said that the Gods created Japan by dipping a sword into the sea...it was actually a spear. Even the word bu as in bushi (bu means "war", so bushi is warrior) is composed of the kanji characters for "to stop" and "spear".

     

    I never actually realized that FH had axes with a lower STR min than swords. That's just wrong in my book. It's right that it does more base damage, but it should have a higher STR min. I'd also give it (depending on size) a -1 to OCV only for blocking to represent the high recover times and the slower speed of the axe (which makes it easier for a person to get out of the way, and represents the difficulty of trying to recover from the momentum of the axe swing).

     

    EDIT

    On second thought, I realize why they gave it a lower STR. By lowering the STR, it makes it easier to add DC for an axe, which makes sense. However, it also makes sense to have axes have a high STR min to account for the fact that it's harder to control an axe, so if you don't have the proper STR, you'll suffer an OCV penalty.

    A lot of good points in both of your threads. I think that the axe almost qualifies for an AP like the pike. The game designers are doing the best that they can to differentiate between different types of weapons within the granularity of the system. I agree that Axes should be more difficult to block with but at the same time they are nearly impossible to block with a sword too. There was a show on History Channel hosted by the 'techno-mage' from 'crusade' (i can't remember his name) but this very subject was addressed by his team pitting axe welders vs. sword and sheild welders. Axe guys did get tired out but the sword guys were completely defensive until that happened.
  9. Re: The cranky thread

     

    Smile!

     

     

    Drive by Perkyness! :yes::D:bounce:

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Run awaaaaaaaaaay!! :eek:

     

    hehehehehehe :rofl:

     

    sounds of sirens!

     

     

     

     

     

     

    :coach: Pull over!

    (cranky thread police)

     

     

    Do you have a permit to be Perky in the Cranky thread?

    If not I'm gonna have to give you a ticket!!:tsk:

  10. Re: Linked vs. Compound Powers - educate the new guy

     

    Linked is just another game mechanic option that helps players define differences between characters that have essentially the same special effects.

     

    For example, I've always wondered what would happen if The Human Torch from Fantastic Four was to meet Pyro from the X-mutant book of the moment? Last time I read up on their powers both were defined with a type of pyro-kinesis. Since Human Torch is actually on fire when he says 'Flame On!' does that mean that Pyro could control him the same way that Magneto can control Wolverine?

     

    I don't know but it would be an interresting encounter. If anyone knows if this has actually occured in a comic please let me know.

     

    This is but one of the stupid things I think about in my free time. :o

  11. Re: Linked vs. Compound Powers - educate the new guy

     

    One thing I've had some trouble getting is Linked Powers and Compound Powers. Sometimes I see descriptions written up as Power A plus Power B with Linked on one or both powers. Sometimes' date=' Linked isn't there. I'm sure there's a good reason for this, but I'd appreciate it if someone could point me in the right direction.[/quote']

    I don't have my copy of FRED handy but I'll give it a shot using my fried memory such as it is. :stupid:

     

    When a power is built with the linked limitation it is only usable when the power it is linked to is also used. I think the only time both powers can take the limitation is when both are of equal active points and you have GM consent.

     

    Example:

     

    • Flashlight-Boy can blind opponents with his off/on switch Flash attack and can also burn them with his laser pointer RKA. If neither of the two powers are linked together he can use either one separately or together as long as they are not both in a multipower without a large enough pool to use both at once.
    • If one is linked to the other he can still use the non-linked power by itself unless the level of linking on the second power included always activated when other power is activated.

  12. This is just an informal survey question for HEROdom.

     

    Does anyone think that being the AnswerMan of your local HERO gaming group means you HAVE to be the GM? Does knowledge of the rules always equate to good storytelling and refereeing?

     

    I have been in good games run by both a good rules knowledgable GM and by a GM who house-ruled almost everything and used the basic rules as a very very loose framework.

     

    Everyone's opinions are welcome.

  13. Re: Computer Assisted Power Supression Unit?

     

    Just an observation:

     

    The character concept sounds like a warped reversal of an old comic character named OMAC (One Man Army Corps). He had a satalite/computer that could boost his abilities as needed from orbit in a similar manner.

     

    I agree with others that the character should probably be limited in some way as to what meta-special effects his computer can affect like magic and psi.

  14. Re: Martial Cringe

     

    Good point' date=' it seems it would fit a character concept best where the character is essentially suck-ass at combat IN GENERAL, but: the manuevers and/or powers are built to work more like powers and don't depend on "to hit" as much (AoE 1 hex or Dam Red or similar things); and/or the maneuvers and/or powers are built to work with several skill levels usable only with those.[/quote']

    This type of construction might be a legal way to get around the rule againts using levels to increase everyman skill rolls since this is sort of a +4 levels with acting for a very specific effect. The maneuver could be made to cost 3 points with the addition of the +2 distinctive style suggested by Trebuchet as well.

     

    This mechanic compares to the standard Acting skill which costs 2 points but would not normally be usable in a combat situation so easily.

     

    This might be an acceptable framework for buying very specific combat levels that can effect everyman skills. :sneaky: or :stupid:

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