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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. Check Out this Survival Shotgun that can Fire 12 Different Calibers and Fits in Your Bug Out Bag http://fabweb.org/2016/06/27/check-out-this-survival-shotgun-that-can-fire-12-different-calibers-and-fits-in-your-bug-out-bag/ HM
  2. 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
  3. Is there anyone else out there actively attempting to assemble a complete HERO collection? HM
  4. Or along the same theme - Gold Standard! HM
  5. Even better would be to name him Free Market and have "Boom" and "Bust" tattoos on the knuckles of each hand. HM
  6. There are rules for attacking multiple times per Phase with OCV penalties. However, tThere is something to be said about a 'target rich environment' as well. At some point it comes down to how much END and/or CHARGES can the heroes expend in a continuous fashion. HM
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. What do you want the power to do is the better question. The special effect you describe could be applied to either set of mechanical builds. HM
  13. 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
  14. Bungee Bob The Long Arm of the Law Flexible Rex HM
  15. 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
  16. Is it a play on words of 7 19 being read as 7/9 (7 of 9)? HM
  17. 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
  18. The first Champions game I ever played in was from the 1e/2e days and several PC's gained over 150 XP. A lot of that was wasted on the typical arms race of DEX, SPD, Attack power and Defenses but some characters had some significant growth. I consider any 100 XP awarded HERO game to be a wildly successful one these days. Going back to my DCAU example - XP and buying off the Limited Power Rookie Loan was the difference maker in the fight between Superman and Captain Marvel that occurred in Justice League Unlimited. Cap was clearly a rookie and Superman was arguably the #1 or #2 most experienced superhero on the planet (the other being Batman). Clark spent a huge chunk of his XP paying down his Rookie Loan and then used what was left over on learning better fighting skills (justified by his many battles against against other bricks including Darkseid) and making his powers easier to use (removing concentration on stuff outside the VPP, increasing REC. The last thing would be to eventually increase the POOL of the VPP without increasing the maximum Active Points of any single slot. All of that could easily take 150 XP. A similar path of advancement could easily be applied to Captain Marvel (or a character like him) as well. HM
  19. The section I quoted earlier was part of the following section of Hero System Martial Arts 6e starting on page 76: HM
  20. I often refer back to the DCAU (Batman:TAS through Justice League Unlimited) when thinking about character growth. With that in mind, a few years ago I built a version of Superman without the Kryptonite/Red Solar Limitation as a cost analysis experiment (I still kept the Unified Power Limitation on the VPP). The total cost of the character jumped from 400 to 467. That 67 points could be thought of as the long term cost to buy off game-time occurances of those Limitations. The same option could apply to characters like Captain Marvel/SHAZAM! and Iron Man. A GM could certainly require a PC with a similar up front power boost to buy off those Limitations before actually increasing the character's power level. Think of it as a loan that the PC needs to make minimum XP payments against on a regular basis. Superman DID start out more powerful than anyone else, he took a rookie-loan that he was able to mostly pay off during his solo-career before joining the Justice League. His cousin Kara didn't take as much of a loan to start with so actually had points for non-Kryptonian fighting skills when she traveled to Skartaris with GL and Star Girl and the huge BOULDER sized chunk of Kryptonite that existed there. HM
  21. The argument against using some form of OIAID for a PC is really not much different than the argument against a powerset that shuts down near radiactive cheerios. It's all a matter of how often the GM wants to spend gametime on those types of limitations. It's also a solo book vs. team book thing in the comics as well as the movies. Far more story time was devoted to Tony Stark's difficulty in getting into the armor in his solo appearances (including Captain America: Civil War) than in the actual Avengers movies. HM
  22. See more details in 6e1 page 321, Champions Complete page 97 and Fantasy Hero Complete page 115. HM
  23. HSMA6e page 77 shows: https://en.wikipedia.org/wiki/Systema Based on this information I would model it in HERO by starting with Commando Training and change accordingly. Remember that HERO combat maneuvers are just the mechanics. A Commando Training Block may look completely different than a Systema Block. HM
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