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Hyper-Man

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Posts posted by Hyper-Man

  1. Yeah, there's a John Wick thread around here somewhere that went into that. I'm still stuck in Weaver stance mode, which is now at least two trendy gun techniques out of fashion.

     

    You must be referring to this from my version of the character.

     

    2    4)  KS: Shooting Stances (3 Active Points) 13-

    [Notes: Examples: C.A.R. System (Center Axis Relock), Weaver Stance and Isosceles Stance.]

     

     

    :)

    HM

  2. The list of extra's hasn't really changed from what I showed in post 6 of this thread.

    I really don't want to have to split this up into multiple sales.  I'll leave out Heroes Unlimited though. :)

     

    The binding on this copy of 4e Champions has just about had it.

    The spine of this Super Agents looks like somebody tried to tear it in half (you can just see the start of the tear in the pic below).

    The H300 with bad lighting is San Angelo: City of Heroes for those unfamiliar with the book.

     

    post-2288-0-12837700-1457839835.jpg

     

    post-2288-0-76054000-1457839853.jpg

     

    :)

    HM

  3. No new purchases other than the recent Kickstarter stuff but I have reorganized the bookshelves so there is actually room to add new stuff.

     

    post-2288-0-22040700-1465968986_thumb.jpg

     

    All the stuff on the right side of the 2nd shelf from the bottom is duplicate 1e-4e stuff that I haven't figured out how to get rid of yet.  I would like to sell it and get a reasonable amount of money but I doubt I would get nearly as much value selling as one lot vs. individual or smaller sub-groups. I really dread the time and effort it will take to mail the stuff as well. I'm half tempted to box it all up and take it down to the local FLGS and see what I can get. 

     

    :)

    HM

  4. Superman's 'vulnerability' to magic goes back to the many silver age stories involving Mister Mxyzptlk.  A reality warping 5th dimensional imp (from the same dimension as Bat-Mite and Johnny Thunder's Thunderbolt Genie).  Mxyzptlk can literally do anything so his abilities were described as magic.  Since he could affect the silver age version of Superman it was later interpreted as Superman having a 'vulnerability' when it really was no such thing*.  However, the writers and editors in the years leading up the the John Byrne post-crisis reboot were looking for ways to challenge Superman in stories so the misconstrued 'vulnerability' stuck.

     

    *There is an unofficial side joke between DC and Marvel that basically acknowledges that The Impossible Man and Mr. Mxyzptlk are the same character.  So if Superman has a vulnerability to Magic so does the FF and the rest of the superheroes of the Marvel Universe.

     

    HM

  5. Another option is extra dice of Presence Attack (5pts per D6) on a trigger. I think something like this can fit within 30ap. It wont work on the strong willed, but then again I am assuming the 1st level D&D equivelent isnt meant to either.

     

     

    Yep, PRE would probably be doable. I think I went with Invisibility on the build, it seemed most effective.

     

    - E

     

    15 Sanctuary: Aid  PRE 5d6 (30 Active Points); Limited Power Only to project "Don't Attack Me!" (-1) - END=3

     

    It's basically a bonus to a Presence Attack of "I Surrender". This actually matches the original spell pretty well.

    1. The character using it would negate the 'surrender' if they attack someone while this is in effect.

    2. Presence Attacks can optionally be defended by EGO (the closest analogy for WIS in HERO) instead of PRE.

    3. The fade rate of -5 points per Turn actually lasts pretty long compared to the original's "1 round per level of caster".

     

    HM

  6. Psychokinesis is a special effect. I was referring to Telekinesis the Power and how the rules for it function (esssentially STR usable at Range). When something is picked up by Telekinesis the Power it is done using a standard Grab that can be resisted by STR. Gravity cannot normally be resisted that way (unless there is an anchored object available to grab a hold of).

     

    HM

  7. That's not an issue with the character. That's an issue with editorial staff in charge of the writers for whatever series (whether TV live action, animated or comic book). The Dini/Timm animated universe was able to present a very consistent power level for Superman so it CAN be done. It's just that some writers and editors get lazy. And with live TV budget/time constraints force quick story resolution in a 1 hour package that ends up vetoing the other concerns. Give the writers and editors enough time to learn the limitations of the medium and they'll get more consistent. Look back at the 1st season of Star Trek:TNG and see how it holds up against later seasons (not too well imo).

     

    HM

  8. You hit the major ones already.  The Precog special effect shares a lot in common with Superspeed and Luck as well so Talents like Combat Luck and Luck are options.

     

    Here are some options from my rookie version of The Flash that could modified for a pure Precog sfx:

     

    6) Faster than a speeding bullet! v3:  +5 Overall Skill Levels (GM permission is required to be included in a Framework) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 40

    Notes: +4 Overall Levels without the Costs END Limitation. The special effect of these Levels is Super Speed and they can be used towards ANYTHING that requires a roll. Examples: All Combat CSL's, Dive For Cover (a DEX roll), Enhanced Perception and to complete tasks faster. From 6e1 page 59, If a character has to perform a task in less time than it normally takes, he suffers a -3 penalty for each level up the Time Chart. Example: a task that would normally take 5 minutes to complete could be done in 1 Turn @ -6 to the roll.
     

    11) Superspeed Mind:  Precognitive Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees), Rapid: x10, Costs Endurance Only To Activate (+1/4) (60 Active Points); Precognition/Retrocognition Only (-1), Time Modifiers (-1/2), Blackout (-1/2), No Range (-1/2) Real Cost: 16

     

     

     

    And here are some options from my rookie version of the poster boy for Danger Sense, Spider-Man:

     
    3) Spider Reflexes part 1: +3 DCV (15 Active Points); Requires A Roll (PER roll; Must be made each Phase/use; Spidey Sense (Danger Sense); -1)
    Notes: Requires A Roll by default takes a -1 penalty to whatever roll is used for every 10 Active Points of the Power it is applied to (6e1 page 391). A -1 penalty or a final 14- Roll in this instance. 
    4) Spider Reflexes part 2: Combat Luck (9 PD/9 ED)
    Notes: From 6e1 page 447: Hardened (+1/4), Impenetrable (+1/4) (40 Active Points); Luck Based (encompasses all the restrictions described in the text; -3/4), Nonpersistent (-1/4) 
    5) Spidey Reflexes part 3: Roll With A Punch (Custom Adder)
    Notes: Optional Free Maneuver From Champions Complete page 154. (½ Phase; -2 OCV; -2 DCV) Allows a character to take less damage from a HTH attack. This Maneuver is unique because a character may perform it after the opponent’s Attack Roll succeeds (but before he rolls damage). The Rolling character attempts an Attack Roll against the attacker’s OCV (like Block). If successful, he takes only half the STUN and BODY that the attack would have normally done (after defenses). However, the attacker rolls one less die for Knockback. A character can only Roll With A Punch to reduce the effects of a single attack. 
    6) Spidey Sense!: Danger Sense (self only, any danger, Function as a Sense) (31 Active Points); Conditional Power Suppressed by Bug Spray (-1/4) 16-

     

     

     

    :)

    HM

  9. I know this is different than what is mentioned in the text of the rules but Talents are best thought of as 'Everyman-available' pre-built Powers.  They are just hardcoded examples of the Powers system being used to describe real world special effects.  A Vulcan Nerve Pinch is NOT a real world special effect.

     

    HM

  10. Um... Why would making someone look like they are dead have any other negative affects on them?  They are still going to be conscious and able to act.  They'll just look like a zombie that doesn't breath while doing so.

     

    If your goal is to knock out or stun a target then your best bet is to use the Powers that are designed to do that (Blast, KA, Drain, Suppress, etc...)

     

    HM

  11. Surely there are two distinct notions here that need very different approaches.

     

    1 creating holy ground is a function of a professional skill "priest" that requires ks "religious rituals". The effort in role playing terms that it would take to have the head of your religion authorise the use of this would make it self limiting. The perk "priest" is required to create holy water on holy ground.

     

    2 holy weapons are major magic items, and should be created using those rules. With the advantage damage is holy.

     

    What is more problematic is what effect do holy ground and items have on creatures that don't believe in your God. For example what effect would Christian holy items have on Shinto vampires. If you accept that holy is limited to only those who believe then the comparative ease of access to holy water is balanced.

     

    I had to have a head scratch on this one when running a horror campaign a few years back. And found if you allow it as a transformation you end up drowning in holy submachine guns and hand grenades.

     

    An equally important notion that needs to be defined up front is whether this is for a Supers* or Heroic setting. I am using the term Supers to define power level here, not genre.

     

    The assumption in Supers is that everything needs to be paid for.  So in that context the various power build approaches make sense.

     

    However, a Heroic setting assumes mundane stuff is just stuff.  A cell phone is just stuff. A can of yellow spray paint is just stuff.

     

    *High power Fantasy Hero games can be done using the Supers philosophy. 

     

    HM

  12. Off the top of my head, I would probably take a look at some the options from the Duplication rules. I wouldn't recommend actually using Duplication as this sounds like a case of a permanent change similar to a size template for a larger or smaller character. I wonder if there is a 2 headed giant example in one of the creature books?

     

    HM

  13. I would probably provide the PC with an equivalent number of points worth of Contacts/Favor Perks that could help them re-establish their wealth. Other NPC's that were also negatively affected by the same NPC responsible for the PC's loss of wealth would probably line up behind someone willing to directly confront or compete with that main antagonist.

     

    HM

  14. This is common for many heroes not just super heroes like Superman.  Most super heroes have been forced to choose between saving lives or capturing the bad guy.  How many times have James Bond and Captain Kirk been thwarted in stopping the bad guy by stopping to engage in some act of mercy?

     

    I'm a little confused as to why you quoted me.  I was not the first to post the 'save everyone' idea and I was talking about when he was 'on watch'.

     

    HM

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