Jump to content

Hyper-Man

HERO Member
  • Posts

    16,346
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Hyper-Man

  1. Fencing and Kenjutsu have very specific restrictions on how their damage maneuvers can be used unarmed. Allowing a single puchase of a +4DC maneuver count as a 2-handed attack for 1 art and a kick for another just seems wrong. I personally would require the same mechanical maneuver to be purchased twice in that case.
  2. Re: HERO being only for Champions I love superheroes and comic books but I also love playing HERO with heroic level characters. I like all the high crunch dials turned up to the max which is not something that works well in most superhero settings at all. HERO may not do high crunch realism as well as a few other other systems (GURPS?) but it has a much bigger sweet spot of possible variety imo. To me HERO is about options and granular detail. The rules provide a blank slate of both with which a GM can then define for a framework of campaign rules that the Players and GM can use to create a story with some wild and vivid combat scenes. That blank slate I mentioned also gives HERO a unique ability to be used as a common denominator of comparison between characters and abilities from a wide variety of other systems. HM
  3. I don't think that option allows weapon-only maneuvers to be used unarmed though. HM
  4. The stats for the Bo (Staff) build I posted earlier came directly from HSMA6e. Similar stats have been around at least as far back as the Ultimate Martial Artist 4e (and possibly even from the 3e days of Danger International). HM
  5. The 1st 2 you mention are stick-fighting arts usable with clubs, NOT with a staff. I don't have time right now to check the others but I suspect they are similar to the other weapon-only damage maneuver arts. HM
  6. I would posit that the premise that 10DC attacks are in the superhero-only level of damage as flawed. A Samurai armed with a katana can behead an unarmored target. That pretty much requires a 10DC attack (3d6+1K plus Hit Location) to be a one-shot kill. I don't see what the problem is with allowing something similar for a staff welding character. HM
  7. Bojutsu and Naginatajutsu/Sojutsu are staff-only Martial Arts similar to the sword-only ones I mentioned before. I personally would not have a problem with a character in a heroic game achieving a 10DC attack with a Bojutsu Smash or Naginatajutsu Slash (5 -2 +1 Weapon +4 DC Strike). Disarm the character (by that maneuver or just destroying the staff) and they lose access to a 5 point maneuver. It's arguable that using a 10DC attack with a mundane staff has a chance of destroying the weapon. Sure, characters can mix maneuvers from different styles but I believe the minimum 10 points worth of maneuvers still applies (plus all the other requisite skills that come with a new martial art). The easiest way to deal with such a character up front is to let the player know that if they want to play a character with such a weapon-specialized martial art it means they are highly likely to meet similar NPC's in the game. *It's also worth noting that the +4DC Martial Maneuvers are really just versions of a 'Fast-Haymaker". HM
  8. For a 30 Active Point ability to have any chance at affecting any 'Electrical' Special Effect Power requires that ALL electrical powers be built with a Limitation that could then be exploited by a 30 Point Power. *This is a 'Cleric's Turn Undead' ability by another name. Undead in that campaign world just happen to have a Complication/Disad making them vulnerable to PRE based attacks from Clerics. HM
  9. Aid will fade by 5 Active points regardless of END cost Modifiers. The differences between the 2 are detailed in the rule book(s). Let us know which rule book(s) you have access to and we can provide more details. HM
  10. There was something about the core question that was bugging me and it finally dawned on me. What Martial Arts style allows a character to combine the Offensive Strike or any other +4DC Maneuver with a Staff? I haven't done a complete exhaustive search but the Offensive and Defensive Strikes in most Martial Arts styles commonly associated with the use of a Staff like Kung Fu and Karate are defined as Kicks. They usually limit the maneuvers that can be combined with weapons to Martial Strike and Defensive Strike. Sword based arts like Fencing and Kenjutsu are the exceptions. With that in mind a 20 STR Kung Fu user with the Staff weapon element and familiarity would still max out at 8DC before additional CSL's dedicated to extra damage. This is no better damage than they could typically do with a Kung Fu Flying Kick. It does however have much better reach (+2m) and no DCV Penalty. example: HM
  11. A campaign level rule stating that 'real weapons' used to do more than double their base damage risk damaging the weapon seems quite reasonable. HM
  12. The staff should have a STR minimum that will reduce the impact of extra STR a little. I think it has a 10 STR min. So in that case your combination would do 10d6. HM
  13. I would suggest exploring Clairsentience with Limitations (primarily - perceivable/attackable perception point). Another option would be a Summon based build with a Limited Mind Link. HM
  14. Here's one way to do it. Note that any individual part can be customized. The Naked Advantage part is in GM approval territory but I think the overall cost matches up ok. Electo Belt Overload 5e.hdc HM
  15. Doesn't this really just boil down to a focus based version of the Human Torch's Nova Blast? If so, I would build the basic gauntlet blast as you already have. The belt explosive blast could be built as bonus dice with the Explosion Advantage cost figured not only on the bonus but on the base gauntlet damage. If the Belt is supposed to represent the power source of the gauntlets then why not build an Endurance Reserve? Instead of using the 1 Charge approach you could instead borrow the Expendable Foci rules from Fantasy Hero and just say that the Explosion effect uses up the Endurance Reserve. HM
  16. Keep in mind that Cumulative at the base level only allows adding up to the maximum roll of the base power. If you want this to affect abilities with more than 18 Active points you will need to increase the Advantage. See example below. HM
  17. I can mark a few more off the wishlist thanks to Ebay and Amazon: The 3 highlighted above plus A Companion to Superworld which has arrived! Now I need to consider upgrading my bookshelf as I am not sure I'll be able to make room for the 3 remaining 5e books published by Hero Games let alone anything else (a good problem to have). I also need to make sure Jason is aware of the shipping label issue with the Jacksonville USPS office before ordering anything directly through Hero Games again. Finally, here are links what I currently own, my wishlist and Random Images from my gaming collection. HM
  18. Just to be clear, my only serious attempt at providing a solution was my Taser post. Everything else was intended as comedy satire as I don't believe any GM in their right mind would allow any of the other builds I posted into their game. HM
  19. Does anyone know for sure if there was a Boxed Set version as well as a softcover version of Danger International? I seem to recall that there was but I only own the softcover version and I can't find any conclusive evidence of the other*. *I am trying to clean up the HERO database over on rpggeek which has 2 entries. http://rpggeek.com/rpgitem/150073/danger-international http://rpggeek.com/rpgitem/47980/soft-cover I know this is the case with Champions 3rd Edition: Softcover: http://rpggeek.com/rpgitem/47791/champions-3rd-edition Boxed Set: http://rpggeek.com/rpgitem/124106/champions-3rd-edition Thanks! HM
  20. How would you write this up in HERO? HM
  21. And just to make sure we don't leave out NND.... 25 NEW & IMPROVED Cheese Wizzer (Now with MORE Limburger!): EB 2d6, Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), Sticky (+1/2), Continuous (+1), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1), 125 Boostable Continuing Charges lasting 1 Turn each (+1 1/2), AVLD (Flash Defense Smell/Taste Group; +1 1/2) (80 Active Points); Activation Roll 15-, Jammed (-3/4), Side Effects (After noticing how cheezy a build this is the GM "accidently" drops some type of cheezy food (nachos, pizza, etc..) on character sheet.; -3/4), IAF (Belgium Cheeze Wiz ; -1/2), Limited Range (-1/4) [Notes: HAZMAT suit not included.] - END=[125 bc] HM
  22. Enjoy! 5e 25 The Munchkinator!: RKA 1 point (standard effect: 1 BODY, 42 STUN), Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1), Armor Piercing (x2; +1), Autofire (5 shots; +1 1/2), +40 Increased STUN Multiplier (+10) (75 Active Points); Side Effects (GM slaps player upside head for attempting to use such a silly power build; -1), Activation Roll 14-, Jammed (GM smells cheese in the air; -1) - END=0 6e 25 The Munchkinator!: Killing Attack - Ranged 1 point (standard effect: 1 BODY, 42 STUN), Area Of Effect Accurate (4m Radius; +1/2), Armor Piercing (x4; +1), Reduced Endurance (0 END; +1), Autofire (5 shots; +1 1/2), +40 Increased STUN Multiplier (+10) (75 Active Points); Requires A Roll (13- roll; Jammed, Must be made each Phase/use; -1), Side Effects, Side Effect occurs automatically whenever Power is used (GM slaps player upside head for attempting to use such a silly power build; -1) 0 HM
  23. When I read "a chance to do more Stun" I think what is actually meant is "a more likely chance to STUN a target". Take a look at this post: http://www.herogames.com/forums/topic/89999-help-with-electric-based-entangle/?p=2388803 and this thread: http://www.herogames.com/forums/topic/90492-extra-damage-only-for-stunning/?do=findComment&comment=2406596 Here are some examples how I've built a Taser: for 6e and for 5e
  24. re: Increased Stun Modifier It's used on several published weapon builds. Here are a few 6e specific adaptions I did for this character: HM
×
×
  • Create New...