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Hyper-Man

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  1. Like
    Hyper-Man reacted to Surrealone in Hardened Defences   
    One taught by The Goodman School of Cost Effectiveness -- meaning it's part of the game and that "min/maxer" should have no negative connotations in Hero System as a result. 
  2. Like
    Hyper-Man reacted to Ninja-Bear in Power builds/abuses of Hero   
    Famous last words from a GM you don’t want to hear “I didn’t think it would be that powerful!” ?
  3. Like
    Hyper-Man reacted to Lord Liaden in Things not covered/addressed in Hero   
    Between the full 6E rules, and the two Advanced Players Guide(s), it's hard to find a subject that isn't addressed by the rules in some way. By this stage Hero System has been refined to within an inch of its life. Many players may prefer that certain specific situations were handled differently, which they would consider "better"; but the definition of what would be better varies considerably depending on the individual player.
  4. Like
    Hyper-Man got a reaction from GhostDancer in Martial Hero   
    Re: Flying Dodge
     
    The only examples of it in any of the various books and editions is in speedster martial arts writeups and other supers stuff. It doesn't show up in any real world examples.
     
    HM
  5. Like
    Hyper-Man got a reaction from Vanguard in Two weapon fighting   
    Defensive Attack from APG1 is what you're looking for.  See my John Wick chapter 2 build for details.
  6. Haha
    Hyper-Man reacted to Jkeown in Need More HERO   
    I have stuff going back to Mythic Greece at home, but here's my PDF collection.
  7. Like
    Hyper-Man reacted to Pizza Man in Magic items purchased with starting character points   
    Question. What about an endurance reserve Mages have in the Fantasy hero sample character? The staff he weilded was an END reserve...would that be allowed in your campaign?
  8. Like
    Hyper-Man reacted to Beast in Haunted   
    as his def comes down at dawn
    while making love the 2 where ambushed and she was killed but John survived
    Her Poltergiest slot would allow her to have a limited touch of John(3 str)

    I'm kinda thinking her name should a mix of loves of both Dresden and Constantine so Karrin(from Dresden) would be her first name
    now a last name from somebody Constantine cared about
    I would leave out Astra Logue   , as the 2nd cartoon series on CW has her being a 10 yr old girl
    Zatanna Zatara is mentioned a few times as a love intrest
    So his girlfriend's name is Karrin Zatara a police detective
  9. Like
    Hyper-Man got a reaction from Beast in Haunted   
    I'm thinking of a tragic love story where he was at least partly responsible for his girlfriend being in her current state and he he would love to free her but can't and his heroic acts are his penance.
  10. Like
    Hyper-Man reacted to Beast in Haunted   
  11. Like
    Hyper-Man reacted to sentry0 in Vagaries of the rule of X   
    Hah...yeah that group is for a campaign one-shot I'm planning on running at a mini-con...they would get stomped by a mentalist for sure.  They're not "serious" characters per si they're for a very specific purpose so I skimped in some places and took some liberties with some balance choices (ie. the 17 die attack on the brick).  My main goal with them is that they're simple to pick up and use and just fun to play...this mini-con is classically dominated by 5e D&D so I'm assuming the players will not be experienced players...hopefully I'm wrong!
     
    I'm also taking the opportunity to switch to 6th so there's a lot of learning and experimentation going on for me right now.  I'm using this as an opportunity to question everything I think I know and trying to approach the switch to 6th with equanimity.  This is actually where this whole "Rule of X" experiment was birthed from for me.
     
    Anyways, I appreciate your feedback on Martial Artists and will have to do some thinking on how to handle it fairly.
     
     
  12. Haha
    Hyper-Man reacted to Armory in Hardened Defences   
  13. Confused
    Hyper-Man reacted to Ninja-Bear in Two weapon fighting   
    Two weapon fighting now in 6th isn’t worth the points.
  14. Thanks
    Hyper-Man got a reaction from ghost-angel in Vagaries of the rule of X   
    I think it's a reference to this :
     

  15. Thanks
    Hyper-Man got a reaction from sentry0 in Vagaries of the rule of X   
    I think it's a reference to this :
     

  16. Like
    Hyper-Man got a reaction from Hugh Neilson in Vagaries of the rule of X   
    I've always been a little skeptical about such codified tables because I have yet to see them handle the asymmetrical VPP based combat abilities at the core of my rookie Clark and Barry builds.  Those builds are powerful but not overwhelmingly so.  Example: Clark would have trouble vs Ogre the first time they meet if he doesn't stick to one plan.
     
    Anyway, I commend the effort to such a noble goal and hope you find the winning formula.
  17. Like
    Hyper-Man reacted to Cassandra in Feint   
    Just add more CSL: HTH Combat and treat the Feint as a Special Effect.
  18. Like
    Hyper-Man reacted to sentry0 in Vagaries of the rule of X   
    VPPs are crazy, I have no idea how to calculate their relative value in this equation
     
    I really don't know if this will go anywhere...I'm just spitballing here.  If something comes of this thread then cool but nothing ventured nothing gained I say.
  19. Like
    Hyper-Man reacted to Doc Democracy in Feint   
    I think that there is a case for some of these things allowing a base 11 or less chance as a skill that can be supplemented by combat levels or additional points in acting, whichever is lower...So someone highly skilled in swordfighting with some acting ability gets to use their acting ability and someone with good acting ability and some combat skills gets to use their combat skills...
     
    :-)
     
    I think I am less simulationist than many - my aim is to provide decent game mechanics to enhance the gameplay.  As such, I am less concerned what niche knowledge of things are and cater more to how most people think such things should work.  
     
    It may be that a neophyte may not respond in the way someone properly trained would but I think that a highly skilled opponent would be able to quickly read an unskilled, but naturally talented opponent and be able to lead them into poor choices of attack.  That to me is what feint is all about, leading your opponent into making sub-optimal choices that opens them up to attacks or making them easier to defeat.
     
    There are a number of ways you might do this, with varying degrees of impact on gameplay...
     
     
    Doc
  20. Like
    Hyper-Man reacted to Ninja-Bear in Two weapon fighting   
    Thk Hyperman!
  21. Like
    Hyper-Man got a reaction from Tasha in Magic items purchased with starting character points   
    Roger Zelazney's Amber novels (the basis of the dice less RPG) feature characters with signature items they could always find again eventually no matter how they were lost or taken. So I think a point investment from the beginning means a  back story and something special should be part of it as well. 
  22. Like
    Hyper-Man reacted to sentry0 in Introducing players to Champions at a mini-con   
    OTOH...John Wick is another extreme example.  Having 5-7 Moves wouldn't push it out too much...
     
    Maybe I can make it so the MA section only shows non-moves like extra DCs and Weapon Elements.
  23. Like
    Hyper-Man reacted to pming in HERO System newb...What books to buy?   
    Hiya!
     
      Thanks for the suggestions! I don't think we will use HERO for our "Super Hero" games though, in all honesty. We have tried a handful of other super games over the decades, and we all know that for a Super Hero game, we want "fast n' loose". Up until about a year ago that was Marvel Super Heroes Advanced Set (playing it since it hit the market back in '86). But a year ago I bought a PDF of a game called "SUPERS! Revised Edition", gave it a quick read, and promptly forgot about it for a couple months. Then read it again more thoroughly. I thought "This actually sounds pretty cool..." so I grabbed a hard copy. A few weeks later only two people could make it to our Sunday game session...and the SUPERS! book was right there so I said "Lets try this". After an hour we were hooked! Started a SUPERS! campaign right then and there and ordered hard copies for all my players. With Champions, I think we'd get too bogged down in numbers and stats and who goes when, and if someone can interrupt another, and all the other stuff a more detailed system has. With SUPERS! Revised Edition ("SUPERS! RED, as it is usually called), it hits that sweet spot of "wide-open interpretation, but enough detail to give us easily understood boundaries". Then again...I'll probably give Champions at least one or two serious tries. You never know when a game's play is going to really hit the sweet spots! :)
     
    Thanks again all! I'm still slowly digesting the hundred pounds of books I bought....slow going, like climbing the cliffs of insanity I guess. ;)
     
    ^_^
     
    Paul L. Ming
  24. Like
    Hyper-Man reacted to Beast in Haunted   
    so yes I borrowed from Pizza Man's idea of a haunted character
    I had fun building her as a change enviroment
    this is a fleshed out version of the whole character
    I kinda went with a mashup of Harry Dresden and John Constantine
    as both are haunted by their pasts
    comments are welcome

    I present

    Haunted    aka   John Dresden
    Haunted
     
    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    23 INT 13 14- PER Roll 14-
    23 EGO 13 14- ECV: 3 - 3
    20+60 PRE 10 13- / 25- PRE Attack: 4d6/16d6
     
    8 OCV 25
    8 DCV 25
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    2+28 PD 0 Total: 2/30 PD (0/15 rPD)
    2+28 ED 0 Total: 2/30 ED (0/15 rED)
    10 REC 6
    20 END 0
    15 BODY 5
    45 STUN 13 Total Characteristic Cost: 166
     
    Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 10m/20m
     
    Cost Powers END
    24 Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0
    1f 2) My girlfriend the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0
    2f 3) My girlfriend the ghost talks with her ghost friends: Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic: +20 (60 Active Points) 0
    2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0
    1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0
     
    14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼)
    2 Teleportation: Fixed Location (2 Locations) 0
    Notes: His Base and team base
     
    97 Variable Magic Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A Half-Phase Action (+½), No Skill Roll Required (+1) (135 Active Points); all slots Restrainable (-½), Incantations (Complex; -½)
    0 1) Soulfire blast: Blast 5d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (56 Active Points) Real Cost: 28 6
    0 2) Napalm for the soul: Blast 3d6+1, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (ED; All Or Nothing; +1) (59 Active Points) Real Cost: 29 2
    0 3) Hell fire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (60 Active Points) Real Cost: 30 6
    0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +3 Increased STUN Multiplier (+¾) (60 Active Points) Real Cost: 30 6
    0 5) Undead banisment: +60 PRE (60 Active Points) Real Cost: 30
    0 6) quick healing: Healing BODY 2d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (60 Active Points) Real Cost: 30 6
    0 7) Major trama healing: Healing BODY 6d6 (60 Active Points) Real Cost: 30 6
    0 ? Teleportation 10m, x4 Increased Mass, MegaScale (1m = 10,000 km; +2) (60 Active Points) Real Cost: 30 6
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾)
    8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    9 2) Combat Luck (15 PD/15 ED) (30 Active Points)
    16 3) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points) 14-
     
    Perks
    5 always knows which horse to pick: Money: Well Off
    3 Anonymity
    10 Vehicles & Bases
     
    Skills
    3 Acting 13- (25-)
    3 Bribery 13- (25-)
    3 Bureaucratics 13- (25-)
    3 Conversation 13- (25-)
    3 Criminology 14-
    3 Inventor 14-
    3 Navigation (Dimensional, Land) 14-
    5 PS: Mage: all in practioner of the dark arts 14-
    3 Persuasion 13- (25-)
    3 Security Systems 14-
    3 Stealth 13-
    3 Streetwise 13- (25-)
     
    Total Powers & Skill Cost: 235
    Total Cost: 400
     
    400+ Matching Complications
    15 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Smart mouth (Common; Strong)
    5 Susceptibility: Holy relics 1d6 damage Instant (Uncommon)
    15 Psychological Complication: Hates being ordered around (Common; Strong)
    20 Psychological Complication: Protective of normals (Very Common; Strong)
    5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
     
    Total Complications Points: 400
     
     
     
     
     
     

     
     


  25. Haha
    Hyper-Man reacted to Hugh Neilson in Feint   
    So I must be a skilled pickpocket to be a good combat faker. 
     
    Well, in D&D 3e, it's Bluff, so con men, so OK.
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