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Hyper-Man

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  1. Like
    Hyper-Man reacted to pming in HERO System newb...What books to buy?   
    Hiya!
     
    Ok, got it all just a few minutes ago. Here's a crappy pic, but hopefully it's clear enough. Looking forward to giving it a run this summer!
     
    (hope this shows up...)
     

     
    Paul L. Ming
     

  2. Thanks
    Hyper-Man got a reaction from sentry0 in HERO System Mobile   
    Something else I forgot to mention is that John shows the Notes in the Mobile app but Clark and Barry do not. I'll hazard a guess that has something to do with differences between the Heroic and Superheroic templates.
  3. Like
    Hyper-Man reacted to zslane in Hero System 6E Character Creation on ebay   
    6e2 usually goes for a low price like that in the second-hand market. It is 6e1 that is much harder to find for under $100-150.
  4. Like
    Hyper-Man reacted to foolishvictor in Hero System 6E Character Creation on ebay   
    https://www.ebay.com/itm/Hero-System-Sixth-Edition-Volume-1-Character-Creation/122982180579?_trkparms=aid%3D111001%26algo%3DREC.SEED%26ao%3D1%26asc%3D50963%26meid%3D7c346b5e57d54307ad6959d2a742f293%26pid%3D100675%26rk%3D1%26rkt%3D15%26mehot%3Dlo%26sd%3D122982180579%26itm%3D122982180579&_trksid=p2481888.c100675.m4236&_trkparms=pageci%3A79772a0f-3484-11e8-813f-74dbd18079db|parentrq%3A79b66c791620abda4bc85a4bfffa019a|iid%3A1
     
    The seller had 2 available but I bought one.  The price is $65 Canadian which is about $50 US (plus shipping.)  This is by far the best price I have seen for the book in new condition.  The book I received is new but it is also 8 years old...  There is a little bit of "wear" in the corners of the cover but no real damage. 
     
    Regardless, I am very happy with the purchase.
     
    cheers,
    foolishvictor
  5. Thanks
    Hyper-Man reacted to dsatow in Images - Danger Sense   
    Well according to Hero Designer 6, while not a group, it can be targeted as a single sense.  So it can be done as Images Mental Group and Danger Sense +/- 4 for 20 points.
  6. Like
    Hyper-Man reacted to Cygnia in And now, for your daily dose of cute...   
  7. Thanks
    Hyper-Man got a reaction from sentry0 in Introducing players to Champions at a mini-con   
    I finally dove into cranking up my laptop and doing tons of updates with my one good hand.  I like the Frankenstein way you're picking the best features from several different exports.  The END costs probably need a column label added to make sense.  Martial Arts need cleanup and are one area I recommend doubling up with the standard maneuvers as well as their standard cost listing so players can see ALL their options in one place. 
     
    Keep up the good work!
  8. Like
    Hyper-Man reacted to Hugh Neilson in Feint   
    6e finally got us to the point where being a capable combatant at a reasonable point cost does not require a level of agility comparable to, or exceeding, an Olympic gymnast.  I'd really rather not make Acrobatics the basis of combat skills again, and even more directly than before, thanks.
     
    Actually, if I had to select an existing skill, I am thinking Acting would be more appropriate than Acrobatics - it's your ability to fool the opponent into believing your phony 'tells'.
  9. Thanks
    Hyper-Man got a reaction from NateH415 in HERO System newb...What books to buy?   
    You may want to get some of the 5e books that never got full conversions to 6e before the economy slowdown.  The vehicles are a good example. POD 6e Skills is basically the same as 5e Ultimate Skill. Either are good buys. Dark Champions has a few things/rules not in the Equipment Guide.
     
    Good Luck and don't hesitate to ask questions.
  10. Like
    Hyper-Man reacted to Christopher R Taylor in What's the difference...   
    And that last bit is a key one: helping Hero Games stay around and function is a good thing for players and fans.
  11. Like
    Hyper-Man reacted to Lord Liaden in What's the difference...   
    There are two versions of Fantasy Hero written and purchasable for the current (Sixth) edition of Hero System. The one called Fantasy Hero Complete includes a streamlined version of the core rules (not much actually omitted, just a lot of the detailed explanations and some of the optional bits trimmed out), as well as genre-emulating and campaigning advice, and various example system builds and templates. The book called simply Fantasy Hero does not contain the core rules (it was written to use the two-volume detailed Sixth Edition rule books), but has a lot more of the other things mentioned above. The Fantasy Hero book for Fifth Edition is essentially the same, but written for the previous edition of the rules.
     
    Content-wise, there's no difference between the books in the Hero website store and DriveThru RPG. From what I saw their prices are also the same. However, DTRPG is only advertising the PDF version of Fantasy Hero Complete for sale, whereas the Hero store also offers the hard copy. Both sites also sell the Fifth Edition FH book.
     
    There is one other difference. If you buy books from Hero Games the company gets all your money, instead of splitting it with DTRPG.
     
     
  12. Haha
    Hyper-Man reacted to Tech in Speedster Move Through Power   
    I did say 40d6+.
  13. Like
    Hyper-Man reacted to sentry0 in Introducing players to Champions at a mini-con   
    That's true...I like to use the characters Hyper-Man builds while testing because they're complicated and on the extreme end in terms of content.
     
    The characters I'm using at the mini-con are much more simple and fit on a page and half
  14. Like
    Hyper-Man reacted to Lord Liaden in Introducing players to Champions at a mini-con   
    First of all, Sentry0, thank you for taking on this challenge and for spreading the word about Hero System. Demonstrating the game is the best way to raise interest in it.
     
    Since you want to sell the versatility of Hero, I would recommend a Martial Artist with a few Gadgeteer-style Focused gimmicks in the vein of Batman. That would emphasize that Hero characters aren't confined to a narrow archetypal framework as with many other games. And no hero is more recognized than the Bat.
  15. Like
    Hyper-Man reacted to dsatow in Speedster Move Through Power   
    "Just because you can create a nuclear hand grenade in the game, doesn't mean you will be allowed to."
  16. Like
    Hyper-Man reacted to Christopher R Taylor in Speedster Move Through Power   
    I managed a double knockback power of like 35d6 once with a telekinetic character.  I did it on a space ship, because I couldn't miss.  Punched all the way through and knocked him out.
  17. Like
    Hyper-Man reacted to indy523 in Limiting reuse of a power to a set recharge time   
    Ok so essentially I have a power with a time limit that is set for up to five minutes let's say and has an RSR that is one minute plus one minute per extra point 5 minute max which is whatever the book says it is not important for the discussion.
     
    I want to limit the number of uses based on time so you can use whenever you want in an area or on a person but can't reuse it for let's say one hour.
     
    The only way I can thing of this is buy Damage over Time at +1A then don't buy any extra uses (so only one use) and then buy it with a -2 to the calculation every hour.
    This is a -1L which the rules might require I make it a +1/4A minimum (can't remember).
     
    In that case since the point is not to have multiple uses of the power but to limit its use on any one area (let's say its an AOE) to no more than once an hour even though it lasts no more than five minutes I will house rule the limitation can be applied as normal.
     
    Other than that is this legal and if not is there another way that one could do this?  Not sure.
  18. Like
    Hyper-Man reacted to assault in Introducing players to Champions at a mini-con   
    How complicated a character would you want to use for a Con game?
     
    For example, Hyper-Man's Superman is a very fine print heavy character - not one you can easily sit down and play.
     
    Designing a sheet to display simpler characters is, obviously, simpler.
  19. Like
    Hyper-Man reacted to dsatow in Introducing players to Champions at a mini-con   
    Since I am a little late to this party, I just quickly skimmed through the posts.  So if I am repeating anything, just ignore it.
     
    1) I would suggest you make two more characters than people who will play.  Its really lousy and sours the game when you are the last to choose and you are stuck with the character no one wants.
    2) Leave about 15 points unassigned to the character, then when they have chosen their characters ask them to describe the characters then use the reserve points to give them the skills or abilities.  For example, maybe someone's a judo aficionado.  Give them breakfall and Judo maneuvers.
    3) Make a simple die chart for rolling to hit.  It can be blank and let them fill in the appropriate numbers.  ie: an 11 = OCV, a 12 = OCV-1, etc.
    4) Give them no more than 1 or 2 combat levels if any at all.
     
     
  20. Like
    Hyper-Man reacted to dsatow in Feint   
    Here's my $0.02.  Take it for what its worth, $0.02.
     
    Instead of an OCV bonus based on sleight of hand, how about PRE based on sleight of hand?
     
    10 +25 PRE attack only -1, requires a sleight of hand roll -1/2 *
    * you might add more limitations such as concentration, instant, etc.  Instant because the effect is only for the sleight of hand user.
     
    So, it would work like this, your character would try the feint and roll the sleight of hand roll at -2.  If successful, then the character does their presence attack against the target of the feint.
    If the roll fails to reach the target's PRE, the target acts as normal. If the roll matches target's PRE, even if the target has a delayed action, the target has hesitated enough so that they can only abort their next action in response following all the rules for an abort.  They must keep all levels as assigned before the feint but can abort to reassign the levels. If the roll matches target's PRE+10, the target can not abort their next action in response and lose any held action.  They must keep all levels as assigned before the feint. If the roll matches target's PRE+20, the target can not abort their next action in response and lose any held action.  They must keep all levels as assigned before the feint.  Furthermore, they are at 1/2 DCV. If the roll matches target's PRE+30, the target can not abort their next action in response and lose any held action.  They must keep all levels as assigned before the feint.  Furthermore, they are at 0 DCV.  
     
     
  21. Like
    Hyper-Man reacted to Christopher R Taylor in Guns Are Too Slow in Hero   
    Something people don't think about much, because we almost never ever get into armed combat with a melee weapon, is reach.  Its a lot further than you think.  A normal man with a sword can hit anything within nine feet of them with a single step forward.  That's a 9' radius circle of impact all the way around them.  It can be even more with a small move forward, easy to do in combat.  You may think you're out of range but you're comfortably within striking distance at six meters.
  22. Like
    Hyper-Man reacted to Ninja-Bear in Feint   
    Mr Agdesh I hear what you’re saying, the player knows about the surprise and would logically Dodge. However the character doesn’t know and the GM should enforce this and the player should go with it. 
  23. Like
    Hyper-Man reacted to wcw43921 in Doomsday Prepper package deal?   
    Weapon Familiarities of all sorts--long guns and pistols with plenty of ammo, crossbows and straight bows when the bullets finally run out, then spears and knives for when the arrows run out.  (Not to mention slingshots--as long as there are rocks within easy reach, you're never out of ammo.)  Of course, all those weapons will need to be maintained, so Weaponsmith is also a must.
     
    As Hyper-Man mentioned, lots of Knowledge Skills.  Subsistence Agriculture come to mind, as does Butchery, for all the livestock and wild animals whose population will likely explode after The End occurs.  Mechanics would certainly be useful for keeping whatever vehicles are available running, not to mention the gas or diesel-powered generator.  Inventor is also useful, for building a windmill or water wheel to turn a generator, or converting the vehicles to run on alcohol or some other fuel.
     
    Paramedics is certainly going to be useful, as medical professionals will be much harder to come by after The End.  Electronics is also useful, for keeping the ham radio and the hand-cranked computer operating.  Finally, I would consider acquiring some of the Social Interaction skills, especially Persuasion--because a big part of surviving after The End will be to convince everyone else that your Doomsday Survival Plan is better than everyone else's Doomsday Survival Plan.
     
    Hope that helps.
  24. Like
    Hyper-Man reacted to Tech in Speedster Move Through Power   
    First, you have to try to get these ideas past the GM and I sincerely doubt you will. I can think of all sorts of powers that obliterate my enemies but they're not going to get past the GM. If they did, I would really worry about why. If somehow, someone in my campaign tried that (and they won't, fortunately: let's hear it for great players!), I would pull out my rule which all players are very well acquainted with:
     
    "What's good for the players is good for the GM, and vice versa"
     
    It prevents power-gaming and crazy ideas like 40d6+ attacks from occurring in the campaign. This rule also protects the players.
  25. Like
    Hyper-Man reacted to NisseFrasse in Speedster Move Through Power   
    Oh wow! Thanks alot for all the answers and suggestions! I believe I have a more clear idea now how to do this. Thank you all so much! : D
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