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Hyper-Man

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  1. Like
    Hyper-Man got a reaction from NisseFrasse in Speedster Move Through Power   
    Added details to my earlier post.  25d6-31d6 should be enough.
     
    https://youtu.be/WKGoFJba1RE
     
  2. Like
    Hyper-Man got a reaction from NisseFrasse in Speedster Move Through Power   
    Take a look at the speedster martial arts and infinite mass punch inside the VPP on this character for ideas.
     
    From:
    https://forum.rpg.net/showthread.php?795840-HERO6E-My-rookie-JLA-builds&p=20707008#post20707008
     
    0 24) Infinite Mass Punch: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 40 
    [Notes: 16d6 with STR. 20d6 combined with Sacrifice Strike. Practical* Maximum Damage = 25d6 when combined with Passing Strike or Passing Throw and 90m Maximum combat move. Move Through Maximum Damage = 31d6 that he would also take a minimum of Half Damage (or Full Damage if target takes no Knockback).] - END=6
     

  3. Haha
    Hyper-Man reacted to Cassandra in Enos Thanos   
    Enos would be watched by Boss Hogg, and have a DNPC named Daisy.
  4. Like
    Hyper-Man reacted to sentry0 in Group Teleport   
    It was inspired by 3 things:
    The Quicksilver scene, this power is a scaled down version of what Quicksilver did in the movie My own experience with Speedsters seemingly always getting put on crowd control in games I wanted to showcase something "fancy" for Champions at a mini-con I'm planning to run a table at I know that there will be hostages running around in the scenario I'm planning and I know that Speedsters are almost always on crowd control because they have high dex and speed.  This ability allows the Speedster character to get people to safety quickly and get back to the action...and is a pretty flashy way to do it too   It also has general utility for diving for cover which is a nice little bonus but it was really designed with crowd control in mind.
     
    I think you're right too, there's no reason not to give position shift and velocity given the special effect.
     
  5. Like
    Hyper-Man got a reaction from sentry0 in Group Teleport   
    Looks good. I would advise rereading the UBO rules and predocument the way it works using the notes feature of HD just to avoid issues at game time.
  6. Like
    Hyper-Man reacted to dsatow in Penalties to Computer Programing for trying to hack into a system   
    To come clean, I've worked in the computer security business (which is a large branch of computer programming).  I've found that 9 times out of 10, people not in the computer security business don't want to hear all the security safeguards that can be put into place to protect an system with a link to the outside.  What they want to see is what they see in movies, comics, and television.  They just want to find the website for the police department, make a roll and voila, they are in or they are not.
     
    The way I do it to prevent my friends from glazing their eyes over is just to ask them to make a roll and tell me how much they make it by.  I then adjudicate how difficult it is compared by how much they made the roll by and describe them hacking the system without going into the details of hacking the system.  If they say "make it by 3", I'll tell them it will take a while but they think they can do it but its not going to be quick.  If they roll a 3, I generally tell them you quickly scan the system and find a security vulnerability and have broken in immediately.  If they fail, I'll tell them the feel they can't do it.
     
     
  7. Like
    Hyper-Man reacted to Cassandra in A Sunny Place for Shady People   
    So did Mayberry.
  8. Like
    Hyper-Man reacted to Old Man in John Wick / Keanu Reeves for 6e   
  9. Like
    Hyper-Man reacted to Jason S.Walters in Reprint HERO System 6th Edition Core Books ?   
    No - though they are all available through One Books Shelf (RPGNow, DriveThruRPG, etc etc) in the form of print-on-demand. So you *can* get physical copies if you need them.
     
    Hero Games is more interested in doing shorter, rules-inclusive books like Champions Complete and Fantasy Hero Complete these days, and also supporting our small but productive community of third party publishers. In fact, we will have some news on that front to announce shortly!
  10. Like
    Hyper-Man reacted to Cantriped in Speedster Move Through Power   
    Regarding the inability to use Megamovement with a Full-Move Element Maneuver (Move By, Move Through, Passing Strike, etc). That restriction doesn't apply to Noncombat Movement as a whole. So you can legally perform a Passing Strike (or Move-By/Through) with Flight 10m x1000 Noncombat Movement (55 APs) (for a total velocity of 10km/phase...), however you do so at OCV 0 (unless you've got PSLs versus Noncombat Movement Penalties)... Of course such a character would need one looooong runway to Accelerate up to or Decelerate down from that velocity, or pay much more for faster deceleration. Heaven forbid something get in the way of your ac/deceleration by the way, because that would be a Collision (which uses the rules for Move-Through... which make for a very dead speedster)
     
    However in practice I simply wouldn't allow this. The amount of damage such a construct that lay out (if done properly) is beyond the scope of any campaign I've ever run. I usually encourage Speedster's use just their Combat Velocity for Combat Maneuvers (for their own safety).
  11. Like
    Hyper-Man reacted to Cantriped in Speedster Move Through Power   
    One of the best ways to handle this is to have them by a Speedster Style Martial Art which includes Martial Strike, Passing Strike, and Martial Dodge. Passing Strike functions as a Move-By that doesn't cause reciprocal damage; No speedster should be without Passing Strike (or some equivalent to it)..  Then simply purchase extra Martial DCs* if the character's Strength + Velocity isn't producing enough damage for your campaign.
    *Alternatively you can also use a basic Hand-To-Hand Attack (or an Autofire Hand-To-Hand Attack) to represent the ridiculous velocity at which he can throw punches.
     
     
  12. Like
    Hyper-Man reacted to Greywind in Speedster Move Through Power   
    In Flash vol 2 #1 Wally is carrying a human heart for a transplant when he sees Vandal Savage strangling a man. He is long miles away from the site when it registers what he saw. Just an example of not being able to be effective combat-wise at megascale movement.
  13. Like
    Hyper-Man reacted to Starlord in Thor: Ragnarok spoiler thread   
    I think that was an earlier crossover.  The one written by Busiek and inked by Perez was excellent IMO.
  14. Like
    Hyper-Man reacted to massey in Introducing players to Champions at a mini-con   
    If they've never played Champions before, I'd suggest keeping the writeups simple to understand and easy to use.  I like phydaux's suggestion of the Trouble Alert, and having the players run through some standard superhero scenes.  Since it's a one-shot game, most players I know will be more concerned with understanding how the rules work, rather than really getting in character.  I'd try and give them a 5 minute intro on how to play ("want to hit somebody?  roll 3 dice and you want low numbers").  Give them their sheets, hit the high points, and get them playing.  They don't need to even peek at the 600+ page rulebook to be able to enjoy it (you don't want to scare them off).
     
    I might even hand them a cheat sheet with the combat math already done for them.
     
    Power Guy (OCV 8) versus:  Viper Agent (DCV 4) -- Base to hit 11, +8 OCV is 19, -4 DCV = 15 or less to hit
    Power Guy (OCV 8) versus:  Viper Leader (DCV 6) -- Base to hit 11, +8 OCV is 19, -6 DCV = 13 or less to hit
    Power Guy (OCV 8) versus: Giant Monster (DCV 0) -- Base to hit 11, +8 OCV is 19, -0 DCV = 18 is automatic failure, so 17 or less to hit
    Power Guy (OCV 8) versus Ninja Man (DCV 10) -- Base to hit 11, +8 OCV is 19, -10 DCV = 9 or less to hit (note: less than 50% chance)
    Note: if enemies use the Dodge maneuver, they give up their next action to increase their DCV by 3.  This will lower your chance to hit by 3.
    Note: Ninja Man has a special maneuver called Martial Dodge.  When he dodges, his DCV goes up by 5.  This lowers your chance to hit by 5.
     
    Keep it simple enough that a 9 year old can understand it, and then they can focus on enjoying the game rather than trying to get the game concepts.
  15. Like
    Hyper-Man reacted to Lord Liaden in Introducing players to Champions at a mini-con   
    You're very welcome.   You might also look here: http://www.herogames.com/forums/topic/95545-beginners-adventure/?tab=comments#comment-2592117
     
  16. Like
    Hyper-Man got a reaction from Christopher R Taylor in "My wings are like a shield of steel."   
    Maybe Captain Universe Aunt May.
  17. Like
    Hyper-Man reacted to Lord Liaden in Introducing players to Champions at a mini-con   
    Sentry0, perhaps it would be helpful to you to consider some of the adventures published in Hero Games' electronic magazine, Digital Hero. Most of them were written to fit into one-session convention games for new players. They all include NPCs with illustrations, most have maps, and some include pre-generated heroes to use as handout PCs. The adventures were written for Fifth Edition Hero, but since you're familiar with that they wouldn't be hard to adapt to Sixth. And the individual DH issues are quite cheap from the Hero Games website store; especially considering all the other cool stuff they contain.
     
    I've found "Infectious Enthusiasm" by John Taber, from DH #9, to be the easiest to run, since it introduces a new team of heroes (and provides full PC write-ups) and does nearly all the prep work for you. However, if you want to include PC origin as part of the event you might prefer "Project Predator" by Ed Hastings, in DH #29. That adventure actually features a large selection of diverse low-powered PCs you can choose from. In any case all the DH adventures have elements you could crib from for your purposes.
     
    Our fellow forum member JmOz made a list of all the DH adventures, categorized by genre, which he posted to the forum. I also saved all the Tables of Contents from the DH issues in a searchable document. I'll Attach both documents below for convenience.
    DH Adventures .doc
    DH TOC.doc
  18. Like
    Hyper-Man got a reaction from assault in Introducing players to Champions at a mini-con   
    https://youtu.be/SDIxknWzT9w
     
  19. Like
    Hyper-Man reacted to phydaux in Introducing players to Champions at a mini-con   
    Whenever I run an intro adventure with pregen characters, I always have the PCs hanging out at the Hall of Justice when a Trouble Alert comes in.  It usually goes something like this:
     
    Trouble Alert: Giant monster rampaging at City Park. 
     
    "Quick!  To the Hover Jet!"
     
    The PCs must use teamwork to overcome the kaiju's enormous PD, STUN & CON.  It is slow and has a low CV, but with a 75 STR it is sure to PHASE any PC it manages to hit.  (Pro Tip - Make sure all the PCs have the Teamwork skill at a reasonable level.  You may need to prompt them that they can use Teamwork to combine attacks.)
     
    Once they overcome the kaiju, it becomes obvious that this was just a distraction.
     
    Trouble Alert: VIPER is attacking the city Diamond Exchange. 
     
    "Quick!  To the Hover Jet!"
     
    The PCs will face a swarm of Agent-level NPCs.  They operate in teams of three, have armor, and multi-grenade launchers loaded up with Flash, Entangle, EB, NND, and AOE everything.  They also all have the Teamwork skill, and fight very intelligently.  But Agents are not PCs, and they should fall like dominoes.  Once it becomes clear that the squad is going down, the team leader activates a teleport homer and escapes with the diamonds. 
     
    When the coast is clear the manager of the diamond exchange steps forward and informs the PCs that he slipped a tracking beacon in along with the diamonds.  He hands the PCs a receiver that will lead the PCs right to the VIPER nest.
     
    "Quick!  To the Hover Jet!"
     
    Once the PCs enter the nest, steel plates slam shut over all the doors & windows,  "You fools are SOOO predictable.  And once you're out of the way there will be no one to stop our MASTER PLAN.  Get them!  HA HA HA HA HA!!!!"
     
    Out hop Ogre, Pulsar, Foxbat, whoever, a number of NPC villains built on the same number of points as the PCs and with a comparable mix of powers.  But by this point the players should have a good enough understanding of the game and their character's powers to put the villains down.
     
     
  20. Like
    Hyper-Man reacted to Enforcer84 in Hyperman R.I.P.   
    Best Wishes, Hyper Man!
  21. Like
    Hyper-Man reacted to GestaltBennie in Hyperman R.I.P.   
    Get well. Be a Hero, always.
  22. Like
    Hyper-Man reacted to tombrown803 in Hyperman R.I.P.   
    best wishes
     
  23. Like
    Hyper-Man reacted to Armory in Hyperman R.I.P.   
    Best wishes for a speedy recovery. 
  24. Haha
    Hyper-Man reacted to Badger in Hyperman R.I.P.   
    You'd think being fellow posters, Cancer could get along with Hyper-Man 
  25. Like
    Hyper-Man got a reaction from Trencher in Hyperman R.I.P.   
    Something else I wanted to mention that I keep forgetting. I cannot begin to imagine how anyone could get through something like this without help from family and friends. My mom has been my rock. I don't  know what I would do without her.
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