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Razor

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  1. Re: Focus Issues Simple. Equitable. I like it.
  2. I recently posted this in the Rules Questions board and received the following response: ME: How do you determine whether a focus needs to be held to be used? For instance, one of the PCs in my game now has an OAF Sword for his HKA, but has OAF Medallion for his flash, but he says he imagines that he pulls it out from his jacket and holds it forth to issue the magical flash. That would, to me, indicate that like the sword, he has to use a half-phase to "draw" it. Couldn't he have an OAF Medallion hanging around his neck that does the same thing for the same points since it could still be grabbed? Where are the points cost/savings for having to "draw" or hold a focus to use it? Activation roll, perhaps? He has also said that since it's in his jacket it's really not obvious until he pulls it out, then they know it's there and can reach in there and grab it. So it's OAF, because its obvious his powers come from it, but he's got it concealed until first use. Any clarification on this would be of great help. STEVE: Well, some genres (e.g. Fantasy) have rules about drawing weapons that you could apply in this situation. In other genres (e.g., Superheroes) those rules generally don't apply, absent a Limitation -- if a character has a sword he uses it like any other HKA. That's sort of the "default" rule, that there's no need to "draw" a Foci -- rules about drawing weapons and whatnot are instituted for specific genres to get the right "feel." __________________ Steve Long HERO System Line Developer Reply With Quote OK, I'm still having some issues with focuses, specifically concerning disarms & grabs. Example: A character has the following focus/power combos (Basic Use) -OAF Pendant Flash (Beam shoots out. No touch required) -OAF Sword HKA (Used in hands) According to Steve, the sword is never drawn in Superheroic games. The power is just used. Which is a perfectly acceptable conceit for Superheroic games in my opinion. According the the focus rules, both can be grabbed since they are "A". According to the disarm rules, hand-held objects can be disarmed as well. Since an object is not drawn regardless of the defined effect (Used in hands or no touch required), can neither of them be disarmed? Can the sword be disarmed based on logic alone, since we all know a sword is a weapon? If the Pendant was described as being pulled out of a belt and held to use, could it be disarmed? If the OAF sword can be disarmed but the OAF pendant cannot, shouldn't the cost differ? Where is the cost savings for a focus being "hand-held" and thus, disarmable?
  3. How do you determine whether a focus needs to be held to be used? For instance, one of the PCs in my game now has an OAF Sword for his HKA, but has OAF Medallion for his flash, but he says he imagines that he pulls it out from his jacket and holds it forth to issue the magical flash. That would, to me, indicate that like the sword, he has to use a half-phase to "draw" it. Couldn't he have an OAF Medallion hanging around his neck that does the same thing for the same points since it could still be grabbed? Where are the points cost/savings for having to "draw" or hold a focus to use it? Activation roll, perhaps? He has also said that since it's in his jacket it's really not obvious until he pulls it out, then they know it's there and can reach in there and grab it. So it's OAF, because its obvious his powers come from it, but he's got it concealed until first use. Any clarification on this would be of great help.
  4. Re: SAS/Delta Force Mercenaries and Ninjas Thanks all! With your suggestions and the Predators reference we had a blast last night. Greatly appreciated.
  5. I'm in a crunch for time (School, Work, other stuff) and was hoping to find a couple base Special Forces-level Mercenaries and Ninjas write-ups. My google-searches and PDF-browsing reveals primarily villain write-ups, but few "Goon" write ups with real weaponry. Are there any online resources for this type of material to help me get my last-minute write-ups ready? Thanks.
  6. I was thinking about making a character who was transformed into a D20 DnD Sorceror equivalent by some crazy event that pulls out his ideal self from his subconscious. In this respect I was thinking about giving him the classic DnD spells (Magic Missile, Shield, Fireball, Fly, etc....). The one spell that struck me as difficult to convert was Evard's Black Tentacles. Basically it is a 20 foot burst of black rubbery tentacles that grasp opponents and squeeze them to death unless they can break free. So, I'd start with an entangle and link some sort of PD squeezing damage (TK, no range PD EB AE same as the Entangle?). I was thinking that it would have to be a strength check to avoid taking the damage while you were entangled, as they slowly crush the life out of you. It would seem like you'd need an impervious entangle that can only be broken out of with strength. Just wanted to get some feedback. Plus, it's fun to watch you guys. It's like dropping a slab of beef in a shark tank.
  7. Re: Sand Powers I worked in the Sandstorm idea! So far here are my powers: 32 Sand Form: Multipower, 40-point reserve, (40 Active Points); all slots Only In Heroic Identity (-1/4) 2u 1) Shifting Sands: Desolidification (affected by Wind, Water and Intense Heat/Fire) (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Only In Heroic Identity (-1/4) 3u 2) Compressed Body: Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8" KB) (40 Active Points); Only In Heroic Identity (-1/4) 0 (Total: 0 Active Cost, 0 Real Cost) 12 Dust Devil Powers: Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (-1/4) 20 1) Dust Wall: Force Wall (15 PD), Transparent ED (+1/2) (56 Active Points); Only Works Against Limited Type of Attack (Only vs. Physical Projectiles; -1/2), Only In Heroic Identity (-1/4) 12 2) Sand In Your Eye: Sight Group Flash 3d6, No Normal Defense (Not vs. Eye Protection; +1) (30 Active Points); Only In Heroic Identity (-1/4) 21 3) Sandstorm: Change Environment 1" radius, -5 to Hearing Group PER Rolls, -5 to Sight Group PER Rolls, Long-Lasting: 20 Minutes, Multiple Combat Effects, MegaScale (1" = 1 km; +1/4) (52 Active Points); Gradual Effect (1 Minute; -1/2), Only In Heroic Identity (-1/4) 18 4) Elongation: Stretching 5", Reduced Endurance (0 END; +1/2) (37 Active Points); Only In Heroic Identity (-1/4) 12 5) Dust Devil : Running +10" (16" total), x8 Noncombat (30 Active Points); Only In Heroic Identity (-1/4) (This one is NOT in my EC): 12 Sand Form Immunities: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); Only In Heroic Identity (-1/4) 144 Total Powers Cost
  8. Re: Sand Powers The invisibility is a good idea, I'll work on that. Now, for my multipower and EC (first for form powers, second for sand control) how should I work the limitation for reduced function while wet? Right now I was thinking to halve the active points (and effectiveness) of my powers if "soaked in water". I just didn't want one tiny mop-bucket to totally disable me. I figure limited power, halved effectiveness when "soaked" in water, which is a -1 according to HD 2.0.
  9. Re: Ripping Telephone Poles From The Ground I'm at work now without my trusty book. Somebody out there refresh my memory as to how you determine damage a thrown object does to it's target? I remember the rules for hitting (balance, aerodynamics etc..) but not damaging, and it's driving me crazy!
  10. Re: Psi Amplification Collar The simplest way would be to buy the additional powers (even if they are more powerful versions of your inherent powers) as a multipower OIF Amplifier (with ultra slots for most cost effectiveness). I don't see why you couldn't buy a portion of a power through a focus, as I don't think it would be too unbalancing (assuming a GM will actually nastily go for those Obvious focuses like he/she should). I just think this option is the most complex, and I happen to prefer the simplest method if possible.
  11. Re: Sand Powers Thanks for all the responses and ideas! I'm thinking I'm going to name him Dust Devil and go for combination wind+sand powers. Of all of your powers I'm probably taking the following: Multipower for Sand Form: 1) Desolid 2) 50% DMG Red (P/E, res) 3) Density Increase NND Flash vs Sight Group (not vs eye protection or lack of eyes) EB vs PD Sand Blast RKA Abrase Stretching + HA (like the classic sandman hammerhand pounding!) Running w/ nice noncom multiplier (sort of like a mini-whirlwind of sand) Life Support Aid To Stun/Body (near sand or beach) (This one was neat!) I was also contemplating a force wall that was opaque to sight and sound, used primarily to divider an conquer, like a whirling sphere of sand. I think we're going standard points so 350 should be enough to cover.
  12. OK guys, hit me with some neat ideas for a Sandman power set (i.e. body made from sand). The ones I have so far are: Stretching (to clobber with sand hammerhands) Desolid cannot pass through solid objects (vuln to heat, cold and wind) Running (as I glide over the ground) I'm trying to decide whether to aim for brick or blaster archetype or somewhere in the middle. It's tough because I can imagine a cool sandblast attack but I think being able to shoot it while desolid is a little too cheesy for me (and WAY too cheesy for the GM). I'm thinking damage reduction is the way to go, 75% resistant vs Physical is damned expensive. I'd imagined pretty much being hurtable by energy attacks as normal, unless disperesed to a desolid state. Maybe like I have to coalesce in order to attack. I dunno. Also I wanted to work out a dispersion disadvantage if I get pummeled or hit for an immense amount of physical damage. Even though my resistance would protect me I think a car or boulder or something might disperse me, requiring a half phase action to coalesce and "round up" myself. Any ideas? Thanks!
  13. One issue with Superleap that's always plagued my gaming group is the logistics behind how much space (height) is necessary to superleap. It would make sense that one disadvantage of superleap would be a minimum height requirement in order to hit a specific distance. The way the power works right now it seems like you can just target any hex within your range and leap to it (with no prob if you've taken the appropriate adder/advantages). Does this mean if you're in a two hex tall corridor thats say 20 hexes long and you have 20 inches of superleap that you could leap 20 hexes with no problem in a corridor that short? We house-ruled it to require at least half the distance in height in order to superleap. Otherwise it just seems so much cheaper than short distance teleportation. Have there been any clarifications on this matter? Thanks!
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