Jump to content

Rebar

HERO Member
  • Posts

    506
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Rebar

  1. If two characters are the same DEX, should they always roll off to see who wins initiative - or should you only do that if it is vital to know which happens first? (one of the examples given is a character attempting to go Desolid as someone is trying to punch him).

     

    It seems to me, that if two characters are attempting to hit each other, they could very well both hit. Or is that not correct?

     

    Also, is there any precedent for two same-DEX characters to determine the initiative based on their SPDs?

  2. 1] If I take a full action in a phase, and then someone fires at me, can I still abort to a defensive action - (using up my *next* phase), or do I need to wait until the next segment to abort?

     

    2] Under what circumstances can you be considered flanking someone, such that they are at 1/2 DCV? Specifically, if you are standing behind them, or move behind them, are they 1/2 DCV? What if there is more than one opponent, so they can't simply turn to face you?

     

    3] Does it take any time to turn around? eg. I leap over someone's head, using my full movement, am I left facing away from them?

     

    4] Are there any rules for handling Dex initiative for 1/2 phase actions? eg. after two characters make half moves, are they considered at the top of a 1/2 phase?

     

    5] Does a high dex full phase move happen before a low dex 1/2 move? eg. A 23 Dex character makes a 6" run at a 20 Dex opponent, about to do a 3" half move. Is the 20 Dex still there when 23 Dex arrives?

  3. "...each spell has a fettish or power object, like a doll. Add the OAF and Independent limitations to the others, should get each spell down to one or two points...."

     

    Right, but it means I always have the same spell, and the only way of changing it is to buy a new one, and even then, I accumulate spells.

     

    "Transform, variable target, water into potions, works best for me."

     

    That doesn't get me anything. Because I say it's a love potion doesn't mean it is one, until I pay the points for the transformation.

     

    In other words, the potion (or curse or whatever) is an SFX, I want to have a tiny pool of powers.

     

    I guess I'll just have to stick to 1/2D6 powers.

     

    VPP Power #1: Curse of the prom night complexion:

    1/2d6 Com Drain , Delayed Return Rate (5 Points per Day; +1 1/2) (12 Active Points); Extra Time (1 Day; -4), Gradual Effect (1 Hour; -1 1/4), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4)

    5AP, 2RP

     

    VPP Power #1: Love potion:

    1/2D6 Cumulative (Minor) Transform + charges is still about 10 points... But I guess that's not out of range of some XP.

  4. Trying to add a little flavour to my 75+75 character (high school subgenre). I want him to be able to do a little bit of voodoo. Nothing really spectacular, just the occasional ugly potion or something.

     

    Huge lims like extra time (days/weeks, etc.) and gradual effect, will bring the cost down and make it almost useless - except for colour - and bring the cost down to < 5 RPs.

     

    I'd like to only spend about 5XP.

     

    Obviously a VPP: voodoo spells would be the ticket, but say I wanted a Com Drain, 1 week to prepare, etc. No matter how many lims I place on it, I have to have a VPP that covers the APs, not the RPs. Even as a 1/2D6, I will still need a whole pile of cumulative effects/charges or whatever. And then I have all these points left over for several *other* 1RP powers...

     

    Alternately, I could buy the power as a new slot on its own - 10 or 15 APs, with huge limitations to bring down the RP. Except then I can't change that power.

     

    Can anyone suggest a way I can get a varierty of minor effects, for just a few points?

  5. I've never really understood Martial Arts & weapons.

     

    So, my character uses a quarter staff. Is there a fixed package for this?

    I buy a bunch of maneuvers, and buy the wepaon element for 1 point. Does the quarterstaff help me? Do I buy +2DC HTH with a focus?

    If I don't want him to be helpless when he loses it, do I have to buy another set of MAs, or can I use some maneuvers with and without?

     

    Dave

  6. You've pretty much hashed it all out. You've set the Rec as per how far she is from the sun under what circumstances.

     

    Now just decide how much that's going to affect her. If she spends most of her time away, then it'll be a limitation. You don't need to buy a zillion levels of Rec with different lims, just average it, and then write up a separate list of the specifics for her to abide by.

  7. I'm not sure of your math here... first, assuming the original power is 15 base points with no other Advantages, making it Always On (including the required 0 END Persistent) sends it to 30 AP, and 20 RP.

     

    The extra +1 was for Continuous. Otherwise you are making a new attack every phase.

     

    P.S. Let's hope this reply goes through. Twice now, I've replied to this thread and it never showed up...

  8. I'm not sure of your math here... first, assuming the original power is 15 base points with no other Advantages, making it Always On (including the required 0 END Persistent) sends it to 30 AP, and 20 RP.

     

    You forgot the Continuous +1.

     

    Then again. I've been building powers this way so long, I didn't stop to think about whether it *has* to be built this way (i.e. 0End, Contin,Pers,AO).

     

    The base power is Telepathy. So, if he doesn't buy it as Constant, then basically, he has to make an attack roll every phase. I guess that's OK. It's meant to be a curse, not a bonus. Hmm...

     

  9. "...buying off the Always On limitation and taking whatever limitation (Concentration, Costs End, whatever)..."

     

    Yeah, although I don't really want it to interfere constantly, like Concentrate would. It should be able to be kept off *most* of the time.

     

     

    "...buy the +1/2 power advantage persistent..."

     

    Sure, but then he can just turn it off during breakfast and leave it off all day. Not what I'm looking for.

     

     

    "...build the Power with Always On; then buy Suppress, using the Standard Effect Rule to give it just enough to turn the Power completely off, with the No Range and Self Only Limitations (-1/2 each)...."

     

    Yeah, here's the thing. To buy that first power Always On shoots it from its puny 15 points way up to 45APs. (I can cut the RPs down no prob, but that won't change the suppress).

     

    THEN, to suppress that, I need a 13D6 Suppress WITH OEnd, Const - for an additonal 78RPs!

     

    I know, I know - nobody said it would be cheap. But that's ridiculous - and all for **15APs** of effect!

     

     

    No, I'm really just looking for a way of making a small power that is kept off most of the time, but accidentally turns back on whenever he's PRE attacked, stunned, unconscious, etc.

     

    I'll prob'ly just buy it as a Suscepibility or Phys Lim.

  10. no contrivances, use existing combat penalties

     

    Everyone seems to have missed the obvious "real world" principles behind these tactics:

     

    1] You close on the enemy because you want to end the battle fast and decisively. Staying at range doesn't help you, it puts time and distance on the side of the defenders.

     

    2] You want to surround/flank your enemy to cut off retreat and to force them to spread their defenses as widely as possible. This means getting into the arena, not hiding in cover. The defenders in response will tend to spread out as you approach, so that you can't take out many of them in one shot.

     

    This will result in pairing off, as each opponent has to choose a single target to fight.

     

    3] Once you are at close range and both parties are mixed on the arena, ranged weapons become impractical because the risk of friendly fire is greatly increased. Also, one can easily lose a weapon in close combat. That fraction of a second is enough for an opponent to kill you - and he has more weapons at his disposal at zero range (like his hands).

     

    So, to reflect this in the game is quite easy; you don't need to invent anything - you need only enforce or enhance existing rules/guidelines:

    a] range modifiers

    b] attack-spreading and multiple-target penalties

    c] sucker punch rules (missed shots have a chance of hitting someone)

     

    There are other penalties that it might help to enforce:

    - weapon loading delays,

    - risk of jamming/misfire,

    - 1/2 move-and-then-attack penalty

     

    Try a battle, enforce the penalties, see how it comes out.

  11. Been playing for a zillion years, but never played > 450 level.

     

    Thinking about trying 650+ level, figured Starships and interplanetary travel was the best place to do it without getting Earth blown up every week.

     

    Assumed Star Hero was all about characters like Green Lantern and other spacefaring superdupertypes. But after a bit of poking, now wonder if it's more like "Traveller" - middle-powered agent-types with weaponry.

     

    Plan to buy the books once I know what I'm getting into.

     

    Can someone give me a quick overview and/or point me at some websites? Both types I mentioned would be helpful.

  12. Well, you could try whichever method works out cheaper...

     

    My way of determining which to use is thus:

     

    If the character is essenitally the same but with some (or even a lot of) enhancements, then buy him w/ OHID. Multiform would be reserved for characters who change drastically enough that they *can't* really be bought just with OHID. A vampire turning into a bat is not just an enhanced vampire - he loses some abilities while gaining others. A werewolf will likely lose his Science skills when he changes.

×
×
  • Create New...