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Rebar

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Everything posted by Rebar

  1. I'm guessin' "we" are using 6e rules?
  2. Well yeah but that's consequence-free. What's the combat effect of not scratching an itch, or losing your willpower battle and stopping to scratch it?
  3. Is CE the de facto way to penalize an opponent's skill roll? Every time I want to model a power to do this, I riffle through the powers list and always stop on penalty skill levels, and it's never what I expect it to be.
  4. My wife thought it would be a great power to make your enemy itch anywhere on their body. How would you model it? What would it do? You'd need to make an ego roll or forfeit your phase to scratch? If you made the roll it might still reduce your INT, DEX, STR? Flash versus Ego?
  5. Reading this now. Thanks for the bump. This is such an awesome addition for someone with Eidetic memory. N-ray vision. Does not work in places character has never been (or seen) before.
  6. Not sure if this has been mentioned yet but a foundation upon which the rules are built is that the average human is the default 0pt character. Generally, anything an average human can do - or can't do - is worth zero points. This is why 6" of running costs 0 points, while sessile Grogs have zero inches. Why 0D6 of unluck gains you zero points in disads while Kzin have 1D6 of unluck. Same reason why being blinded by bright light is human default - and therefore, by definition, not a weakness.
  7. To model the hammer that he can retrieve at-will, could I buy that as OIF, or restrainable, or both? It's not magical; it requires his TK, so it could get stuck or captured, etc. Restrainable seems to be meant more for bodily appendages (such as wings or tails), so maybe thats not appropriate.
  8. Maybe I'll go with Heart of Russia. Or Heart of Motherland.
  9. Yeah, I might do that. And then I could simply make it restrainable, for those times when it is prevented from coming back. I'm wondering how accurate I should try to make it - eg. I wonder about adding a delay on the return. Or, since he's already got TK without the hammer, I should just make the hammer part of the SFX. Hm. So many possibilities...
  10. Hm. I guess quick peek at the Slavic God of Thunder Perun couldn't hurt.
  11. I'm building this character idea which is (irritatingly) starting to look at lot like Thor, except he's Russian. (He's a blacksmith, a venerable occupation dating back to Russia's roots in industry - y'know hammer & sickle & all.) He carries - and can throw - his hammer. I'm thinkin' rather than drag him away from a Thor wannabe, why not embrace it? So, I'm looking for a name. Thor in Russian is Thor. Thunder God in Russian is Бог грома (Bog groma) Blacksmith in Russian is kuznets (I'm probably going to give him the common surname Kuznetzov) He's a very stoic pragmatic type, so his name (if he had to have one) would be pragmatic. Thoughts?
  12. Sh Boom! what is the rationale for Indirect (Same origin, always fired away from attacker; Can't Be Blocked; +1/4) on Hawkgirl's Smash Power: Is that something you'd apply to any hammer weapon, or is that specific to HawkGirl's concept?
  13. Sticking with 5E rules. Character prolly "only" has 20STR. (It's a 200pt game) It was going to be just a plain ol blacksmith's hammer. But :slaps forehead: the character can TK iron substances. So pretty much Thor's hammer. Oops. Not so original after all.
  14. I'm getting back in after being out of the game for a long time. I always had difficulty constructing a weapon that can be used HTH or thrown. In this case, it is a blacksmith's hammer. Of course, once thrown it can't be reused until recovered. Can I add it to my STR? Can I construct it with a MP?
  15. This is the kind of thing I'm trying to drum up. I'm sort of building this character out-of-order. Now that I've got a concept, I should return and build out the person and origin, and from that will naturally come the name. Hah! Great Secret ID names! Lilly Put Bob Dingnag! We have a winner! Even better than mine.
  16. Haha! The GM would love that! He accuses me of being a min/maxer (I've never understood why. My best guess is that I like math. And I know the game better than anyone in my group. My characters are always well thought out point-wise, origin-wise and concept-wise.)
  17. Yes but my envisionment of the power is that he does not have that much control. He decides - upon touching it - how long it will stay resized. Thereafter, it's out of his control. He can shrink a car for X seconds, or X minutes, or whatever he decides - but at the end of that time, it will wear off. It's a "fire and forget" power. Hah. Beat you to it. No! In fact, that's what I'm asking for ideas about. A bigger unifying concept. I like The Oscillator.
  18. I've been toying around with a kind of cool concept, but I don't have a name, or a unifying theme. Imagine having the power to touch something and make it grow or shrink for a limited duration. (yeah, yeah. Insert jokes here.) So, a bank robbery is in progress, and the hero picks up a pencil from the desk. He throws it just as he grows it to six feet long (and 200 kg). He shrinks a car to the size of a dinky toy and puts it in someone's pocket, letting it return to full size (and mass) after a minute. He picks up a calculator and grows it to 3 feet, just in time to use it as a shield to stop a bullet. Can you think of a theme? Or a name? (It's easy to come up with dumb names for this one (The Incredible Embiggener!), not so easy to come up with cool names.) I figure, rather than a literal reference to his power, it might involve some sort of colourful theme. This is inspired by a friend considering running a game after seeing Dr. Strange. As I think through the details, I refine the idea. At first I thought "OK, cannot use his power on anything living - that would be way too powerful". Or - maybe I could make a more fluid limit: the ability is limited by complexity. A pencil is easy. An ant - or any living creature - would be very difficult. A human would be beyond his ability. (I see a Power skill roll here) I'd define the power with a delay and a duration. So, he could decide that something he wants to throw has a one second duration - long enough to throw and hit his opponent, then shrink again. Or he could decide that hte car should stay shrunk for one minute, then return to its normal size. It's one of those powers whose manifestation is limited only by one's imagination, so surely it would have to be a Cosmic Power Pool. Though, if on a CP budget, maybe I could use a MP, and just think of a dozen or so common mechanics, and leave the rest to Special Effects. I've already come up with his secret ID name: Dwayne Wackson. (Wackson, Dwayne - say it out loud )
  19. Some good ideas in there, thanks. I'm thinking more in terms of actual tactics. i.e. the part that picks up where you left off. Hard to pace a episode on a landscape only 15 hexes long.
  20. Hm. 38 pairs of eyes on this, but no responses? Is it intractable question? Or merely TL;DR?
  21. I am rusty in my gaming, so could use some inspiration. I've got a long-game - a loose idea of where the campaign will go (mostly down the Eastern Coast into S. America, stopping at towns to perform and solve mysteries). I'm looking for some eps that just get them into some action, and I'll pepper it with clues and plot-threads. Episode Zero "Escape from New York" (the get-to-know-your-hero ep) had our heroes and their Phantasmagorical Flotilla docked at Battery Park, New York, where they were the hub of a circus festival. They received a mysterious note from a PC's circus-owner grandfather/patron, urging them to make haste for <MacGuffinTown**> down the coast where he will meet them as soon as possible. Before they can finish stowing their gear and securing all the animals (up to an including an elephant), they were set upon by a gang of tommy-gun-wielding thugs. They were forced to abandon any remaining crates (that haven't been shot up) and get underway as the thugs riddle the hull with bullets (once the gangsters saw they weren't getting their quarry (the Captain, who had the telegraph)), they chased them off the doc, shooting over their heads at the steamer (haven't figured out why yet) One thing our heroes did get away with though was one of the thugs as prisoner. So now they are under steam, low on (wood) fuel, full of holes, taking on water, under-provisioned and under-crewed. And they're about to cross the rum line during the heyday of prohibition. I figure Ep One "Pirates on the High Seas" must have them encounter a rum runner, 12 miles off the American Coast (where they lie outside the border, waiting for speed boats from shore to exchange goods by dark of night). I'm trying to figure out how to have a good adventure encountering another large boat (and maybe some speed boats). Obvious one is the heroes are pinned down in the sites of a machine-gun, boarded, over-powered and locked in a locker below-decks. They have to escape and some other stuff. loose ends: - hull holed, taking on water, low on fuel, supplies - missing supplies - missing (wounded?) circus animals (not yet sure they have any big cats, but they do have a horse, an elephant and the obligatory mischievous squirrel monkey) - a prisoner (which they have not interrogated yet) - why they wanted the Captain - what about the note (if they discover it) the gangsters wanted **MacGuffinTown will be some town down the coast, maybe Cape May NJ, where Episode 2 will surely take place. Any really interesting or mysterious things happen on the East Coast in the 30's? Hydro dams, fuel deposits, Fountain of Youth FL, legends, etc.
  22. Heh. In our first game, we didn't understand REC. The hero had to take out the villain in 4 punches or he ran out of END. Never really bothered with Luck. Only comes into play one in every six games. I don't follow. Can you elaborate, say with an example? True, though you don't need a house rule for this. Just have your characters pound each other on the top of the head. No knockback.
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