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Laundry Knight

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Everything posted by Laundry Knight

  1. Re: Football Fu Thanks, guys! That saves me a lot of work getting it wrong.
  2. Re: Stop Hits I know that kempo uses hard parries and hard blocks that use the attackers force against him which I have been trying to model. "Every block is a strike and every strike is a block" is a mantra I heard often when I was still studying. Perhaps, a damage shield that uses the opponents STR modifier for damage.
  3. Re: Football Fu I'm using 6th edition. I would definitely want HSMA to be included. I use it as my primary reference with anything martial arts related.
  4. I am designing a super hero that is a former lineman and was thinking of building Football as a martial arts style, that's American football for those across the pond. I've thought starting with wrestling and adding a couple of move-by and move-through maneuvers, but I was wondering how more experienced Hero players would go about it.
  5. Re: Things That Exist in a Superhero Universe For the physiology angle, I was referring to skimpy clothing that never slips out of place.
  6. Re: Things That Exist in a Superhero Universe Costumes that ignore the laws of physics and physiology.
  7. Re: Clothes only TK I would say it would depend on the cloth. Light clothing would probably rip off instantly while work clothes would last a little longer otherwise the limitation wouldn't be worth much unless your campaign involves a lot of nudist colonies and stripper clubs which would probably be inappropriate for a teen champions game.
  8. Re: Bear Themed Super The Blue Bruin (My high school mascot was the bruin and our colors were royal blue and light blue.)
  9. Re: So: What Superpowers would your Parents get if they had a "Radiation Accident" My mom is gone. My dad is an ex-Navy sea bee and frogman; so, maybe, an aquatic brick. My step-mom is VA nurse; so, a healer.
  10. Although many super heroes have been defined as wealthy (Batman and Iron Man) and that wealth was used to explain those characters' access to high tech, is spending CP or XP on wealth necessary in a supers genre? Most any device a hero wishes to use on a regular basis has to be bought with CP or XP and not with in game wealth. He isn't helped by wealth. Likewise, a hero defined as impoverished is not restricted from using his CP or XP from obtaining items he would not otherwise afford. This makes wealth or poverty to be more of a special affect than either an advantage or disadvantage. It seems to me that either wealth and poverty mechanics should be eliminated from supers campaign or reduced in price, and I am thinking of either removing it halving its cost or payment. How do other GMs handle and use wealth in their campaigns?
  11. Re: Classic Super Hero Teams I don't recall Supergirl ever becoming an official members, but Elongated Man did. One thing you might want to add is several of the reserve and unofficial members of the League like Adam Strange, Metamorpho, and Phantom Stranger as well as many of the sidekicks of the various members, like Supergirl and most of the Teen Titans. Black Lightning had been offered membership but turned it down, and I vaguely recall something similar happening with Captain Comet.
  12. Re: Why Your Heroes Shouldn't Kill Considering the war angle in supers campaign, if I were running an alien invasion adventure and the heroes managed to disable an alien warship causing it to plummet into the ocean, I would not make the players responsible for every alien being on the ship; however, if alien crewman do manage to make it to the surface, I would expect the players to make reasonable rescue attempt and would punish them if they happen to start shooting helpless survivors as they bobbed in the ocean (by punish I would severely limit the amount of XP offered.) In the case of repressing a land invasion, I would not expect the players to keep on the kid gloves as they repress hoard after hoard of swarming invaders but would penalize them if they started offing wounded and surrendering invaders, but this is for war. In most anti-criminal adventures, I would expect them to avoid causing even accidental deaths and would penalize them for obviously egregious uses of violence. In the original scenario, the second circumstance applied, and besides any social and legal ramifications for offing downed opponents, I would penalize a part or all of the adventuring reward, at least for the robot character that did the deed.
  13. Re: Why Your Heroes Shouldn't Kill I admit. In real life, I would kill the Joker, and I am a fairly passive person, but when running a game, I prefer to maintain the genre feel, and in the supers genre, I definitely prefer a more four color feel. I don't want super heroes killing, and to be fair, most of my villains are thieves, troublemakers, mercenaries, or megalomaniacs, and to be fair, I stay away from sadistic killers.
  14. Re: Angels on Earth - plot ideas needed I don't know much about Diablo, but there are plenty of sources from classical literature that could add a little flavor to your game, Dante's Divine Comedy, Milton's Paradise Lost, and Marlowe's Doctor Faustus come first to mind though Lewis's Screwtape Letters might add a little something also, but with any attempt to tell a story, you have to decide what kind of feel do you want to portray. As for why the devils and angels are lining up, it could be eschatological. Eschatology being the theological arguments involving the end times. In other words, the divine and infernal forces are firing off the first volleys in preparation for the final Tribulation.
  15. Re: Disarming a two-handed weapon (5thr) I was referring to capturing the weapon and not the arm. The idea is that the opponent would have to let go of the weapon to escape; so, it works kind of like a lock or some kind of wing chun sticky hands thing. It works best with clubs and other longish weapons without sharp bits.
  16. Re: Disarming a two-handed weapon (5thr) I've had martial arts training. It is possible to due a partial disarm on a two-handed weapon by either dislodging one of the the hands or by grabbing the weapon in such a way as lock up one of the arms. You then have any easier shot at a full disarm after that. In game terms, that would probably mean the next phase. I'm not sure how to adjudicate this mechanically, but it is possible in the real world.
  17. I am having a little problem figuring out how damage works with the Damage Over Time advantage works. Based on the examples in the books, it looks the total damage is divided between increments, but it does not seem explicit regarding how damage is done. Let's say I want a radiation using villain to radiation poison as a 6d6 Blast with a Damage Over Time with three 1 turn increments. Does that mean the damage is 2d6 per turn for three turns?
  18. I know I have seen a site that had conversion charts from various games systems into Hero, but I can not remember where I saw them. Could someone post the link for me? In particular, I would like to find a DC Heroes to Hero conversion chart. Thanks in advance!
  19. Re: Hello I'm a former GURPS fan, but not 4th ed, and I think that Hero comes a lot closer to achieving what I want from a game system than GURPS did, and I am not dissing GURPS. I still respect that system, but Hero gives better options to GMs that want to play in genres that are a bit off of the the beaten path.
  20. Re: Summon: Am I missing Something Here...? Hero and systems like it require GMs to be fair and mature enough to when to say "no" and stick to it, and it requires players that are fair and mature enough to accept "no" for answer.
  21. Re: Killing Damage to Normal Damage I haven't read about the club maneuver in a while. I will have to check that out. I like Christopher's idea of just simply changing all KA into normal attacks, but it does hose those who buy powers or resistant defenses built in, and using the club maneuver as a free maneuver helps to resolve cost issue though that could be replaced by replacing resistant defense with hardened and impenetrable defense, And, as GM, I could by fiat say that most villains and thugs use the club maneuver by default and saving KA's for the most horrendous of villains, but an alternative to the last point is to create a killing maneuver that converts normal damage to killing damage to be used by the vilest of villains.
  22. Re: Conduct Codes One way of getting around an EGO roll to bypass a PS complication is something done in the old LUG Star Trek game where if someone chose to take a Code vs Kill they could still kill if they needed to but would be under penalties after the adventure due to guilt until they has X amount of time talking to an appropriate counselor or doctor. In my campaign, I would allow the nearest chaplain or bartender depending on how the character was portrayed.
  23. Re: Killing Damage to Normal Damage That does sound like a plan since it would make it unnecessary (and even pointless) to spend on resistant protection. I am getting tired of putting all of my characters in bullet-proof spandex so they could reasonably survive petty gangs is getting old.
  24. Re: Law and the Multiverse Kind of interesting, but it seems that it would to discuss legal ramifications without bringing moral and political ramifications. Consider the original argument on whether Fury disobeying direct orders to blow up New York was legal. As far as I understand it, his refusal to follow orders during a time of war was illegal, but it was moral; so, what remains is political expediency which depended upon success of the Avengers to win the war. Since the Avengers won, it would be politically inexpedient to explore prosecution since not only would they have to confess to their own existence, they would also have to confess to their choice. If the invaders were completely successful, the argument would be moot, but if the Avengers lost, but the invaders were eventually beaten by other super-heroes after significantly greater losses, the political expedience of charging Fury would still be in question since political forces would probably be divided between the expedient and the moral with the expedient thinking the sacrifice of New York being acceptable under the circumstances while the moral excepting no excuse for killing ones own.
  25. Several golden age and silver age super-heroes use weapons that would normally do killing damage but due to silver and golden age tropes, they never actually kill anybody. Examples include, Shining Knight and the original Vigilante who use a sword and guns respectively. Something similar can be seen in old episodes of the A-Team where the team is frequently seen shooting AK-47's and setting off explosions, but no one every actually get seriously hurt. For an A-Team campaign, a gamemaster could just make a universal rule that all killing weapons do normal damage when fired at other living beings or define all defenses as resistant. But, for my supers campaign, I would like to have supers that use normal swords and guns without actually killing very often, and I know it is possible to buy a weapon with a multipower with both killing and normal options, but I would rather have a power defined that would optionally convert killing damage to normal damage for any weapon a character may pick up. Does anyone have any suggestions on how best to build this?
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