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Havyk

HERO Member
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  1. Re: How to make a Taser The NND, defense is a CON roll is Perfect...exactly what I was looking for...thanks
  2. How would you create a weapon that's only effect is to stun or render a target unconscious such as a Taser? Just a NND Energy Blast? But a taser will affect everyone pretty much equally, whereas a larger person (with larger STUN stat) in HERO would be less likely to be rendered unconscious. Is there any way to force someone to make a CON roll to avoid falling unconscious?
  3. Re: Help Needed!! Hmm...maybe I used the wrong terms...what I meant by 'standard hero' is 75pt non superpowered individuals. Sorry for the confusion guys. By Modern I mean today. (actually next year) This world, as it exists in reality. The campaign is (by player/gm agreement) a realistic campaign, meaning the reactions to the PC's actions are similar to what would happen realistically today...ie. try walking down a city street with a machine gun and you get arrested. As to how close the PC's are...not close enough (5 players, one going to prison, 2 willing to risk a jail break, two not ready to risk their lives). Anyway, thanks for your thoughts guys. I think I will stick with a short prison term 90-120 days and discharge, maybe with some stipulations.
  4. Re: Influencing NPC's Thanks guys, those will help a lot....no need to do both skill rolls and then presence attacks....should speed things up a bit.
  5. Well, I think I just backed myself into a corner, and I need some suggestions for a backdoor. I'm running a modern HERO campaign, with standard-hero level characters. One of the PC's is a military chaplain and the adventure has taken him out of the country for 7 months. Leave without absence...or by canadian law desertion. Anyway, all the PC's agreed to have a mock trial, so I got a few gamer friends to come in and act as the judges of the court marshal (an EXTREMELY fun evening for everyone involved by the way). But to make this short, the PC was found guilty of desertion, and now I'm faced with an unusual situation. The sentence. My PC and I agree that to give him a nominal sentence (30 days imprisonment, etc.) would be unrealistic, and wouldn't fit in with the general feel of the campaign. On the other hand I don't want to force him to make a new character, nor 'fast forward' 2 years until his release (the most likely sentence he would recieve). I'm here looking for suggestions, or examples of what you guys have done in similar situations. I'm considering running a short prison adventure, possibly a jail break. Or considering intervention (the PC's already know there is some kind of military cover up going on). The PC has inadvertantly helped out a powerful US Colonel...so he could pull some strings... What do ya think...help me out here.
  6. Re: Firearm Muzzle Energy The way I dealt with 'blow through' damage is as follows. A normal handgun/assult rifle cartridge is designed to flatten inside a soft target (human), so I treat it as normal. What I change is how rounds designed to penetrate kevlar vests work. An Armor Piercing round will go completely through a soft target, so against an unarmored target such as a person, I say the round does Penetrating damage (as per the advantage), no more (but could possibly hit a target behind him). Making it unlikely you will kill a normal person with an AP round unless you hit a vital organ. ie. An assult riffle firing a FMJ round will do 2d6 killing damge. Firing a Armor Piercing round will do the same if the target is weraing a vest, but if not will do only about 2 killing damage.
  7. I don't think I'm using Interaction skills properly, so I was wondering if some of you folks could help me out. The way I understand it, if a character tries to influence another character, say to inspire him with Oratory, or tell a lie with Persuation, does he roll his skill, and then make a Presence attack comparing the body rolled against the targets EGO/PRE with bonus dice or two added from his skill roll(essentually turning Interaction skills into complimentary skills for Presence)? seems like a lot of dice...
  8. Re: Empowering items The SFX was to essentually recharge power cells, it wouldn't work on gas tanks or clips. But I think you guys are right, it might prove to disruptive. Thank you all for your thoughts.
  9. I have a player who is developing the ability to shapeshift, and i want him to be able to assume the abilities of the form he changes into (ie. no house cats with 20 STR). Now I plan to use a VPP linked to his shapeshift to allow him to 'develop' the special abilities of the form he assumes. But I have 2 questions. 1. The Base cost of the VPP isn't affected by the Linked limitation, correct, only the control cost. 2. I'm thinking of allowing him to redistribute the points in his physical stats to the values of the form he is assuming, but don't know what value to set to this advantage (which I would put on shapeshift). I'm thinking +0 or +1/4 because his new stats can not be above the forms normal stats (but can be lower). Think of it as turning all the characters physical stats into a VPP (which is essentially a +1/2 advantage), linked to shapeshift (-1/4), to duplicate the form's (ie animal's) stats only, excess points are 'lost' (-1/4). P.S. Don't suggest Multiform, I want the PC to keep his Disadvantages, Skills, and Mental stats since he is the same person, just with a differnt body.
  10. Re: Empowering items All I have at the moment is the basic 5E Book, and Succor's not in it.
  11. A character capable of powering foci that use charges (ie. using his own END to power an MP3 player, or a battery powered hover car, etc.). I had originally thought to just use the END reserve power, usable on others, FOCI only...but that doesn't drain/tire the PC. So I was thinking of an Advantage applied directly to the PC's END. Any ideas?
  12. I recently started running a Hero campaign, the PC's are are all 'normal' a.k.a. have normal human maxima, but one of my PC's pointed out he can leap farther than the current world record...so i did some checking. Now maybe I missundertand how the movement powers work, but a character with a Leap value of 5", can leap 10" (non combat), or 20 meters. The world record is 8.95 meters. Running seems fine (would require a total of 61" per turn to beat the world record of 100m in 9.78 seconds) The Swimming record (50 m in 21.64sec) is only 14" per turn, easily achievable with a swimming of 4 (8" non combat), average speed 2 person. Am I correct, or am I screwing up on the whole combat/non-combat movment?
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