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tenebre

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Everything posted by tenebre

  1. Re: Embers of the Reich yes im joking (context of original answer to post was in jest as he requested 3).
  2. Re: Embers of the Reich typo.. Venona .. here it is http://en.wikipedia.org/wiki/Operation_Venona re: Frantic... failure or success? how is that relevant to the fact it was joint op? re: keelhaul .... and? he asked for three ops. and I felt that particular occurring in 47 mad it even more poignant as by that tie there was a severe animosity between the US and Soviets. There were in fact, several instances of Soviets working with various allies, especially considering China was counted among the allies. I think its odd misconception outsid of the historian circles that we were enemies of the Soviets pre 45. Russian has routinely been allied with the US as far back as the revolutionary war in America to the join terrorism task force formed in 1998.
  3. Re: Embers of the Reich haha.. look at the breakdown right after Roosevelt... He was the primary reason Churchill and Stalin worked together. The animosity was British against Soviet until Roosevelt's departure. Eisenhower was a staunch anti-communist and this fact combined with Stalin's paranoia created the massive distrust. Roosevelt was quite friendly with Stalin. I mean we gave them tons of planes and vehicles through the war, i seriously wonder what would have happened if Eisenhower had been more median towards the Soviets or even friendly as was Roosevelt.
  4. Re: How To Build: Mind Wipe ah cool. I was thinking transform but wasnt sure if that made the most sense. thanks
  5. need some guidance on how to build a mindwipe. I want this to be similar to Zatanna's typical mindwipe where you basically forget the last 5 minutes or whatnot. Honestly not sure where to start with this.
  6. Re: Embers of the Reich Names 3? no problem Large scale campaign operations with the russians: Operation Verona US/Soviet Operation Frantic Soviet /allies Operation Keelhaul Soviet/UK/US There was in fact MUCH cooperation between the US and Soviet forces the issues didnt surface until the late war when Roosevelt left. :-) ( my degree is in Russian History)
  7. Re: What are some things , in terms of storytelling/plot, that are "off limits" in yo nothing really. as long as it fits the campaign. We ran an evil campaign and one of the PCs was a cannibalistic necrophiliac. Its all in good fun and jest. Of course i watch tons of exploitation cinema and find it hilarious. I never take games, even RPGs too seriously.
  8. Re: Dynamite Comics to publish John Carter of Mars series added this one to my pull list. I like Jusko especially for this title. Of course the interiors are not done by him.
  9. tenebre

    WWII Hero

    Re: WWII Hero I do have unknown eagles, but i dont particularly agree with several of their builds, especially considering bullets mass/velocity compared with seemingly random damage assignments. :-P Pulp Hero, surbrooks site, and dark champions have given me enough data to go on to get the campaign up and running.
  10. Re: How To Build: +1 or more OCV on a real weapon that worked. thanks!
  11. Re: How To Build: +1 or more OCV on a real weapon sp i guess my problem is technical as I cannot figure out "how" to do that in HD. what do i select exactly to add a CSL to a power?
  12. so the books states: OCV: This is applied as a bonus or penalty against all attacks made with the weapon. OCV bonuses are bought as a 2-point Combat Skill Level with the Limitations OAF, Required Hands, and Real Weapon. This is fine except i am not sure how to do this? does that mean that each +1 raises the actual cost by 1pt only? the real cost by 1pt? or is there supposed to be an actual modifier like +1/2 for each +1 OCV. I certainly cant see any way to do this in HD
  13. Re: Please jog my memory its Mr. Mind
  14. Re: How To Build: Multiform so tried this out with all the advice ... However the Multiform version wtih 4 charges still costs like 25% less than the multipower with 4 multiforms in it. any advice on how to make HD recognize the reduced endurance multiplier for increased endurance on only to change? so if i want a x5 multiplier i only want it to grant -1 instead of -2 see my builds below: 61 pts Multipower, 200-point reserve, (200 Active Points); all slots 4 Charges (-1), Increased Endurance Cost (x5 END; -1), IIF (-1/4) Multiform (200 Character Points in the most expensive form) (40 Active Points); Increased Endurance Cost (x5 END; -1), Costs Endurance (Only To Change; -1/2), 1 Continuing Charge lasting 1 Hour (-1/4), IIF (-1/4) (with 4 of these) 27 pts Multiform (200 Character Points in the most expensive form) (x4 Number Of Forms) (50 Active Points); 4 Charges (-1), IIF (-1/4) there seems to be a dramatic difference in cost to do basically the same thing. Something I am doing has to be wrong with one of these.
  15. Re: How To Build: Multiform How so? i am curious if you can post a sample
  16. Re: How To Build: Multiform that was how i felt too ;-) which is why i was wondering if someone had a better way to get the same effect.
  17. What is the best way to represent a 50pt multiform that has 4 possible forms but each of them may only be used once per day. So in a given day the character should change 4 times, but each time would have to be one of the forms that was not used earlier. I thought about charges but not sure if that would work correctly. The Character also wants only the change to cost endurance (extra END to represent the effort to make the initial change) here is what I cam up with but it seems a bit odd Multiform (50 Character Points in the most expensive form) (x4 Number Of Forms) (20 Active Points); Increased Endurance Cost (x5 END; -2), 4 Charges (-1), Costs Endurance (Only To Change; -1/2), IIF (-1/4) Does that seem right?
  18. Re: How to Build: Flamethrower This was in the context of a realistic WW2 version of the weapon. But yeah in a super campaign i would totally make it a blast or something like that.
  19. Re: WWII Fantasy / Pulp HERO, and my first 6E character. if you have the KS: MA + at least 1 other skill in the MA and at least 10 points worth of maneuvers to start you can learn additional maneuvers with XP provided you also finishing getting the skills for the that MA. hyper-fighting doesn't have any skill requirements btw ;-)
  20. Re: WWII Fantasy / Pulp HERO, and my first 6E character. that is very cool. I think we will do this. fantastic idea!
  21. Re: WWII Fantasy / Pulp HERO, and my first 6E character. hmm so how do you work that? It seems like a cool idea What an example of earning those points through the complications?
  22. Re: WWII Fantasy / Pulp HERO, and my first 6E character. hahah yes i concur if we go with Rock as written he might even well break 500 ;-) I mean how many Tigers did easy take out in their career? haha (i too have all the Rock comics, in fact every DCU title published since Jan 1966) yes i am severely OCD My purpose in keeping the points low was to force the realism of easy company over the tights of Justice society. I can see how it would work either way. I thin he did a really good job with 225. I could see more points going into skills and whatnot. but then again they are starting out so they have something to move towards.
  23. Re: How to Build: Flamethrower Flamethrower: Killing Attack - Ranged 1d6+1, Constant (+1/2), Area Of Effect Nonselective (4m Line; +1/2), Mobile (1m per Phase; +1/2) (50 Active Points); Side Effects (Side Effect does a predefined amount of damage; Canister explodes 2m d6 x charges in tank; -3/4), Required Hands Two-Handed (-1/2), Limited Range (-1/4), Real Weapon (-1/4), Perceivable (-1/4), 8 Continuing Fuel Charges lasting 5 Minutes each (Fuel is Difficult to obtain; +1/2)
  24. Re: WWII Fantasy / Pulp HERO, and my first 6E character. 225 is fine ;-) GA cap would be the uber experiment for this setting. First Wave is a good comparison (especially factoring in Bat-Man's incompetence in that series). I would rate Rock at 225... which is why i settled on that point value. My reasoning is that in this world the general populace does not believe in anything supernatural. So a character that can achieve a SPD of 5, while technically impossible, can be reasoned out in a normal persons mind without it needing to be supernatural. I thought about higher points to allow more skills, but worry that the "powers" section will become too much. The general enemies are still going to be soldiers with guns. So Kraven make a 275 writeup and let me check it out. I will see if i think its too much for the campaign. :-) if it works out we can go 275 (75 from complications)
  25. Re: How to Build: Flamethrower maybe something like this? Flamethrower: Killing Attack - Ranged 1d6+1, Constant (+1/2), Area Of Effect Nonselective (4m Line; +1/2), Mobile (1m per Phase; +1/2) (40 Active Points); 8 Continuing Fuel Charges lasting 5 Minutes each which Never Recover (-1 1/4), Required Hands Two-Handed (-1/2), Limited Range (-1/4), Real Weapon (-1/4), Perceivable (-1/4) still not sure how to make it explosive (the tank that is as in an disadvantage) its such an odd weapon. I really dont agree with the DC multipower write up, especially for the oldstyle flamethrowers, which were portable napalm sprayers at best.
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