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eepjr24

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  1. Like
    eepjr24 got a reaction from Hugh Neilson in Power Build: Into the Abyss   
    I don't think you need tunneling at all.

    14d6 Blast, AoE: 28m Explosion (+1/2), Megascale, 1m = 100m (+1), Hole in the Middle (+1/4) [192 Active] No Range (-1/2), Only affects ground level and below (-1), Standard effect (-0) [77 Real Points]
     
    That would destroy all of the ground around the character for 200 meters outward and create a hole approximately (200*.9)+(200*.8)+(200*.7)+(200*.6)+(200*.5)+(200*.4)+(200*.3)+(200*.2)+(200*.1) = 900 meters deep. From there it would roughly be bowl shaped and end about  2 kilometers away from the player. Above figures are based on a cubic meter of dirt having 4 PD and 10 Body. The hole would be smaller in diameter and depth in a city, I would probably figure it at 5 PD and 14 or 15 Body. That would reduce the hole to about 420 meters deep and 1.2 kilometers wide. Of course, you still need to figure out the volume that was above the hole to figure out how filled it will become and how much damage people will take from either the fall or the buildings toppling on them (even if they are fliers they need to dodge falling sky scrapers). But that's just some light 3D geometry. ?
     
    - E
     
  2. Like
    eepjr24 got a reaction from RDU Neil in Luck...   
    I use Killer Shrikes method for my MHI games. 
     
    http://www.killershrike.com/HereThereBeMonsters/Paradigm_Abilities_Talents.aspx
  3. Like
    eepjr24 got a reaction from Talon in Alternate END/Pushing/AP limit rule - Nitpickers wanted   
    1/2 AP pushes seem really over the top to me, but if it works for your games, go for it. What happens when someone pushes and rolls unexpectedly well and kills a villain? Do your villains get built to be able to handle 35 Body of pushed attack in a 70 AP game? If so, doesn't that make a regular 70 AP attack rather ineffective? This also seems to me to encourage the "go it alone" approach, if players can fairly easily get 1.5 AP, why bother coordinating attacks, etc?
     
    The math seems fine, just overall the power level seems high to me.
     
    - E
  4. Like
    eepjr24 got a reaction from tkdguy in What's in your hoard?   
    The Mountain People, as they are known to outsiders, are a race of Orcs who live in the mountains of the Far Reaches. Long ago abandoned by other mountain dwellers, they have no precious metals and even common ores are not plentiful, just enough to sustain the people who live in and on the mountains. The many fearsome creatures in the area have taught the Mountain People to be fierce warriors but have also made them realize that cooperation is the only way to survive in this treacherous area.
     
    Unbeknownst to them under the mountain an artifact lies in a long forgotten passage beneath the stone of the path leading to a crumbling altar.  A relic that carries the remaining essence of a long forgotten Earth God worshiped here centuries ago. It causes a variety of fungi, mold and other flora to grow in the mountains around it which have a variety of powerful effects and powers. There are lichen which glow for months or even years with water and basic care, fungi which when consumed remove the need for food and sleep for a week, herbs that are bane to undead or remove the curse of Lycanthropy. These treasures will not grow elsewhere, so either they are traded for at outlying villages near the mountains or brave (foolhardy?) adventurers seek them out in the caves beneath the Far Reaches.
     
    Next Up: The Parlayed Nimrod
  5. Like
    eepjr24 got a reaction from Vanguard in Takes No Body   
    In addition to what SurrealOne said, I would not think of this as a power at all in the toon world. It is a campaign setting. If you want to be NOT like that, you buy a physical limitation that represents how you are different from the norm.
     
    - E
  6. Like
    eepjr24 got a reaction from dsatow in Takes No Body   
    In addition to what SurrealOne said, I would not think of this as a power at all in the toon world. It is a campaign setting. If you want to be NOT like that, you buy a physical limitation that represents how you are different from the norm.
     
    - E
  7. Like
    eepjr24 reacted to Surrealone in Takes No Body   
    Appropriate amounts of per-turn Regeneration (with the ability to resurrect and heal limbs) fail to properly represent this how, exactly?  I ask because the ability to be Toon-like 'bonked' is effectively a special effect of the ability to die and recover from it.  That's Regeneration in Hero … and a LOT of it at a very high cost if it's supposed to be near-instantaneous.  Do note that even Wile E. Coyote peels himself off of rocks or walks away looking like an accordian after being pancaked … taking roughly a Turn (12s) to do it as he exits a scene in an amusing way … so I don't think you need to recover faster than that.
     
    You probably need a high REC to go with it so that you have some END and STUN, of course … unless you forsee the character needing to take it easy like Wile E. Coyote does (when he goes back to the drawing board) before it goes back into action.
     
    Put another way, I think we already have a power and appropriate characteristics that do exactly what you want. Thus, I don't see a need for another one.  It probably costs more than you want it to cost, but it's so stupidly powerful that it SHOULD cost a ton, IMHO.  Even your two-stage example of inability to lose limbs is actually covered by Regeneration; all you need to do is use the optional Hit Location rules to determine which limbs were hit, and consider them disabled or destroyed if enough BODY is done … then let Regeneration with Limb Healing ability do its thing to bring them back.  No special tables or limitations needed, at all … and no need to create a custom power around it; just use the optional rules you already have around Hit Locations in conjunction with Regen and you're golden.
     
    That said, if you insist that this isn't a special effect of Regeneration and are absolutely intent on building some janky house-rule power around it, then I believe that the cost to achieve what you want using Regeneration and Recovery should be your guide as to the appropriate cost of whatever you build.  i.e. I think this should cost far more than the Automaton powers tend to cost if it's to be near-instantaneous.  To put that into perspective, Recovering 20 BODY per turn with the ability to Heal Limbs and Resurrect costs … (wait for it) … 345 active points.  So that's the kind of power and pricing you're talking about when you want someone to be unkillable and be able to get up and walk away from Wile E. Coyote-like deaths in Hero in 12 seconds.  (And that doesn't include the cost of a high REC to go with it...)
  8. Like
    eepjr24 got a reaction from Grailknight in Denisty Increase Pricing (6e)   
    I don't find "doubled mass" to be very inconvenient for the first level of DI, maybe even the second in urban areas. At the second level of DI you are at about 220 kPa standing still, 440ish walking and 600ish running. Running would maybe crack some tiles or other minor damage. The next doubling starts to get serious. You are well out of safety ratings (not the load rating, the doubled safety rating) for dead or live load on residential and into the safety margin for public meeting spaces, asphalt would dent, concrete would crack. You'd fall through almost any residential second floor or into the basement if you ran, probably a decent chance even if you walked.
     
    The fourth doubling you are into the failure rating for concrete. Walking anywhere is going to leave dents and cracked / powdered cement. Second floor and above in office buildings is a no. In commercial buildings (warehouses, factories, etc) you are fine walking, running could get risky in areas with other high mass objects. 
     
    At 5 doublings you are into "If this was not built for my weight, routine failures are something I need to get used to". The player would routinely fall into sewers, bust water lines, etc. You MIGHT be able to walk very carefully in a public space designed for large crowds without severely damaging it.
     
    At 6 doublings I would not let you into a building that had a basement without falling in or a 2nd floor without collapsing the stairs. Your bases practice room will need to have special steel floors for you.
     
    - E
  9. Thanks
    eepjr24 reacted to Steve Long in VPP Limitations   
    Neither Time Limit nor Fuel Charges are inherently illegal Power Modifiers for a VPP.
     
    Based on your examples, I'd say that since most of the Powers you think you'll use for slots in the VPP will be Constant Powers, use that category to determine the value of Time Limit (i.e., make it a +3/4 Advantage. Since that may not always be the case, perhaps you can talk the GM into a small reduction to, say, +1/2.
  10. Like
    eepjr24 got a reaction from RDU Neil in Alternate END/Pushing/AP limit rule - Nitpickers wanted   
    1/2 AP pushes seem really over the top to me, but if it works for your games, go for it. What happens when someone pushes and rolls unexpectedly well and kills a villain? Do your villains get built to be able to handle 35 Body of pushed attack in a 70 AP game? If so, doesn't that make a regular 70 AP attack rather ineffective? This also seems to me to encourage the "go it alone" approach, if players can fairly easily get 1.5 AP, why bother coordinating attacks, etc?
     
    The math seems fine, just overall the power level seems high to me.
     
    - E
  11. Like
    eepjr24 got a reaction from Trencher in Lovercraftian horrors line art.   
    Sure. But at least one of Cthulhu's progeny was described as "only measurable in a scale of miles". I'm just saying that some are not explicitly given a size, some have a vague inference and some are quite specific. Plus it varies if you only believe certain authors should be canon.
     
    - E
  12. Like
    eepjr24 got a reaction from Trencher in Lovercraftian horrors line art.   
    I don't think the fiction supports having a scale for all of them. Some of them are never compared to anything and thus very difficult to scale. I would imagine that Zoth-Ommog is quite large as it's description includes a comparison to dinosaurs, but no explicit size is given that I know of.
     
    - E
  13. Like
    eepjr24 reacted to Trencher in Lovercraftian horrors line art.   
    Some great drawings for your lovercraftian games here. 
     
    http://loicmuzy-artwork.blogspot.com/2015/01/bestiaire-call-of-cthulhu-7th-edition.html?m=1
  14. Like
    eepjr24 got a reaction from BoloOfEarth in Walking Autofire Attacks to the Target   
    There is also the Precise Autofire skill. 5 points in most genres, also listed as a basic firearm maneuver in MHIRPG.
     
    - E
  15. Like
    eepjr24 got a reaction from BoloOfEarth in Walking Autofire Attacks to the Target   
    Spreading could work for some autofire attacks, but by default all firearms are built with Beam, which is specifically excluded from being able to use the Spread maneuver.
     
    - E
  16. Like
    eepjr24 reacted to Lord Liaden in Treating A Centaur Heart Attack   
    IMHO no Hero System player is in a position to question anyone over speculating in too much detail.
  17. Like
    eepjr24 reacted to Surrealone in Walking Autofire Attacks to the Target   
    I believe the following from the 'Weapon Advantages' list within the 1st Edition rulebook is what you're referring to.  (Talk about a trip in the WABAC machine to find this; wow!)
     
    Weapon may Autofire: Autofire allows a weapon to hit a target more than once in a single round. Autofire weapons give +4 OCV. The range modifier of an autofiring weapon is halved (x1/2), rounding up. If the character makes a normal Attack Roll, he hits the target once. The character hits the target again for every 2 points he makes his Attack Roll by.

    Example: After all modifiers, a villain needs a 9 or less to hit our hero. He gets lucky and rolls a 6. He hits the hero twice, once for rolling 9 or less, and again for rolling (9-2=7) 7 or less. The villain then rolls damage for the two attacks. Each attack is applied to the hero's defenses separately. Each Autofire shot takes 10 uses or normal shots fran a weapon.
    Multiple = +1/4.
     
    Citation: p41 of Champions: The Superhero Role Playing Game (by Steve Peterson And George MacDonald), copyright 1981
  18. Like
    eepjr24 got a reaction from smoelf in Building healing over time (6th ed.)   
    I would use Damage Over Time as a basis in addition to the potion you already have as a template. I would not let the value go below 0, as healing is not a detriment even when it takes longer. So something like:
     
    2d6 Simplified Healing, Delayed Effect (may have available a number of potions equal to character’s INT; +½), Heal Over Time (6 increments occurring every 6 hours, +0) 30 Active Points, (apply limitations here)
     
    You would always get 12 Body back, over something between 6 and 36 hours. You could apply another limitation that says the healing are always the minimum on the dice if you want it to take the longer value. You can also add limitations that the character not exert or be in bed, have appropriate food and drink, etc.
     
    - E
  19. Like
    eepjr24 reacted to dsatow in Agents of ...Primus?   
    Making a normal attack go against resistant shouldn't be more the +1/2.  Reasoning: To make non-resistant defense resistant is only +1/2.
  20. Like
    eepjr24 got a reaction from Lawnmower Boy in Agents of ...Primus?   
    I would go with something like a 10d6 Blast versus PD, Reduced Penetration x2 (-1/2). On an average roll this will cause 2 Body to a normal with no armor (it is still a bullet, albeit a low velocity one) and knock them out (35 Stun). I am not able to find the rules for Reduced Penetration x2 anymore, I think it was in one of the old monthly publications like Adventurers Club. Basically, you divide the dice into 4 equal (or as close as possible) sets and apply each against the PD for Body, then sum the Stun. Most low end supers would not take any body and would take 20ish or less Stun. You can alter the dice to suit if you think that it too high. Or you can just go with a single reduced penetration for hand guns and double for shotguns. Plenty of different ways to skin this cat, depending on what you are looking for exactly.
     
    - E
  21. Like
    eepjr24 got a reaction from 薔薇語 in Questions regarding running HERO Fantasy   
    6e1, 391
     
     
    So you could "fake it" by taking a 15- for -1/4 on each power and then have them required to buy a skill called "Magic" or whatever you like for how ever many points you like. Not exactly what you were talking about I don't think, but you can do it in RAW that way. You could even switch between the two, have them start out with Cantrips that are on the unmodified roll (because they have done it so many times it is rote) and other things have a -1 per 20 AP for familiar spells, -1 per 10 for less familiar, etc. They all could use the same number, just the limitation value would vary.
     
    - E
  22. Like
    eepjr24 got a reaction from 薔薇語 in Questions regarding running HERO Fantasy   
    I use MP's for some types of abilities. I just keep it easy and stick to all ultra slots for new players and use lockout if needed to keep it to 1 at a time (if a couple are high power and a couple are very low power).  With those restrictions, it's just: "Okay, you can only use one of these at a time, just like if they were individual weapons".
     
    VPP's I allow for players who really need it (generally this turns out to be mages) but do not allow new power design except between adventures and they must be approved ahead of the session. Slots can only be swapped if they have a long rest period (generally a full night in a reasonably safe place).
     
    - E
  23. Like
    eepjr24 got a reaction from 薔薇語 in Questions regarding running HERO Fantasy   
    Group Identities:
     
    A ragtag bunch of people who have all been wronged in some way by the same person / group / force. 
     
    Prophesied - a witch / wizard / sage / mystic / holy warrior / spirit has reached out to each of the players because they are needed to fulfill the prophesy.
     
    Secret society by proxy. The people who raised each of the players (parent, uncle, grandparent, foster parent, etc) were all part of a secret society. Their parents may or may not still be alive, but someone or something is now seeking to: wipe out all traces of the group or gather their offspring to fight a new threat to the land.
     
    The slave / gladiator pits. Each of the players is involved with the gladiator / slave trade in some way, generally as victims of it. They might fight in the pits or heal the survivors or serve the master of the pit or merely have been recently caught and waiting to be sold at auction. Maybe there is even a slave bounty hunter seeking to right the wrongs he has caused or a slave merchant who has fallen from grace and seeks to hide their past. They stage an escape and ....
     
    United by fire - Huge wildfires are raging the lands and driving many people to the areas that are unaffected (valleys with lakes, etc). As the survivors gather, groups of like minded individuals join forces to find a new home and hopefully what the cause of the fires is.
     
    Pirates! There are only so many good travel routes from X to Y and when the players were travelling the are attacked by pirates and forced to defend the ship. Some are paying passengers, some might be working for their birth, others might be crew or even a stowaway.
     
    Should get you started! ?
     
    - E
  24. Like
    eepjr24 got a reaction from Brian Stanfield in Questions regarding running HERO Fantasy   
    6e1, 391
     
     
    So you could "fake it" by taking a 15- for -1/4 on each power and then have them required to buy a skill called "Magic" or whatever you like for how ever many points you like. Not exactly what you were talking about I don't think, but you can do it in RAW that way. You could even switch between the two, have them start out with Cantrips that are on the unmodified roll (because they have done it so many times it is rote) and other things have a -1 per 20 AP for familiar spells, -1 per 10 for less familiar, etc. They all could use the same number, just the limitation value would vary.
     
    - E
  25. Like
    eepjr24 got a reaction from RDU Neil in Representation Matters   
    Some people would probably say I resemble my avatar, but most would have to be taking some serious reality altering drugs.
     
    Glad you felt comfortable enough to come out here. Gamers are an odd mix, we are an average slice of the human race with all the good and bad that implies. Hopefully you mostly find the good here.
     
    - E
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