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eepjr24

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  1. 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
  2. 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
  3. Like
    eepjr24 reacted to Cancer in Representation Matters   
    Thanks for having the confidence in us to open up in this community, though I admit I take such ... with caution.  I have been on the Internet since the early 1980s, and ... well, I am conditioned to retain skepticism about declarations of personal information, and I am not really comfortable with them.  That is at least partly a generational thing, partly from internet experiences very long ago, partly from long-cultivated self-protective habit.  The old-time NGDers here will recall a particular case of elaborate intentional deceit that went on for a while; that blew up very shortly before I joined up here.  I witnessed none of that as it occurred, but there were some folks here who were hurt by it.
     
    In no way am I accusing you or anyone of a lack of candor, and please don't read hostility into this response.  Your opinions and contibutions are valued and respected as are anyone's, independent of an identity you share or choose not to share.
  4. Thanks
    eepjr24 got a reaction from C-Note in Cargo Capacity For Vehicles   
    I am going to stay out of the accuracy arguments, as people are trying to take an example and extrapolate it to a maximum. But if you look at the chart on 187, it gives the maximum volume in cubic meters for a given size value. So a Size 10 vehicle could hold up to 2000 cubic meters of cargo internally. If you want more exact rules on this, check out The Ultimate Vehicle. It's for 5e, but it was written by Bob and Steve and has some very good examples.
     
  5. Like
    eepjr24 reacted to Doc Democracy in Beginning   
    My instincts are to do my usual design process
    1) identify the core concept of the character
    2) identify the signature powers
    3) think hard about HOW those powers work in game (and when they do not)
    4) open the rulebooks and start thinking about what mechanics are needed to achieve those effects
    5) buy everything vanilla and full cost to get an idea of where more complicated thought might be needed
    6) round out my concept of the character where that is not tied to the core idea
    7) buy the powers and skills needed to realise that fleshed out concept
    8) gasp at how many points I have spent and begin trimming fat and redundancy, introducing limitations and frameworks.
     
    Doc
  6. Like
    eepjr24 reacted to Pattern Ghost in Taser   
    Mace is commercially available, including the triple action variety containing CS. As far as I know, it's always been available on the civilian market.
     
     
     
     
     
  7. Thanks
    eepjr24 reacted to dsatow in Side Effects and Figured Characteristics   
    Don't buy side effects on the power.  Buy down Int and then buy it back with the limitation not vs proportional level of growth.  So if you have 6 levels of growth and want to be down 12 int when at full power, buy down your int by 12 and buy it back up with the limitation.  Its effectively a reversed linked.
     
    I'd probably give you a -1/2 limitation on the Int if I was GMing.
  8. Like
    eepjr24 reacted to Markdoc in What happened to markdoc?   
    Oh come now, I have always been the meekest and mildest of men

    Anyway, nice to see all the comments - Old Man contacted me and mentioned this thread, so I thought I would post. I wasn't actually banned back in the day, but Simon did give me a warning about making rude comments in a political thread during the last US presidential elections. I didn't think the comment was terribly out of line, to be honest, but these are Simon's boards, and I appreciated the effort he goes to in maintaining them, so rather than giving offence I said I'd bow out during the elections and come back when things were quieter.
     
    That was actually the plan buuut ... you know how these things go. By the time the election was over, I had a new job in a new country, and I was busy with all kinds of stuff (work, and being a tourist, mostly). Then there came another international move, and then we bought an old house that we are doing up, and I was active on other sites .... basically, I kept meaning to drop in, but never got around to it. 
     
    I'm still gaming regularly and carrying on much as before: hope everything is cool with you guys.
     
    cheers, Mark
  9. Like
    eepjr24 reacted to dsatow in Taser   
    I beg to differ.  He uses KILL-joybuzzers.
     
  10. Like
    eepjr24 reacted to Lucius in Normal Objects Vulnerability to Superpowers   
    I suspect you are arguing against a position that no one has taken.
     
    Lucius Alexander
     
    The palindromedary is arguing against a tagline I haven't even posted
  11. Like
    eepjr24 got a reaction from ghost-angel in Can I take a recovery?   
    I would simply not allow the limitation, if I was going to enforce the rule at all, of course. I'd be more likely to use Ghost Angels interpretation and say if a player declared they were holding for a recover I'd allow them to do that and nothing else.
     
    If I did enforce the rule, I'd probably allow an advantage to offset it. Something like +1/4 for all DEX (characteristic or power, limited or not) to allow hold for recovery. The value might go up if it turned out to be extremely useful, but I doubt it.
     
    - E
     
     
  12. Like
    eepjr24 got a reaction from BoloOfEarth in tracking/hacking cell phones   
    Do you mean the player is using a cell phone to do the work? Otherwise it is not a focus. And in this case it is probably bulky equipment on a vehicle. 
     
    Mind Scan at 1d6 for machine mind type might work assuming the GM assigns them a low ego / int (6 or less). But it's going to take you a LONG time to find the phone (in a small city, -10 to roll) since you'd need to roll a 3 to get a lock. And then all that does is tell you where they are. Clairaudience would be needed to listen in.
     
    - E
  13. Like
    eepjr24 got a reaction from g3taso in Considering Teamwork   
    Is this 5e or 6e rules? Either way, the construct is illegal under RAW, UBO has a specific mechanism for affecting multiple targets and how close they can be to you. Just for instance, affecting 64 people with UBO would need the base UBO (+1/4) Ranged (+1/2), Usable simultaneous (+1/2), 6 doubling of target (+1 1/2) and probably LOS Not Needed after Initial Use (+1/2).  So something like:
     
    Teamwork, 12 + (Dex/5): 38 AP (using above advantage values) 
     
    You still need Line Of Sight to grant the power.
     
    Alternatively, you might convince a GM to let you buy it UBO (+1/4), Usable By Nearby (+1), Megascale (+1/4). This would grant the power to everyone, but it is still controlled by the grantor. It is more limited in that you could only coordinate attacks with the group that are a target of the caster, essentially (it is a single power, controlled by a single character, with the effects granted to a group). I don't know if that fits your needs and it is on thin ground legally, but it might work.
     
    - E
  14. Like
    eepjr24 reacted to dsatow in Animal Friendship, dogs only...   
    i'd give you probably a -1 lim.  As noted, it doesn't summon nor communicate with them.  It doesn't really mind control them, just makes them friendly.  But then again, I usually run supers games and a 1d6-2d6K bite usually can be ignored.
  15. Like
    eepjr24 got a reaction from bigbywolfe in Undetectable Lie   
    <shrug> I think maybe you are missing the whole point of Hero. It is a broad system by nature, so you can do almost anything. If you need narrow, you just add a limitation.
     
    Superskill:
    Prevarication - Persuasion, 21-, AP: 19, only for telling believable lies (-2) , RP: 6
     
    For someone with the Detect listed above, it is a simple skill versus perception, like with Concealment.
     
    Specifics are better left to a genre or setting book or tailored by the GM to the campaign. 
     
    - E
  16. Like
    eepjr24 got a reaction from bigbywolfe in Undetectable Lie   
    orly?
     
     
  17. Like
    eepjr24 got a reaction from bigbywolfe in Toying with a weapon idea   
    Thank you for the succinct summary of my inner thoughts and motivations. Your deep insights will no doubt lead to many hours of deep inner reflection for me.
     
    As I have said multiple times, in your games, you do you. I am not here to bash, just pointing out what are to me obvious imbalances. I prefer rules that have been play tested and worked through thoroughly so that my players have a smooth balanced game. There is no game system that is "unabusable", but that does not mean the effort should not be put forth to make it as balanced as possible given the tools we have. 
     
    - E
  18. Like
    eepjr24 got a reaction from BoloOfEarth in Of Red Herrings and Fatally Bad Luck   
    Death causes:
    https://listosaur.com/miscellaneous/top-5-causes-of-accidental-death-in-the-united-states/
    Heart attack
    Stroke
    Food allergies are a good one and can be developed in later life or just a newly encountered food. Can also use insect stings and reactions to plants (poison ivy, oak, sumac, etc).
     
    De-powering is pretty well covered above, but the most obvious one would be... have a real nuclear / radiation disaster the NPC helps prevent? Easy cover for the radiation there. Could be a power plant or a nuclear submarine. Normal illnesses are a decent cover and easy to rig up. Food poisoning, chest pain and dehydration are all fairly easy to introduce to anyone who does not have massive regeneration and will end you up being observed for a night. Hospitals are notoriously chaotic and easy to get in and out of with any equipment that has wheels and can be made to look remotely medical. I worked in one for 12 years, it was a big concern to the physical security folks. You could probably even put it inside an ambulance and deliver the "treatment" at the scene of the problem.
     
    - E
     
     
  19. Like
    eepjr24 got a reaction from Manic Typist in Undetectable Lie   
    <shrug> I think maybe you are missing the whole point of Hero. It is a broad system by nature, so you can do almost anything. If you need narrow, you just add a limitation.
     
    Superskill:
    Prevarication - Persuasion, 21-, AP: 19, only for telling believable lies (-2) , RP: 6
     
    For someone with the Detect listed above, it is a simple skill versus perception, like with Concealment.
     
    Specifics are better left to a genre or setting book or tailored by the GM to the campaign. 
     
    - E
  20. Like
    eepjr24 got a reaction from Manic Typist in Undetectable Lie   
    orly?
     
     
  21. Like
    eepjr24 got a reaction from Sorloc in Superleap (Superland?)   
    6e2 141 discusses this.
    5er 435.
    4er 176.
     
    - E
  22. Like
    eepjr24 reacted to Doc Democracy in "On Your Feet, Soldier!"   
    ooh!  is this where psychological complications might bite folk in the behind?
     
    If your character has "sulky" or "hates authority figures" or anything of that ilk then the healing effect is diminished one dice for every five points in such a complication.  That would bring home the complication element of such complications...
     
    Doc
  23. Like
    eepjr24 got a reaction from dsatow in "On Your Feet, Soldier!"   
    I would probably just add the additional die of healing, linked to the first heal (-3/4), with a custom limitation Does not restore stun, only removes Stunned Condition (-2), Cannot be pushed (-1/4) and Incantations (-1/4), Full Phase (-1/2). That brings the total cost to 2 points, a reasonable cost for it I think.
     
    - E
  24. Like
    eepjr24 got a reaction from g3taso in Multiple attack and Combined Attack   
    I think 11 is the break point at which it gets better to buy Defensive Attack? DCV 9 or 10 is a wash. 8 or lower it is better to buy DPSL, either cheaper or better DCV result or both.
     
    At 11 base DCV:
    Defensive attack is 10 points which gets you -2 or 9 DCV.
    10 points of DPSL's gets you +5 DCV for purposes of halving or 16/2 = 8 DCV.
     
    At 10 base DCV:
    Defensive attack is 10 points which gets you -2 or 8 DCV.
    10 points of DPSL's gets you +5 DCV for purposes of halving or 15/2 = 8 DCV.
     
    At 9 base DCV:
    Defensive attack is 10 points which gets you -2 or 7 DCV.
    10 points of DPSL's gets you +5 DCV for purposes of halving or 14/2 = 7 DCV.
     
    At 8 base DCV:
    Defensive attack is 10 points which gets you -2 or 6 DCV.
    10 points of DPSL's gets you +5 DCV for purposes of halving or 13/2 = 7 DCV.
     
    At 7 base DCV:
    Defensive attack is 10 points which gets you -2 or 5 DCV.
    10 points of DPSL's gets you +5 DCV for purposes of halving or 12/2 = 6 DCV.
     
    At 6 base DCV:
    Defensive attack is 10 points which gets you -2 or 4 DCV.
    10 points of DPSL's gets you +5 DCV for purposes of halving or 11/2 = 6 DCV.
     
    And repeating for sake of easy reference:
     
     
  25. Like
    eepjr24 got a reaction from Ninja-Bear in "On Your Feet, Soldier!"   
    I would probably just add the additional die of healing, linked to the first heal (-3/4), with a custom limitation Does not restore stun, only removes Stunned Condition (-2), Cannot be pushed (-1/4) and Incantations (-1/4), Full Phase (-1/2). That brings the total cost to 2 points, a reasonable cost for it I think.
     
    - E
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