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eepjr24

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  1. Like
    eepjr24 got a reaction from Sidume in Diminishing Charges   
    So I did some math (surprise, surprise) and would use the following chart:
     
    If power will be reduced for every charge until there are none: -3/4                                       (AP drop * charges = ~Original AP)
    If power will be reduced by about 1/2 of the original AP then charges run out: -1/2           (AP drop * charges = ~Original AP*.5)
    If power will be reduced by about 1/4 of the original AP then charges run out: -1/4           (AP drop * charges = ~Original AP*.75)
    Less than 1/2: -0
     
    Examples:
     
    Example of the calculation I devised:
     
    Line 1:  AP/((100+90+80+70+60+50+40+30+20+10)/# Of Charges)-1
    Line 2:  AP/((100+90+80+70+60)/# Of Charges)-1
    Line 3:  AP/((100+90+80+70+60+50+40+30)/# Of Charges)-1
     
    That will probably take care of 90% of the cases and provide you a guide for any outliers. I would call the custom limitation something like "Tired Charges".
     
    - E
  2. Like
    eepjr24 got a reaction from ghost-angel in Diminishing Charges   
    So I did some math (surprise, surprise) and would use the following chart:
     
    If power will be reduced for every charge until there are none: -3/4                                       (AP drop * charges = ~Original AP)
    If power will be reduced by about 1/2 of the original AP then charges run out: -1/2           (AP drop * charges = ~Original AP*.5)
    If power will be reduced by about 1/4 of the original AP then charges run out: -1/4           (AP drop * charges = ~Original AP*.75)
    Less than 1/2: -0
     
    Examples:
     
    Example of the calculation I devised:
     
    Line 1:  AP/((100+90+80+70+60+50+40+30+20+10)/# Of Charges)-1
    Line 2:  AP/((100+90+80+70+60)/# Of Charges)-1
    Line 3:  AP/((100+90+80+70+60+50+40+30)/# Of Charges)-1
     
    That will probably take care of 90% of the cases and provide you a guide for any outliers. I would call the custom limitation something like "Tired Charges".
     
    - E
  3. Like
    eepjr24 got a reaction from Ninja-Bear in Wheellocks and Wands: "Showdown at High Tower"   
    I would say neither has an innate advantage, too many variables. What kind of holsters do each have? Are they both from cultures where fast drawing is practiced? Etc. Certainly in game terms neither has an intrinsic advantage, it would depend on the weapon stats and the character skills.
     
    - E
     
  4. Thanks
    eepjr24 reacted to Lucius in The Claw!   
    As I see it, if you have a limb that can grab and some STR usable with the limb, you don't NEED to pay points for a basic non-martial "Grab" maneuver.
     
    Conversely if you don't have a limb or any STR, I for one don't think you can get the ability to grab even if you do buy a Martial Grab maneuver. It would be like buying a Fencer's Thrust or Parry without equipping the character with a sword.
     
    I can't drive my Pontiac Grand Prix up to you and grab you, even though it has a STR score, because it has nothing to grab WITH. If some mad scientist equips my car with an Extra Limb, then it will have something to grab with and can do so.
     
    But in accordance with the principal that if you pay points for something it should be useful, I can see allowing a vehicle with Martial Arts to be considered to have a "free limb."
     
    Lucius Alexander
     
    I'm riding a palindromedary. How does that grab you?
     
  5. Like
    eepjr24 got a reaction from knasser2 in Barrier which repairs itself.   
    Your game, your choices. ? Also remember they can set and brace, use teamwork skills, buy weapon specific CSL's, get targeting computers, laser sights (or other weapon enhancers), etc.
     
    A skill roll penalty alone is going to be way easy to beat if they face Wave Serpents on a regular basis. If you go that route, I would make it an opposed skill test. The first time or two you can assume the pilot / gunner is unaware of what they are trying. Later they can be more aware and have higher skills as "only the fittest" survive combat. If it turns out to not be a problem then no sweat, just let them keep trying.
     
    All this assumes that they have something that can dent a Wave Serpent once they get past the force field. In that case, then maybe just the threat of being able to get past the FF will change the enemy strategy and make them drop troops further back or just bomb them from orbit.
     
    - E
  6. Thanks
    eepjr24 got a reaction from knasser2 in Barrier which repairs itself.   
    I don't know Eldar stories that well and there are a ton of them out there, but I have never heard of someone exploiting the timing of a wave serpents shots. If someone wanted to try it, I would probably impose a skill roll and OCV firing penalty. I assume there are countermeasures in place for this type of thing, like random cycle times, etc. So something along the lines of a System Operations roll at -6, maybe -4 if you have absolute time sense. And then OCV penalty of -12 or so, this is considerably harder than something like a head shot in my mind.
     
    - E
  7. Like
    eepjr24 got a reaction from ghost-angel in Weaponmaster/Deadly Blow/Martial Arts... all together now!   
    And for off the shelf guns, this really does make sense. They can already get a decent amount of damage out of a gun by adding special rounds, scopes and other OCV modifiers (if you use hit locations), etc. It makes sense that a small piece of lead is only capable of causing so much damage no matter how you shoot it or what you shoot it into. 
     
    - E
  8. Like
    eepjr24 reacted to ghost-angel in Weaponmaster/Deadly Blow/Martial Arts... all together now!   
    The other option aside from Campaign Limits/Guidelines (a goo=d idea anyway), is to use the DCs Of Equipment Can't Be More Than Doubled. If the Gun is free stuff, there's an upper limit to it. If the gun is paid for.. well, back to Campaign Guidelines.
  9. Like
    eepjr24 got a reaction from Pattern Ghost in Sticky Force Field - OK or no   
    Not quite:
     
    "This Advantage can only be bought on Powers that require no conscious control from the character, like Entangles and attacks bought with the Power Advantage Uncontrolled."
     
    Missing the "after the initial attack", which makes it just vague enough that people tried to put it on characteristics and defensive powers.
     
    - E
  10. Like
    eepjr24 got a reaction from Netzilla in Sticky Force Field - OK or no   
    Emphasis mine:
     
    6e1, 345
    "Characters can only buy this Advantage for powers that require no conscious control from the character after the initial attack, such as Entangles and attacks bought with the Advantage Uncontrolled."
     
    So I guess the answer is technically yes, but you would also have to buy Usable as Attack (+1 1/4) on it first.
     
    Much easier just to by Usable By Others and Usable Simultaneously at the appropriate level.
     
    - E
  11. Like
    eepjr24 got a reaction from Ninja-Bear in Sticky Force Field - OK or no   
    Emphasis mine:
     
    6e1, 345
    "Characters can only buy this Advantage for powers that require no conscious control from the character after the initial attack, such as Entangles and attacks bought with the Advantage Uncontrolled."
     
    So I guess the answer is technically yes, but you would also have to buy Usable as Attack (+1 1/4) on it first.
     
    Much easier just to by Usable By Others and Usable Simultaneously at the appropriate level.
     
    - E
  12. Like
    eepjr24 got a reaction from bigbywolfe in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  13. Thanks
    eepjr24 got a reaction from knasser2 in WH40K Hero   
    I think they need a package of skills to select from to show the variety of roles they can play, at least in some of the fluff. So for example, pick 2 from:
     
    Combat Driving or Combat Piloting
    Demolition
    Electronics
    Mechanics
    Paramedics
    Tracking
    Weaponsmith (or equivalent weapon repair skills)
     
    I suspect they would all have Navigation (Land) unless you are building something into the suit for that. If they have autofire weapons you probably want some penalty skill levels to offset the autofire penalties, possibly also some autofire skills for leaders or special teams. There are a number of Knowledge skills and Area knowledge you could throw in, depending on how much non-combat use they will get. 
     
    I would probably lower their natural OCV / DCV, personally. They are skilled in a specific set of weapons and tactics, but those are better reflected with specific Combat Skill Levels for the most part to me. It is slightly more expensive in some cases but seems to fit the thematics more.
     
    Their Presence is good, but you might consider a level or two of Striking Appearance. These guys are intimidating, in or out of armor. Environmental movement is another thing to consider, many terrain types do not slow them down like they would a normal human.
     
    Just a few thoughts.
     
    - E
     
  14. Like
    eepjr24 got a reaction from Cantriped in WH40K Hero   
    I think they need a package of skills to select from to show the variety of roles they can play, at least in some of the fluff. So for example, pick 2 from:
     
    Combat Driving or Combat Piloting
    Demolition
    Electronics
    Mechanics
    Paramedics
    Tracking
    Weaponsmith (or equivalent weapon repair skills)
     
    I suspect they would all have Navigation (Land) unless you are building something into the suit for that. If they have autofire weapons you probably want some penalty skill levels to offset the autofire penalties, possibly also some autofire skills for leaders or special teams. There are a number of Knowledge skills and Area knowledge you could throw in, depending on how much non-combat use they will get. 
     
    I would probably lower their natural OCV / DCV, personally. They are skilled in a specific set of weapons and tactics, but those are better reflected with specific Combat Skill Levels for the most part to me. It is slightly more expensive in some cases but seems to fit the thematics more.
     
    Their Presence is good, but you might consider a level or two of Striking Appearance. These guys are intimidating, in or out of armor. Environmental movement is another thing to consider, many terrain types do not slow them down like they would a normal human.
     
    Just a few thoughts.
     
    - E
     
  15. Like
    eepjr24 reacted to Ninja-Bear in WH40K Hero   
    Knasser2 I often don’t recommend just buying a supplement out of hand. In this case though, for $1, in the Hero store is a PDF for Dark Champions where Steve Long updates his templates from 5th to 6th. Among the templates that you might find useful are military templates. Off the top of my head there are Basic military, Delta Force and Rangers and night even be SEALs. For a $1, you can’t go wrong.
  16. Like
    eepjr24 reacted to dsatow in securing a base   
    Apply +1 adv transdimensional to defenses.
  17. Like
    eepjr24 got a reaction from Christopher R Taylor in Artifacts/gadgets with bestowed effects that depend on worn location.   
    Multipower, ultra slots, possibly with lockout and a limitation for where they have to be worn (most likely a -0 limitation unless it causes some other consequence).
     
    - E
  18. Like
    eepjr24 got a reaction from Vanguard in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  19. Like
    eepjr24 got a reaction from Christopher R Taylor in How would you price this Limitation?   
    Luckily, that turns out to be exactly what I gave him after I figured the compound power. ?
     
    - E
  20. Like
    eepjr24 got a reaction from mallet in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  21. Like
    eepjr24 reacted to dsatow in Hacking Field & Powerful Radar   
    I've finished reading the first 18 chapters of the manga.  So far, I don't see anything I disagree with or really can add to the others suggestions.  Detects, telepathy, mind control, Cyberkinesis should all fit the bill.  The only thing I can add is a bit of advice into making this a playable character.
     
    I'll use Dragonball Z as an example as I have not seen the anime you mentioned.  A lot of players would love to play Goku or Vegeta, and really who can blame them.  The fight scenes are usually quite spectacular.  But in creating the character, you also need to adjust the power level into the campaign and understand that the game is designed to not generally have absolutes.  In other words, even though Goku can blow off the top off a mountain with his Kamehameha blast, the campaign might limit it to a 12d6 EB and if you use that blast, it might not be as spectacular as it is in the anime (you might blast someone and he goes no where (no knockback) or maybe flies 2m back in a anime where just about everyone flies back 10m or more).  The game will however give the same sense of excitement as the battle rages back and forth.  Now I am not saying that a campaign can't exist at a power level where you can make craters in the Earth the size of Disneyland parking lots, its just that they are probably very rare and very hard to find.  
     
    Most villains who will engage with you will have an even chance of winning against you mainly because the GM will create characters about the same power level as you, using the same general restrictions as you.  While your Goku might not be able to make a spirit bomb the size of a moon, your GM's Freeza will not be able to take out a planet either.  But the battle and the maneuvers in the fight will be very similar or at least have a similar feel except that instead of just a one on one, the other members of the campaign will probably help in the fight which will hopefully lead to your victory.
     
    So, when making the Phoenix, though the comics say she can hear and see the molecules bouncing around the universe, the character doesn't need to be able to do that but she does need to have a powerful TK and Telepathy/Mental Blast within the relative limits of the game.
  22. Like
    eepjr24 reacted to Doc Democracy in Hacking Field & Powerful Radar   
    One of the key principles that you need to be aware of is that the design of the campaign really influences the playability of it.  If the GM has put some effort into thinking about things then you should find building characters like this easier.
     
    When you say you want the power to "allow the character to hack any computer system, Androids and humans, blocking or unblocking memories and abilities" there are a few flags that rise in my GM brain. 
     
    One is the use of "any".  That means that the character will have to have all the powers necessary to affect anything that might be thought to have memories or abilities.  There are ways to do it but it can get costly and it can get complicated OR the campaign will have to have a single mechanism for anything that might be thought to have memories or abilities so that the character can hack those things with a single power (then it just needs to be strong enough).
     
    Another thing is the talk of hacking humans.  I am not sure what that might mean in game.
     
    Another is the talk of blocking or unblocking memories and abilities.  What do you mean by that?  There are numerous ways such things might be done and did you intend to be able to utilise (or make the owner utilise) those powers on your behalf??
     
    The "radar" is another flag.  You say electrical devices.  Does that mean anything where electricity flows along wires?  Steve's suggestion covers a lot of that but HERO works best when you have (or develop) a detailed idea of what you mean (and what you don't mean).  Then the power of the system can be applied to deliver that in-game.  
     
    If you can come back with a definite idea of what the power is and some examples of how you would see it working in a game.
     
    I often find that me and a player agree 100% on a build until they try to use in particular ways in a game that the build does not allow.  That means we did not communicate well enough, we need to go back and think again what the player actually wanted.  It is often best not to think in terms of the HERO system but in terms of what you want to do in the game.  THEN you go to the system to design that, and where everyone here will proffer numerous suggestions on how to do that.
     
    Doc
  23. Like
    eepjr24 got a reaction from Cantriped in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  24. Like
    eepjr24 got a reaction from Surrealone in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  25. Like
    eepjr24 got a reaction from Hugh Neilson in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
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