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Jujitsuguy

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Everything posted by Jujitsuguy

  1. All: Thanks for the wisdom on this item...yes, I have to look out for violations on the part of the player that has created the power; at the same time, building a counter against this is what matters most to me. Not like the character can just walk through and not be touched.
  2. So, this is meant to get around a character in my game that is using his powers to get around my NPCs. This counters his Darkness against everything that I cannot punch through. In no way I am any expert in the rules, so I am to the point where it is my players' knowledge of the rules over my knowledge, and they know more than I. Let me give you the power(s) and you tell me if my guess is wrong and what would you implement to bypass it: Curse of the Void : Darkness to Sight, Hearing, Mental and Radio Groups 1m radius, Area Of Effect (2m Surface; +1/4), Usable As Attack (+1 1/4) (50 Active Points); IAF (Elder Sign Lapel Pin; -1/2), Incantations (-1/4), Gestures (-1/4) Void Darkness: Darkness to Sight, Hearing and Mental Groups 2m radius, Personal Immunity (+1/4), Time Limit (1 Minute; +1/2*), Usable Simultaneously (up to 16 people at once; +1 1/4), Grantor can take back power at any time, Grantor pays the END whenever the power is used (60 Active Points); IAF (Elder Sign Lapel Pin; -1/2), Incantations (-1/4), Gestures (-1/4) I do have an NPC/Creature that can do things dimensionally, if there is such a detection via dimension... Here are examples of my attempt to detect them: Mental Tracking: Active Sonar (Mental Group), +5 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Penetrative, Tracking, Inherent (+1/4) (56 Active Points); Linked (Punching through Mental Defenses - Darkness, Invisibility, etc.; -1/4) Mental Awareness, +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Penetrative, Inherent (+1/4) (44 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Punching through Mental Defenses - Darkness, Invisibility, etc.; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Of course, these won't punch through the player's abilities...but this was what I thought the Naked Advantage may help on, unless there is another modifier out there.
  3. This may be more of a rule question, but more of being creative. I wanted to be able to beat someone that has Magical Darkness that covers all senses, including Mental Detection. I thought of one way to do so is to have a global Naked Advantage on a Mental Detection...just curious as to anyone's wisdom if this is viable and how would I write this up?
  4. Not really...I managed to get value out of this and will close it if need be...
  5. In my game, one of my players is a magical construct that possesses Shape-Shift, with the Special Effect as a Magical Illusion build--as it is against Sight, Hearing, Mental, etc., worth 31AP. I had a scenario where an oppositional NPC possesses a Pendant that provided 15Points of Arcane Defense. Is there any means of either nullification or reduction against the AP used for the NPC trying to do a perception roll against in this scenario? In other words, does the 15Points of Arcane Defense give any resistance vs the effectiveness for the Player's Shape Shift as built? (Example: Does this give some "bonus" against the NPC's perception to see the true identity of the Player, such as a bonus roll based on the point difference or what-not?)
  6. Chris thanks for the response...fortunately, I did find the same item in 6E1, P. 149, under Classes of Minds: A character who wishes to have Mental Powers that affect, for example, computers and other machines must buy the Powers at full cost, defined as affecting that class of minds. He cannot buy Mental Powers that affect Human minds and take a Limitation on them (such as Only Affects Computers). When using Mental Powers on machines that have INT but not EGO, substitute INT for EGO as appropriate. I best guessed it, just wanted RAW...
  7. I have a player in my game that has Mind Control over machines - Primarily Droids and what not. Mind Control is typically an attack vs EGO, but as it is a Robot, the target only has INT, not EGO. In this case, do I simply substitute INT for EGO? (I can't seem to find the ruling in Player Guides 6E1/6E2, APG I/II)
  8. Siobhan_HD: Thanks for your response and yes, I am looking for another player for my Team 3 group. Thus far, we have not selected a time, and what I do is when all are collected, I reach out to the group and ask them what days/times they are available, then best match the Team for a common, easy schedule. To get things rolling, let's have a voice chat over Discord, so I can give you a thorough run-through of the genre and gameplay, to see if you are interested. Upon that, we'll discuss your character archtype, which I am relatively open to...what I do attempt to do is get all to give me an idea so we most likely don't have too much duplication on the team, as I look for diverse character abilities. On Discord, reach out to me under "Jujitsuguy", or get me your avatar name in Discord and I can connect to you. One other item is what timezone are you in. I am trying to avoid anyone out side of the Americas timezones as it may be difficult to keep a consistent schedule amongst the team members. So, let me know how to add you on Discord, and we can go from there. Cheers... Chuck D. aka "Jujitsuguy"
  9. Unfortunately yes, we have a replacement for this "Team"; however, as I am running three(3) groups of this game, I will start the 3rd "Team" in Mid-Feb or so, and looking for at least one more--if not two--players for this. If interested, let me know and I can give you a much bigger picture of the game, and if you like it, we can get you on the 3rd Team. Cheers... Chuck D. aka "Jujitsuguy"
  10. Gang: Our game has a Max AP and I have a player that was going to make some followers. I'm not sure about the maximum CP that you can use for the NPCs (followers). In my game, the characters are at 350+ CP and I have made 75AP as the Max AP in the game. Being that if you used raw 75AP as the max, would mean the NPC followers would be a max of 375CP NPCs...literally more than the character themself. Is there an official RAW on this, or is there a good rule of thumb?
  11. Not sure if this forum is for any issues with the Existing v1.1 of the HeroSystem6e sheet or not in roll20. We've been using it for literally almost a year now, but for some reason, when I add a player and make sure they are in the Journal and also can Admin the character, my new character cannot see the sheet. With whom on roll20 for the sheet would I approach, because I don't think general support would cover this for roll20. BTW, not currently on the Compendium, but perhaps later we will utilize it.
  12. This is a request for a replacement player in a continuing Campaign, which is over the halfway mark. I lost a player due to disagreements with the game run, which I've tried to accommodate, but the player was unwilling to cooperate. The genre is a hybrid of Blade Runner/Prometheus/Predator, with elements of Mutants, Psionicists, and also Magic. The campaign started with players at 165CP with 40+ Complications. The players have been playing for a year, as they are now around 350 CP characters...mostly the time was because we are doing a playtest for a Campaign Source Guide book, and have been updating the modified rules for the genre. Thus, I am looking for someone to make a 350CP character with 40+ Complication points. The existing game has a life of roughly 3months or so until it's completion. The replacement player is preferably a Gadgeteer/Tech person, but this also can include a hybrid of the following arch-types listed below: • Tactician – Former Military, Law Enforcement, Militant types who have a large survivor skillset • Cybernetic/Mutant/Synthetic – Any artificial means of being stronger/faster, more intelligent, etc., using technology ◦ These will have forms of limitations on powers/abilities to offer a pragmatic implementation use of abilities ◦ Cybernetics have a limitation on their powers that is that are the implants: ▪ Cybersystem (-1/4) ▪ Restrainable (-1/2) - EMP cut-off switch (Only by means other than Grabs and Entangles) ◦ Mutant – Must have at least -1/2 limitation on each power obtained/used ◦ Synthetics: ▪ Android – Must have a social complication or psychological complication dealing with people in general ▪ Replicants (Replicates as per Kazei 5) – Must have a Psychological Complication with limited memories or situations outside their control. Social Complications associated with dealing with reality and people. • Psionic – Mental powers ◦ Powers will be individual or grouped using a Multipower ◦ All Psionic powers have at least a -½ limitation ◦ All Psionic Powers have a Psionic END pool which is part of the Psionic ability to deduct END cost for using Psionic Powers • Paranormal – Spellcasting ◦ All Paranormal spells will be embedded in a Magical VPP ▪ The number of fixed spells in the VPP is calculated as follows: • CP / 50 (rounded up) – Base number of spells ◦ Example: 150 CP to 165 CP character has 3 base spells. Once they ago above 175 CP, the character has 4 base spells • INT / 5 (rounded up) – Bonus number of spells on top of CP calculation ◦ Example: Character with INT 16 will have 3 addiional spells on top of their base ◦ All spells should have a paradigm - i.e.. sonic-based, magnetic-based, mental-based, etc. ◦ All spells must have the following minimal limitations: ▪ Focus ▪ Gestures ▪ Incantations ▪ Changing spells can take a few hours to modify your spell list from one's book or resource that holds all the Paranormal's spells...inquire about the timing of this • Biological/Technological Expert – Skills based person that specializes in Professional and KS, as well as skills Thus far, we have a Paranormal (Wizard), a Synthetic/Paramilitary type, a Magically-created character that communicates with the dead (pretty much an endless skillset individual with major defensive powers), and an optional Synthetic that is doubling as a Bio-tech individual. As part of the character creation, I am involved in that I write that character "into" the campaign to embed them. I'm looking to get this going as quickly as possible.
  13. Referencing HSG 6E2-79, a discussion with a fellow gamer brought us to a standstill on the proper implementation of a Brace + Set action. As per the rules: Set This Combat Maneuver represents the effects of taking extra time to aim at a target with a Ranged attack, thereby improving one’s accuracy. Set does not work with HTH Combat attacks. An attacker who wants to Set must spend a Full Phase aiming at the target (this is known in some genres as “drawing a bead”). During this time he cannot move, change clips of ammunition, attack the target, or perform any Actions other than Zero Phase Actions. A character who has Set on a target receives a +1 OCV to all attacks against that target until he loses his Set. A character must Set on a specific target (either an individual or an object); he can’t just Set until a target presents itself. A character who has Set can attack on a Phase, then continue aiming at his target for several Phases, and then attack again, all without losing his Set bonus. However, the character loses the Set bonus if he doesn’t attack or aim at the target, or is forced to stop aiming at the target for any reason (for example, he becomes Stunned or Knocked Out). He also loses the Set bonus if the target moves out of sight. Of course, a character can regain his Set bonus by spending another Phase aiming at the target. A character can Set and Brace in a single Phase, thereby getting both bonuses. However, the character has to fulfil the requirements for both Modifiers — he must take a Full Phase and be ½ DCV. Now, with respect to the first colorized/underlined statement, my associate believes once you have the Brace and Set performed--and as long as nothing disrupts it--the Bonus for both is given and no additional phase (as per Set) is required. However, I pointed out the last sentence that is colorized.underlined, I believe if you still wish to continue the Brace + Set with bonus, you still MUST take a phase to establish the Set portion. Which is the accepted practice? Cheers. Chuck D. aka "Jujitsuguy"
  14. You do have a point on the "how" to stasis....I can just indicate it is voluntary and they program the unit. I will also put in emergency triggers for the ship to do a wake-up in emergency scenarios, like a trigger. LS will keep the body from starving, getting old, etc. Also, there is another trigger...if the unit gets near it's battery limit, it automagically brings the person out of stasis after in my case 10 years, as my genre is earlier than the Prometheus franchise by roughly 15 years, circa 2075. The Hypersleep chambers are voluntary and are used if the trip is over 3months...also, in my genre, as the technology is relatively new, after each month, the passenger(s) MUST be awake for a week before going into Hypersleep again. I put this in my game for a reason... All: This is NOT a weapon or prison...it is a voluntary chamber for long-term interstellar travel to save on resources--air, food, water--as well as the crew's sanity...long-term trips tend to drive people batty if they are limited in a ship. Hope this makes sense...
  15. I initially looked at this...this ONLY applies AFTER the target is put in stasis...the question is HOW to put them in stasis PRIOR to the LS. EDM seems a long stretch although it is an option...
  16. So...make this an EDM transport for their consciousness into a Cryosleep realm. Associate LS to not have to eat, breathe, age, etc. until the opposite which is transport them back into this realm. Correct?
  17. All: I'm trying to figure out which is the most effective, yet lowest cost implementation to create a Hypersleep Chamber as that in the Prometheus/Alien Franchise. I'm thinking using a Major Transform to take a person and change them into a Suspended Animation State in a compound power then to use life support to keep them from starving, getting old, etc. However, I'm stuck on AFTER putting them into this state, I don't see a greatly reduced healing--i.e., up to X amount of Years. Also, when to bring them back w/in like 1 turn or more back to normal status. Here is a link on the fan page that describes the Hypersleep Chamber This is not an attempt on infringement, only to emulate the behavior. Any takers? Chuck D. aka "Jujitsuguy"
  18. Hello all:Inviting all players interested in a new campaign, using Hero System 6th Edition rules...This campaign involves the use of the player's suggested genre, in which we will develop around your character, something different than your typical campaign. The baseline is characters 165 points, and with 35-45points complications, based on your total points. All interested players inquire to me via this posting, or directly on discord under "Jujitsuguy" aka "Jujitsuguy#5977". The game will be hosting from 4-7 players, on roll20.net, and the schedule is relatively open--will look to book anything after 5PM PST during the week and open on weekends, typically a 2-3hrs per session, pending players. I plan on having the group(s) play every other week on a relatively steady gaming schedule, which I will post regularly, and on the group's overall schedule.As this is a long-term game, I am looking for relatively serious players, but the experience level can be from never played before to seasoned players. I am more interested in the entertainment value of the game/material over the technical details, as we can discuss the technical issues offline as needed. The genre is roughly the Blade Runner/Prometheus timeline (circa 2074), which I've modified the timeline to "fit" events amongst all the genres I am putting into this game. The difference, as in the title, there is Mutants, Psionics, and Magic (known as Paranormals). The difference in this game is that I work with each player to develop their character to "fit" into the timeline and events of the game that your character may possess. This is actually a PlayTest for a Campaign Source Guide Book. It also involves ship and vehicular combat to throw these into the midst. The game will commence for this team--you will be in team 3--around roughly mid-/late-Sept 2023 (of course)... Cheers. Chuck D. aka "Jujitsuguy"
  19. Apologies sir, which checkbox is this and where? I'm assuming under the Rules section, but not sure where it is...
  20. Simon: You referenced an update. On my managed purchases I note the Hero Designer.zip file reference shows updated 07/15/2023...does this mean the managed file on my purchases matches this update? If so, I'll download and try this out...please confirm. Best regards... Chuck D. aka "Jujitsuguy"
  21. When I create a vehicle for 6th edition, any attempt to do a sellback for STR & BODY, upon selecing the value for the 2nd characteristic, I get this error message. Is this expected behavior? (As far as I've been told, this restriction was removed for 6th edition) As can be seen this is a template for Vehicles 6E...please reference the image below:
  22. Interesting rules question on damage calculation. Referencing the 6E Equipment Guide, Pp. 219-221: Nuclear Weapons and "Effects of Nuclear Weapons". The reference is using a 1MT Nuclear bomb on all the effects of the bomb for different damage and what-not. That said, if I had a 100KT Nuclear Bomb--tactical Nuke, for example--how would the damage be calculated? As per the book, the first effect is a 16-20d6 Drain against BODY, among other advantages. The base is 200AP. If this were a conventional attack, I was at the understanding that every Halving of the energy is a reduction of 1DC. Is this incorrect? How would we properly calculate the damage effects from a weapon that is 1/10 the size? Is there a documented reference I am missing here? I may be oversimplifying this, but not sure how to find this. Any wisdom on this is greatly appreciated.
  23. eepjr24: My group had this script running somewhat for roll20, but I forgot the instructions and exact steps, outside of simply marking a token and putting an export of the HD character's XML into the GM notes. Do you have a specific list of steps that is reliable? What we also had found is if we take the equipment and put it in the Powers section, that seemed to work more consistently. Any advice greatly appreciated. Also, is there an updated version of this? Here's what I have been using: ========================================================= Name: ImportHS6e GitHub: https://github.com/eepjr24/ImportHS6e Roll20 Contact: eepjr24 Version: 1.01 Last Update: 8/4/2021 ========================================================= Cheers and soon to be Happy New Years... Jujitsuguy aka Chuck D.
  24. @Hugh Neilson....thanks for the observation...in this game, I would be ok to allow him to run at +10-15AP higher on his Multiform Form--he has only one--but the condition it only lasts for like 1-5 minutes, AND he MUST spend END or at least he has to rest like 5-20min before establishing again...some limitation that makes it so the character cannot simply walk around in this form permanently and has accommodating limitations...
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