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Jujitsuguy

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Everything posted by Jujitsuguy

  1. This is a new type of Hero Game, one that uses the player's genres to lead to discoveries that they are each part of something bigger. For the schedule, there is a session 0, that involves a mini-adventure with myself, the player, and another player who is the Recruiter. This is more of an introductory to the game, so I can get you fit into the genre. i’ll be holding this from the second week or third week of January, and the schedule is flexible between myself, the player, and “recruiter”. The session 1 game, where everybody is meeting for a regular schedule game, will take place on Thursdays at 5:30 PM Pacific time, and for now, every other week. Baseline Rules for character creation: Game rules are Hero 6E and pulling from Star Hero, Kazei 5, etc. Genre is based on Blade Runner/Prometheus universes with some changes. This has Replicants (Replicates as per Kazei 5), Synthetics from Prometheus/Alien, as well as Psionics (Espers as per Kazei 5), Mutants, Spellcasters, Cyborgs, etc. This is much more than only the BR universe, and have modified the timeline relative to our Present/Future. Characters start at 150-165 CP, 25-40 Limitations, Max individual skill/talent/power at 30 AP. to go above a 20 in characteristics or SPD 3, it should be listed under a power--Cyborg mods, mutation, Psionics, Magic, Synthetic, etc *This means 150 usable CP with 25 Complications, up to 165 usable CP with 40 Complications This involves at times space travel. The "feel is more than just combat, but also is investigation, discovery, etc. There will also a healthy doling out of combat, and at times when you an/or your team will be yelling out, "Run like hell!" I want to make this a roller-coaster of an adventure. All will go through a "Session 0" adventure beyond character creation to get you introduced to the Campaign, and get us both a good gaming basis. I do have some character type suggestions to "fit" the campaign but it is not locked in stone...it is only a suggested means for a balanced campaign that helps the team to succeed. Suggested Archetypes: • 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 You can also do a mixing of archetypes, but again, this is not in stone I will help in Character creation if needed, and submitting a character so will review, as well as for their backstory into the game. Respond to this post or feel free to contact me on discord under “Jujitsuguy#5977”, or e-mail me: jujitsuguy@hotmail.com
  2. Duke: Awesome idea and saves points! Thank you sir! Jujitsuguy
  3. I'm planning on a campaign which part of it takes place in WestWorld, Shogun World, etc. I was curious if anyone had a write-up on a WestWorld Host? My assumption on characteristics, are very similar to a human and they react to damage the same, but if their "switch" is activated, they operate similar to an automaton on damage reaction (no stun) and perhaps some heightened characteristics. Would this be written up as a "Multi-form" or perhaps just have a Multipower/VPP that has these features when activated...
  4. I am using the powers book for 6E to create a list of powers that you can get potentially with a very dangerous serum. Powers are NOT guaranteed, you can have no powers, powers, or even potentially death based upon shock/body damage if by chance the serum is incompatible with the characters/NPC's body - by of course rolls. I have already created a roll list for which category of powers one can get if they do roll positive, and which sub-categories based on it. One thing one of my Hero Mates mentioned to me was to potentially add Complications and/or Power Side Effects to put a balance on things. As indicted, we have a Powers book, but is there a book or list of complications/side effects out there?
  5. Simon: Thanks...I'll represent the others by making a 0 cost single multiform and link it w/ each respective MF persona... Very much appreciated... Chuck D. aka "Jujitsuguy"
  6. I am using HD ver. 6 (current build 20171119), and creating a multipower that will have a total of four unique forms. However, I note that the "Associate File" button of course only provides a single HD Character file. Outside of me creating 0-point Multiform entries below it manually and pointing towards each, is there a more straight-forward method to do this? Chuck D. aka "Jujitsuguy"
  7. Well, good I've learned quite a bit. Now, since this time, the same player started jabbing at other players on an introduction, and that was the last straw...I kicked him. I do very much appreciate everyone's input, it is VERY helpful. Chuck D. aka "Jujitsuguy"
  8. All: In the end, the player is admittedly, and HAS admitted to be a power player when it comes to First-Person games, and now also in RPGs....thus, trying to buy every bang for his buck...or attack point for character point, in this case. The way it is written--thanks for pointing this out dsatow--is that it is a single attack, and if it hits the target, two individual damage rolls are done, suspect to each individually offset by defenses. I have gotten the player to admit that is what his intent was, and we are keeping it thus. Now, for Cassandra and others on their suggestions, yes, all good, but that is not what the character was wanting to do...especially no NND-based attacks...he purposefully wants only Kllling Attacks...again, power-player thinking by my guess. Anywho, this dead horse not only has been again beaten, but resurrected, killed by beating, and again as a dead horse beaten. :-p (Sorry Horse)
  9. I got the player to tell me that it is a single attack and damage is rolled separately, so defenses are individual to the damage rolled. I am good w/ that, because that is how I interpret how the power was built. Anywho, I really REALLY appreciate the feedback guys, helps me be a better player and definitely GM. Cheers until my next big dummy question. ;-)
  10. Doc: To address your observation, his hands are required to manifest the weapons, thus, if he is restrained, he cannot manifest them at all. Thanks... Chuck D. aka "Jujitsuguy"
  11. Netzilla: I'm not allowing a 4d6 KA in an (40AP)8DC game...we discussd this and if you look at the 4d6 w/ STR, we did agree it was waay over and capping the attack to 8DCs for normal STR use and for any temporary/boosts that use 2xEND, I do allow a bump (temporarily) of up to 50AP(10DCs), but that is the only leeway I am allowing to keep the game balance. I tell all my players, that if they can do these things, so will the NPCs... So, as indicated, how do I interpret the power as written...is it two independent attack forms in a single motion--treat as two attacks in a phase--or a single attack that has two separate damage applications(roll damage separately)? (I'm ok with both, but just want to make sure I am interpreting this correctly? Grailknight: The way I'm going to rule on this is I will not allow this limitation, because it is tied to the use of STR Minimum for effective damage a real weapon can do. The way this is written, is that there is NO declared real weapon, as well as there is NO STR Minimum used for said weapon...it is practically weightless. To me, this is a way of attempting to buy the power for much less...not a viable limitation as I see it. In my game, even though it is supers, I am considering using a modified form of to-hit, but not the prescribed one in the Hero-level campaigns...tone it down a little, but make it so the attacks can be a little more dangerous to players and NPCs alike. Also, for all, thank you for your wisdom on these...helps me understand the implementations a lot better, and hopefully be a more effective player AND GM. Chuck D. aka "Jujitsuguy"
  12. Team: Again, with an anti-munchkin question...see the attached...player is trying to claim "restrainable" on ALL of his movement powers...is this valid? Pretty sure he has to tell me HOW it is restrainable...or can he declare generically ANY form of restraint?
  13. Team: Another question on using restrainable...see the attached...player is trying to claim "restrainable" on ALL of his movement powers...is this valid? Pretty sure he has to tell me HOW it is restrainable...or can he declare generically ANY form of restraint?
  14. Team: Again, with an anti-munchkin question...see the attached...player is trying to claim "restrainable" on ALL of his movement powers...is this valid? Pretty sure he has to tell me HOW it is restrainable...or can he declare generically ANY form of restraint?
  15. First and foremost, a very well met thankyou to both of you for your observations on this, much appreciated. Now, to clarify, here is how he explains its operation/function. The power is NOT considered a real weapon, but some manifestation, similar to that of what the green lantern makes--thus the requires hands and no declared focus, AND if his hands are restrained, he can't use or materialize the "weapon"...he has a form of Cosmic powers, related to Solar Radiation. For dsatow, your comment, "Each attack is applied to the defenses and CON for stunning separately. The attacks do not coordinate with each other but can coordinate with another player as normal." ...are you indicating I SHOULD define these as two distinct attacks in a single form? If they are considered two distinct attacks, and as he indicates one for each hand, is it then considering as the rules as two independent attacks? (To me, he is just trying to justify buying higher DCs than I am allowing) If so, how do I go about treating the attack? (Making him roll two separate rolls, or a single roll, but as you say, two separate attacks for determining how defenses go against each attack.) The one thing I can thank him for making me understand the rules better AND GM conventions. Any other advice on my response above is greatly appreciated if possible. Chuck D. aka "Jujitsuguy"
  16. Team: I have a player who created a power but not sure how to rule on this or play it out. I set the Max APs of the game to 40AP or 8DCs attacks(with normal STR), or optionally an additional 10AP or 2DCs if the character was using a temp power that costs 2x END. So, on one specific power, I have this: Now, Ignore the second part (example 4d6 w/ STR), as the player has Density Increase, which we agreed it would put him waaay over the 10 DCs, so he wrote the notes in below. "2d6-1 w/o DI | 2d6+1 w/ DI" - That is for EACH attack in a "Dual Whip", which if you look, he calls up and configures two independent attacks in a compound power, using Hero Designer. Something tells me this number is WAY out of whack with the attacks he is trying to justify...furthermore, or perhaps this is the clincher...is this to be called a Dual or Double Attack? (Even though he claims ambidexterity as well as a single attack this way, it puts him way over if he counts it as a single roll) - If he claims it is a single attack but with dual items, he is then claiming he can now do 2 x 2d6-1 w/ normal strength...is this right? (and what would the actual attack roll look like?) He has a single attack mode, which of course he is off by 1DC but ends up to me at 3d6-1(8 DCs as I informed him before)...
  17. Folks: All good ideas and great implementations....just to make sure to explain my effect...the character(s) I would be targeting are the likes of Kryptonians or others who can absorb solar range radiation for their strength and/or boosts of strength. Now, seeing some power-builds--and perhaps I am interpreting them wrong--are more of an individual psychic/mental effect to block their senses...I am literally looking to block ALL usable radiation in this spectrum from reaching their body, rendering them almost practically useless. I'll read through these again to make sure I am understanding the effect and implementation of said powers. Thanks thus far for all of these ideals...great stuff! Chuck D. aka "Jujitsuguy"
  18. I am looking for a power like a globe of darkness, but it blocks ALL forms of the light range spectrum, from IR through visible through Ultraviolet. I was wondering if Darkness blocks ANY forms of radiation that would be visible and solar radiation. Also, how to make it "stick" to a target--person. My thinking is "sticky", and also "Conforming", unless it is a form of AoE and moves with target.
  19. I'm almost certain that Possession was part of Hero 6th Edition, but perhaps it was removed. Mistakenly, I do see it in Hero Designer--btw, this is not a Hero Designer question--and I see elements there. I tried to look it up in both Hero 6th and 5th edition documents, which I have, but don't see it at all. Is something missing from the docs, or is Possession mistakenly included in Hero Designer S/W?
  20. Team: I have a player who's character is using Linked for multiple powers to his high boosted recovery, which is his Greater power, and this greater power is dependent on Solar Radiation. Reading the rulebook, all of the powers the player has linked are all under the Boosted Recovery's AP, and appear to be w/in the description of rules in this case. Now, here is where I have a questions, from reading the rules. From 6E1-383 A character can only use a power with this Limitation with another power. If he isn’t using the other power (the “greater power”), he can’t use the power with the Linked Limitation (the “lesser power”) either. Linked only affects the lesser power. A character can use the greater power without using the lesser power if he wants; Linked doesn’t restrict the greater power in any way. However, he can only use the lesser power when he uses the greater power. Now, his Boosted Rec is marked as an Inherent Power for his power list...I can't remember if this was not necessary, but that is the first element. The second is that he marked it as "Always On", which means it is in constant use. Meaning to me, he is not violating the rulebook as LInked says you cannot use a lesser power, unless you have the greater power being used...it appears the greater power is ALWAYS being used and is inherent to his character. So, for this piece, just asking if this is the correct logic. Now, for the second portion on this. We discussed that as he is using Solar radiation, he tried to snake out by saying if he wore more clothing it reduces his powers by 1/3 or up to 1/2 less. I'm saying Poppycock to this and dictating a valid reason is as we discussed as per my prior strongly worded suggestion as follows: Solar Radiation w/in the Solar System(up to the Oort Cloud), is acceptable for 100% boosted recovery. In Open space w/ starlight, I indicated, we should reduce it to 1/2--yes, being somewhat a giving GM Last, being even more "giving", I indicated if he is in a dark place and/or w/o any starlight even, but if there are ambient heat and/or IR sources--such as warm bodies, a heater of some sort, or even a mosly shielded reactor--I would even allow it to work at 1/4 power. What I didn't tell him is that if he is in a total non-solar area--like a plane of existence that doesn't have light as a conventional means or if he is near a black hole, that he loses this boost. Now, assume we agree on this--yes, I know you will say I am too giving, but just go with me on this--if through the Limited Power conditions are ever met, with reducing his Boosted REC, does it also have the same effect on the lesser powers, or are they not affected? The only reason why I am asking is that it doesn't say reducing the abilities of the lesser powers scaling with the greater power the same..no additional options have been chosen outside of baseline Linked that dictate the lesser can only be used if the greater power is at full use, as well as other options, but these are not chosen on his sheet. So, how to approach this? (Does it scale or not?) To me, if the power is limited to not working due to conditions, he still has the power, whether full power or not, that is always on. Any details on this greatly appreciated...
  21. DasBroot: Thanks for the idea on the Multiform...yes, obvious and wasn't sure how to originally represent it. Now, my bigger question is the ability to "read" an object to extract the energies of the former owner to build the multiform from...how would I build that properly...or do I make it a condition of the multiform? As indicated, I would think Clairsentience to use to "read" an object, but unsure if there was a more effective way to represent that piece. Thanks... Chuck D. aka "Jujitsuguy"
  22. Team: I have a character in my campaign who has a Solar radiation-based power, which they get a "boost" of a recovery ability, a well as tying into their other abilities. Now, after discussion, if the person is relatively in a solar system--aka our Solar system, within the Oort cloud to define boundaries--their "Boost" power(s) for recovery and linked other powers work at 100% efficiency. However, if they are outside of the Solar system, but in space w/ plenty of starlight, their ability drops to about 1/2....normally, I would then write a limited power to 1/2 effectiveness in Starlight-only, which I would assign it not the full 1/2 power limitation(default -1/2), but more like a -1/4, because they won't be in space necessarily most of the time, but my campaign DOES go into space relatively frequently. To complicate things even more, there is and can be a scenario where almost all light(remember, solar radiation) is mostly or completely gone, which I give the person the benefit of the doubt and say if any ambient radiation--body's, reactors, or heat of any kind--they will be reduced to 1/4 their ability...perhaps then giving them a -1/2 on it. Is it legal or logical in this case to allow these two limitations to be applied to the power, or am I defeating the purpose of limited power limitations? I first said I'm not sure, and reading the manual, 6E1-382, I couldn't find if there is an issue doing this. Any thoughts on this?
  23. Gang: I have a player that has a very neat character concept, where they have the ability to "read"--I'm assuming Clairsentience here--an object or part of a person(bones/hair/etc.), that belonged to someone and they can temporarily have a set of skills/talents/powers that the individual possessed. These objects would be from historical--non-living--individuals, and of course, using AP caps that would allow a key ability of that former persona to be accessible by the player. An example: The player finds the sword guard of the famous Miyamoto Musashi, does a read, and for a period of time--whether a charge or by END--has his sword fighting skills, including the weapon familiarity, just as the original Miyamoto Musashi had: CSLs, deadly blows, two sword fighting, etc. Now, how to accurately build this. I was going to allow a VPP for just this purpose, whereas one ability would be the necessary "read" via clairsentience of said object, then another one that allows the set of the skills/talents/powers that the player can emulate. Any ideas of how to do so? Would the clairsentience have to have sight and/or hearing, or would Mental play into this? (Keep in mind this is not to "see" or "hear" events of the person, but to "read" their abilities to use. I know I would put the VPPs that the condition, of course, to emulate read skills only, as an example. Thanks in advance... Chuck D. aka "Jujitsuguy"
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