Jump to content

cerebrolator

HERO Member
  • Posts

    37
  • Joined

  • Last visited

Profile Information

  • Occupation
    Psychology Professor

cerebrolator's Achievements

  1. Re: Need help on Aborting An Action There's a lot of good ideas in your answers. I appreciate all of your help. I think that I agree that aborting should only be defensive. I also agree that some defenses are hard to separate from attacks. I'm still undecided on what to do but I have much better information from which to reason next time.
  2. Re: Need help on Aborting An Action The acrobatics manuever is a very cool idea! Thanks to all for the excellent suggestions. All of you make learning this game much more enjoyable. Happy New Year!
  3. Re: Attacking from behind It appears that most of you agree that running around behind an opponent presents a problem. Having heard the voice of the experts, I feel more comfortable with proposing a house rule for my players. We'll only use the 1/2 DCV in circumstances where surprise is somehow involved or where there are multiple opponents so that a facing must be chosen. I especially like the tactical advantage that can come from teleporation or superspeed that results in invisibility. Thanks for all the help! (Wow! I just made "Standard Normal!")
  4. Re: Attacking from behind I agree that running around behind the target is a problem. It seems to me that the defender could just turn around as a free action. I'm thinking of only allowing the 1/2 DCV when the defender has to choose who they want to defend against and someone ends up behind them because they chose to face another direction. Can you see any adverse effects from such a house rule?
  5. Re: Need help on move through attack Thanks so much! It's funny how easily I miss such details.
  6. On page 258 of 5E it says, "To perform a Move Through, the attacker must make an Attack Roll against his target, modified for his velocity." I can't find anywhere in the book where velocity's effects on OCV is discussed. I can find the effect on DCV and the effect on damage. Is the sentence referring to the target's velocity or the attacker's velocity? What am I missing?
  7. If an attacker moves behind his target on a segment in which the target can't move, is the target's DCV reduced to 1/2? Would the target have to abort an action to turn around and have full DCV?
  8. Today I ran across a situation I didn't really know how to adjudicate. I could use some help on this one for future situations. A speedster was making a move by attack on a segment in which his target didn't move. The target aborted and threw up (not the vomit type) a force wall as a defense. Since the speedster was moving so quickly, should he have ran into the force wall (it isn't invisible)? Would he just be able to move around it if he had enough movement? Would he have to abort his action to avoid the force wall?
  9. Re: Desolidification Question Thanks for the confirmation and suggestion.
  10. I downloaded the UNTIL: Superpowers Database II and found an interesting power for a speedster on page 54 entitled "Can't Hit Me." The power is based on desolidification with the limitation that it only protects against damage (and a few others). I apologize if this is a stupid question, but since desolid characters can't affect the physical world without buying powers that have the advantage "Affects Physical World," does that mean the character cannot use "Can't Hit Me" along with any attacks that phase?
  11. Re: GPS Unit The yo-yo is hilarious! Thanks for the smile!
  12. Re: GPS Unit Thank you for the feedback. I'll try to simplify -- I tend to get carried away.
  13. I've attempted to make a GPS unit that is fairly similar to our current technology (for use in a sci-fi campaign). I'm very new to this and would appreciate feedback. In particular, I'm interested in how to simulate rechargeable batteries and how to show that a GPS unit isn't helpful without maps or knowledge of the are.I created it as a computer. I think that I broke lots of "rules" by placing talents in a multipower framework.Anyway, any comments or help will be appreciated.<GPS UnitPlayer: Val** Char*** Cost 0** DEX -30 12** INT 2 * 1** SPD 0 *Characteristics Cost: -28Cost** Power END 3** GPS Unit: Multipower, 9-point reserve, 1 Continuing Fuel Charge lasting 6 Hours (Recovers Under Limited Circumstances; refuels by recharging; 1 hour; -0; +0) (9 Active Points); OAF (-1), Conditional Power Power does not work in Common Circumstances (Only Works On Planet Gronglarbyrt; -1/2), Conditional Power Power Only Works Above Ground (-1/4)* 1u** 1) Electronic Compass: Bump Of Direction (3 Active Points)* 1u** 2) Waypoint Memory: Eidetic Memory (5 Active Points); Custom Modifier (Only For Marked Waypoints; -1)* 1u** 3) Astronomical Database: Eidetic Memory (5 Active Points); Custom Modifier (Only Gronglarbyrt sun and satellites; -1) [Notes: Can be used to show position of Gronglarbyrt's satellites and to tell time until sunrise or sunset. Calendar date can be changed to show times and positions for previous or future dates.]* 1u** 4) Clock: Absolute Time Sense (3 Active Points)* 1u** 5) Calculator: Lightning Calculator (3 Active Points)* 1u** 6) Navigation (Land, Marine) 14- (9 Active Points) [Notes: Will only tell direction and coordinates. This information is not helpful unless the user is familiar with the area. If map chips are installed, the unit will precisely locate the user on the map.]* 1u** 7) Local Area Map Chip: AK (6 Active Points); OAF Fragile (-1 1/4) 13-* 1u** 8) Planetary Map Chip: AK: Planet Gronglarbyrt (6 Active Points); OAF Fragile (-1 1/4) 13-* 1u** 9) Navigate: Program [Notes: Provides compass, elevation, direction of travel, distance to destination, and estimated time to destination for any route or waypoint stored in the GPS unit.]* 1u** 10) Track Log: Program [Notes: Automatically marks waypoints at specified interval while the unit remains on. The waypoints can then be used to backtrack along original course. Intervals can be set between .25 km - 199 km or 1 minute - 99 hours.]* 1u** 11) Area Calculator: Program [Notes: This program will calculate the area between 3 or more waypoints that form a perimeter.]* Powers Cost: 14Cost** Talent 2** Eidetic Memory (5 Active Points); Custom Modifier (Only For Marked Waypoints; -1)* 3** Lightning Calculator [Notes: Used for making navigation calculations. The user may also perform calculations like on a standard calculator.]* Talents Cost: 5Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: -9
  14. I'm thinking of buying Fantasy Hero, but I'd like more information. Specifically, I'd appreciate knowing whether there is information on seafaring and creating ships. I'm thinking of running a fantasy campaign on a world that has numerous islands but no real continents. Unfortunately, I'm a land lubber so I'll need information on different types of ships, how to create them, sailing and nautical terms, navigation, etc. Please let me know if FH will help. Also, if you're aware of any internet resources, I'd love to know about them.
×
×
  • Create New...