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Azzy

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  1. While that's not exactly what I'm after (I'm terribly picky beyond all sense about fonts), it is a nice font. If you're interested in it, I discovered that it is called Chelsea Market, and is a free font available to download. That said, in searching for that font, it did lead me to a treasure trove of fonts that I believe has what I'm looking for. So, thank you.
  2. I wasn't sure which subforum to post this under, so if it belongs elsewhere mea culpa. I posted here because this is where most of the "supers" fans should be, and hopefully there are some font geeks amongst you, too. Like the subject implies, I'm looking for a font that has a "superhero" feel to it. I've looked about, myself, but I haven't found anything that really strikes me. Thus, I'm turning to you to see if you guys and gals have any suggestions. Generally, what I want is something that has a bit of impact, but is also easily legible (I intend to use it as a header font for game documents). I'd like to avoid fonts that are derived from existing logos and such (thus no Avengers, Star Wars, etc. fonts)... and no Comic Sans. Any help you give pointing me in the right direction will be greatly appreciated and will win you a No Prize.
  3. Thank you. That was a really insightful answer. I can dig that.
  4. Nothing really to add to the thread, except to say that this thread is brilliant. I love the ideas you guys have come up with and it really serves as character inspiration.
  5. That's all well and good. It's why we roll damage dice in the first place. However, this is like randomness redundancy, it's like... Yo dawg, I hear you like randomness. So I put some randomness in your randomness so you can random while you're randoming. :/ See, this I can understand this, but I don't see where this is inhibited by a static multiplier as it's really a matter of the character's BODY vs. STUN.
  6. Okay, for the heck of it I decided to look at and compare DCs between Normal Damage and Killing Damage. 3d6 N is roughly equal to 1d6 K, right? So, on average 3d6 N does 10.5 STUN and 3 BODY. On the other hand, 1d6 K does 3.5 BODY and 7 STUN on average. Okay, it's off by a bit, but no biggie, right? Still, it seems to me that if the Stun Multiplier (not counting Hit Locations) was a static "3" instead of "1d6/2", you'd get a closer (same) average damage with Normal attacks of the same DC. Plus, you'd eliminate an extraneous die roll. Is there any real reason to keep the Stun Lottery when a static multiplier seems both better suit mathematically, easier and less dice intensive?
  7. Re: Blinded by the Light -- How much of a Physical Limitation (if at all)? Okay, to give a bit more detail... I'd say it's Heroic-tier, interstellar sci-fi with more leanings toward "hard" sci-fi (but not slavishly so) than to fast-and-loose space opera. There will be occasional exploration, but no special emphasis on night-time adventures or dark environs. Also, cheers to Greywind & Yamamura for running with the thread title.
  8. Right, so I'm wanting to build a sci-fi character of a species that can see in the dark (but not total darkness), but is especially light-sensitive (say, suffers from the same penalties for darkness when exposed to light). However, there would be gear in the campaign that mitigates this and allows the character to function normally in light. So, do I go with: A) Nightvision, and a Physical Limitation (Light Sensitive). If so, how Impaired and Frequent should I make it, given the access to gear that mitigates the Complication? Since the effect is just a reversal of the circumstance (darkness to light) that the character suffers from the penalty, just handwave and call it good. C) Something else.
  9. Re: How do you feel about House Rules? Even within the same game system, I've used different house rules for different campaigns... Sometimes it's necessary to house rule to maintain the feel of the campaign as much as it is to "fix" an aspect of the rules that you find buggy or otherwise don't care for.
  10. Re: Fear Aura Hmm, that sounds good. Thank you.
  11. Re: Fear Aura Okay, a little more info on the in-game effect and campaign level info. The campaign will likely be Normal Heroic level where the characters have access to mental powers. The creatures (there will be many types of differing degrees of power) are from a different universe with different physical laws. There mere presence is so off-putting that weaker-willed individuals tend to be cowed with fear--running the gamut from fainting, paralysis, running away, etc. (Hence why I initially assumed a PRE attack.) The effect is not a conscious effort (some of the creatures have animal-level intelligence or less), but rather a side-effect of being alien to this universe and its physical laws (this, and the desire to roll less dice, is why I'm considering the Standard Effect). The more "powerful" the creature, the stronger the fear aura is likely to be (the weakest are capable of scaring the bjeebus out of most Normals but rarely make the heroes anything but uncomfortable, regular adversaries may make the heroes uncomfortable or hesitant and occasionally fearful, and elite types may make the heroes run for cover.
  12. Hullo All! I want to build some critters that innately emanate a palpable aura of fear as a passive ability. I know that fear effects are covered by Presence Attacks, but how would this be built? My first guess is buying some extra PRE as a power that's Persistent and Uncontrolled, with a limitation Only for Fear-based Presence Attacks. I'm also inclined to pop the Standard Effect rule on there. Am I going in the right direction? Either way, do you have any suggestions?
  13. Re: Character Creation Cheat Sheet For a newbie like me this is an excellent resource. Thank you for the work you've put into this. As for which option... I dunno. Maybe Option 3. sure, it'd make it longer, but it caters to both. Besides, if you're going to include options from the APGs, Ultimates, etc. you could add their modifiers in the appropriate (powers, modifiers) section, too, rather than section them off to a separate section or document.
  14. Hi, I'm a complete noob and I'm trying to grasp some of the nuances of building powers--especially in regards to weapons and equipment. To this end, I'm looking at the various examples and listed weapons to try to reverse engineer the costs. I'm probably missing something simple (that's usually the way it goes), but it seems that the Active Costs on some of the weapons don't have what I'd expect for their Active Costs. For instance, a great mace has 2d6 damage and lists an AC of 47. However, a HKA 2d6 would be 30 points, plus 0 END for +1/2 for an AC of 45. It doesn't seem possible for there to be another Advantage (another +1/4 would bring it up to 52), so it seems that there must be an Adder in there that I'm missing. However, even a +1 point Adder should only being it up to 46 points (unless you round 46.5 up). It's similar with other weapons both on the HTH and Ranged tables. Also, what is the cost of a -1 to damage (such as the Peacemaker's 2d6-1 damage), while the KA rules mention +5 character points for a +1 pip of damage, subtracting 5 points doesn't seem to add up either. Thank you.
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