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Azzy

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Posts posted by Azzy

  1. no Comic Sans? :(

     

    I don't know what font it is but I like the one in this Hero Designer export format: Clark Kent

    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. Some people like some randomness in their damage.

    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. :/

     

    As happens in the movies, someone shot (mortally) will die later. Why? They've taken damage enough to put them in the negative Body but not enough to knock them out. Having the possibility of rolling a 1 on the Stun Multiplier allows this possibility to happen.

    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.

  4. 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?

  5. 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. :D

  6. 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?

    B) 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.

  7. 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.

  8. 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?

  9. Re: Character Creation Cheat Sheet

     

    Okay I am almost done with my update that will add in page numbers for CC (as well as some other additions requested here.) I am now at the Power Modifiers section and wanted some opinions on how I should handle it (as CC does it WAY different that 6e did.)

     

    Option 1: Stick with 6e1 format, only add CC page numbers, by far the easiest method for me.

     

    Option 2: Change to CC format: i.e. all modifiers listed in one section, including pulling the modifiers that were previously listed under the powers themselves into the modifier listings instead (To save space ANY modifier that was used by more than one power was put in the modifiers section in CC, and only modifiers that were unique to a given power are found in that power's description. 6e1 has power modifiers in 3 places: Under the power "type" category for modifiers that apply to all powers in a type, Under the power itself for modifiers that apply to only some powers (but not all of a type), and under the general modifiers section for modifiers that can be taken for nearly any power.) Personally I think this format is a bit easier to read, but would actually increase the size of the document (as I would have to list which powers each modifier can be applied to) and is quite a bit more work.

     

    Option 3: Best of both worlds. Leave the 6e1 modifiers where they are, and add in all of the modifiers that CC puts into the modifer section into the modifier section of my document. Makes the document even LONGER than Option 2, but its easy to find info organized by whatever means you want.

     

    Option 4: Seperate Worlds: One seperate, distinct document for each book. Each one organized by how the information is presented in its respective books. A LOT more work for me, as it means reorgainizing pretty much the whole thing, but everyone gets exactly what they asked for and nothing more. Would also mean that any other books I do would likely be listed the same way (probably one doc for APG1 and APG 2, one doc for all the "Ultimate Series" books i get, one for HSMA, etc.)

     

    If you would prefer one of these options plz let me know, otherwise since I don't know if anyone actually uses this thing I will just go with what works for me and put it up here for EGO's sake :P

     

    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.

  10. 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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