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MitchellS

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Everything posted by MitchellS

  1. Re: Ponderance.... Gravitar has the advantage of the KS. She'll have a basic idea that Firewing is honorable and likes a challenge. Firewing's going to start off small with his 14d6 attack not knowing whether Gravitar is a worth opponent or not. She'll be counting on that. She'll suck up his phase 12 attack and then nail him with her 20d6 TK. Firewing will need to use flight with his strength to try and break out [it's about an even chance]. Gravitar needs to keep him busy and away from attacking because once he hits with the NND she's stunned and will go out before she can recover. If she can maintain the TK on 12, 2, 4, and 6 she'll win. If Firewing gets out before then an hits with the NND he'll win. IMO Gravitar can only lose by taking the deflect defensive stance [which I don't think her overconfidence will allow her to do anyway].
  2. Re: Ponderance.... Firewing's an honorable foe. He's not going to start the game with the NND or even his biggest attack against an unknown female. He's going to attack 7 times in the first turn and probably get deflected 6 of them. On the 7th he'll see that his 14d6 attack isn't enough to hurt her. For the second turn he'll upgrade to the 12d6 AP. That'll get 10 through her FF and FW but she'll recover it at the end of 12. That'll cost him 28 End but he recovers 25 of it. On turn 3 he will go with the NND. An average roll will stun Gravitar on phase 12, meaning she'll lose her phase 2 deflect. Firewing will hit her with the 16d6 eb on phase 2 to save end. That'll stun her again. Turn 3, Phase 12 takes 35 from NND, recovers 20. She's at 45 stun and stunned. Turn 4, Phase 2 takes 56 from 16d6, ED is 24, she takes 32. She's at 12 stun and stunned. Turn 4, Phase 4 takes 56 from 16d6, ED is 24, she takes 32. She's at -20 stun and stunned. If Gravitar follows the "deflect" strategy she loses in 3.5 turns assuming Firewing hits and she manages to deflect each round.
  3. Re: Ponderance.... The only argument I am making is that you can only take ONE attack action per phase. Missile deflection is an attack action, as such if you do it in your phase you cannot make any other attack action that phase. You can't both deflect and attack in the same phase. That would be completely counter to the rules. As I stated, it's pointless to debate it. If you want the true answer then ask Steve. It's never too late to fix 26 year old problems.
  4. Re: Green Goblin Jet Boarding Questions. Build it as a vehicle rather then a focus.
  5. Re: Nightwind: A Proper Fit for the Champions?
  6. Re: Champs - news of the world questions I haven't seen the book cover yet [my book must be coming by snail-train] but here's the Queen cover:
  7. Re: Champs - news of the world questions I think he wanted the names of the superheroes in the book, not the artists.
  8. Re: Jury-Rigging PSL's are how I'd handle it. If I remember the chart correctly going from 1 hour to 5 minutes would be 2 time shifts and would require a -6 skill roll, so 5-6 PSLs should cover it.
  9. Re: Nightwind: A Proper Fit for the Champions?
  10. Re: Nightwind: A Proper Fit for the Champions? That's Nighthawk. He's the one who was replaced by Nightwind. Nightwind's the guy who studied at the Yengtao Temple. He has the multipower of different martial arts maneuvers: Hiragoyoshi’s Waltzing Butterfly, the Sublime Whirlwind Of Cheng-Hwan, etc.
  11. Re: Nightwind: A Proper Fit for the Champions?
  12. Re: Nightwind: A Proper Fit for the Champions? I don't believe Nightwind considered thugs to be a threat to him. He can walk through thugs without ever needing to pull his guns. There's no challenge for him there. Mechassassin would be a gun-drawing reason [but again, the guns will be unable to harm him due to rPD].
  13. Re: Nightwind: A Proper Fit for the Champions?
  14. Re: Nightwind: A Proper Fit for the Champions?
  15. Re: Nightwind: A Proper Fit for the Champions? A killing attack doesn't mean anything if it can't really injure someone, so there's no intent to kill in most cases. For example, CKC has 78 characters with 8 resistant defense or higher [8 being the average on 2d6+1], 10 characters with resistant defenses below 8, and only 1 character with none at all. That basically means 88% of the characters don't care if you're trying to kill them or not. Sometimes intent and mechanics don't coexist. Considering the book lists glass as 1/1 and reinforced glass as 2/1 I'd say your GM hosed you.
  16. Re: Nightwind: A Proper Fit for the Champions? It seems to me that the guns are a rather small part of Nightwind's overall arsenal. My copy of CU:NotW hasn't arrived yet so I don't know if Nightwind gets a new writeup but his MC writeup gives him a 30 point VPP for weapons, so it seems to me the guns are more of an afterthought then a first-choice weapon. I also think there's a certain game disconnect required. Within the context of the game guns are often no more lethal then anything else when you take normals out of the equation [and even then a normal is going to be killed by a 12d6 eb more quickly then he is a 2d6+1 desert eagle]. So Nightwind is not any more lethal then Defender within the context of the game.
  17. Re: Measurement in HERO The game uses 1" as a scale because most hex mats [we called it hex paper] used 1" as a common size. I've played Hero on 1/2" hex mats and 1.5" hex mats. So really the 1" only refers to the size of the mat you're using. Since Hero Games was a US company it was also easier to use inches for people who only used a ruler.
  18. Re: Fantasy Travel Question To keep things simple our house rule was that a horse could comfortably travel as many miles per day as their con score [that was assuming a normal weight load, and was the reason people tried to buy healthy horses]. For every mile past con it cost the horse 1 LTE up to double con distance. For every mile after double con it cost the horse 1 body. Each +2" of running added 1 mile to the distance. So a 20 con horse can comfortably travel 20 miles per day and can burn 20 LTE to travel 40 miles. If a horse had a 15 body it could travel up to 55 miles before dying from exhaustion.
  19. Re: Lycanthropy I think the point of the build was to have a way of handling without GM's intervention. Thus always on was chosen rather then uncontrolled.
  20. Re: Lycanthropy In the grand scheme of things always on is "uncontrolled."
  21. Re: Lycanthropy It's persistent because it's always on. It's just making the transformation part of the chemistry of the creature rather then a conscious attack. Every time the creature bites you he is infecting you even though he's not actually trying to activate and use the transform.
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