Jump to content

Grailknight

HERO Member
  • Posts

    2,756
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Grailknight

  1. So, starting from Martial Moves, would this be appropriate. Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 2d6 +v/10; Target Falls; FMove That's a 5-pt maneuver already in Hero Designer. Now, we just would need to decide what penalties would apply to the untrained version.
  2. Yes, Target falls is the key element of a football tackle. Again, tackle can have other contexts that emphasize the Grab as a primary element.
  3. A quick perusal of football highlights tells me that a tackle does not have to have the grab element. But we make just be using different definitions of the word while thinking of two very different acts.
  4. Flying Tackle has no need to be redone though. It's right there in Hero Designer. Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2d6 +v/10 Strike; You Fall, Target Falls; FMove
  5. 1- Yes. 2- At the end of segment 9. 3- Yes, though with the minuses for multiple opponents, I doubt it'll be effective. I'd use a Martial Dodge instead.
  6. I'd go with Resistant Defense with a Linked LS(A Limited Self-Contained Breathing). You might also consider making a Custom Adder for Resistant Protection similar to the Affects liquids for TK.
  7. This is Hero. It's all relative. To define Ralph properly you'd need a baseline for that entire universe in powers and how it's physics work. Give me that and I'll get back to you.
  8. Only three countries represented by villainesses though? Seems like there should be more.
  9. The limit of two pick off moves will have a much greater effect on base running. The shift rule just stops the extreme shifts because the shortstop or second baseman can be one or two steps on their designated sides while the other is deep in the hole.
  10. I disagree with you on doormats thing. Alabama and Georgia are currently on top, but both remain beatable. I'd group the league in 4 tiers. 1- Alabama and Georgia. They're on top until someone knocks them off and have earned favorite status. 2- LSU, Oklahoma, Florida, Texas A&M, Texas, and Auburn. All of these teams have beaten one or both of the top dogs recently and have the potential to do it again. I'm giving Texas and Oklahoma credit here because of talent but Texas may belong in the next tier based on performance. But they were beating Alabama until their QB got hurt this year. 3-Tennessee, Arkansas, Missouri, Ole Miss, Mississippi State, Kentucky and South Carolina. All of these teams are capable of contending once every 4 or 5 years and none of them can be taken lightly. Tennessee may be back to tier 2 status, but we need to give them a year to see. 4- Vanderbilt. They're a founding member of the SEC, I guess, but one of these things is not like the others.
  11. That's why I said 2x terminal velocity. That stops you in one and only requires you to be conscious in that last segment.
  12. I don't have anything to add to the damage and CV advice above. It's pretty thoroughly covered. But you do need to also decide how super you want your supers to be. Are the police and petty criminals a threat? Are conventional military forces? If you want them to be, then you may need to stay lower than the 12 DC guideline given here. You can run a perfectly fine Supers campaign with DC's in the 8-10 range and lower CV and Def. That 400 starting points total will go further towards fleshing out characters with skills and side powers also.
  13. Now that @unclevald has mentioned it, Combat Acceleration on enough Flight to cover 2x (because of falling) Terminal Velocity is the best answer I can think of. It doesn't involve any die rolls and so is immune to extreme results and it stops the user in that one Segment before they strike the ground.
  14. None of the above. Terminal velocity Flight, position shift with No Conscious Control and Only to avoid falling damage. Not appearing to slow down and sticking the landing is the SFX.
  15. I'm sorry, I wasn't clear with my reasons. My main quibble with Deady Blow came with the character creation experience of a Dark Champions that i was asked to GM over a summer using 5th Edition rules. The players had seen the old 4th Edition rules and material and wanted a change. Let's just say their expectations were a tad different than mine. I wanted ESWAT with 6-8 DC's and they tacked on 2-3 levels of Deadly Blow, 4-6 Level vs Hit Locations and 4-6 Combat Levels. My reaction upon seeing the initial sheets was ... poor. It took two sessions, but I finally got the message through to them that doing 5d6 AP KA's at 10 CV with their handguns and combat knives was just a little excessive. I finally had to show them this by running their Dark Champions PC's vs their regular Champions PC's. That was a brutal fight with the Champions PC's prevailing due to higher SPD. But two were killed outright and another had to be hospitalized. All was good after that, and we went on to have several other short campaigns that were pretty nice.
  16. I didn't see the face mask but I'll take your word for it. The grounding was legit though. And this was a poorly officiated game all around. Barnwell analyzes the game here. Making sense of Bengals-Chiefs, 49ers-Eagles in NFL playoffs (espn.com)
  17. Well for the third-down do-over, they did find a replay of one of the officials in the secondary blowing the play dead. He just wasn't demonstrative enough to make himself seen and heard. The grounding call was a good call. Both eligible receivers who initially stayed in the backfield to block released and were past the line of scrimmage when Burrow threw that ball. And it was an obvious spike with no attempt at a completion while under duress in the pocket.
  18. I wouldn't have many problems with Deadly Blow except for the fact that it adds to the Attack's base damage before other modifiers and doubling. As I said, if it worked this way, I'd be cool with it, but it doesn't. It instead says that goes from base to base +X DC's, gets all the Advantages for free and can be doubled from the new b
  19. I've done this in a short-term campaign. We just ported over the Grab, Block and NND based maneuvers and used the Ranged Martial Arts for the Strikes and Throws as there are already maneuvers written for those.
  20. But that's just one of the standard options on an AVAD Attack. Nothing new here. The OP question referencing this was for Attacks that do not have AVAD attached.
  21. Youjo Senki(The Saga of Tanya the Evil) deals with this in a unique way. Truck-Kun is a godlike being in charge of multiversal resurrections and not a particularly nice one.
  22. The AVAD rules already cover this. Attaching All or Nothing to an Attack that is not against a Limited Defense would be making that attack useless. Nothing in the game worth attacking has 0 PD or ED and very few things have 0 Resistant Defenses. And if the target has 1 point, the entire attack bounces.
  23. If you have time for research Hulu has the latest series of Sailor Moon.
  24. Or with a little system mastery and some in game patience you could do it like this: Severe Transform 1d6, Improved Results Group (+1), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (65-128 damage increments, damage occurs every 5 Minutes, +4) (90 Active Points) I didn't put on any Limitations to lower the price but that's easy enough to tailor to your campaign. This Power will add 992 Active Points to a target with 18 BODY and 15 Power Defense. And you can give each of your new rampaging horde/army/harem a different powerset to go with their new beliefs/ingrained loyalties/secret weaknesses that you choose for them at the time of creation. The process takes 10hr, 40min to run its course so you'll have to stop them from finding a way to turn it off, if they're unwilling, for that amount of time. The only limit to this power is the number of available targets. And your first "recruit" should get a powerset that allows them to gather and isolate others. So yes, you can build an abusive use of Transform on that 400-point character. It's easy. It comes down to being a diligent GM or responsible player. Oh, if your creator is pressed for time, here's a 6min, 32sec version that actually is cheaper and adds 160 Active Points more than the first example for 1/2 the cost. Severe Transform 1 point, Improved Results Group (+1), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (257-512) damage increments, damage occurs every Segment, +7) (45 Active Points)
  25. You should be asking that question of Opal, not me. The lack of third party buy-in was one of the various reasons that I didn't enumerate.
×
×
  • Create New...