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Yamo

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Everything posted by Yamo

  1. If I'm not mistaken, a Constant attack continues to affect the target on each of the user's subsequent Phases for as long as it's maintained, without requiring a new attack roll. Okay, so far, so good. What trips me up is this: Unless I'm mistaken, this applies to Powers bought through Foci and such, as well. Thus, a SPD 1 guy aims a flamethrower (Constant attack) at a target and holds down the trigger. After taking initial damage, the target sustains further damage during each subsequent Phase 7. Later, a SPD 12 guy picks up the exact same flamehrower, aims it at the exact same target, holds down the trigger and then proceeds to dish out damage with it twelve times as fast! Similarly, a napalm grenade would incinerate a target twelve times quicker if SPD 12 guy lobbed it than if SPD 1 guy did. Huh? Needless to say, this makes no sense whatsoever! Is there any way to solve this problem? Or am I mistaken (hope so!) as to whether it works this way at all? Note: This is assuming a Heroic-type campaign where none of these characters paid points for their equipment. In a Superheroic one, it's much easier to justify Constant Powers working this way, I imagine.
  2. I want to use this method SO BAD (along with a "mana pool" END Reserve to fuel the Multipower), but I have one problem. That problem is utility and defensive spells. Player: Goblins! I cast my Mage Shield spell! GM: Okay. Your Light spell is extinguished. Player: Crap! Well, uh, now I blast the leader with my Fire Bolt, I guess. GM: Okay. Your Mage Shield vanishes. A goblin arrow hits you in the head. Better go make up a new character. Player: %@! Any ideas on how I could get around this? Reasonable-sized VPPs have a similar problem. And buying all the Powers individually is just too expensive. Either that, or the spells all end up with -4 or more in Limitations and just feel buggy and weak. I just don't know how to handle Constant and Persistant defenses and utility spells with the Multipower method. They vanish as soon as the mage tries to do more than one thing at once!
  3. Looking at my copy of Ultimate Vehicle, I see the writeup for vehicles with ejector seats. My problem is this: The ejector seats are built as Telekinesis that affects a whole object "only to throw object straight up." Shouldn't there be some sort of, oh, I don't know...PARACHUTE involved? Seems to me that an ejector seat in a fighter jet that just shot the pilot up out of the cockpit with no provision for making sure he reached the ground without splatting would be silly to say the least! Sure, I guess you could add the parachute write-up from FREd, but the pre-made vehicles with ejector seats don't opt to. What's the point of this feature as written? It's basically a suicide device.
  4. Would you rather tap out, or go unconscious from the agony?
  5. Without any optional martial arts rules, you might try: Submission Hold: HKA 1/2d6, NND (defense is having no limbs, pliable limbs, or rigid joint protection; +1), Continuous (+1) (30 Active Points), Limited Power: Only On Grabbed Opponents (-1/2), Total Cost: 20 Points
  6. Yes, but I'd want him to actually be able to succeed on Gardening Rolls (i.r. Rolls that those Skills would allow you to make)...just only on a -3.
  7. Tell me that when the Aids and Drains hit. I loooooooooooooove punishing min-maxers with a flurry of 1d6 Drains and such... "WHO'S EFFICIENT NOW, %#*@!?! HUH!?!"
  8. Also, the Disadvantage method would make it really tricky to buy off the penalty point-by-point. A "-7 OCV With Grabs" Physical Limitation might be Infrequently, Greatly Impairing. So might a "-6 OCV With Grabs" one. Disadvantages are pretty vague that way.
  9. That could be really abusive, though. Say I have INT 20. I buy Mechanics for 3 points, which gives me a roll of -13. Then, I buy two negative Skill Levels with your method at at total cost of -4. I essentially get a -11 skill for free and gain a free character point to boot!
  10. Are there any provisions for being worse at various Skills, Maneuvers, and such than the rulebook assumes? It sounds ridiculous, but I'm curious. For example, can I buy a skill at less than -8? Let's say I buy PS: Gardening at -8. But what if my character concept is a really massively incompetent gardener and I would prefer a roll of -6, -5 or even less? Similarly, what if I want my guy to be okay with other attacks, but really bad with Grabs. Maybe -4 OCV or more, in addition to any other penalties. Or -2 with all firearms, or whatever. There are rules for Negative Skill Levels, but they seem to actually cost points instead of saving them because of the assumption that they'll be used on others as a sort of Attack Power. It would be silly to make a character pay points to be worse than the free default level, though. Is there a legal way to do any of this stuff. For fun, I've always wanted to do a character who technically knows how to do something, but is so bad at is that his applicable Skill Roll is -3. HELP ME UNLOCK THE SECRET OF HERO INCOMPETENCE
  11. What happens to the occupants of a vehicle or building when a Transform alters it dramatically? Examples: The Champions are flying at mach 5 miles above Millenium City in their V-Jet when the sinister Transformo changes it into a trout. What happens to the Champions? Later, Transformo turns the White House into a giant, solid block of stone. Does he effectively get "free kills" against anyone in the building without LS: Self-Contained Breathing when he does this?
  12. Wow. Go figure. I, too, had assumed that Total LS meant every form of LS in the book.
  13. I thought they made a big deal in the text about how he was STRUGGLING to find some means of extending his life. Total LS would seem to imply that he's already immortal... Does this qualify as additional eratta for CKC?
  14. Besides, you don't need a conspiracy theory when Occam's Razor would seem to indicate a more down-to-earth explaination: The people making these nominations can't tell a good game from a hole in the ground. Oh, well.
  15. Need some more tricky Power-building help. 1. Voodoo doll. Classic sympathetic magic where damaging or destroying some of the target's personal effects automatically deals damage to the target in turn. 2. A neat little spell from the Unknown Armies RPG. Caster specifies a target known to him that he wishes to communicate a short message to. The next time the target looks at a television screen, he (and only he) sees and hears the caster reciting the message. 3. Melee deflection/reflection. Knocking aside HTH attacks so that they affect other targets in range, or even the attackers themselves. As usual, Active and Real Point costs not wildly in excess of the Power's general usefulness and non-clumsy (or "kludgy") solutions are best. I like my Power constructs fairly-costed and elegant. Thanks.
  16. The only solution is clearly to activate the time stopping Power the second the campaign starts and then never deactivate it.
  17. I don't get it. What's wrong with the Damage Shield rules? It's a powerful ability with an approiately high cost. Any cheaper would be too cheap for the benefit.
  18. Found this character descriptions on another message board and I just couldn't resist pondering how to convert them to HERO System terms. These ones seem really tricky, though! Any ideas?
  19. I second insuring that FH is at least the length and depth of Star HERO. At least. More and longer is ever better.
  20. How, exactly? The way I see it, there's no fully-legal way to do any of those things. Care to give me a case-by-case rundown if you know something about it I don't?
  21. HERO is the ultimate universal RPG. Anything it can't do is a bug. Why have arbitrary limits when heroic fiction often doesn't? I say: Just throw a big stop sign on it and let the GM decide. Invulnerability? Sure! No-miss attacks? Sure! Instant-kill-regardless-of-defenses attacks? Sure! Aborting to attacks? Sure! Throw it all in and let the GMs decide, that's what I say. Empower the gamers, don't hold them back and force lame debates like this where they have to struggle to patch the system to emulate their source material. That's stupid. My two cents, anyway.
  22. Just buy a second Desolidification "Only To Protect Against The Affects Desolidified Advantage."
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