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Roy_The_Ruthles

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Everything posted by Roy_The_Ruthles

  1. Re: Telepresence robot suits. I would either build this as duplication or summon. Probably as a duplication with some physical complication like Light Speed Delay.
  2. Re: Remote control vehicles? It depends on the genre and optional rules. An AI would be the default method, but if you were using Cyberkinesis (which I don't) you can mind control the vehicle. Or in a more low powered heroic game, you could do it with equipment (probably built as a summon, or transmit sense, or mind control).
  3. Re: Summoned Creatures (who are worth a darn) on a Budget. What genre is this for? Some of the limitations and complications seem to be oddly priced. I'm looking at... "Does not work under intense magnetic fields or underwater (shorts out). -1/2***** " Which is -1/2 for the first character, and two -1/4 for the summons. It should probably be -0 or -1/4 total depending on how often you expect to fight in intense magnetic fields or underwater. That also combines with both characters having suseptible to being underwater. This means that if you have an underwater adventure, you really don't get to participate, which means the GM won't throw you any, thus it ends up never coming up. I dislike these kinds of builds (ones based around excluding various adventure locals), and then getting rewarded for excluding them. What is Physical complication "out of shape" mean in game terms? Finally, I suggest looking at the Loyal limitation rather than slavishly devoted. A Loyal summon will still fight to defend you which is often good enough. Mass and Real Armor are often not appropriate for a super heroic game.
  4. Re: What would do more damage to a non-living object? (also Shatter Limb) Define the effect of a shattered limb. I usually define it as -2 CV and use minor transform, but you may want drain running with reduced fade rate, or major transform depending on what you want the effect to be.
  5. Re: What would do more damage to a non-living object? (also Shatter Limb) Dispel is kinda odd, since the device can reactive itself as a 0 phase action. Drain would be restored at 5 active points per post-phase 12. Transform would work, I especially like minor transform to give people -2 CV penalties. If you go with a transform, you should probably specify that Healing would need "heals limbs" (which might be an advantage on your power). I think I'd go with a large killing attack, only vs. objects though if I wanted to break them with a touch. 6d6 KA vs. Objects should break most small things quickly or large things in a few seconds.
  6. Re: Just what is Luck to you? My group usually uses luck as a metagame effect. You can request to roll it on occasion, but the GM has the final say. With reroll luck (from the APG) we allow a player to know if they are succeeding or failing before rerolling the dice.
  7. Re: Ideas needed for a 600 year old hero Some of this depends on what you classify as normal, and how much you will use tech. Throw dirt in people's eyes (flash) Give people imparing wounds (with a little i, not to be confused with the book definition, i'm talking Minor Transform, person to wounded person (giving -2 CV)) Bolas or net (entangle)
  8. Re: Ideas needed for a 600 year old hero Because the original question was handling combat, I'm going to go with: Be at the campaign caps for DCs, CVs, and DEF, don't let your concept make you worse than everyone else. Communicate with other players to make sure are on the same page with regards to movement (If we plan to fly places, can someone carry me?). Get your sword as an HKA, 15-20 STR, som CSLs, and I'd suggest a little regen (just because you have a large BODY score, so I expect you expect to take frequent BODY damage). Buy up REC, that will help too.
  9. Re: Ideas needed for a 600 year old hero what point total, and what genre? Guy who acts first and hits people with a sword is not a bad combat style, just make sure you are not weaker than the other characters, or lack critical abilities (flying in a game where all combat is arial)
  10. Re: How to understand the SuperHero Genre I will try and repeat as little as possible: I find the most consistant difference between super heroes and D&D-esq fantasy adventurers is morality. In D&D-esq fantasy you kill bad guys and take their stuff; whereas in most Super Hero genres, you beat up the badguys, then fix the problem through less lethal means (jail, a moral speach, another beating). Also the stuff you take tends to not work for you unless you pay CP
  11. Re: Star Wars Hero: Advice please... High powered heroic, with PCs having the option to use RSR or not, and no frameworks (this was for less powerful jedi)
  12. Re: Stealth in Space Planets tend to not be emitting radiation in every direction by default. That makes them fairly stealthy. Ones that are emitting radiation in all directions shouldn't be that hard. As far as the beam of light trick to blind sensors, I still don’t understand how a single vector beam could imitate a wide angle signal. It should be possible to calculate the drop off of signal and thus locate the center of the beam, which is where you fire. It’s like shooting the direction that’s holding a flashlight on you, with seeking bullets. It seems like the system would have to: 1) Use spies to find the design and location of all sensors in a system 2) From outside detection range, blind all sensors with light speed interference. 3) These sensor beams need to outrun the light speed emissions of the ship which launched them, or else the defenders have a position fix. 4) Avoid having this single position fix triangulated, and missiles fired upon it, which would actively search for the ship as well. My problem seems to be that to blind a sensor you need to have been undetected, which was the point of the decoy beams in the first place. Once you have been detected, you need to blind every missile from every angle from finding you. This also includes avoiding predicatively launched missiles, trying to intercept you if they manage to get 2 data points and plot your momentum. Also, the sensors would probably be armed, since any station could have minutes, if not hours of light speed delay. At least, they would be armed if the system had any reason to expect intruders. Re decoys: Any decoy would need to match the propulsion signature and momentum of the ship it is decoying. This would require it to be as massive as the ship it is decoying, which makes it almost as expensive as a real ship. Stragetic stealth is possible, via launching an object with 0 ΔV, from outside detection range. I’d like to think that electromagnetic launching systems would minimize generated heat, but you would still have heat from whatever power plant did the generating. But either way, if you launched from far enough away, you could get strategic stealth, but any plan for 6 months in the future might as well have been a KE kill missile at near C speeds.
  13. Re: Commentary on a magic system Looking at your magic system, I don’t want to really comment about the fluff, and I do want to focus on the campaign and the mechanics. The playablility of mages in combat depends highly on what sort of skill checks you are looking at, and how good magic is. A character with a 23- on Magic (Formulaic) can reliably fire off 1 phase spells (which is very playable). A character with 18- on Magic (Formulaic), but spells are very powerful and will tip a fight in the mage’s favor is also playable (you are unreliable, but when you get one off, you contribute a great deal). Battle Focus is used to “charge up” before casting, so a speed 4 wizard can either take a -5 penalty and cast in a turn, or a -4 penalty and cast in 1 phase if they make 3 battle focus checks. I’m not a big fan of “1 turn” casting durations, because they leave you very prone to interruption, especially with gestures. As soon as you start, you are the target of every enemy character, who wants to grapple you. For battle focus, do you need to spend a phase each time you are hurt? Or only when previously used battle focus? Can you battle focus multiple times on a single spell? Do the mandatory phases still give a +2 to your Magic (Formulaic) roll? Could you give a better idea of spells relative to the campaign setting? If most spells are utility spells and are cast out of combat, then the wizard doesn’t need to worry as much. If most spells are combat spells, it is very important to make sure wizards are not the concept of “I am very vulnerable for an entire fight, with the possibility of payout” and “when I fail a roll, I am no longer useful”. The fact that failed spells still go off helps that problem though. I have more thoughts, but that’s a start.
  14. Re: Too versatile! Do you usually represent this with VPPs? or with multipowers, variable effects, and variable special effect? I'm trying to get a handle on the mechancis because I'm not sure if this is a problem with builds, or with concepts.
  15. Re: How Do You Build Sneezing Powder? It sounds like this might be some variant of entangle. I know if you grab someone in the head limb you can keep them from using incantations, and incantations doesn't cost any more than restrainable, so I'd be going for an entangle resisted with CON or EGO probably. The only reason I don't like Flash, is it seems like it would be too cheap.
  16. Re: Stops the shrapnel but not the kinetic energy If you really wanted to build a power that convered killing damage to normal damage, build it as resistant protection with a side effect of doing normal damage. I would however, just build it as resistant protection and call it "good enough".
  17. Re: WW 2 soldier Templates My question was more about what sort of role they should be playing in the game. A game about soldiers where soldiers are the primary threat, has much more badass soldiers than a game about superheroes who punch nazi supervillians and clear rooms of mook soldiers at a time. Do you have access to the 6th ed books?
  18. Re: How Do You Build Sneezing Powder? what effect do you want from sneezing? just to be blind to the smell/taste group? or dehibilitating sneezing fits? or causing them to sneeze so hard their chest hurts?
  19. Re: WW 2 soldier Templates What sort of genre? Golden Age Superheroes is different from Inglorious Bastards. Either way you want teamwork, some stats, a few KS, PS, and some CSLs
  20. Re: Homemade GM Screen essential tables? if you haven't memorized them, I suggest the following tables: Hit Locations, Object DEF, Maneuver penalties, speed chart, and a 3d6 probability table
  21. Re: How Magic Changes Architecture You need to define what the abilities of your magic system are, before you can build your culture. Two dimensional fortifications may be untenable if people can launch mental attacks from the horizon, or if flying is so common that armies can fly over your castle. These are just two examples of ways fortification technology would need to adapt. Could you be more specific in your setting?
  22. Re: 6th Ed House Rules Or you can have that be part of "real weapon" limitation.
  23. Re: Cause vomit power... Drain OCV/DCV/other stat, Some variant of change environment, or my favorite: the CON entangle.
  24. Re: World of Darkness Garou Template So building a power that recovers you from being stunned is actually quite complicated. I'm sure you could hand wave the exact interrelation between being stunned and triggered con, but my first thoughts are: 1) Con all the time that requires END when used (this does change it so you choose when attacked if you want to not be stunned) 2) Cannot be stunned with a continuing charge, trigger, and the limitation that it only applies to one application of being stunned 3) 12 secondary speed with "only to recover from being stunned" that's off the top of my head, more limitations are of course required
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