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Onyxclaw

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Posts posted by Onyxclaw

  1. Re: Walking On The Sun

     

    Of course if your character is tough enough to endure the sun, which really isn't that big of a feat...it is the weather there that is the killer that and the gravity, but I digress. It is the fact that a character that was physically resilient enough to endure the ravages of the Sun would be a very important character since that invulnerability can apply to numerous situations.

     

    Steve and gang really need to create a cost effective invulnerability power so that high temps, long falls, and other superheroic staples can be dealt with on a cost effective basis. A low, medium, high spread costing 50, 75 and 100 CP would be ideal.

     

    Hawksmoor

     

    Edit: resistance to reduction

    Yes, that would be great...but also would open up a new can of worms.

     

    Generally I house rule "invulnerability" at 120AP !00% Damage reeductione with the requirement that it must have a SFX limitation that is worth at least -1/2. Forexample, if you want to be entirely immune to all damage from Fire SFX attacks then you may buy this with the limitation, only v. fire, or only verses all physical attacks (PD only no ED). I will not allow anyone to simply take it againts all attacks and you have to clear it through me.

     

    Low, medium, and higher invulnerability are best represented IMO as Damage reduction. Since that is basically what Invulnerability is. If you want to lump in living in high temperatures and being fine, or all the other comic things that superman can do well...it should cost a lot. So I'm fine with having to buy the life supports.

  2. Re: Walking On The Sun

     

    Hero has always had a problem with environmental issues and life support. The simple fact is that 1-2 points of life support shouldn't make you immune to the sun's heat. What Hero really needs is an environmental immunity power of its own. Something which costs from 5 to 50 points [thus having 10 levels] with 5 being the easiest environments to adapt to [underwater' date= etc] and 10 being the highest [the sun and other extremely lethal environments], IMO.

     

    I would agree here. For my campaign I did something similar with the temperature life supports. There are degrees. If you can stand in a fire, it doesn't mean you can stand in the lava. IMO that is a better way to go, but it's hard to convince players of this, unfortunately.

  3. Re: Walking On The Sun

     

    I'd be satisfied with lifesupport and damage resistance/armour only to protect from heat etc, and call the rest special effect.

     

    I mean, how useful is walking on the sun? Unless as a GM you make the sun the setting for a session or a quest then it's not useful really at all. The real useful aspects of the power are the heat/vaccume/radiation related ones, which is easy enough to mirror with DResist against fire and life support..

     

    Points are generally based on utility. So I wont make a player spend all of his points on flight and armour just to be able to walk on the sun. If I did ask them to buy these powers, I'd give them a huge modifier. Cause it isn't going to happen much.

  4. Re: Another firearm rules thread

     

    eh' date=' you win some you lose some[/quote']

     

    yep, I always get stunned, but rarely take damage.

     

    Honestly though, a good enough killing hit will still kill you. You wont live long enough to feel the stun. But if it doesn't kill you it is very very likely that you will go unconcious.

     

    Besides, bleeding to death from a major attack is even more common than dieing outright. And bleeding to death while unconcious is even more common.

  5. Re: Walking On The Sun

     

    unfortunately, what they said.

     

    Although most of the time I wish it wren't true.

    Because of this I build a lot of my elemental things like fires and what not with a damage shield. Or inmy current game's case, levels of "temperature" tolerance. Not just one all encompasing one.

  6. Re: What Would Your Character Do #33

     

    Zekari is well, an alien. But for a long time people thought she was just an animal (she looks like a steriotypical dragon, only mostly bipedal). She thinks she has a soul, she also thinks that all living things have a life force, and that's her deffinition of soul. So...she'd probubly think that everyone was crazy for not thinking that living things have souls. But then she thinks the church is silly for thinking animals don't too.

     

    She already thinks that human religion is silly. But like I said, she's an alien. And she has no belief in an incorporeal metaphysical God. For her "God" Is very much real and physical. Her name is Shakuras Aniclav Rashkae, and she's existed since the dawn of time...or as long as any of the ketera can remember. And the oldest confirmed of them is around 5 million years old. Shaka says she has a soul. And she believes her.

     

    EDIT:

    oh, and she probubly wouldn't save the pope just for being the pope. As far as she's concerned he's just another figure head. She would nto be pleased with the villans for wasting a perfectly good piece of meat though. How wasteful. They should eat what they kill

  7. Re: The cranky thread

     

    It left me wanting pound my head into the counter repeatedly.

     

    where do you work?

     

    (and I had to drag my mom out of Michales today cause it was 5 min after they called everyone to the front. she got annoyed with me but eh. We did buy $50 worth of stuff though)

  8. Re: Two-Weapon Fighting and Ambidexterity

     

    So' date=' let me see if I understand this. If I've got two weapons in hand, and the TWF skill. I *have* to attack with both weapons. I can't just strike with my dominate hand? If that's the case, it makes absolutely no sense. I've watch many a TWF attack with one hand while holding the other back. Now, if this is saying that I can't just attack with my off hand, then that makes sense.[/quote']

     

    it's saying you can't just attack with your offhand and take no penalty. You can attack just with your offhand and still take a penalty.

     

    you can most definately attack once just with your domonate hand.

     

    But if you choose to attack with both at once, you take no penalties for "sweeping" and no offhand penalties.

  9. Re: Two ways but which do you prefer.

     

    Ouch. I hope he has some Desolidification or some Levels with Dive for Cover' date=' because that Dive for Cover roll is going to suck otherwise. You are aware that use of Teleport or any other Movement Power to avoid an attack simply constitutes a Dive for Cover?[/quote']

     

    he has desolid on an ego roll, wich is pretty easy for him. It's supposed to represent teleporting out and right back into the same space right after the attack occurs. Like blinking. He also has +6 to DFC with Teleport and flight.

     

    so yes

  10. Re: Two ways but which do you prefer.

     

    hmm. I made a character for my high powered game with extra hieghtned sense and mental abilities with a frail form.

     

    He had dex 3, and speed 9, and an int of 33

    But since he is incapable of running and can only get around using his mental abilities, I thought that made sense. Instead of using DCV to dodge attacks he is forced to abort phases to use things like teleport, and it's more of the feel I wanted from him.

     

    He does have rapid fire aswell.

  11. Re: Armor Spell Failure

     

    So you're saying you think it fair that a spellcaster with a 20 STR be equally penalized by 5 kg as a spellcaster with 1 STR?

     

    for DnD only the level of defense and the light/medium/heavy armour classmattered. not str.... so if you wanted to be true to form then I guess so.

     

    Especially since it was more skill related and the armour interfearing with the magic, rather than weighing th user down...unless I'm mistaken. You could also reduce the chance of faliure as you leveled.

     

    Personally I always hated this rule.

     

    It drove me and my halfdragon necromancer crazy.

  12. Re: The Last Word

     

    all three of our cats have gotten sic over the past two weeks or so.

     

    Spooky has pancreitis and is forbidden from eating much in the way of fat

    Katie has a UTI...somehow

    and Beauty ate rubber bands...silly kitty.

     

    They all seem to be doing better though, wich is good. But mom's annoyed cause it all happened at once.

  13. Re: Two-Weapon Fighting and Ambidexterity

     

    the special effect of sweeping or using rapid fire with the two weapon fighting rule is that you use both weapons. I "sweep" him with my double blade attack by using both of my blades rather than one of my blades twice.

     

    Since most weapons are considered "equipment" they also don't usually fall under a multiple power attack.

  14. Re: Shrinking

     

    umm... *stabs herself due to the lack of character in the stats*

     

    anyway, limit shrinking as you like, but I think it makes snese for him to

    a) shrink his sword

    or

    B) not be able to pick it up/swing it.

     

    In a super hero campaign ok, I can see this...but even then...

  15. Re: Two-Weapon Fighting and Ambidexterity

     

    it all depends on the concept you want for your character honestly.

     

    The only character I have built with two weapon fighting (posted on the boards as Ekatrina) also had rapid attack and plenty of csls. (not to mention power claws, find weakness, and a dex roll activated damage reduction)

     

    Her kilrathis esq design wasn't supposed to be ambidextrous for the most part, but she was supposed to be an efficient fighter.

     

    If you want your character to be both, I don't see a problem with taking both. The overlap really doesn't really shotself much at all. I mean, TWF doesn't let you do anythign but attack and sweep at no penalty for using both hands, and ambidex would give you the option to use either hand at any time, but would not give you much of an edge in battle. if you want to credit back a point, go ahead. But I'm not sure it's neccisary.

  16. Re: Creating Our Own World

     

    umm, I'll second the fantasy bit. but sci fi would be fun too.

     

    unfortunately I don't have much to offer world wise. I'm currently trying to adapt a previous world that I was trying to build a system for into Hero, and it's a lot harder than I thought. I would offer it, but I'm not so sure it would be of interest.

  17. Re: Background

     

    I am not a writer, so take my advice with a grain of salt.

     

    If you have the ideas but can not get them down on paper, how about just jot down the ideas however big or small they may be. Then add details of Who, What, Why, Where, When and How. This should not make any sense to a casual passer-by, just brainstorming. Once you have a few sheets of scribble, you should be able to start writing something down in a more cohesive manner. Review, edit, repeat.

     

    that's also a good method, besides, you really don't need that elaborate of a bakcground for most NPCs or even PCs, just a basic idea of what they are about.

     

    If you don't know what they did 10 years ago, who cares? As long as you have enough to keep them from drifting toward all the others you've made you're fine.

     

    Edit: I can never manage to stick to this method, and usually end up in over my head

  18. Re: Background

     

    I tend to look at the backstory as, well, writing the narative of one's life. The most fun I ever had writing one was for an abused character who did not understand the world into which she was dragged.

     

    Every few paragraphs or so her story switched between her view of how her life was and why people did things to her, and the view of the most influencial part of her life at the moment. Unfortunately most of these people were cruel beast tamers, but it made for a great way for my GM to get inside her mind and understand exactly where some of those disadvantages that I had given her came from.

     

    There was a classic scene where she killed her master's dog and brought him back the head expecting him to proud of her for getting rid of something she thought was a drain on his resources and a weak link in his pack. From her point of view all you can hear is triumph and how proud she is and how happy she is to wait for his praise.

     

    On his end you have the disturbing reality as it would have been seen by almost any human, the trailing of the blood, and finding your pet dragon on your desk trilling happily as it's perched on the head of your dog. And the panic and fear that this thig is real, it's not just a novely pet, it's dangerous.

     

    It made for a very compelling story, as that's definately not the end of it. Guess I should have finished it. But after 5 pages I figured he got the idea, and school work had cought up with me.

     

    I still feel that the narative is the best way to approach a person's life. Don't just describe them, tell thier story.

  19. Re: Repulsive Odor

     

    Hmm...anyone want to finish my breakfast? I've lost my appetite. :sick:

     

    I will! It's almost lunchtime here and I forgot to bring mine =P it's sitting on the counter at home waiting for me to come home and get it.

     

    Send that breakfast over my way!

  20. Re: Repulsive Odor

     

    So the exact same sfx description, note the word exact, can be defined by at least 3 different game mechanics.

     

    A strong smell is a strong smell, odious and hard to resist, but to let aplayer come up with the way the world works is flawed, all players see it differently

     

    and all GMs are players.

     

    result

     

    total mess.

     

    but it wouldn't be the same SFX because it would have differen effects. The only part of the SFX that is the same is a foul odor.

     

    I suppose you could say the same thing about a pheramone attack? Where the SFX is always the same in that they are smells, but the result of the smell is different?

     

    What if I want a foul odor that is so terrible that people actually want to smell it just to make sure? You know, like the "wow this smells bad. Does it really smell that bad? let me check, yep it smells that bad" kinda thing.

     

    Or maybe the smell is so bad that it forces people to stay away from you.

    If you build it as an area of effect then it's presence causes a decrease ina bilities perhapse from nausea. But maybe you'r rather that the smell actually force people back and make them unable to smell something else, that would be the flash defense with knockback.

     

    If you'd rather people with high determination be able to get through the smell, then make it a prsence attack.

     

    I don't see how this is a mess. Each effect is just a different way of coming up with "the rest" of the sfx. none of these have the exact same SFX. It might seem that way because each of them causes the player effected to recoil.

     

    I don't have a problem with it.

     

    Just like I don't have a problem with all pheramones working the same way.

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