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Cantriped

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Everything posted by Cantriped

  1. Every skill that has an opposed roll describes what rolls to use when. For example: Acting is opposed by an INT roll, Charm is opposed by EGO, Concealment is opposed by Perception or Concealment, Disguise is opposed by Perception, Forgery is opposed by Forgery, etc.
  2. Yes. The Mine is typically a no range triggered attack, it is originating from where you were positioned when the trigger was set (i.e. when you planted the mine). The homing attack needs Indirect because when triggered the attack doesn't originate from where the character set it, but from some arbitrary position, usually behind the target and any Barriers they made to protect themselves. I think that wand needs Indirect (Origin Is Wand; +1/4) and Incantations to be activated (usefully) from across the room. especially since you could abuse that to hide behide a barrier. Wands in D&D typically have to be held, pointed, and then spoken at to activate.
  3. I'd build it as a Vehicle with an A.I. Computer integrated into it. Or, if cheaper, as a Character with vehicle-like properties (such as Defenses that Protect Carried Objects). However either way you'll be paying 1/5th of the total points used to create the Mecha.
  4. Riding a Follower is the same as riding any other Character or Automaton, there are already rules for it (they are mostly the same as for Vehicles), for how to make the Automaton's Defenses protect you, and for how to make it take damage like a vehicle.
  5. Blind and sleepy, I'm on a roll. Speaking of rolls... the Skills section should include the skill rolls to save you having to recalculate them over and over.
  6. Your layouts should include PRE and EGO. PRE is used for presence attacks (the mechanic used to frighten, inspire, and persuade others through raw charisma), and EGO sets the bar for resisting mental powers.
  7. Yes! You can even find a few of my write-ups there.
  8. I like the simplistic "+1/4 per additional attempt" that doesn't require maintainance (it makes missile builds much simpler), and stacks nicely with duration and other modifiers. All it needs is the standard "you must define a reasonably common method of evasion" clause.
  9. You calculate each element of a compound power seperately. For example: Powered Armor: Compound Power All Slots (39 APs); OIF (-1/2), Real Armor (-1/4)... 1) Resistant Protection (5 rPD/5 rED), Hardened (+1/4) (19 APs). Cost: 11 points. 2) Life Support (Self-Contained Breathing) (10 APs); 1 Fuel Charge Lasting 1 Day (-0), Linked (Slot 1; -1/4). Cost: 5 points. Total Cost: 16 points. EDIT: The total cost was wrong... so sleepy.
  10. "At-Will" isn't a legal trigger condition, as it must be easily verifiable and needing to use an expensive and unreliable mental power like Telepathy to detect the trigger condition is not "easy". A similar, but legal conditions are "Snapping Your Fingers" or saying "Go Go Magic Bullet" (conditions I would also include Gestures or Incantations to simulate) Also the trigger relies on senses the target possesses, so it cannot Hone In on Hidden or Invisible enemies. You also need Indirect, since the subsequent "activations" don't originate from the Character. Personally that is a lot of modifiers to represent what is essentially a single modifier that is strictly worse than the power being either Constant or Indirect. *Both Constant and Homing powers cost END to maintain; but the former lets you deal damage across multiple phases with one attack roll, while the latter only allows you to make multiple consecutive attempts to damage the target once. An Indirect (Origin Varies; +1/2) Attack has all the actual advantages of a Homing Attack, but without any of the limitations (like costing END or Continuing Charges to maintain, being dispellable, and easily suckered, etc). I have, while they are great on paper, because they give Foci a full suite of characteristics (most importantly Size, Mass, and BODY). In practice they are way, way too complicated, and can significantly reduce the value of Foci without any real return in usability. It was a great idea that was very poorly executed. There are also notation and support issues. Hero Designer does not support expanded Foci, meaning you have to use custom modifiers (which just discourages me from using that crutch anyway). Also, including all the elements Expanded Foci includes bloats even simple objects into full character sheets (or unreadable blocks of text that need extensive annotation). I like the idea enough that I spent months working up a fairer (and easier to adopt) version of Expanded Foci. The main changes (from normal foci) is that my rules treat Foci almost exactly like any other Object (meaning using this system any Hero System Object can be converted into a focus). In use this means you have to define and note the Foci's Size and Mass (in addition to extant traits like Obviousness). Mass is used to determine the Foci's starting BODY (DEF calculation remains unchanged). Note that Objects don't lose powers when damaged, they work like Objects and are nonfunctional at zero BODY, and destroyed at their negative BODY. Under this system a converted Foci's value rarely changes. The value goes down if the Foci is very large (as that makes it easier to see and hit), very heavy (as that eats into your encumbrance and affects moving the item), or very Fragile (has half the BODY and DEF it should, or less) or Complex (acquires an Activation Roll when damaged, just like Complex Objects). The value only rises if the Foci is very Durable (twice the DEF amd BODY).
  11. For Persistant powers like Resistant Protection and Knockback Resistance, yes. But not for powers like Flight or STR, that cost END to use.
  12. Note the special rules regarding Continuing and Fuel Charges when applied to Persistent Powers. Basically if the power it normally always on, even if you are unconsious, than Charges is Never an Advantage (its value remains -0 regardless of how long the charge lasts. Personally I would use the Fuel Charge because it would allow the user to conserve power (it also includes submodifiers for how hard the fuel is to obtain compared to having it recover automatically each day). There are very advanced (and granular) rules fir constructing and representing powered armor in the Hero System Equipment Guide. It might be worth researching. HSEG also has the most comprehensive set of equipment tables for 6th edition currently extant. Useful reference for such a equipment heavy campaign type.
  13. You use the BODY Damage rolled on the dice; before any modifications have taken place (so before Hit Locations, Defenses, Damage Reduction), with one odd exception: Damage Negation actually reduces the damage rolled (you literally roll fewer d6s), therefore it also reduces Knockback. Note that I hate DN because of all the corner cases it created, and I almost never use it. Anyway the point is you don't do more Knockback with a headshot, or less against an armored target. The user's Attack, and the target's Mass and Position are the primary factors in determining Knockback/down.
  14. Don't reduce her effectiveness, she paid 70+ points for the advantage of being able to do what she does. If you need to challange her, use enemies that don't care if they are grabbed, or that can easily escape. Bricks, Mentalists and Martial Artists. Any Brick worth their salt will have more STR than she has TK, making escape a matter of time. Mental Illusions can be used to make her accidently attack teammates much more easily than Mind Control, and in her case effectively knocks out both her and teammate automatically. Martial Escape and Contortionist give a huge bonuses to STR to escape. Also don't forget that Mental Powers (like EGO Blast), and lots of other powers (laser eye beams, frost breath, molten skin) can still be used on the character while the target is grabbed.
  15. With the default Knockdown rules a knife can cause knockdown without the target taking any BODY damage. Presuming a standard knife (a 1/2d6 HKA, STR Min 6) and a character with 16 STR or more. If he hits the target the knife can do up to 7 BODY (on 1d6+1), On average this will result in no Knockdown/back, but if you rolled a 6 or less on the Knockback/down modifier (on 3d6) the attack will cause Knockdown (or 2-8m Knockback). This remains true even if the target wears Armor providing 7 or more rPD (enough to stop the knife from doing BODY). Note, Space Marine armor looks crazy heavy, and probably provides Knockback Resistance (use the Mass templates for guidelines as to how much). Because they are determined the same way, Knockback Resistance also protects the character from Knockdown (unless it is caused by an Impairing or Disabling Wound, as those are described as being automatic).
  16. Any Attack Power which causes BODY damage also automatically causes Knockdown/back as appropriate to the campaign (which is default depends upon the campaign). Killing Attacks cause 1d6 (3.5 on average) less BODY worth of Knockdown/back (due to rolling 3d6 to determine Knock' instead of 2d6). Part of your confusion may have come from the fact that I argue for giving almost all weapons the limitation No Knockdown/back... So that swords and pistols don't send people flying regardless of rolls. No Knockback and No Knockdown are -1/4 regardless of campaign type. So the values of Does Knockdown and Does Knockback are circumstantial. If attacks cause Knockback by default than Does Knockdown is a limitation for those that would have caused Knockback instead (like Blast), and an advantage for those that would not (like Flash). If attacks cause Knockdown by default, than Does Knockdown is still an advantage for some powers, but is never a limitation. Does Knockback becomes an advantage for all such powers.
  17. I'm not sure how Nega-Beam is relevent, besides being highly illegal and abusive. It is the second most terribly written power I've ever seen (the first being Captain Chronos in general and his NND Entangle specifically). Nega-Beam uses Summon to create a "Character" that represents an Attack. HERO System should have long since included an Advantage for representing Homing attacks... so that we did not require such an atrociously built construct to represent a fairly common trope. For Example: Homing (+1/4): Allows the Attack to function similarly to a heat-seeking missile. If a Homing Attack misses its target, it will bank around and attempt to attack the target again next phase (using the same OCV it initially attacked with). A character must normally pay END to maintain a Homing Attack (but needn't take any further action to maintain it). A Homing Attack is considered to have a number of meters of Flight equal to its maximum range. Homing Attacks have a normal Turn Mode (unless it takes No Turn Mode) and must obey all of the standard rules for acceleration/deceleration; meaning that it is fairly easy to block homing attacks (compared to other ranged attacks) or trick them into hitting something else (a Sucker Attack).
  18. For a KISS approach an extra level of Armor Piercing or a few extra DCs for its tier will be sufficient. Another idea that comes to mind is to apply Area Of Effect (1m Radius) to part of the damage (say half) to represent that a close bystander (not to mention all of the target's accessible equipment) might catch shrapnel from the explosion, but wouldn't suffer the full effect of the explosion. On paper it looks complex (the nature of writing out partially advantaged weapons), but in practice you can simply note it as a Splash Weapon on the weapon tables (indicating the spash damage and radius in parentheses so it can vary from weapon to weapon) and include a defination of that property in the table notes.
  19. You misunderstand a couple points. Knockdown and Knockback trigger in exactly the same circumstances, the primary difference is tjat the effect of Knockdown is very limited. Knock Back is the default rule in "Superheroic" campaigns, Knock Down is the default rule in "Heroic" campaigns like yours appears to be (other differences include whether you pay for equipment with points, and the use of optional combat rules like Hit Locations). Impairing & Disabling wounds also cause Knockdown, but that is unrelated. Does Knockdown as an advantage is simply the "Heroic equivalent" of Does Knockback in campaigns where it is inappropriate to send people flying all over the place. As a limitation it falls under the umbrella of the catch-all Limited Power (the RAW legal version of "I pulled it out of my ass"). I gave it a value of -1/4 because while it is objectively worse than a power that does Knockback (and is therefore worth some discount), doing neither Knockback or Knockdown is even worse and still only worth -1/4 (so it shouldn't be any higher either). With GM permission, there isn't anything truely stopping a character from having an Attack Power that causes Double Knockback in a Heroic Campaign (using Knockdown by default)... or one that causes Double Knockdown in a campaign where Knockback is the default rule. The default is most important because of how it affects Strength (which causes Normal Damage and swiftly builds to levels that can cause Knock Down/Back.
  20. For a Rocket that relies on actually penetrating armor to be effective I have two ideas. The first is a higher than normal DC RKA with Reduced Penetration. So that the Bolts can do a lot of extra damage if they can just punch through the armor. The second is a few extra DCs with the Limitation that they only apply to targets with less than a given amount of PD (based on how much of the rocket's damage is from penetration, and how much comes from the explosion. Either results in liquifying unarmored opponents. If that isn't a desired side effect... for example because the rockets are designed to explode inside powered armor, and thus punch through an unarmored human so fast they explode behind the target instead of inside... if the warhead detonates at all; is human flesh even resistant enough to trigger the warhead? The third idea is to buy extra DCs as in idea two, but with harsher limitations: the target must have at least X rPD, or at most Y rPD in order for the additional DCs to apply. PS: Bolter Rockets as described most certainly should be able to blow holes in walls (i.e. they aren't Beams). Logically it would penetrate part way into the surface before exploding, fracturing the entire surface and sending a shower of debries in all directions.
  21. If the Bolters fire rockets than it would make sense for them to be able to cause Knockback, but the described detonation delay would reduce that potential significantly, so I would still suggest either removing Double Knockback, or adding a -1/4 limitation "Does Knockdown" to represent that the weapon is highly likely to knock you off your feet, but not likely to send you flying all over the map. I don't know how to either... I quote the whole post, delete the unneeded section(s), comment below the quote box, rinse and repeat. Like so...
  22. I think it is very, very odd that you've given Double Knockback to the bolt weapons. The first reason is inefficiency, the threshold for causing knockback is 50% higher for Killing Damage than Normal Damage, and KAs only cause 1/6th more BODY per DC (the target's applicable defenses are irrelevent to the Knockback calculation, so it does not matter that the KA will tend to inflict more serious injuries. Attacks intended to cause Knockback usually use Normal Damage instead. The second has to do with the compatibility of the mechanical and special effects. Double Knockback is typically reserved for torrential attacks (I.E. those made with a powerful, but diffuse force, like a gust of wind or wave of water. As I understand it the Bolt Guns are essentially standard firearms (in that they are ballistic weapons that fire reasonably small, high velocity physical projectiles). Such weapons simply don't cause Knockback, the projectile is moving too fast for the force to be distributed evenly. It is far more reasonable to assume those bullets are going to core out or blow off part of whatever they hit. At most, ballistic weapons cause Knockdown (a limited version of Knockback with a flat push distance of 1 hex/2m). A Bolt Gun certainly shouldn't be causing an average of 8m Knockback per shot (meaning a single bullet will consistantly hurl a normal human more than 20 feet backwards), nor should it have a maximum of 42m Knockback. Almost all of these powers should (per RAW) have the Beam modifier as well... Although Beam bundles several minor restrictions that I sometimes choose to seperate. For example, a Lasgun can probably be Spread (if it is a coherent beam as opposed to a energy bolt), while a Bolt Gun could not. Meanwhile a lader is not much use for blowing open a hole in something but an exploding projectile might be.
  23. I think the only supplement for the Champions Universe still slated for publication is the organizations book. But I could be wrong.
  24. This is a genre simulation problem, and such problems are often more easily fixed with design conceit than by changing the rules (in other words... just change how you use the mechanics, not the mechanics themselves. Remember that you have final say on anything players might want to build, and a responsibility to audit such material to ensure it is appropriate to your campaign. No amount of rules-text can prevent abuse and user error. Sure... 15m of Flight has the same cost regardless of user size... except that a vehicle has already paid for its Size as a characteristic, making it pay an added fee based on size for movement powers is double-dipping and contrary to system principles. Given two otherwise identical vehicles the larger (or faster) one should be the more expensive one, and amongst two "equal vehicles" one migut be larger and slower than the other (as points spent on Size don't improve Flight). As for the reason why one ship may buy more less movement than another, there is only one reason that actually matters. Because you said so (and/or because that is what is appropriate to the campaign). If you need your Carriers to be slower than your Fighters, simply don't let the Carrier buy more flight than you let Fighters have.
  25. Technically, Foci aren't legal Forms for Multiform. Even as a house rule it has to deal with a lot of problems... Foci don't have a SPD score, and therefore have no phases with which to activate Multiform. Nor do they have a BODY score so you'd need to adjudicate how damage transfers.
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