Jump to content

Cantriped

HERO Member
  • Posts

    1,737
  • Joined

  • Last visited

  • Days Won

    2

Reputation Activity

  1. Like
    Cantriped reacted to eepjr24 in WH40K Hero   
    I think they need a package of skills to select from to show the variety of roles they can play, at least in some of the fluff. So for example, pick 2 from:
     
    Combat Driving or Combat Piloting
    Demolition
    Electronics
    Mechanics
    Paramedics
    Tracking
    Weaponsmith (or equivalent weapon repair skills)
     
    I suspect they would all have Navigation (Land) unless you are building something into the suit for that. If they have autofire weapons you probably want some penalty skill levels to offset the autofire penalties, possibly also some autofire skills for leaders or special teams. There are a number of Knowledge skills and Area knowledge you could throw in, depending on how much non-combat use they will get. 
     
    I would probably lower their natural OCV / DCV, personally. They are skilled in a specific set of weapons and tactics, but those are better reflected with specific Combat Skill Levels for the most part to me. It is slightly more expensive in some cases but seems to fit the thematics more.
     
    Their Presence is good, but you might consider a level or two of Striking Appearance. These guys are intimidating, in or out of armor. Environmental movement is another thing to consider, many terrain types do not slow them down like they would a normal human.
     
    Just a few thoughts.
     
    - E
     
  2. Like
    Cantriped reacted to Ninja-Bear in WH40K Hero   
    Knasser2 I often don’t recommend just buying a supplement out of hand. In this case though, for $1, in the Hero store is a PDF for Dark Champions where Steve Long updates his templates from 5th to 6th. Among the templates that you might find useful are military templates. Off the top of my head there are Basic military, Delta Force and Rangers and night even be SEALs. For a $1, you can’t go wrong.
  3. Like
    Cantriped reacted to knasser2 in WH40K Hero   
    You say you're not familiar with the setting but whilst this is probably too much for Imperial weaponry, it's oddly reminiscent of the 2nd edition rules for orks. Ork mekboys would sometimes have to roll for random results such as their Shokk Attack Gun which teleported snotlings (think tiny goblins) right up to the enemy to prevent them getting shot whilst trying to get close. Random rolls would have them appearing inside enemy vehicles, inside enemy armour (!) or on the very odd occasion, inside the enemy. There was also, iirc, a bouncing bomb. (Literally, it would bounce around the battlefield before detonating) and an anti-gravity weapon called the Lifta-Droppa. Which lifted enemies high into the air before cutting out and letting Mistress Gravity do her thing.
     
    I'll save this for orks but I'll use the CV modifiers for xenotech (alien weaponry) and maybe some of the more esoteric Imperial weaponry. It might be useful for Space Marine weaponry to stop regular people using it as well, although Strength Minimums will also help there. Thank you for this.
  4. Like
    Cantriped reacted to Funk Thompson in WH40K Hero   
    I think what he is saying is that you can give some gear an inherent CV penalty (say, Terminator Armor = -5 DCV) and that the elite soldiers will have Penalty Skill Levels to offset said penalty.

    That way, you don't have some schmuck climbing into a suit of Terminator armor and becoming equally bad-ass.
  5. Like
    Cantriped reacted to massey in How to Build: "The Accoutrements of Domination"   
    Broach:  6D6 Mind Control, target must willingly put on broach (-1), limited commands unless more stuff worn (-1/4), plus 8D6 Mind Control, only to not take off broach, hat, and coat (-1)
    Hat:  +4D6 Mind Control, target must willingly put on hat and broach (-1), limited commands unless more stuff worn (-1/4)
    Coat:  +4D6 Mind Control, target must willingly put on coat, hat, and broach (-1)
     
    There.  Easy as pie.  The items operate similarly to a focus, except for you to use the power the target has to have the item.  The limitation is -1 because it's pretty similar to OAF.  The limitation doesn't increase for each additional thing because once you've convinced somebody to try on one piece of clothing, it isn't really that much harder to get them to try on other stuff.  I can't imagine a situation where somebody will happily put on a pair of boots you offer them, but then they're like "screw you" when you offer a coat or jacket.  But anyway, it's still pretty similar to OAF because you can just walk up and yank the hat or the button off.  The rest stop working as soon as the first one comes off.  Therefore it's easy to free your buddy once you know what is going on.
     
    The "limited commands" limitation is only -1/4, because the Mind Control amounts are very small to begin with.  6D6 isn't enough to get much more than mere persuasion anyway, no matter how good you roll.  And the +8D6 to not take off the magic stuff would stack, giving you a 14D6 MC to not remove it.  That should work on most people.
     
     
    This is a short term version.  You can add 0 Endurance to it, and additional dice to prevent breakout rolls, or dice to keep people from realizing they've been mind controlled once it wears off.  I'm not familiar with whatever source material you're basing it on.  If you want something really long-term, you may need Transform. But this seems to give something pretty close to what you asked for, and it's simple and straightforward.
  6. Like
    Cantriped got a reaction from mallet in How to Build: "The Accoutrements of Domination"   
    Working from that perspective, the items could generally be represented as Mind Control; Inobvious*, No Range, and Variable Limitation (Incantations or Gestures)**, IIF Expendable (Very Difficult To Obtain) Unbreakable Restricted Universal*
    * As opposed to Imperceptible because someone might recognize it.
    ** Because you have to offer them the item, and hand it to them yourself.
    ***  Inobvious because it should not be obvious that the item is the source of the power, and Inaccessible because you cannot take the power away from the user easily unless you know the trick to it. Expendible because you lose the item when you "use" it, and very difficult to obtain to represent that you'd have to take the item back (or acquire another) to use that power again. The victim cannot discard the item willingly, so you have to know to either Dispel or steal the item(s). Restricted Universal because anybody that has come into possession of the item(s), and is not currently a victim of them, can give them to someone else to trigger the effect.
  7. Like
    Cantriped reacted to Hugh Neilson in How to Build: "The Accoutrements of Domination"   
    I view the "changes form and wearer will not want to get rid of it" as reflective of the fact this is something forced upon the wearer, not taken on by choice.  Liken this to "The special effect of the Mind Control is that, as long as you remain under its influence, you wear the Magic Brooch and would never consider removing it".
  8. Like
    Cantriped reacted to LoneWolf in How does decapitation work?   
    An impairing wound is when you take ½ or greater of your body before or after the multiplier.  Disabling is if you took full body before or after the multiplier. This rule is the same in 6th edition as it was in earlier editions.  It is also suggested that unimportant thugs and NPCs should be considered dead if they receive a disabling wound for faster game play. 
     
    I would consider a disabling wound to the head to have decapitated an unimportant NPC.  For a PC or important NPC they are only decapitated if they roll a 6 on the disabling chart and fail the CON roll.  If any character is outright killed by a head shot they could be considered decapitated. 
  9. Like
    Cantriped reacted to L. Marcus in Stats for a wooden stake?   
    I'd say 1d6 HKA, Reduced Penetration, but the vampires have a Susceptibility too.
  10. Like
    Cantriped reacted to Steve Long in Sucker Attacks and Teleportation UAA   
    With the GM’s permission, a character can perform a Sucker Attack (6E2 128) with Teleportation, Usable As Attack — instead of positioning himself so that when he Dodges an incoming attack from Enemy 1, that attack hits Enemy 2, he Teleports Enemy 2 into the path of Enemy 1’s incoming attack. (Note that if Enemy 2 suffers Knockback from Enemy 1’s attack, there may be some risk of Enemy 2 hitting the character using Teleportation UAA. Caveat teleporter.)
     
    To do this, a character must Hold his Action while he waits for Enemy 1 to attack. (Note that unlike a standard Sucker Attack, in this case Enemy 1 doesn’t necessarily have to be attacking the character using Teleportation UAA — the pertinent issues here are the Range of the Teleportation UAA attack, and how many meters of Teleportation are involved.) Then he must defeat Enemy 1 in a DEX Roll Versus DEX Roll Contest to time his use of Teleportation UAA precisely. Last but not least, he must succeed with an Attack Roll against Enemy 2 to hit him with the Teleportation UAA. (In some cases, and at the GM’s option, the character using Teleportation UAA may have to succeed with a PER Roll to Teleport Enemy 2 to the correct location; see 6E1 300.)
  11. Like
    Cantriped reacted to Christopher R Taylor in Cursed item creation   
    I usually build stuff like cursed items with complications: the item has a complication such as "hunted by" or "distinctive appearance" which affects the user as well.  In this case you could build it as a side effect to the KA but a susceptibility could work built as a transform like 1d6 per x body the weapon deals transforming the air by the dagger into a monster.
  12. Like
    Cantriped reacted to Steve Long in Draining Charges   
    I could’ve sworn that I wrote something about this in the past, but if so I can’t find it right now. Still, I reserve the right to change my answer if I (or someone else) finds a prior ruling on this topic later.
     
    As a default rule, a character cannot use an Adjustment Power to alter the amount of Charges a power has. As stated on 6E1 137, characters can’t use Adjustment Powers to apply, increase, or remove Advantages, and Charges is sometimes an Advantage; furthermore, the logic behind that rule extends to Limitations as well.
     
    However, as always the GM could choose to allow this if he wanted to; I can think of some special effects where this might make sense in the context of the campaign. In this case, as an off-the-cuff idea, I suggest dividing the Active Points in the power by its maximum number of Charges, thus giving you an “Active Points per Charge” number. For each amount of that number an Adjustment Power adds/removes, you add/remove 1 Charge.
  13. Like
    Cantriped got a reaction from Brian Stanfield in Basic laws and ATC (Air Traffic Control) in a vaguely medieval fantasy setting.   
    Sharn: City of Towers (a supplement for 3.5 D&D you might be able to find online) explicitly discusses the issue of ATC because the city sits in a magical field that enhances flight magic, making it exceptionally common there (and also allowing the city to be built-up until its towers rose thousands of feet in the air). Eberron (the setting it comes from) has airships, many of which dock in Sharn.
    It goes into lots of little details, like that wizards are paid a reward for casting Feather Fall on a someone falling.
    There is also a world-building guide written by Gary Gygax that goes into the legal systems of a magical medieval society.
  14. Like
    Cantriped reacted to Sveta in How would you price this Limitation?   
    I'll admit, this part made me chuckle. Not for any particularly good or bad reason, but tis a False Comparison you've got there. Not only because you're comparing One Power with a Separate Power, but you're comparing two separate Types of powers to boot. Heck, if you wanted to be "Crunchy" and abide by RAW you could take TurtleMan's UltraShield with Duration Limit Instant for your extra -1/2.
     
    Different powers get different amount of utility depending on the limitation and advantage placed on them. Flash is nice constant, but comparatively blows compared to a Constant Entangle. Blast with Double Knockback is simply less effective than Killing Attack with Double Knockback, even at the same Base Cost. Simply put, Different powers are Different for a reason. An Advantage/Limitation will effect two different powers differently due to them being made for different purposes. 
     
    So let's compare Apples to Apples. More Gala to Fuji, but whatever. NovaMan's Blast vs ElectricMan's Blast. NovaMan took his blast with, let's say, 4 charges. He gets a -1. ElectricMan took his blast with No Endurance +1/2. And let's say they both spent... Oh, 30 Real Points first. NovaMan will come in swinging with a mean 'ol 12d6. Painful! ElectricMan however, is only coming in with a piddly 4d6 compared. How outrageous! Clearly this is in the wrong! And you'd be right! Except.... It's not. That's 30 Real Points, not Active Points. ElectricMan put in only 30 Active Points. NovaMan? 60.  So it would make sense that NovaMan is doing three times the damage. 
     
     So let's modify the scenario a bit! Instead of 30 Real Points, they both spend 30 Active points, and thus are "Saving" the same amount of endurance. Novaman then comes in swinging his 6d6 at ElectricMan's 4d6. Novaman's still wiping the floor! Until two turns from then. When NovaMan run's out of his Blasts, and ElectricMan's still swinging away. Because this balance isn't just on a single point, it's on a continuous exchange. No End says a Resource cost has been cut. Charges says a Resource has been put in its stead. That's the benefit of No Endurance. You can use it all day without losing anything. Charge limits that. Charge says, "These many times, no more." You lose something from No Endurance in Charge, that being continued use.
     
     Is it perfect? Nah. It's trying to simulate everything from a Once-Daily PerfectBlock to a Laser Rifle with a battery Pack, to a bunch of fireworks. Of course it isn't going to be perfectly balanced. Should it be that it comes with 0 End? Honestly, the way the system was set up, it seems to indicate there is expected to be more gadgets and objects used, rather than X-Daily Powers. If you think it should Not have the 0 End requirement, then that's easy enough. Adjust it down. If you think it should, keep it where it is. Or don't. Buying the Limitation Costs Endurance or Advantage 0 End is near the same. (0 End on a Constant for +1/2, Make a Constant cost end for -1/2) And in the end... You're saving or losing a few points for a power or idea in a Tabletop based around being Superhero's, where Rule 0 is literally Ask the GM. If the crunch is the draw... Isn't that missing the point?
  15. Like
    Cantriped reacted to Lucius in How to Build: Vorpal weapons?   
    I'd go back to the source material:
    C.S. Lewis' Jabberwocky
     
    The word vorpal appears twice:
     
    "He took his vorpal sword in hand;
       Long time the manxome foe he sought—"
     
    "One, two! One, two! And through and through
       The vorpal blade went snicker-snack!
    He left it dead, and with its head
       He went galumphing back."
     
    Gygax decided "vorpal" meant "tends to behead easily" but that is not at all obvious to me from the poem; in fact, the meaning of "vorpal" is pretty obscure and before I encountered the word again in D&D I always thought it referenced some imaginary metal like adamantium or mithril. It could also reasonably be a style of blade, like longsword or broadsword.
     
    Note that "He left it dead and with its head He went galumphing back" could easily mean he slew the monster, than beheaded it post-mortem; there's no reason I see to conclude that he definitely slew it by cutting off the head.
     
    All the poem tells us is that if you go "one two! one two!" with it, it will go "through and through" and go "snicker-snack!"  This does not really distinguish it from any other sword in the hands of a capable warrior courageous enough to brave "the jaws that bite" and nimble enough to evade "the claws that catch." At most, it suggests that the sword easily cuts through the hide, flesh, and bone of a jabberwock. Or of "The Jabberwock" as it seems possible the monster was singular and unique.
     
    So perhaps I'd give a "vorpal" weapon a combination of Armor Piercing, Penetrating, Reduced Negation, and some extra damage.
     
    Lucius Alexander
     
    And on a palindromedary I went galumphing along.
     

     
  16. Like
    Cantriped got a reaction from Hugh Neilson in How to Build: Vorpal weapons?   
    It is noteworthy as well that the Vorpal Sword was written for a system that lacked the ability to make called shots. Which HERO is not.
    Even just a sword that deals a few extra DCs of damage to hit locations 3-5 is going to be a lot more unbalancing than it first appears. In D&D there is pretty much nothing you can do to raise the chance of Vorpal triggering above 5% (because of the nature of Critical confirmation rules). In HERO Called Shot PSLs are cheap enough that you could easily build a warrior that can trigger a Vorpal weapon at-will, and decapitate any opponent with less than a given amount of DEF+BODY.
    Add to that the fact that warriors in fiction rarely wear helms (and thus have no DEF vs. a vorpal sword in HERO) and you've got the recipe for lots of dead mooks.
  17. Like
    Cantriped got a reaction from BoloOfEarth in How would you price this Limitation?   
    Because the alternative means additional, largely unnecessary book-keeping. However the default is largely irrelevent as you can still just as easily build powers that cost both Charges and END. All that would change with the default is the pricing model... the costs will likely be much the same (since the value of charges currently accounts for the fact that it also grants the Zero END advantage).
     
    I bet your NovaBurst would be cheaper as a power that cost x10 or more END from an excessively large reserve that powered all your abilities... but then you might be screwed if you pop your NovaBurst and it fails to win the day... The advantage of NovaBurst using a Charge to represent all of "Novaman's excess Nova Energy" and his other abilities using his normal END is that he is not being hamstrung if his best ability is countered... yet he is still appropriately prevented from using it over and over.
     
    The problem with using END to represent the expenditure of massive amounts of power is that END is designed to recover quickly (and hurt you if too much is spent too fast), making it a poor system for preventing a given power from being used repeatedly.
     
  18. Like
    Cantriped reacted to zslane in How to Build: Vorpal weapons?   
    A rational GM would not allow players to buy heaps of Placed Shot SLs in the first place. Such characters would be problematic in a campaign even without a vorpal sword.
     
    A Hero System GM must decide just how closely he or she wants to mimic the D&D version. Do they want the fixed 5% chance to trigger the effect, or do they want to go with the concept of triggering on a critical hit, even though "critical hit" has different mechanics (and a potentially higher chance of occurring than a mere 5%) from system to system? Or do they want to go with the concept of triggering on a hit to the Head location (and if so, does the GM want to allow Placed Shots, or do they want Hit Locations to be completely random)?
     
    A Hero System GM has lots of decisions to make with something like this. I think Ragitsu needs to clarify what aspects of the D&D vorpal mechanics he wants to replicate, and which ones he wants to discard or translate into a more native Hero System interpretation. There are too many variables that need to be set before arriving at a definitive build.
  19. Like
    Cantriped reacted to zslane in How to Build: Vorpal weapons?   
    Just make it an HKA so big that with Standard Effect, it would surpass all the BODY in any creature's neck in the campaign. If you're the GM, then you know what that number is.
  20. Like
    Cantriped reacted to massey in How to Build: Vorpal weapons?   
    +3D6 HKA, only if hits locations 3-5.
  21. Like
    Cantriped reacted to Lord Liaden in The Sutherland Presidency   
    Like the major comic-book publishers, the current official Champions Universe has mostly followed the history of real Earth, aside from the impact of the presence of superhumans. That includes real-world political and social trends, and often analogues to actual public figures, although there are differences.
     
    At present the real United States of America is undergoing political and social turmoil, catalyzed around the sitting President, Donald Trump. He's become a major polarizing figure, with supporters applauding policies they believe are necessary and overdue, while his detractors accuse him of attacking American values and even laying the ground work for fascism. Questions of President Trump's moral qualities and even mental stability have also been raised. I have no desire to get into a debate about that here (and we already have a thread for same on the NGD forum). However, that kind of upheaval sounds like a ripe field for story lines and role playing as part of a Champions campaign, in a supers world going through analogous events. Yet the very divisiveness surrounding this President, and the lack of clarity regarding the true motives of himself and those around him, and where all this will ultimately lead, could make many GMs wary of using an "alternate" Trump in their games.
     
    Then it occurred to me that our Champions source books provide an appropriate alternative figure actualizing all the worst suspicions and fears about this administration, with no question as to his private motivations, morality, or competence: Representative David Sutherland, formerly the "superhero" Invictus (Champions Villains Vol. 1: Master Villains).
     
    Long before the most recent presidential election, Sutherland had been subtly and shrewdly working to forward his political ambitions. His superheroic career accomplished much good and built a strong positive reputation, but it was all a show to accumulate support for an ultimate Presidential campaign. Since being elected to Congress he's been the most prominent superhero-turned-politician in America. For years he's maneuvered to place people sympathetic to his goals in positions of influence. Considering how tumultuous the last election was, it's not hard to imagine someone so famous, charismatic, and capable winning through to the Oval Office.
     
    Sutherland's true goal is to turn America into a modern Roman Empire, incontestably dominant around the globe, with himself as de facto Emperor. Once in office he's likely to very deliberately and calculatedly do things that detractors of the real President accuse him of attempting: install people personally loyal to him in important government roles; discredit and suppress media that criticize him, while promoting outlets that support him and attack his enemies; challenge the validity of laws and constitutional authority that restrict his ability to do what he wants; foster radicalized divisions within American society to mobilize more militant support behind him; disrupt international stability with confrontational policies asserting American dominance over global affairs, while cultivating foreign allies he can bribe or coerce. As for his morality, he's unquestionably corrupt, hedonistic, and ruthless, to a degree more epic than the relative banality of what Donald Trump has been accused of.
     
    For Champions gamers who would like to work some of the implications of the climate in America today into their games, but are wary of using an alternate of Donald Trump, David Sutherland is an unambiguous "villain" to oppose for heroes who know the truth about him; but with all the complications and challenges of opposing such a villain who's also the lawful, popular, and very capable occupant of the most powerful political office in the world.
  22. Like
    Cantriped reacted to Surrealone in Guns Are Too Slow in Hero   
    Knife fighting translates just fine to unarmed combat styles that entail grabbing and controlling one's opponent while countering.
     
    For example, here's Krav Maga against an overhand slash with a knife:
     
    For exampl
  23. Like
    Cantriped reacted to eepjr24 in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  24. Like
    Cantriped got a reaction from Pattern Ghost in Is Area Effect needed for this power?   
    What you've described is bog-standard Telekinesis. Area of Effect isn't necessary. As long as you have enough Strength or Telekinesis to lift the single defined "object" (be that a Character, Vehicle, Focus, or part of the environment), and anything attached to it, or inside of it, than you can lift it with a single activation of the power. Remember you can generally maintain more than one instance of Telekinesis at once (for those Lift The Boat followed by Toss The Goon Off It situations) if you can afford the END costs.
     
    The concept of using AoE on Strength to represent being able to lift whole large objects without them breaking only applied to Strength IIRC, and was based on the assumption that the GM was imposing a realistic optional rule limiting on the size of carried objects compared to the size of the carrier (by having them potentially take damage). I think the default assumption in the rules is that super Strength functions like Superman's, where he can generally catch/lift an object from any part of it.
     
    Area of Effect allows you to exercise that same amount of Strength/Telekinesis on many "objects" at once (allowing you to lift two or more boats, and everything inside them seperately with a single activation of the power)
     
    Area of Effect Selective works more or less just like normal Telekinesis, except you get to make your Attack Roll against the Area the "object" occupies.
  25. Like
    Cantriped reacted to AlHazred in Magical Tombs & Sacred Texts   
    I got some use back in the day with The Big Little Book of Punch-Out Golems. It had perforated sections on every page, with unknown runes on both sides. If you put them together correctly ("Insert Tab Aleph into Slot Sothoth") the paper golem animated and would follow your commands. Unfortunately, it was made of the aforementioned paper, so it could be destroyed if it got wet, and it wasn't very strong. It could inflict savage, poisoned paper cuts, though!
     
    There was an article in Dragon magazine issue #082, "Spells between the Covers" by Bruce Heard, which contains a bunch of magical tomes, such as Alterations of the Intrinsic Absolutes by Math the Magician and Ordinary Necromancy by Vecna.
×
×
  • Create New...