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massey

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massey last won the day on June 5 2019

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  1. I think you can tell if somebody's got a gun barrel in your face. The guy who failed his roll probably has it pointed off to the side or something.
  2. The hero is in a running battle with the guards at an evil villain's base. He's shot several of them, knocked out a few more, and now he's sprinting down a hallway with a large group of men following him. He turns a corner and there's just a big glass window in front of him. There's gunfire down the hall behind him, and he knows this is his only chance. He rushes forward and jumps through the window, shattering it, and falls 30 feet down into the unknown. He bounces off of a railing halfway down, and then does a shoulder roll as he slams into the ground. He shakes his head for a second and looks up -- only to see 5 men with machine guns standing directly over him with their guns pointed right at his face. Our hero has just had the Cover maneuver used against him. The bad guys have already used an action. They've already rolled to hit. All they need to do is declare that they want to do damage, and it's automatic. The hero has to surrender and let himself be taken captive, because otherwise he's screwed. He can't dodge, he can't try to quick draw a weapon, he's completely vulnerable. The Cover maneuver is a roleplaying aid, it really helps to set the tone in certain genres, and it should be encouraged. The hero has to wait until something distracts the people pointing guns at him, in which case he now has a chance to dodge or run without getting killed. In my opinion, you should be allowed to take a shot with the Cover maneuver and then use your phase (as long as it hasn't already gone by), even if it results in two attacks in the same phase. After all, there's a strategic advantage in holding your action. There's almost never a strategic advantage to Cover. You could have just shot the guy in your previous phase. It's something that reinforces the genre, so we shouldn't penalize it.
  3. The Sandlot Any Given Sunday Pumping Iron
  4. But it's not the Trigger that is making it dangerous.
  5. It's been a long time since I saw that movie. I was thinking Tom Cruise had big pointed ears in it, but after Googling I think I'm confusing him with another character in the film. Still, there was a short elf character. I generally agree with you, there's not really a need to have a bunch of different types of elves, or dwarves, or whatever. But I don't think it's immersion breaking to have it, even if the differences in each group are small. Small differences in character construction probably won't ever come up after that in actual play.
  6. I've always seen Summon: Specific Being as an attack power/roleplaying thing. It gives you nothing that generic Summon doesn't give you, unless it makes sense within the campaign world, and it costs more points at that. Summon: Knight would call forth a generic knight. Of course he'd have the stats that you paid for, so in combat he's just as powerful as Sir Dave the Loudmouth. They've both got 20 Str, 18 Dex, 4 Speed, a magic sword, etc. But to actually get the Sir Dave the Loudmouth (either because you want to kill that son of a bitch or because he has a key piece of information you need), you've got to pay extra for Specific Being. Summon with that advantage could be used to rescue people who are trapped in a dungeon. It could call up the ghost of your dead dad so you can get some needed info from him, like who killed him, or where he hid all his money. In my opinion, Specific Being is highly situational, and probably very campaign-specific. What do I care if I call forth my specific Batmobile or some brand new Batmobile? Unless I left my lunch sitting in it, it doesn't matter. It has the same game stats.
  7. Only if that's how you want them to be. Remember there are no such things as elves, sea or otherwise. So the only thing that matters is how we want our games to work. On the one hand you've got Legolas, who is supposed to be like 6'4" or something. Then you've got Tom Cruise in Legend, who appears maybe 5'6". You think we can't call both groups "elves"?
  8. That would be hilarious. Hopefully they both end up skewered, and then you don't have to deal with morons with infinite Triggers anymore. The thing with Triggers is that since 5th edition, they can get pretty expensive. You have to pay extra for them to reset quickly. I believe the auto-reset level is a +1 Advantage. On an attack power (which is what most people are concerned about) that means you're paying a huge amount of points to get an attack that gets past defenses. In a 12D6 game, a guy with a 6D6 infinite Trigger is just gonna blast through his own Endurance, and he's probably not going to hurt anybody with it. Even if you don't enforce any kind of Active Point cap (so he can buy up the dice and get reduced end on it), that's still a huge amount of points that he's got to pay. He's gonna have to cut points elsewhere to be able to afford it.
  9. I'll point out that the original poster indicated this was probably going to be 5th edition, so forget about AE: Surface and Unified Powers.
  10. Here's what I do when I come up with a weird power. I start out and ask "what is the basic function of this ability?" As in, in its most streamlined and simple, video game like form, what does it do? That gives you your basic power. Then I say "this power is different because of XYZ, does this make it better or worse than the standard power?" And that tells me if it's an Advantage or a Limitation I should look to. If the power gets worse, I am not paying extra for it. Honestly, I had one idea in mind when I read your post (and everyone else's responses), and then I read the link you posted and their description is entirely different. "In his normal human body, he is as vulnerable as any other person, but while on fire, he can melt bullets and grenades. He can breathe underwater and is bulletproof." That's not a damage shield. There's no mention of burning people when they get too close. Sounds like he just has Life Support and a bunch of Armor. Probably gets increased strength too, because a lot of Golden Age characters did. Having not read that particular comic, and going purely off the description and a general familiarity with Golden Age stories, I'd suggest buying his powers Only in Hero ID. In his normal identity, the character is a regular private eye. Build him as a two-fisted adventurer. Then he's got all his superpowers on a -1/4 limitation. It's low because (knowing Golden Age comics) any time he's in danger, he's probably going to get exposed to heat or electricity right off the bat almost every time. Basically he'd do all his detective work, and then when the time came to use his powers, he'd conveniently get thrown into a fire or shocked with electricity. It's how all those old comics worked. Now if your GM is not going to follow Golden Age logic, and your guy has to spend half the fight hoping to get blasted by somebody with electrical or fire powers, then it's worth a lot more than -1/4. If the enemies figure out how his powers work, and they send Captain Icicle to fight him, then it's worth more than -1/4. But if you keep with the original tone, there should always be a fireplace going, or some exposed electrical wiring that he can grab hold of. Maybe he has to spend one action quietly lighting a book of matches and keeping it in his hand before his powers kick in. But that's it. Those guys never had a hard time activating their powers.
  11. I'm going to disagree. There are several real world reasons why game books might have 15 different types of elves, and only one type of humans. First, books are generally written from a human perspective. So we say "Russians" instead of "men of Russia". That's a normal part of the English language. On the other hand, we don't have real terms for the nationality of made-up races. If you say Russian, I'm going to assume you're talking about humans from Russia, not Russian dwarves (in a fantasy setting where dwarves are different from just short humans). If we want to distinguish, we have to work around it. Second, people have a long history of racial discrimination in the real world. It's a sensitive topic, and so we mostly avoid giving humans from different areas differences in abilities. If you gave one group 5 points of cold resistance, and another group +2 with sports, your game would get the wrong kind of media attention. Third, often games are trying to include creatures from many different real world cultures and fictional sources. A Tolkein elf is different from a Keebler elf, which is different from an Irish fae, etc. Given the need to fill out Monster Manuals and sell books, I think it's understandable that game companies try to draw from as many different sources as they can. And for the casual player base, it's probably easier to say "Mountain Dwarf" than to use a bastardized English version of some ancient Swedish mythological name.
  12. You might say his gun is Only in Hero ID. Very occasionally you might catch him without it, in which case he has his 1/2D6 HKA "object of opportunity" and combines that with 1/2D6 Killing Strike (D6+1 total, 2D6 with Str, uses combat levels to target the head and get x2 Body).
  13. I've only recently seen the first two movies. I was surprised how good they were. Overall, I'd say you should decide what your baseline "professional assassin" template is going to be. These are the goons who John Wick massacres throughout his films. Take that and strap on about 6 Dex, 3 Speed. 2 levels of combat luck, 3 or 4 levels with guns, +6 levels only for hit locations, the rapid attack talent, fast healing talent, and a martial arts package with joint locks, throws, and choke holds. That'll be a pretty decent approximation, I think. As far as his ability to always have a gun, you might just buy his standard firearm 0 Endurance. The special effect is that he's actually reloading, he just keeps finding ammo, and there's always enough of a break in the action so that he can swap in a new magazine or grab a new gun because he's that damn good.
  14. I doubt we are anywhere near that point. Once I stopped watching cable "news" shows and searching for conflict online, most people I deal with are just going on happy with their lives. They aren't anywhere near the "hang the bastards" level of angry. I mean, they might say it sometimes, but nobody is actually trying to do it. From a cynical perspective, 90% of the rest of the world has already agreed to go along with Imperial America. Wherever you are, we probably have troops in your country right now. We didn't have to invade, you invited us in. Generally it's been beneficial for everybody to be on the same team. It's like the JLA, and we get to be Superman. And Batman.
  15. The HERO System is a roleplaying game ruleset, intended to support any genre of play, from sci-fi to horror, from fantasy to superheroes. It is a point based system, where players purchase the abilities they want, and characters are balanced against one another by starting with the same number of total points. The GM determines what types of abilities are appropriate for the story (i.e., no starships in a Victorian vampire tale), but within those limits players are free to customize their characters and are not bound by artificial class restrictions. The rules do not change from one setting to the next. Superheroes use the same game mechanics as fantasy adventurers, though they may be built on many more points (and thus have far more power). Skill checks are resolved with a 3D6 roll (with a lower roll being better), whereas damage or effect rolls have multiple D6s added together (rolling high being better). The game rules are "exposed", meaning each ability will begin with a descriptive name, followed by a shorthand version of the appropriate power (Zarhan's Smiting Blast -- 3D6 Ranged Killing Attack, requires gestures and incantations). Customization options are almost limitless. A comprehensive system of Powers, Advantages, and Limitations, means that players and GMs can fine tune their characters and NPCs to have exactly the kinds of abilities they want. The HERO System lends itself well to player groups who like to tinker. While there are many pregenerated settings to choose from, the many options available means that most groups will want to change one thing or another. There are often multiple "right ways" to accomplish something in the HERO System. Your lightning bolt spell could use any of half a dozen different Power combinations. You build it the way *you* want it to work. 297 words, by my count.
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