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massey

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Everything posted by massey

  1. In my experience, to get a good balance in the game, characters should meet these basic standards: 1) They have enough Defense + Con to take an average attack without being Stunned. So if your average attack is 12D6 (42 Stun), 20 Def and 23 Con is about as fragile as you'd want to get. Weaker than that and you're very vulnerable to being knocked out of the fight. 2) They have enough Defense + Stun to take 2-3 average attacks without being knocked unconscious. So with your 12D6 (42 Stun) average, about 20 Def and 45 Stun or 25 Def and 40 Stun is about as low as you'd want to get. 3) You want to have some amount of resistant defense and/or special defenses (power defense, mental defense, flash defense) if those powers are going to come up with any regularity. You do not have to have a lot of the special defenses, because those attacks are rare, but if you are going to be hit by them once a battle, or once every other battle, you should have something to ensure you are not neutered by them. 5 points of special defenses is usually enough to take the edge off. 4) Beware of powers that can take down an enemy in one shot. Any type of unusual power combination (megascale teleport usable as an attack) can end up disrupting the game. Continuous Uncontrolled NNDs and the like can be quite difficult to stop. Anything that has more than a +1 advantage probably needs to be looked at closely -- it might be fine, it might be woefully ineffective, or it could be amazing. 5) Speed ranges should be within about 2 of one another. If the campaign average is 6, then a guy with a 3 speed is going to be very bored during the game. A guy with a 9 speed is going to make everyone else bored. 6) OCV/DCV more than 3 outside the average can be difficult to deal with. If I have an OCV of 8, and the villain has a DCV of 12, it will be very difficult for me to hit him. There are ways around this (spreading an attack, a brick throwing a car at him, etc), but it will require taking extra measures. -- That is not to say that these things are hard and fast rules. You have have Superman with 125 Str and a 35 Dex team up with 45 Str 23 Dex Aquaman if you want. If your players can make it work, that's great. And some characters should be outside of the normal range. An X-Men game where the players have to fight the Juggernaut (80 Str, 10 Dex, 50 Def, 50% reduction, 50 Con, 30 Rec, 100 Stun, +6 OCV w/ punch, 20" KB resistance) could make for a great experience.
  2. At it's most basic level, you buy part of the power with the limitation "OIF". Let's say you've got a character, Teleporter Bob. Teleporter Bob normally has 10" of Teleportation. With his special suit, it becomes 25" of Teleportation x 8 noncombat. What you would do is buy Teleporter Bob his normal 10", and then you would put a limitation on the rest of the power so that it comes from the focus. Pretty easy.
  3. Shapeshift - to completely unremarkable person
  4. I've done that too. I got the idea from the old DC Heroes game. Their "Our World At War" supplement used that to represent superheroes fighting large formations of troops.
  5. Actually, I think I was arguing more in favor of the 3 page monstrosity. For example, my Cyclops is 470 points. He's one of the cheapest of the experienced X-Men, because he's a very straightforward character. Cyclops (circa mid-90s when I stopped reading X-Men) Str 20 (despite being called "slim", he's got a heroic male build) Dex 21 (he actually seems to act after most other characters) Con 25 (pretty durable for a guy with no defensive powers) Body 16 Int 18 (smart, but not a genius) Ego 20 (trained by Prof X, strong willed, not a telepath) Pre 25 (one of the best leaders in the Marvel Universe, unflappable) Com 14 PD 12 (still in "superheroic human" range) ED 12 (ditto) Spd 5 Rec 12 End 50 Stun 45 8" Running 3" Swimming +6 w/ Optic Blast (only person I've ever seen him miss was Spidey) +1 w/ martial arts Rapid Attack - ranged Breakfall, Bureacratics, Combat Driving, Combat Piloting, Deduction, Instructor, Mechanics, Navigation, Oratory, Paramedics, Security Systems, Shadowing, Stealth, Survival, Systems Op (all at baseline stat level) Tactics 15-, Teamwork 15- (skills I've either seen him use repeatedly or things he should have) Lang: Japanese, Russian - both fluent (read somewhere that he speaks them) Science: Geometry and Spatial Relations 15- KS: Mutant politics 13- 6/6 combat luck Danger Sense 13- (some sources indicate that he's been around enough telepaths that he's developed some small awareness) Legsweep, M Block, M Dodge, M Strike, M Throw, O Strike (I've seen him stomp a group of guys without using his blast - 8D6 O Strike should do that) Optic Blast - 15D6 EB, 1/2 end, personal immunity +5D6 EB, personal immunity, x5 end Find Weakness 12- with optic blast 10 pts Mental Def Mind Link w/ Jean Grey, psychic bond, empathic only (again, certain sources indicate this) -- This is my default Cyclops writeup. He can spread his Optic Blast and take out a roomful of people. With a FW roll, he can blast tanks to pieces. Yes, he's expensive, but I can justify just about everything on the writeup and experienced heroes should be pricey. I usually don't include every single contact that a character has (or a lot of background skills as well, if they revealed in 1983 that Cyke loves Russian operas then my bad for forgetting it) -- writers don't seem to remember those anymore anyway. Likewise for superhero games I don't use transport or weapon familiarities. I'm sure Cyke should probably have some Area Knowledges as well, but unless it's Batman's AK: Gotham, or something equally important to the character, I usually leave it out.
  6. I like the concept of the DC heroes more than Marvel. I love Superman and Batman, in theory. I don't actually want to read their comics, but I remember them from my childhood and I have a very soft spot in my heart for them. Marvel characters are much less iconic, but their stories tend to be more interesting.
  7. The Wasp manages to blow up robots and vehicles with her wasp sting, so I'd put it as higher than an 8D6 EB.
  8. I've written up a lot of characters, but I don't have them posted anywhere. Yes, my Silver Surfer is about 2000 points. The Surfer can fly through a star, open a black hole, fight cosmic entities, etc. He's got a 90 Str, 50 Con, 7 Spd, 50/50 Def with 50% physical reduction and 75% energy reduction, and a 180 point cosmic power pool. He works for my vision of the Surfer. I pick the era I want to emulate and go from there. There is no reason that Animated Series Batman should influence a writeup of modern comic book Batman. They aren't really the same character. I tend to build "up", as in giving them a lot of abilities so they can do most of the things I've seen them do. This is as opposed to building "down", where you give the character the bare minimum to do the things they must be able to do. If Cyclops regularly destroys tanks with his optic blasts, then it can't be a 10D6 EB. I also try to balance characters against one another. If the Hulk can beat up the Thing, then the writeup should reflect that. Daredevil is a great martial artist, but he's not quite as good as Batman. Now point-wise, some characters may be much higher than you anticipate. Batman wastes tons of points of vehicles, bases, followers, noncombat skills, contacts, and every other kind of thing that isn't directly related to punching a guy in the face. Batman probably has 15 different martial art maneuvers, where it would just be cheaper to buy him a 60 Str instead of giving him joint break and joint lock and offensive strike and legsweep, etc. But he's got those moves, so I give them to him. So he may be 1000 points, but that doesn't mean he can physically kick the crap out of Solomon Grundy, who may only be 450 points. But Grundy spent all his points on being a brick with full life support.
  9. It's going to depend upon which era of the hero, honestly. Superman today is different from Superman of 10 years ago. Superman in the 70s would have full life support, no question. Any incident involving "alien viruses" or something like that would be best represented by being affected by a Power, not a natural virus. Buying immunity to heat doesn't stop you from suffering the effects of a 25D6 Energy Blast.
  10. I wouldn't have agents be more dangerous. I disagree with the idea of making kobolds into a threat. That's why you have kobolds in the first place, they're weaklings that your PCs can mow through. If you want a threat, bring in a real monster. Likewise, Iron Man doesn't lose to ninjas. I'm seeing a lot of advice here on "how do I sucker-punch the hero?" with a lot of gamey suggestions that seem out of genre to me. If a hero barges into a group of agents, I don't have a problem with them coordinating attacks if it's thematically appropriate. Batman at least should give lip service to the fact that he's diving into a room full of men. He should pick a few off from the shadows, or do a big PRE attack to scare them all, something. Agents can fight smart if it makes sense given the situation, but I don't think they should be built with a lot of extra levels just to screw over the hero.
  11. If you're going to use Marvel or DC characters, I'd suggest throwing the PCs up against the group one at a time. They likely can't take on the Justice League, but maybe the group can take out Wonder Woman by herself. The high-powered heroes should scatter to the corners of the Earth, each one doing some major important task to aid the invasion. That will give the players a "holy crap!" moment when they see DynaMan (or whatever you call him) throwing Dr. Destroyer's unconscious (lifeless?) body to the ground on live TV. They realize how powerful these guys are, and that the only people who are left to stop them are the PCs. Seeing Amazon Woman holding an aircraft carrier in her hands and flying over the US Capitol, demanding surrender, should drive home exactly what kind of threat they're facing. Of course they can't handle them all at once, so you have a series of sessions where they try to beat them one at a time, find out their weaknesses, etc. Maybe the Ultra League are mind controlled, or they're actually still heroic but they're invading because otherwise their own world will be destroyed. Or maybe the players will have to travel to the Ultra League's homeworld to find a piece of the rare radioactive element that can harm DynaMan.
  12. Most of the Golden Age heroes were published very briefly. For every Superman, you had a dozen Red Bees. The Red Bee ran for two years and was not very popular. Many Golden Age characters have had more development and been retroactively made more important by Roy Thomas and others in the modern era. You could probably do a lot of those guys as 150 point heroic characters. If your big battle for the session involves 5 bank robbers, who each have a 2 Spd, a 4 OCV, and 4 PD, and carry Tommy Guns, then that will be a challenging fight. However, Superman was shrugging off nuclear bombs as soon as there were nuclear bombs to shrug off.
  13. No, the player can still build the character that gets summoned. Summon is a power that requires the GM to watch for abuse, but (5th edition rules anyway, I don't have 6th): "If the GM doesn’t want to spend the time and eff ort to build a Summoned being, he may use a standard character sheet out of a Hero Games product, or let the player design it. In the latter case, the GM should closely monitor the player’s work to make sure the Summoned being fi ts his (the GM’s) conception and standards and is not unbalancing. The GM must approve all Summon powers and Summoned beings after he examines them for campaign suitability and balance." Pages 222 - 223 You can Summon "experienced fire elemental" who is the exact same as Fridolin.
  14. Generally Summon allows you to design the thing you're getting, within GM guidelines. Specific being lets you take someone who already exists in the universe and bring him to you. That's the advantage of it.
  15. That's not my understanding of how the power works. "Specific being" means that you're summoning a specific person or specific item that already exists in the campaign world. If I have a 300 point summon "truck", I'm not going to get a generic truck. I'm going to get a 300 point truck that is written up with whatever stats I put into it. "Specific being" is an advantage because it basically amounts to a teleport usable against others. It brings someone who exists in the campaign universe directly to you.
  16. Okay, it's a bit confusing what all you need. The 6th Edition rulebooks (2 volumes) that have the blue and yellow cover are the official main version of the rules. As I understand it, they may be out of print. They have very little (almost nothing I believe) in the way of setting information, genre information, or characters to use. For a new player, it's probably too much to digest. Do not worry about these. They are for longtime Hero players who wanted every tiny question answered, and they are very very very detailed. You will not need this much detail. Champions Complete is the trimmed down version of the 6th edition rulebooks. It's 99.9% the same rules, but does not go into completely exhaustive detail on every tiny thing. Champions Complete provides you all the rules you need to play the game. Remember that the Hero system is able to handle a lot more than just superheroes. The system was designed to let you play fantasy campaigns, sci-fi campaigns, giant robots who smash each other campaigns, vampire goths who love political intrigue campaigns, and most anything else. That is why the basic rulebook has little "setting" information. Theoretically they don't want to limit the appeal of the game system to just supers games. Champions: The Super Roleplaying Game is all about running a superhero game. There is nothing new in this book in regards to the game mechanics. It's all about superhero games in general. Champions Universe is the setting book. It gives you names of characters that exist in the official Champions world. It gives you names of cities. If this was a DC comics game, this is where you would find stats for Superman, and information about Metropolis and Gotham. It also contains nothing new as far as the game mechanics. It's purely information about the game world. The Powers books are pre-made lists of powers. If you want to play a character who has "luck powers" or "shadow powers", it has a ready to go list of abilities for you to take. It's very useful if you're stuck for an idea for a character, or if you want to whip up an NPC quickly. None of the things in the Powers book are new as far as the rules go, it's all contained in the basic rulebook. Champions Beyond is genre information about the Champions game in an outer space setting. The heroes and villains tend to be more powerful (think Superman instead of Spider-Man). It has information on superheroes fighting space ships and things like that. It also has specific information on the setting. This is where you find out about alien conquerors and guys like that who exist in the Champions universe. -- Personally, I' recommend some of the villain books. It gives your heroes someone to fight.
  17. I have a Batman build where I was trying to squeeze him into fewer points. I gave him a vehicle summon instead of buying the Batmobile, Batplane, etc outright. He summons them with a little remote in his utility belt (they have autopilot) and so they're always pretty close by.
  18. For all intents and purposes, he is.
  19. Mind Scan -- Super-criminology. "A weasely guy like Vinnie the Snitch would be... (roll dice) down at the docks at the old warehouse!" Telepathy -- Super-interrogation. http://wn.com/mobile/Kramer_guesses_George's_Bosco_ATM_code Mind Control / Mental Illusion -- Super-persuasion. http://video.search.yahoo.com/video/play;_ylt=A2KLqINbV_ZT2DAA9EL7w8QF;_ylu=X3oDMTExZm1lbnFjBHNlYwNzcgRzbGsDdmlkBHZ0aWQDVk0wMTAEZ3BvcwMxOQ--?p=batman+solomon+grundy+justice+league&vid=d27301333401378d3482e4a152756951&l=3%3A48&turl=http%3A%2F%2Fts1.mm.bing.net%2Fth%3Fid%3DVN.608002434041121940%26pid%3D15.1&rurl=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DqQZRA3lCFao&tit=Batman+has+lots+of+Games&c=18&sigr=11a19qh3v&sigt=10o9k9c6k&age=188257266764&fr=iphone&tt=b
  20. In the HERO system, Powers have a set effect. Ranged Killing Attack shoots an attack that goes a certain distance and does a certain amount of damage, based on how many points you put into it. The special effects of Powers may convey small bonuses in certain situations. They may also carry small penalties. For instance, if your RKA is defined as a "fire blast", and you are in a room with a gas leak, that fire blast may cause a tremendous explosion. Your buddy who has an RKA "ice blast" does not get an explosion when he fires his attack. This is not something that either of you have paid points for. It is the result of the special effects of your powers and how they are interacting with the environment. Exactly how they interact with the environment (how many dice will be in the explosion, how likely the explosion is to occur, etc) is up to the gamemaster. You should talk with your gamemaster about how he sees your powers functioning. If you wish to use a Power regularly in a way that is not covered by the set list of effects contained in the rulebook, you may need to purchase an additional power. For example: Fire Lad has a 3D6 RKA "fire blast". Fire Lad is fighting in the aforementioned room with a gas leak. The gamemaster decides that there is so much gas filling the room, that any sort of spark or open flame will trigger a 5D6 RKA Explosion, centered on the leaking gas pipe. This is a significantly more powerful attack than Fire Lad has purchased. Fire Lad can benefit from the environment (or perhaps not, perhaps Fire Lad doesn't want to set the room off like a bomb) by using his attack and setting off the existing gas. Fire Lad shoots his attack, the room explodes (fortunately Fire Lad has Damage Reduction against fire and is unharmed), and the enemies are defeated. Fire Lad's player thinks that was totally awesome. In the next game session, Fire Lad is fighting another group of enemies in an apartment building. Fire Lad runs over and busts open the gas line, allowing the apartment to fill with gas. Fire Lad waits a turn and then shoots his fire blast, this time causing a 4D6 RKA Explosion (not as much gas escaped into the room this time, the GM says). The GM rules that this is also an acceptable use of the environment. In the game session after that, Fire Lad tries the same trick again. Now the GM stops the game for a moment, and explains to Fire Lad's player that he's not going to let this trick work every time. If he wants to regularly use such a powerful attack, he is going to need to purchase it. It is not fair to the guys playing Ice Boy and Wind Kid that one player is able to use such a larger attack with this much frequency. Fire Lad ignores the gamemaster and says "that's not my fault, tthis is how my powers work, this is what would really happen", and he tries it again. This time, the GM rules that the building has proper ventilation, so there is no major gas buildup. While there is a WHOOSH and a small burst of flame from the gas in the room when Fire Lad attacks, it has no in-game effect. It is not enough to cause a damaging attack. If Fire Lad wants to be able to blow things up with a huge explosion, he needs to buy it instead of counting on the GM to give it to him for free. Back to your examples: Legless, the elven speedster -- A person who has super-strength and a Hand Killing Attack can cut someone's leg off. HERO has rules for disabling limbs. I don't have the book in front of me. Your ability to chop a guy's leg off is going to depend on your OCV (you'll take a penalty to target the speedster's leg), the damage you roll, and the speedster's Defense and Body. If you have a 50 Str, and swing a 3D6+1 HKA adamantium katana at Mr. Speedy (total of 7D6-1 HKA), you hit his DCV with the penalty for targeting a location, and you roll 35 Body, the chances of you disabling his limb are probably pretty good. Subtract Mr. Speedy's 10 resistant defense, appy the damage to his 15 Body, and you've damn near killed him. Look at the chart for disabling wounds, and that leg is probably toast. Now, if you want to regularly do that, where severing dudes' legs is like, your thing, then you're going to want to buy that as a Power. Major Transform is probably the most appropriate (you might also use a long-lasting Drain vs Running, or a few other things). Otherwise you're going to be acting with a penalty to your OCV a lot, because those are the rules for targeting a location. And you're going to be dependant on rolling well on the dice. And you're going to run into speedsters who buy 25 resistant defense and Damage Reduction defined as "ducking out of the way at the last second". And you won't be able to chop their legs off. Oh, and Mr. Speedy is going to recover from his leg being chopped off. Miracles of modern medicine and all that, somehow they reattach it, or grow him a new one, because while you disabled the limb, as soon as he recovers all of his Body, he will be okay. Punisher doesn't shoot guns out of people's hands, unless it's with a bazooka ("They are no longer holding the gun") -- You can use a gun to shoot another gun, and destroy it. The rules are located in the book under destroying a Focus. If you roll to hit (at a penalty to your OCV, for targeting a gun) using your 1 1/2 D6 RKA pistol, you need to do more Body than the Focus has defense. If you roll well enough, you can destroy a power that is containted within the device (in the case of a gun, usually RKA and that's it, but sometimes an OCV bonus as a laser sight or something). If you don't roll well enough, you don't succeed. If you buy Dispel versus guns, then you can benefit from the way the Dispel Power functions. You aren't taking an OCV penalty, and you have a (potentially) more reliable way to get the effect you're looking for. What do you mean there's no ice, you mean I gotta drink this coffee hot? -- If you have an ice blast, and you want to cool off a hot object, this is probably within the boundaries of those "free effects" I talked about earlier. Speak with your GM about it. The cup of coffee that you are drinking (or the melting ice cream at the kid's birthday party, or the overheaded car engine) did not pay points to be hot. That is important. These are environmental effects that are useful for story purposes, but are probably not combat effects that are going to be used against you. It is entirely appropriate to be able to cool off your Pepsi using your Energy Blast (basically a 1 pip EB). These have no effect on combat and the rules encourage the GM to allow uses like this. That's part of why you have an "ice blast" instead of just a generic EB. Now, if by using your ice blast to cool off a hot object, you mean "I'm going to shoot Incinero-Droid, the Molten Metal Robot, and deactivate his 4D6 RKA Damage Shield", then your Energy Blast won't work, unless the Incinero-Droid has a specific limitation on his power that allows it to ("Damage Shield turns off when hit by powers that have special effect: cold or ice"). If by "cools off hot object", you mean freezing a puddle of water on the ground so that the bad guy slips on it, you're in the same position as Fire Lad in the gas-filled room scenario. It may work once, but if you want it to work regularly you'll need to buy it. Likewise, a brick who constantly grabs parked cars and throws them at his enemy would get Area of Effect on his Str, or maybe a few extra dice, because he's using the environment to his advantage. But if he wants to do it every time, the GM is going to stop providing him with free cars. "Nope, as you look around, you see this is a no parking zone. Not a car for blocks." A brick who wants to crush a piece of coal into a diamond to give to his girlfriend should be able to do that, but if he wants to start up a jewelry store he needs to buy the Wealth Perk.
  21. massey

    Football!

    I would recommend going with some sort of modified football rules. Chances are, most schools are not going to have 11 superpowered kids whose abilities just happen to work well with the rules and positions of the game. If certain powers are disallowed though, and everyone is within roughly the same number of character points, and you accept a certain amount of unpredictability in the game, I think it could work. 7 players: because of a lack of numbers, you play with a limited set of positions 3 offensive linemen QB 3 skill positions Offense must have 4 men on the line of scrimmage Limited powers: certain powers are "unfair" or make it impossible to properly referee No desolidification while carrying the ball or blitzing the QB Superstrength makes a player automatically an ineligible receiver/ball carrier No noncombat or megamovement No outright "attack" powers (you can't Optic Blast the ball carrier) Teleportation / invisibility is considered leaving the field (no longer eligible receiver, out of bounds at first point of teleport) Cannot fly higher than the crossbar of the goalpost Force Walls are Pass Interference Anything that causes the ball to explode is a 15 yard penalty on the responsible team (watch out for your super field goal kickers) General changes to the game: gotta make the game a little harder, given the more powerful nature of the players First downs are at the 25 and 50 yard lines. 10 yards is too easy to get. Extra points are automatic, or you can go for the 2 pt conversion. Started 4 years ago after Clark Jr kicked the last football into orbit, ending a game in the 2nd quarter (opposing team was very mad, as it had been a close game). No kickoffs (see above). Teams start on their own 10 yard line. Referees must have at least 20 Def. Champions rules: how to actually run it Each play begins on Segment 12, with all players counting as having a held action. Players roll-off to see who goes first. Because of the nature of football (predetermined plays, known playbooks, known rules, set positions on field), Players must beat opponent's Dex roll by 3 points to get the usual effect of winning a roll-off (get your full action before they do -- unless one fails his dex roll, in which case the other gets the benefit as normal). Otherwise they are considered to happen mostly simultaneously (this allows CBs to stay with receivers better). If a pass player wins the roll-off by 3 or more, he can continue to hold action until any point in the other player's phase (effectively, this means a WR or CB who wins a roll-off by 3 or more can force his opponent to act first). The Center snapping the ball to the QB is a half-phase action. QB receiving the ball is a half-phase action. OL and DL use Str contests against one another, winner is able to move the other back 2 hexes -- roll to hit (linemen normally 1/2 DCV because of stance), roll Body -- alternatively, DL may attempt "swim move" past OL with some type of dodge or other maneuver, and move on No grab maneuvers (holding) No legsweep (clipping) QB must make Perception rolls to see appropriate receiver (or can just hand ball to RB) -- either is half-phase action. Throwing is obviously a half-phase action (meaning if he's going to throw on segment 12, it's to a predetermined receiver and done without Per roll). Per roll by QB is required before the QB knows status of skill position players' Dex roll-offs. In gameplay, it may be best to wait until QB has acted before rolling for skill players. When throwing the ball, QB can roll to hit a hex (DCV 3) and just "throw it up for anyone". Everyone with movement to get there can move to that hex at attempt to catch (must roll vs OCV of 3 because of easy throw). Catching is done similar to Missile Deflection, except you must hit a target OCV instead of the QB's natural OCV. If two catchers are opposed, highest OCV hit comes away with the ball. A QB can also attempt to throw it to a player (a "bullet pass") by hitting an artificially higher DCV (the benefit being it is much harder for a defender to intercept). QB announces what DCV he will hit, and rolls. If he hits, the ball goes to his receiver and the receiver must catch vs an OCV of 3 (hits him in the hands). If the QB misses, he failed to gauge where the receiver would be. He misses the receiver's hex by the amount he failed his roll by. If a player in the area still has a held action, they can attempt to move to where the ball is going and attempt a catch. A missed throw requires the player catching the ball to hit the DCV originally targeted plus the margin of failure of the QB's throw. A defender in the path of the flight of the ball may attempt an interception, by making a missile deflection roll vs the QB's OCV. A defender adjacent to the receiver may either deflect the football (adds +3 to the needed target DCV for the QB to hit), or attempt an interception (the receiver can then play defense and attempt to deflect as well, if necessary, though his only adds +2 because he's usually not in the right position for that). Presence attacks are 1/2 effect -- everyone knows they're there to play football. Routine tasks (Center - QB exchange, handing off the ball, simple passes) may receive a +1 to +3 bonus at GM discretion to represent the fact that normal kids with 10 Dex's play this game successfully. Example of passing: 'cuz I know people didn't understand my description of the rules Segment 12, Center snaps the ball, play begins. -We'll ignore the linemen slamming into one another because that'll just complicate matters. Suffice it to say, the OL manages to prevent anyone from getting to the QB. -QB receives the ball. 1/2 phase action, rolls to hit an OCV of zero (if he is adjacent to the Center, because that's all the Center needed to hit an adjacent hex), or 3 (if he's in the shotgun). QB succeeds. He now has a half phase action remaining. -QB is not going to immediately throw a quick slant pass, so he needs to make a Per roll. He looks at his two receivers and rolls. Int 13, 12- Per, QB rolls a 9. Success. He can now see how the receivers match up with the DBs. -WR #1 and DB #1 roll off. WR has a 23 Dex. DB has a 26 Dex. Both are rolling 14-. WR rolls a 12 (made by 2), DB rolls an 11 (made by 3). They are within 3, so they basically move together. Each player moves 1 hex at a time until their movement is done (alternatively, they move the same percentage of their movement). -WR #2 and DB #2 roll off. WR has a 24 Dex. DB has a 25. Both need 14-. WR2 rolls a 9. DB2 rolls a 12. WR2 won by 3. WR2 is able to force CB2 to act. CB2 has 15" of Running. He moves backwards 8" because he doesn't know what WR2 will do. WR2 (15" Running) then moves right past him his full 15". Segment 3 (for our purposes, everyone is Spd 5) Everyone is acting in Dex order now. -Dex 25, DB2 holds action. -Dex 24, WR2 holds action. -Dex 20, QB has seen on Segment 12 that WR2 has juked CB2. He wants to throw the ball to WR2. He makes a PER roll, which causes WR2 and DB2 to roll off. -WR2 rolls a 12 (made by 2). DB2 rolls an 8 (made by 6). DB2 can now hold to see what WR2 does, or act. He chooses to hold. WR2 is now 18" from QB. WR2 runs an extra 8" down the field and spends a half action readying himself to catch. -Because WR2 is now 26" away (and at -6 for range), QB decides to throw at WR2's hex. DCV 3 for a nonadjacent hex, DCV 9 because of range. QB (OCV 7) throws the ball 50 yards downfield. Needs a 9 to hit. Declares his throw. Waits to roll because a defender might do something to increase the number he needs. -CB2 uses his held action. CB2 uses half his action to move to intercept the ball. Normally CB2 doesn't have enough movement to reach the target hex, but CB2 has 12" of Superleap. The GM rules that CB2 can therefore catch the ball in the air. Because this is a lob pass (at a hex), CB2 must only hit an OCV of 3. With his 25 Dex, CB2 rolls a 14, hitting an OCV of 5, and easily catching the ball. He lands 6" from his starting hex, holding the ball. ---- I'm sure there's a lot that can be done to clean this up. I was basically making it up as I typed it.
  22. That's part of why I stopped responding. There's a lot of moving goal posts in this thread. People are just arguing to argue. Respond to one point and they'll move to something else so they can keep arguing. There are a lot of problems with balance in the Hero system, and a lot of the changes that were made from 4th to 5th only made them worse. The changes then from 5th to 6th went even further in the wrong direction. Mental powers have operated by a different system than the rest for quite a long time. It doesn't scale properly because it uses set +10, +20, +30 effect levels, which means you need at least a certain number of dice to get that effect. At low power levels, mental attacks are near useless. At high power levels, they become overwhelming.
  23. massey

    Football!

    Perhaps the ball would be considered "out of bounds" if it were teleported. Of course the offense is going to have to worry about a speedster on defense intercepting the ball between when the center snaps it and QB stretchyman catches it.
  24. 1D6 RKA, Penetrating, only vs electronics, Area Effect, Megascale
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