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GradonSilverton

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Posts posted by GradonSilverton

  1. Can a Power that is outside a multipower be linked to more than one, but not all, of the powers in the multipower...

     

    And if so, does on buy the Linked limitation multiple times

     

    EX : Drain linked to 3 seperate attack powers in a MP. Does the drain take the Linked Limitation 3 times (1 for each Power)?

     

    Or is there another way this should be created?

  2. Originally posted by Shadowpup

    Wow, in comparison, my world is so...simplistic.

     

    I basically have the land masses form a fat ring around the planet grouped pretty much near the equator - completely unrealistic but hey, it's fantasy right?

     

    This set up makes the yearly weather cycle very moderate with no snowy winters. Might seem odd to some folks, but I live in Hawaii and have next to no experience with snow and winter in general. I couldn't do it justice so I left it out of my world.

     

    As for your land mass..... always remember that there might be other things across the sea that no one has sailed to....

     

    And for the winter thing... imagine the shock if it does snow..... something must be going on, something big....

  3. Thanks goes out to everyone who offered help, suggestions, even criticism through this thread.

     

    Everyone helped me accomplish my goal with the most streamlined answer at the end. This sort of support is what I hope these boards become famous for.

     

    Keep gaming everyone!

  4. Can someone offer up help on the use of Autofire, rapid fire, etc with HTH attacks (like Martial Arts or a Single Martial Maneuver)... I've gone over this in the books many times in the last week.... and frankly, I dont get it. Not a bit of it.

     

    I'm trying to take a Martial Arts character and give him a Multi-punch attack....

     

    What do I buy, and where do I buy it.

     

    Any and all help is appreciated.

  5. I agree with Doctorltron above... the key is the 1/2 damage and the full damage if no knockback is done..... a milipede should have some sort of knockback resistance or clinging.... teach em a lesson... also, dont forget the bad guys can do it too!

     

    Can it be unbalancing? Yes. You should just keep and eye on it. One rule you you could institute is something I use for hit locations... If the minus makes your OCV so low that you would dip below zero... so a character with a 6 base OCV would be at a 0 for the maneuver... I wouldn't allow it then.... but that depends on your OCV/DCV levels...

  6. Re: re: Hero Points

     

    Originally posted by Greg K.

    Heres a thought

    Back in Adventurer's Club #5, George MacDonald suggested the idea of using an unspent experience point to guarantee that the character makes a roll.

    My problem with that concept is that experience points aren't cheap... and thats a one shot...spend em for the role and they are gone.

  7. Originally posted by mudpyr8

    I know people can make arguments about the chaos of combat, blah, blah, blah, but it comes down to the feel of the game...... Players will never be taken out by a random shot (if you apply the system to PCs).

     

    I, as both a GM and player, enjoy games more when I know that anyone can die at anytime......

  8. Originally posted by Acroyear

    Champions is a genre book (it's useful, but not necessary, especially if you've been doing superhero gaming a while).

     

    That's the only way I wouldn't say you need both. If you are new or better yet, not a 10+ year veteran of superhero gaming....Champions is a god send.

  9. I'll throw in one...

     

    99% Conversion of the origional Cthulhu....

    All that remained was the precentile Dice for Sanity...

     

    This covered all aspects....20's, Teen, Ect.

     

    Worked absolutly beautifully.....

     

    Now as for my characters....well if you'd played Cthulhu, then you know what happened to every single one of them.

  10. Hit location is an absolute must....kind of...

     

    My 1d6-6 Arrow has very little chance of getting pased your pd 4 armor (studded leather if i remember right).... so my ability to aim at areas your armor isn't is a must....

     

    Now, as for Hand-to-Hand... leave it up to the player....

     

    When they attack, they can go with no Hit roll and loose stun mods, etc....or they can go for the stun mods, body mods, etc...and hope to god they didn't hit an arm and 1/2 everything....another option on this is limiting H-T-H to 2 hit loacation rolls...either Upper body or Lower Body depending on the attack....

     

    The only down side I see is that it does require one to track armor very well...have to know what is covering where and with what level of PD....

     

    I dont see it as a combat slower at all...in fact, I generally see it as a speeding up mechanism..... those vital area hits tend to make people just stop everything they had ever planned on doing..

  11. Re: Ignite/Douse

     

    Originally posted by tgaptte

    I like Gradon's solution, makes more sense to me using the rules, though I don't think you need 8 STR to blow out candles/torches. The other option is to use the same CE to extinguish the flames and just expand your effect a bit.

     

    Tim

     

    >>>

    6 Extinguish: Telekinesis (8 STR) (12 Active Points); Only Works On Limited Types Of Objects (Very Limited Group of Objects; -1) 1

    10 Ignite : Change Environment 1" radius (Long-Lasting: 1 Hour) (15 Active Points); Only to ignite Candle/Torch (-1/2)

    <<<

     

    I looked the otehr day and since everyone was going the RKA way i kindof dropped out....

     

    I agree...but change my mind on the Teke....

     

    I like the Change Enviroment for both now....just alter the effect....

     

    I think the KA is a bit of a stretch for the SFX wanted....

     

    And Change Enviroment fits nicely if not exactly (in my mind)... as said before, the time limit is optional per FRED but I like it to simulate the need for fuel, cloth, etc for the fire... as for the Extinguish, it seems non necesary to have e time...

  12. Originally posted by MisterVimes

    Actually with that Lim, you can be caught without the suit (requiring time to put the outfit on) but it simulates a bunch of suits back at the house. It's not a focus and can't be 'taken'. This is the 'Iron Man' Effect. If the suit goes blooey he heads back to Stark Ent. and grabs a new suit... this Lim (since it is a -1/4) is less likely to crop up than the OIF (a -1/2).

     

    It's the best way to go with an advanced power armor guy.

     

    What if I want there to be only ... say 2 suits?

  13. Originally posted by Monolith

    There are really only a few ways to do this. By giving the Invisibility power...

     

    ... No Focus Limitation

    ... and IIF Focus Limitation

    ... an OIHID Limitation

    ... some other limitation???

     

    I understand the reasoning behind the rule, but it makes for accounting nightmares. I just avoid the situation by rule that an OIF can allow someone to be Invisible, but when the person is visible it is obvious that his Invisibility power would come from the focus.

     

    I think I'm going to cry!

  14. Originally posted by Monolith

    I think if the SFX group is tight there should not be a problem with an EC. For example: Light Power Elemental Control could be part of a powered armor and still have the Invisibility, Light Blast, Flash, etc. The overall SFX is far more important than the Focus.

     

    PS: Remember that if your Invisibility is with an Obvious Focus you are still visible when using the invisibility. :)

     

    uuuuhhhh.....

     

    ok, the invisibility is built into the armor.....it happpes b/c of the armor...how do i do that one?

  15. Re: Spell Pool

     

    Originally posted by tiger

    One of the players in my group came up with an idea. He has several spells that total upto about 30 points. He has asked the GM if he could do the following.

     

    He'd like to do a version of a VPP. His idea he would have 30 ponts and a list of spells do draw from. He'd have to make the usually magic roll based on the active cost. However their would be no control cost and the active cost of the spells don't have to stay under 30. Just the final cost does.

     

    So he could have 1 spell going that after limitation and advantages cost 30 or 2 that are 15 etc.

     

    It seems to me that he is trying to gain the advantage of the VPP without the restrictions.

     

    What do you think.

     

    YES!... Tell him No Dice! He'd bieng bad.

  16. Originally posted by MisterVimes

    I remember that from 4th Ed Fantasy Hero, I was just checking to see if it had been updated for FREd. I have a feeling that it MAY be presented as an optional combat manuever, but if it isn't (barring a house rule), rapid shot may fill the bill.

     

    Its not in FRED...I just checked.....

     

    I edited my repl above to explain the problem I see with Rapid Fire in FRED.... jsut think in a few months we'll have a new Fantasy book and it will all be OK again!

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