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Gauntlet

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Posts posted by Gauntlet

  1. On 1/7/2023 at 8:37 PM, steriaca said:

    While the book definitely focuses on Mutant Hunting, I agree with doc. They shouldn't "wait till the mutants are no longer with us" before going after other superpowered people. Everyone with superpowers are equally dangerous to "true humans" after all.

     

    Just pondering why they employ Shi No Te (Death of Hand) considering he is an possessed human with magic sword and martial arts. 

    IHA uses Shi No Te because he is good at killing powerful individuals like mutants. Of course once the need for him is done, it will be time to put a Last Word Sniper Rifle round through his head. IHA has used other villains as well, Blowtorch being the most used. In fact IHA will even use a mutant to kill another mutant as they have utilized Wildeye to kill other mutants multiple times.

     

    The reason why IHA has one target, mutants, is because it allows for better focusing to get troops. Very similar to the Nazis who put Jews as the main enemy and if they didn't like you they stated that you were either a Jew or worked for them.

  2. On 1/8/2022 at 5:15 PM, steriaca said:

    Nice to see IHA finally getting some love. Just a note for Tomas Stadley: try to minimize true mutants as willing IHA agents or rulership. There are various ways to have supervillains who agree with their outlook. Cyborgs, tech wielders, martial artist, power suits, the infamous Minutemen robots...no need for mutants.

    Thanks. One thing I did add was a little bit of Magic. 

  3. Unfortunately it also makes trying to do a transfer almost useless if you don't purchase a huge drain. I am trying to create a villain in 6th Edition who can Transfer Speed to himself. I want him to be able to drain one point of speed at a time but then the max amount of speed he can gain is two. If I want him to have the capacity to get from 4 speed to 12 I would have to have to have him drain all your speed in one shot.

  4. I know that the Second Great Stronghold Breakout date was 2009, but has it officially been listed as to what month and day it happened? I do have Champions Universe for Hero 6th Edition but it only give a year. I am using it for an organization book I am creating for Hero Games so I do not want to just make it up.

  5. 6 hours ago, Brian Stanfield said:


    Without knowing the particulars about your campaign guidelines, it’s hard to know why fantasy characters seem tougher than supers. 


    It could be because there is too much power variance between character types. A 12d6 fireball with AOE vs. a 2d6 sword with a couple of CSLs is not balanced. One character will seem so much tougher than others around him. In a supers game, however, everyone will have similarly powerful attacks, and so it won’t seem so out of control or imbalanced. The relative toughness of characters won’t seem out of whack.

     

    Its also possible that magic has some sort of cost divisor making it more affordable and therefore more out of balance with other characters. 
     

     

     

    In my game, there is no cost divisor, but what I have found to be the biggest advantages are hit locations and equipment.

     

    Hit locations allow an FH character to be able to really do addition damage without having to roll it. For example, call shot head, there is a penalty to hit but if you do you get to have a STUN Multiplier of x5 and do double BODY Damage.

     

    As for equipment, it's free for a Fantasy Hero character but not for a superheroic character, and that adds a lot of free points for the FH character, especially if magical items are involved.

  6. 7 hours ago, Hugh Neilson said:

     

    Tell you what, build a character on 175 points (Standard Heroic) under that model.  If we give you 25 points for those maxima (maximum points per complication for Standard Heroic), or even 50 (total complications for Standard Heroic), will that make it a playable character?

     

    He has already saved 85 points by selling his stats back to those starting levels.  I guess he'll need a spell or magic item to restore his stats (at least those he relies on in play). 

     

    What actually happens in real games is that players look at the stats they want the character to have.  Unless all, or virtually all, will be under the NCM limit they can take as a complication, they do not take that complication.

     

     

    I am speculating that this template comes with some offsetting advantages.  However, an elderly Wizard who attacks and defends with magic spells could be quite all right within these parameters.  So, to flip it around, how many points should that Wizard get for free because his character design already fits within those parameters (and has saved him 5 points from selling back 3 STR and 2m Swimming already)?

     

    I guess I can see your point.

  7. 1 hour ago, Tjack said:

       IMHExperience, FH and D&D characters tend not to have as broad a skill set as Supers. Things like detective work and streetwise even though possibly useful in fantasy settings just aren’t a priority. 

     

    Not quite sure of that. Pretty much every FH character I have played has had at least 20 points in skills (not including WF or Skill Levels). While I will say in Pathfinder or D&D skills aren't that large in number (unless you play a thief in Pathfinder) but in Hero they are utilized much more, even fighters in Hero many times have a number of skills. In fact I have found it the other way around. Most Superhero games are all powers and no skills at all, with the exception of gadgeteers.

     

    Of course I guess it depends on your GM. I have always had mystery in my FH games as have the GMs I have played with.

  8. 2 hours ago, Cassandra said:

     

    The Normal Characteristics Maxima Disadantage should be limited to Superhero Level characters, 200 Points and up, since they actually have the points to far exceed those levels and other characters who don't take it would have a major advantage.

     

    But as I asked before, would you want to play a character who has the following Characteristic Maximums without getting anything for it.

     

    Reduced Characteristic Maxima: STR 7, CON 15, PD
    4, ED 4, REC 8, END 30, BODY 8, STUN 30, Running 12m,
    Swimming 2m

  9. 9 minutes ago, Gnome BODY (important!) said:

    My POV: How do the characteristic caps hinder the character compared to a character with the same statline but no caps?  If the answer is "They don't", they're not worth anything. 

     

    So you would be okay if I said your stat maximums were as follows while everyone else's was normal?

     

    STR Max: 5

    STR Max: 5
    DEX Max: 5
    CON Max: 5
    INT Max: 5
    EGO Max: 5
    PRE Max: 5

    OCV Max: 2

    DCV Max: 2

    OMCV Max: 2

    DMCV Max: 2

    SPEED Max: 2

    PD Max: 2

    ED Max: 2

    REC Max: 2

    END Max: 5

    BODY Max: 5

    STUN Max: 5


    Any characteristic bought over these maximums are at double cost.

  10. 14 minutes ago, Ninja-Bear said:

    Ok those physical complications have nothing to do character value. This complications you listed are generic. If you would take one, there would be a reason why you aren’t a “normal” person (human). Consider if you are a hobbit and only a 1m tall in a 2m tall human world then you’d probably take the 10 pt complication whereas if you adventured more in the Seaver’s lands it would probably worth less. Typically dwarves aren’t much taller than hobbits. Next could be weight/mass. Hobbits are portrayed to be light so in game they may take Knick back or down easier than the dwarf so you could take physical complication light. Note you can have more than on complication at a time. Perhaps you are human -a one armed swordsman, he could take the physical complication barely because in combat it may not be that much hindering to him. As to the -66 points, remember anytime you sell back characteristics below starting value you do gain points back so if you only have 10m running then you 2 pats back. Note in 6th you can sell off your senses too for points.

    Actually they do. They are what is given to the character for having the characteristic maximums. The actual post is like follows:

     

    Reduced Characteristic Maxima: STR 7, CON 15, PD
    4, ED 4, REC 8, END 30, BODY 8, STUN 30, Running 12m,
    Swimming 2m; Physical Complication (Infrequently; Slightly
    Impairing); 10 Complication Points.

  11. Sorry, I am wrong, written by Shane Harsch. And as I said above, they are 5 or 10 point physical complications.

     

    Physical Complication (Infrequently; Barely Impairing); 5 Complication Points.

     

    or

     

    Physical Complication (Infrequently; Slightly Impairing); 10 Complication Points.

     

    One of the race types has a Maximum Characteristic value change of -66 points.

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