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Posts posted by Christopher R Taylor
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Yeah I like both of those better, good designs.
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As for the Myth of Points Bloat
Its no myth, its easily traced through each edition from 4th onward. I mean, its obvious that each edition suggested more points for your superheroic characters (even if some GMs like me ignored the increase). Whether that represents a real increase in power for characters is debatable, but there's not really any way to label that increase as "mythical."
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Ask Magnus, Robot Fighter!
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Damage Shield in 5th edition was really, really awful. It cost a zillion points to get virtually no effect.
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Nah, I've been of the opinion that ain't nobody gonna turn this ship around, no matter who they are. We're past the point of rearranging deck chairs on the Titanic, its almost vertical.
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DzoleDzole is not rare, but it is difficult to spot and isolate. This mineral is found in pea-sized tan nodules among other rocks and sands in deserts.Effect: Doubles effectiveness of most potions and herbs, where applicable (2d6 aid becomes 4d6, +2 paramedics roll becomes +4, etc). GM can always rule it has no effect on a given herb or potionAddictive: ModeratelyOrigin: DesertsRarity: -3Preparation: 2 nodules melted under tongue, then potion or herb used within a minuteStorage: d6 yearsCost: 3 silver
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The starting points are just suggestions. In my experience, a 250 point 4th edition character translates into about 300-325 points in 6th edition. There are more options so you can make them have more stuff, but its not necessary to spend 400 points.
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I like that a lot, got a kind of modern knight feel
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Why not just buy DCV?
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Yeah the more I think about it, the less triggered DCV makes any sense at all. Its either just plain DCV or levels of DCV against specific kinds of attacks. If you want your character to have better DCV against something, just buy that.
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During your combat do you apply the rule to not exceed twice the DC of a weapon.
I have a house rule where you can continue increasing, but it doubles the strength minimum.
so: 3 damage class weapon (1d6 KA) can be doubled for 5 points over the STR min each damage class; +15 STR gives you 2d6.
To get the next d6 takes 10 strength per damage class; +30 strength gets you 3d6.
and so on.
And, of course, the weapon is damaging its self.
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I dunno, he always seemed really helpful and cheerful when someone used the batphone.
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STREET KNIGHT
The Batman/Moon Knight/Daredevil type. The costume will have to be pretty "Batmanny" to get the point across I think, because the name is not exactly clear. At least dark armor with maybe a cloak. He's mostly skills with gadgets with light body armor, and I gave him a collapsible staff to fight with instead of a billyclub, for example. He's not an independent billionaire, rather a private detective. He's got martial arts but when presented right that's not particularly difficult to play even for a beginner, its like picking skills from a list.
BASIC STORY: The Street Knight has no special story to tell or trigger event. Growing up in the city exposed this character to corruption in the wealthy and crime in the poor, and the Street Knight always had a basic need to see justice done and wrongs righted. Time spent in the police department in their youth just proved to the Street Knight that justice was all too often not found there, either. Becoming a private investigator, Street Knight tried to fight for justice, but quickly realized something more had to be done. After a particularly big payoff from recovering a stolen painting, Street Knight purchased and had built equipment that enabled them to take to the city and more directly bring justice to its streets. Now, working days as a PI and nights as Street Knight, this character is a scourge on crime at any level and in any place.
The male and female stories are the same.
Street KnightVal Char Cost20 STR 1018 DEX 1615 CON 518 INT 814 EGO 420 PRE 106 OCV 156 DCV 153 OMCV 05 DMCV 614 PD 612 ED 44 SPD 208 REC 425 END 110 BOD 030 STN 514m RUN 24m SWIM 010m LEAP 0Characteristics Cost: 131Cost Power12 Body Armor: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)2 Visor: Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1)6 Visor: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)2 Visor: Infrared Perception (Sight Group) (5 Active Points); OAF (-1)2 Visor: Nightvision (5 Active Points); OAF (-1)10 Flash Bombs: Sight Group Flash 5d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (37 Active Points); 4 Charges (-1), OAF (-1), Gestures (-1/4), 10m Range (-1/4)8 Smoke Bombs: Darkness to Hearing Group 5m radius, Conforming (+1/2) (22 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-1/4), Dispersed by winds (-1/4), 10m range (-1/4)2 Lock Crack: +5 with single Skill or Characteristic Roll (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (Requires both hands; -1/2)3 Glass Cutter: Killing Attack - Ranged 1/2d6, Armor Piercing (+1/4) (12 Active Points); OAF (-1), Only on glass (-1), Extra Time (Extra Phase, -3/4), Concentration (1/2 DCV; -1/4)7 Grapnel Gun: Multipower, 15-point reserve, (15 Active Points); all slots OAF (-1)1f 1) Swinging 20m (10 Active Points); OAF (-1)1f 2) Stretching 15m (15 Active Points); OAF (-1), Clumsy (no fine manipulation or extended use) (-1/4)1f 3) Flight 12m (12 Active Points); Only for ascending and descending safely (-1), OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)1 Collapsible Staff: Stretching 3m (3 Active Points); Only for use with staff (-1), OAF (-1)25 Collapsible Staff: Multipower, 40-point reserve, all slots Difficult To Dispel (x2 Active Points; +1/4) (50 Active Points); all slots OAF (-1)1f 1) Staff strike: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)1f 2) Pole Vault: Leaping +6m (10m forward, 5m upward) (3 Active Points); OAF (-1), Requires Acrobatics Roll (Skill roll; -1/2)1f 3) +3 with block and disarm (9 Active Points); OAF (-1)1f 4) Deflection (20 Active Points); OAF (-1), Limited Range (3m) (-1/4)Powers Cost: 87Cost Martial Arts Maneuver5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs1 Weapon Element: Empty Hand, Use with staffMartial Arts Cost: 21Cost Skill3 Acrobatics 13-3 AK: The City 13-3 Breakfall 13-3 Climbing 13-3 Concealment 13-3 Contortionist 13-3 Deduction 13-3 Forensic Medicine 13-3 Interrogation 13-3 Linguist1 1) Language: French (fluent conversation) (2 Active Points)1 2) Language: Italian (fluent conversation) (2 Active Points)2 3) Language: Russian (completely fluent) (3 Active Points)2 4) Language: Spanish (completely fluent) (3 Active Points)1 5) Language: Street slang (basic conversation)3 Lipreading 13-3 Lockpicking 13-3 Paramedics 13-2 PS: Investigator 11-3 Security Systems 13-3 Shadowing 13-3 Stealth 13-3 Streetwise 13-Skills Cost: 60Cost Perks1 Private Investigator's LicensePerks Cost: 1Total Character Cost: 300Pts. Complication10 Dependent NPC: Secretary Velma Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)25 Hunted: Various street criminals and gangs Frequently (Mo Pow; NCI; Harshly Punish)5 Negative Reputation: Vigilante, Frequently (Known Only To A Small Group)15 Psychological Complication: Fascinated by mysteries and the unknown (Common; Strong)15 Psychological Complication: Driven to seek justice (Common; Strong)20 Psychological Complication: Code against killing (Very Common; Strong)10 Social Complication: (Secret Identity Frequently, MinorComplication Points: 100Base Points: 300 -
But did it ever happen? Did any criminal ever tap into said line? Why not?
Because that would ruin the entire premise. Because the rules of the campaign were that nobody ever finds out secret identities.
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The only thing about picking a DCV bonus and putting a trigger on it, you need some sort of limitation to make it worth it. Because as it is, I can take DCV without Trigger and it just applies all the time.
This is true, although since its so situational, you can buy very small combat levels and use them which is much cheaper than straight 8 point DCV levels. 3 point "only for trigger" levels seems pretty appropriate.
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When I built premade characters for a Champions campaign, I had a little meter of bars on the top of each indicating their difficulty to play on a scale of 1-5. That gave people an easy reference to the complexity of a character immediately upon looking at the sheet.
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For Dodge, pick the bonus DCV you believe their defensive act should grant and put a trigger on it.
For dive for cover, pick either a teleport (only to places he could run to) to a specific maximum distance and then the trigger takes care of it. You'll probably need some kind of "to a nearby clear area" advantage to make the teleport go somewhere useful.
For roll with a punch, I'd call it a damage reduction, 25% or maybe 50% depending on how significant you figure it is.
To make sense to me, all the triggers would require limitations of "must be conscious and aware of attack"
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Second to 4th was a major PITA in places.
Yeah those are the ones I have the most trouble converting because the basic rules changed more between 2/3 and 4 than between 4th and later editions. Lots of added skills for one thing.
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Yep, I find that converting 4e to 6e there's no real effort required. Just mapping abilities across.
There aren't really too many changes, on occasion I find one of the 4th edition builds can be done better with 6th rules, but most of the time for me after several hundred is that its just a matter of recosting a few things. The real problems come when a power like missile deflection or find weakness/lack of weakness shows up and you have to re-model it.
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The high skill character is still a bit of a problem for Hero, just less so than it used to be. Batman's List o' skills and resources pretty much requires a power pool or he's more expensive than Superman
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If you're a Hollywood exec, apparently yes
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It got some good reviews at first, too. Then word of mouth started to get around about misery fest, murdering Batman, lousy Luthor, etc.
Now a 3-hour R rated version release is being planned. Because Superman needs naked breasts and profanity.
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Nuff said
- massey, Pattern Ghost, pinecone and 1 other
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Use of the Hero System's Older Editions
in HERO System Discussion
Posted
I figured 10-20 because characters started at 10 and 20 was a reasonable max for human strength - lifting 800+ lbs over your head is someone who is in really terrific shape. It seemed to make sense if you extrapolate from STR to the other stats.
Figured was a bit less clear, since there were no benchmarks, but you could just use max stats to figure from and see what you got.