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Luthervian

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  1. So, im working on a campaign that uses the combat skill system, pg. 56 from the Advanced Player's Guide II and ive decided to use the sidebar option of having a defensive skill (Say it's called "Dodge") that uses 8 + DCV. I'm running into a problem with making a character template for hero designer that uses 8 + DCV to determine the skill #. It wants to do 8 + (DCV/5) and no matter how much i bribe, threaten, or PRE Attack it, it won't budge from that. SO, i am thinking for my game, making DCV, OCV, OMCV, and DMCV behave exactly like STR, DEX, Etc - Base 10, +1 for +1 cost. This way, I can get around that in Hero Designer. As far as I can see, core rule system --> 5 points got me +1 Combat Value. This way 5 points gets me +5 to stat which gives me +1 in that skill formula. So it looks to be ok. I can't see any unforseen isues with this workaround for Hero Designer. Anyone play around with this or have the clarity of mind to immediately see issues I've overlooked? Thanks for any insight, observations, criticisms, or get losts you hurl my way :).
  2. I shall endeavor to explain further: Say I have a "Directed Spell" skill, which reflects a mage's ability to blast a foe with a lightning bolt from afar and am using the system quoted in APG II and the sidebar. While other skills such as Acrobatics uses DEX to calculate (8 + DEX/5), I wish to use OCV as the characteristic used in the Directed Spell calculation. BUT 8 + (OCV/5) won't cut it. I need 8 + OCV. 'Im hoping this helps a bit.
  3. I am specifically trying to use the Combat Skills System from APG II, (starting on page 56). Because these do not mirror CSLs, it isn't the route i want to go. Page 57, right sidebar "Keeping Combat Value" discusses using OCV, DCV, and OMCV as characteristics (i.e. 8 + OCV).
  4. Hi. In the advanced player guide (2?), the option for combat skills is touched upon. One possible option is to have a combat skill, say "Swords" and have it based off of something, such as "8+OCV". I'm editing my skills in a character template. If i just set the CHARACTERISTIC to "OCV" it is using the default 8 + (Char/5) formula. Is there a way for me to call a different calculation (8+OCV) here instead? Thank you!
  5. Can't be sure, because I am lack confidence in how much I know about the HERO System, but maybe just have them use the Multiple Attack maneuver when they want to grab (attack one) and bite (attack two). Both would be at -2, but i would think 2 Penalty Skill Levels specifically for covering that would make it work?
  6. It's for NPCs, so I'm ok with it being a zero point limitation. I'm probably over thinking things. NPC police being able to contain NPC mutants and all - really, it could all be done with a handwave, for sure. I like the "automatically trigger mutant detectors" tho... things to ponder.
  7. Doc Democracy and Lucious - Thank you for the compliments! - I moved away from all my gamer friends some time ago. Having a resource like tabletop simulator makes running games for them a possibility. Helps that I do 3d work to. Ok, so the checkbox for characteristics powers means it can all go down to zero. Definately don't want that. I'll go back and uncheck them all. Its an NPC villain, so its not really an issue that i am looking for maximum efficiency on points! I just wasn't clear what the checkbox was for! @Doc Democracy - If i want all the powers to be drained or surpressed specifically by something that only targets mutants, what is the proper way to do it? I don't exactly want Drain STR to affect the guy's Sand powers, but i would like the ability to suppress all mutant powers - without it being a really expensive piece of equipment (Drain ALL powers, limitation: Mutants only sounds very expensive). im loving Hero System. I only wish i had discovered it sooner.
  8. So... if I had an NPC villain whose powers all came from the fact that he's a mutant -- All powers could be unified around that? So I could have mutant nullification bands that drain or suppresses mutant powers all at once?
  9. Ok, i am putting together a villain for my Champions Tabletop Simulator session. He is a mutant and I want most of his abilities to come from him being a mutant - so that various "Mutant Suppression" powers (Drain Mutant Power, Suppress Mutant Power, etc) will pretty much shut him and other mutants down. Using Hero Designer, I made a new list, named it Mutant! Added a common Modifier (Unified Power - Mutant!) to it so it would assign it to all powers in the list. I then added various things like Enhanced Strength +15, Enhanced Speed +2, etc. I also made a Multipower called "Sandblasting" and gave it a Unified Power modifier (Mutant!; -1/4) as well. then stuck a couple sand related powers into it. Hero Designer didn't object - but I'm not certain it would. Is this an acceptable/correct way to build a mutant character? If some Nullifier Bands had 6d6 Drain (Mutant! power) would it drain 6d6 AP from all the Unified Powers? I'm pretty sure i understand what Unified Power does, but not positive I know how to implement it correctly - and I want to make sure its right before I spend a bunch of time making Power Cards and Character Sheets in Photoshop. Edit: Also, with Characteristic Powers, what does the Add Modifiers to Base Characteristics supposed to do, game wise? I know that if i toggle it on, the various characteristics get even cheaper but no other changes that I can see. What's it for? Edit Edit: I think possibly I have posted a long complicated question and additional unimportant stuff in the incorrect forum and it would have been better to put it in Discussion. I apologize. I've included the particular Hero Designer Character plus some screenshots of my Champions TTS setup (just because). Abrasion.hdc Villain 3d model, Character Sheet, Power and Combat Maneuver cards, an Initiative Token, 3 Status Tokens Abrasion spraying the hero Imp with a blast of sand. Imp's having a bad day - he's already been blinded by the villain. Example Power Card - Sandspray Assuming its built correctly. Sandspray is a variable power in Abrasion's Sandblasting Multipower so I tried to include scaling info for spending the Multipower's AP reserve. I haven't decided if I just want to use the static damage total or include dice rolling. The 7- for END means the power can cost up to 7 END depending upon the AP invested from the Multipower reserve.
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