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JohnnyR

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  1. I would think most times it would be the hand, though something like a certain star-spangly shield would help. Granted, it is an action that is not likely to succeed, much less hitting the grenade right back to the thrower, that's why I hesitated to write it up as Reflection. Agreed, but in the example, our hero swats it. And if the thrown range is less than 30-35, such as in an urban environment or helicarrier, there is more of a "grace" period. Plus, to really nitpick, the fuse activates upon the spoon springing away from the grenade body, not the pulling of the pin. So, unless it's cooked-off, the timer starts upon release of the grenade. So in Champions, there is potentially "plenty" of time for an agile and fast hero to "bat it" away, taking into account variables such as cook-off time, distance thrown, length of fuse, reaction time, DEX roll, etc. In other words: GM's call.
  2. All good points. Reflection is the easiest way to go, but even with the limitation Only vs. Thrown Objects, Our Hero couldn't Reflect knives, axes, etc. That's why I avoided it at first. I think a more limited Limitation would work. My original thinking as well. And this is a supers campaign, though a low-powered one. Amen! Reasonable for a superhero, yes (see Cap in The Avengers, helicarrier repair scene). Large AoE yes, but most heroes should have enough STR to swat it a good distance (provided the DEX roll is made), and it's a desperate last ditch effort, especially if it's a frag and not a flashbang or gas grenade. Preach, brother! As far as impact detonation and whether a bottom-rung agent mook has the Presence of mind to cook-off a frag grenade in his hand, those are topics for another day... Thanks, y'all.
  3. Ok, Herophiles, here's the setup: Evil Organization Agent hurls a grenade at Really Agile Hero (who has a Held Action). Said Hero swats the grenade back in Agent's direction, or at least away from himself. What's the best way to do this? Not Reflection. Not a Grab and throw. A simple DEX roll? A DEX roll followed by OCV roll with no levels (like targeting something with a thrown character)? A Block plus something else? Multiple attack required? Other?
  4. If you ever get attacked by a gang of clowns, go for the juggler.
  5. Got a campaign started in a Texas city, name of Mustang Bay. It was a boom town due to real world events like Texas' population growth (mostly people and companies from out-of-state), the shale fracking/oil boom, Space X in south Texas, other hi-tech companies. All that means $$ and super villains follow the $$. One of the heroes is Big Tex (named after the giant cowboy at the State Fair). I also vote for Lone Star City, partners.
  6. Then there's this: "APG Goodies —detailed rules for cyberkinesis (mentally or remotely operating electronics and machinery)" Note to self: get Advanced Player's Guide
  7. These are great ideas. Now to throw a wrench into the plans. How can several skills be bundled into one? Is this something new in 6th ed.? Savants use the SINC skill to hack. (Self Interfacing Neural Code - a special code they write after cracking their mindset.) So a new skill, with elements of other skills built in. In the setting, this one skill covers all their hacking shenanigans. Converting over, I'd require the player to buy those skills separately also. The easy way- just use the Power skill in place of Comp. Programming, Security Systems, etc. when hacking? Am I overthinking this? Note to self: get Hero 6th.
  8. Now why didn't I think of that? Thanks, Lucius. ...and palindromedary.
  9. Electromagnetic hacking is a good description. System does not have to be networked, although in this setting almost everything is. People with mindsets make up a third of the population. Savants, who have overridden the mandated restrictions on said mindsets and thus have special abilities, are rare. Your party is escaping from Secret Research Lab after alarm goes off. Up ahead, doors close on the exit you were planning to use. At the other end of the hall, a bunch of Overzealous Security Guards appear and start firing. You all take cover behind Conveniently-Placed Storage Containers. The Savant player wants to hack the door controls (he can do this at a distance). This will stress his brain box because the mindset was not designed to be used as such. He rolls the necessary skill but fails, and his brain fries a bit (data is corrupted). He tries again and despite a penalty, succeeds.The doors open and stay open for a few seconds. Later, your party makes it to the docking bay, where Trusty Escape Vehicle awaits, but these doors are also locked down. Even worse, these doors are Heavily Secured (against hacking): -4 or such to skill roll. Savant guy tries his trick again, but with 2 penalties on him, he fails, and yep, suffers a 2nd Glitch. Facial tics ensue. Guards enter area, shooting anything that moves. PCs take cover again, and Savant dude is pressured to "Do something!" Rather than risk opening the bay doors at a whopping -8 penalty and suffering another Glitch, he desperately looks around. He notices Fire Suppression System, and prays as he rolls. Success! Foam sprays out, covering the surprised guards, buying the party some time. This illustrates how the power (with Requires a Skill Roll, of course) works. So far I am guessing Limited TK, but how to build?
  10. Not familiar with "based on alternate CV," or electronic defense for that matter. Most of these "Savant " abilities work on a skill vs. skill contest. Yeah, I see your point. -1/4 sounds about right, especially since other Savants can "attack" mindsets and cause Glitches. Next challenge: Gaining control for a brief moment (a Phase) of systems that control machines around you. Example: unlock doors, close gates, fire sentry guns, surge grav generators, cut the lights, vent room atmosphere, etc. Specialized TK? Mind Control (Machine-class minds)? Other?
  11. Hmmm. A good parallel would be the Magic skill for a Fantasy Hero mage. This particular skill is also INT-based and would be used for a variety of abilities. The difference, and yes I left out this bit of pertinent info, being that the character suffers the equivalent of a -2 penalty each time the skill roll fails (a Glitch). 3 Glitches, you are OK but with a reduced skill roll. 4 Glitches, your digital brain shuts down. Glitches clear at a rate of 1 every 4 hours with rest (read: debugging). Edit: So I guess all this can be rolled into a total of a -1/2 Limitation.
  12. Sorry, had baseball on the brain. The character fails 3 (actually 4 now that I read the source material closer) skill rolls (trying to make his mindset do what it wasn't designed to do. As a result, it reboots, making the character fall unconscious for several minutes.) @Ninja Bear: I had been thinking Side Effects, but what value? I'm thinking Extreme Side Effects (-1) but since the character can control/ know more or less when that'll happen, it's worth a 1/2 limitation less, for (-1/2)?
  13. Here's another: How would you simulate "3 strikes, you're out!" ? Example: Fail a Skill roll 3 times (in a certain amount of time) and you are KO'ed for several minutes? Notice the character is not affected until that 3rd failure.
  14. You guys are good. I'm trying to convert Nova Praxis (Savage Worlds ed.) to HERO. Augmented Unreality This ability is defined as hijacking sensory data passing thru a target's Mindset (a web of nanomachines performing the job of brain cells), causing him to see unreal objects. The percentage of the population with a Mindset is about 33%. This sounds good. But I would like to hear more ideas!
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