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Surrealone

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Everything posted by Surrealone

  1. Except for the fact that self-contained breathing, a gas mask, etc. should readily negate the power, and, as it's presently written, the power lacks an appropriate limitation to reflect such things.
  2. Piles of PRESENCE coupled with the appropriate PRE-based skills, as this would easily represent people being drawn to the character and also the character's ability to influence those people.
  3. You're in luck, as you can readily purchase a Chiappa Rhino, which fires from the bottom cylinder like Vash's gun. Here's a link to a read on it, since you seem interested: https://www.guns.com/news/review/gun-review-chiappa-rhino-revolver-in-357-magnum
  4. The original poster provided the context: 'Shogun Shodown', therefore I did not provide duplicative information. At the time of my response, there was no indication that this pertained to a fighting game; that came AFTER my response, not before it. Do you read these in a vacuum or something??
  5. Missiles in the context of a Samurai Shodown (like, say arrows, crossbow bolts, thrown knives, shuriken, etc.) are not fired frim the wings of aircraft, they are thrown or launched from muscle-powered weapons and do nothing but decelerate after their release … in normal, Earthlike conditions. Context, sir, is important … and in this case, everything when it comes to relevance.
  6. You seem to imply mutual exclusivity, here, when, in fact, that's simply … not … accurate. Assuming a solid GM, 'suddenly, consequences' can, in fact, be heroic … as well as give rise to heroic arcs. (Have you been watching the latest season of Green Arrow, perchance? If not, note that our hero was jailed because … 'suddenly, consequences.' I won't detail more for risk of spoilers, but the mid-season finale was pretty slick.)
  7. In tabletop roleplaying, Players and GMs come together for fun and adventure in what is ultimately a rules-driven form of group storytelling. It sounds to me like you and your players are going about this particular story from different angles. Would that really make you quit? Just because the players have a different perspective on the story than you do??? Instead of quitting, perhaps it's time to go all Dark Champions on them … and take the story in the direction in which they've expressed interest by way of their characters' actions. You could certainly have a great deal of fun with this; all it requires is letting go of your own preconceived notions, embracing their characters' actions, and running with the idea that actions have consequences. Dark Champions is just that … dark. But it's loads of fun, too … in that 'morality is a mutable, gray mass … not shades of black/white' kind of way. Frankly, it's sort of disheartening to hear that you got angry/irritated with it to begin with. Be the GM they want you to be by showing them how dark the world is and how deep the moral rabbit hole they've opened up … goes. And have fun doing it, because now's your chance to be EVIL; they asked for it! That's my $0.02, anyway...
  8. You do realize that doing less damage up close and more at range … flies in the face of classical mechanics … wherein a hurled or fired missile has more time for gravity, wind, friction, etc. to act upon it and slow it the longer it's in the air… thereby reducing kinetic energy transfer (aka damage to target) at impact? I figured I'd ask, since you're basically proposing re-writing the laws of physics in your game … unless, of course, your Samurai Shodown takes place in the vacuum of space outside of any/all measurable forces of gravity. Just a quick sanity check to make sure that's what you're after … before actually trying to tackle doing it. And, as a reminder, if the above is true for missiles, then you'll likely need to consider doing away with or adjusting gravity effects and the like for certain forms of movement, too -- unless consistency isn't important to the setting.
  9. Your interpretation (dropping off one bonus to PER roll every 4m, commencing with +4) is in keeping with Occam's Razor, where the simplest solution tends to be the correct/best one. i.e. I believe your interpretation is spot on and that's how I'd have done it, too. That said, others might be prone to doing it differently, but if that's how you'd interpret it, by all means … go for it!
  10. That's not at all what I see with Multiple Attack. Cinematically, it could be Elektra attacking twice in a phase with a pair of Okinawan sai, or it could be a cop double-tapping his opponent with a pair of .40 caliber rounds per his self-defense training … or even a right hook and left cross combo from Wolverine. i.e. Two (or more, if desired) skilled attacks of some kind … where neither Autofire nor AoE make sense for the desired effect. That's the niche filled by Multiple Attack and the skills surrounding it.
  11. This and the comment, above, (about Multiple Attack having 'too many penalties') both seem to have been made with the idea of the Multiple Attacks being made in a vaccum (i.e. wherein the character lacks skills that properly complement the use of Multiple Attack). For example: The Defensive Attack skill allows the use of Multiple Attack to incur only a -2 DCV penalty (instead of half DCV). The Rapid Attack skill allows the use of Multiple Attack as a Half Phase action (instead of a Full Phase) … permitting one to half-move and then Multiple Attack. Two-Weapon Fighting is another good skill to use with Multiple Attack, since it effectively renders the first two attacks at no penalty (instead of the usual negative applied to all attacks beyond the first based on the total number after the first). In addition, while RAW does not permit the purchase of PSL's to offset Multiple Attack penalties, what IS game-legal is to buy +2 DCV, Only When Multiple Attacking [-1] (10 Active, 5 Real) …. as well as the same or more for OCV … in order to represent someone who is highly skilled at rendering multiple attacks. So, before poo-poo'ing on Multiple Attack, consider that when someone actually builds around the concept of being effective at Multiple Attack (instead of being someone who lacks skill at delivering multiple attacks) … it can be both effective and highly cinematic. (This is especially true if the character can also place shots reasonably well.) Give it a try and you'll see. It truly operates somewhere between single-attacking and auto-firing … filling a needed niche. However, like Autofire in the 5e and later world, you actually have to build with some skills around Multiple Attacking if you want to be good at it.
  12. Never seen Big Hero 6. Thus, for me to respond more aptly than I am about it, it would help to know the special effect of the power and, thus, why you think the power should be able to be damaged. For example, is the power Flight and the special effect wings? If so, then use of the Physical Manifestation [-1/4] limitation on Flight would make the Flight able to be damaged. The limitation's write-up/text details how that works; check it out and see if it might be what you're looking for. (Restainable is also one that makes sense for Flight via wings, but this deals more with entangles/grabs than actual damage...)
  13. And that complaint should not result in a bad/negative reputation unless your exercise of the authority was … unjust. i.e. Fair application of justice should yield a positive/neutral outcome, but unfair application of (in)justice is the only situation in which negative reputation should result. At least if you want to be reasonably true to life...
  14. You guys must not have looked around very much on shapeways.com. Here are some examples of what's possible, there... Open Hollow Polyhedral Dice Set in Bronze Polished Steel Steampunk Gear Dice Set in Bronze Polished Steel Celtic Dice Set in Bronze Polished Steel All of the above were found among the results of a search for 'polyhedral dice set' on the shapeways.com site. You can, of course, adjust the material you'd like for a given set … and they have a wide range of materials. Play with the materials on a die or dice set you like and you can end up with something tailored specifically to your taste and budget. IF you only want to look for d6's, then you could simply search for 'd6 dice set' and scope those results … or just search for 'dice', narrow it to d6's you like, and buy multiples of a single die that you like. Celtic D6 x5 Dice Set (this one looks really good in polished nickel steel, IMHO) Crystal-Inspired d6 (this one also looks really good in polished nickel steel, IMHO) No need to stick to plain old boring chessex dice or pointy-edged dice or what have you. I'd think the original poster could find pretty much anything that he could envision for Mummy, there... especially since he seems to be looking for 'special dice' (to use his exact words) but also wants them to be 'easy to read, [having] no dwarven runes, roman numerals, without more Dr Who symbology than the number itself and without needing KS: Elven 18- to decode them'. Since the goal seems to be somewhere between 'special' and not-so-special-soas-to-stand-out-like-runes-or-roman-numerals-etc. … and since we don't read minds … it's probably best that the original poster go pick out exactly what he has in mind … something to which shapeways.com caters. P.S. I am in no way affiliated with shapeways.com. I'm just a past, satisfied customer.
  15. Given your 'significant range' remark, I get the sense you feel I'm worried about the wipe having only minor alterations of POI (which, of course, become more pronounced at longer ranges). While this is, of course, a concern due to 'normal' contact between the bullet and wipe as the bullet passes through the wipe, it is the 'abnormal' contact that most worries me. The primary example of such 'abnormal' contact is when a chunk of the wipe breaks off during bullet/wipe contact -- which happens fairly regularly after the first mag or two is fed downrange. Because the amount of the wipe that breaks off tends to vary … and because it's unclear how much of it adheres to, unbalances, or otherwise affects the bullet -- POI shift would seem to be a major concern. It's a non-issue for minute-of-badguy shooting at any given distance, but if you want to punch paper quietly (which is what I consider most .22 shooting to be good for), it's something that I'd be prone to considering and worrying over.
  16. Visit shapeways.com and search for 'dice'. You can have all sorts of them 3d printed in a variety of coloured polymers as well as a range of metals.
  17. The GSL Pillbox appears to rely on wipes, which is basically Vietnam-era tech (with modern materials used for the wipe, of course). I can't say I'm a fan of wipe-based suppressors given that wipes must be replaced -- usually within 3-4 magazines worth of ammo in order to maintain the same effectiveness as they had with the first round fired. The fact that the wipe changes over time (due it being shot through) and the fact that the exiting bullet touches the wipe … always has me wondering what wipes do to POI, especially over time/reuse of the same wipe. Still, it's interesting to see a suppressor THAT small!
  18. Are there no cool guns for our games, anymore -- such that we are left to discuss cool shooters of guns and cool techniques by which to shoot guns rapidly -- due to a lack of cool new guns? Oh, the humanity!
  19. The conundrum you present is one that you, the GM, must resolve to your own satisfaction. If I were in your shoes I would resolve it by requiring a Physical Complication to go with a one-armed Distinctive Feature, specifically because no matter how adept one becomes at using one arm, there are just some things you can't do without having both of them. Examples include: bear-hugging a large person without use of any tools/assistance; properly wielding a polearm without use of any tools/assistance; playing with a Chinese finger trap using only your own hands; jumping rope without use of tools/assistance or fixed end-points for the rope; properly signaling people at distance using semaphore; playing most stringed instruments that are built for people with two arms/hands without using assistance, tools, specially-built instruments, or one's feet; etc. In order the meet the player half-way, I would then work with the player to properly set the level of the Physical Complication that represents how often the player wants the above situations to come up, and I would be unwilling to concede to the idea that such situations would never come up (which is what the player appears to want … based on the Distinctive Feature being the only angle the player is taking to the character being one-armed) … because I would want to keep my options open and I would also want the player to be a bit more realistic about what it means to be one-armed.
  20. I'd love to see an effective/efficient way to play Hero/Champions online … with minimal work to make it happen on the part of the GM or players. For context, MapTool is excellent if your GM builds Hero-centric macros and takes the (fairly sizeable amount of) time to do good maps and such for the story, but there's a lot of up-front work on the GM's end to do so -- certainly more than there would be for a Hero-specific tool. Roll20 has a following, too, but, again, it's something that someone's got to bang (with a fairly sizeable maul) into shape for use with Hero/Champions. The ability to drop a .HDC file into place for an online game to upload a character to it, as well as produce/use maps quickly as well track rolls for hits, skill checks, etc … while tracking SPD, DEX, stun effects, DMG, etc during a combat … -without- the GM having to work his tail off to make it happen or bang some non-Hero tool into usefulness with Hero might breathe new life into Hero due to more people playing via such a tool. This, of course, wasn't listed in the poll … and adding it after the fact wouldn't exactly be fair to such a listing since people have already voted. Hence why I note I, here.
  21. Well you said 'immune to mental entangle' without any specifications on the build. Thus, I reasonably took this to mean immunity to all mental entangles since a mental entangle build was not provided by you for us to use in constructing a defensive power to thwart it. You then suggested something that would clearly NOT be immune to all mental entangles, which is why I pointed out the issue. If you are now clarifying that you want a power built to provide immunity to one specific, well-defined mental entangle (which is what your quoted text, above, appears to suggest), please supply the mental entangle build so we can see how many dice it has in addition to its advantages and limitations.
  22. That approach won't stop a Mental Entangle built with the Affects Desolid advantage.
  23. If you have a Held Action, you don't have to Abort; you just use your Held Action (to perform an Attack Action, if you like, even). i.e. Aborting entails giving up your next Phase to take an action NOW …. something you need not do if you have a Held Action at your disposal.
  24. Deflection (formerly Missile Deflection) is just a Block against a missile in 6e, specifically one that doesn't require a shield or some other object with which to Block the missile. While Block requires a roll to execute, it is (by design) a defensive action that negates an attack.
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