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Deadman

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Everything posted by Deadman

  1. I see your point, in that example you are doing two combat maneuvers, a grab and a strike. I hadn't thought of it that way honestly. I suppose you're right, that was a bad example.
  2. Okay, let me take a stab at this. These are my assumptions of what is written. First to define Combined attack we should look at what it won't let you do. It won't let you Combine powers in a Multipower or VPP over the Pool cost You can only use up to the Total Pool points in any give Phase You could use two Variable slots up to the total pool points if you chose This is important since many characters tend to buy all of there offensive attacks in a Multipower. It won't let you make two HTH attacks using Strength for both
  3. Herogames #435 was supposed to be "The Assassin's Directory" by David "Lightfinger" West, Cliff Christiansen and Jeff Andrysik, the same authors that did "Murderer's Row" #433. You can read about the ill-fated project if you go to the Wayback Machine and put in the URL http://members.cox.net/~lightfinger/west/champions/assdir.htm I am something of a completionist as well and researched what happened a long time ago. This is just one of the number of books that were scheduled but never made it to print. When I.C.E. had control of the product line there were several that were skip
  4. Well this thread turned into something of a flamefest. I will go back to your original post and see if I can make some sense of it. In 5th Edition, you are correct, little is mentioned about attacking from behind. There are two places you should look. I am using the Revised copy so my page numbers will be different if you don't have that edition. On page 373 in the DCV Modifiers table there are two entries which elude to being attacked from behind. They essentially say that if a character is attacked from behind while in combat he is 1/2 DCV. This is consistent with other mod
  5. I think you are on the right track here. In my opinion one of the biggest problems with Hero has been the artwork. Back in the days of 5e the art was terrible and that didn't lead people to pick up the books. Perhaps we, as avid fans would buy them but it did little to draw new fans in. I really thought that with the IP getting bought by Cryptic (and them sharing their art) there would be a big push to get great art out there but it didn't come to pass. Instead they stuck with the basic blue cover for most of the books. I get that people don't buy an RPG for the a
  6. Here is a simple drone that we worked up for our Dark Champions Campaign. Keep in mind we use Segmented Movement in the campaign so the move is different. This one doesn't have a microphone but it can be easily added. Ryze Drone: Clairsentience (Sight Group), Mobile Perception Point (can move up to 100m per Turn), Telescopic: +2 (36 Active Points); OAF Fragile (-1 1/4), 4 clips of 1 Continuing Charge lasting 20 Minutes (Increased Reloading Time: 1 Turn; Drone Must Return to User to Replace Clips; -3/4), Concentration, Must Concentrate Throughout Use of Constant Power Or Limited
  7. Page 159 of the Hudson City book is what you are looking for I believe. Page 162 breaks down Chinatown. Regards, Deadman
  8. After doing some digging into the books, Flying Dodge goes against the rules for Aborting an Action. In 6eV2, 21 it says... "A character cannot normally Abort to a movement Action, such as to run, fly, or Teleport out of danger’s way. Dive For Cover and decelerating or turning are exceptions to this — although they do involve some movement, characters can Abort to them. At the GM’s option, characters may be allowed to Abort to other forms of movement in appropriate circumstances." With that said, I feel that allowing the maneuver itself would require the GM to allow ot
  9. Sure it does. It may not fit your concept but it is available to you. If you want to gimp your character by not taking it that is your problem, right? Now I do get where you are coming from. In a perfect system every character created with a set number of points should be every bit as capable as another character with the same number of points, right? I can't tell you how many characters I have rejected that have all had a combination of Desolidification and Invisibility. At one point it seemed like a standard for characters that were being submitted for my games. But ultimately I don't
  10. I don't think that Martial Arts is really unbalancing at all. It is available to everyone so that right there means it is pretty balanced. Consider the Multipower below which could be used instead of Martial Arts to pretty awesome effect. 16 Martial Arts: Multipower, 20-point reserve, (20 Active Points); all slots Only To Augment HTH Standard Maneuvers (-1/4) 3V Accurate: +4 OCV (20 Active Points); Only To Augment HTH Standard Maneuvers (-1/4) 3V Evasive: +4 DCV (20 Active Points); Only To Augment HTH Standard Maneuvers (-1/4) 3V Strong:
  11. Thanks Jagged. I appreciate the work and fully understand the demands (well if your Misses is anything like mine ) of real life. If there is anything I can do to help let me know.
  12. Any traction on this project Jagged? I am still using 1.4.0.5 but if any of the new builds have the functionality I would consider moving over just for that. Thanks, Deadman
  13. Why buy a blast when you could just miss half the time? The point wasn't trying to be a rules monger and make it insanely cheap. It was to reason from effect and create a power that would do what the OP was looking for. If it were my game I don't think I would want someone to routinely disarm everything from a target for 20 points. Using CE works per the RAW but in my experience it isn't very well cost balanced. I also don't see how CE would affect things that are stowed regardless of their OAF status. The CE version you cite would look like this. Butter
  14. Wow, this is a great topic and has so many uses beyond just what the OP was presenting. I will break my thoughts down in sections. In response to the OP. I am not a fan of CE since it seems too inexpensive for what it does. (i.e. An Ice Slick causes everyone to fall in an area if they fail a Dex roll -3). Therefore I would say that TK would be better suited for this. Now if you're against STR defending against it you could use AVAD to make DEX defend against it instead. I think that you would need the Fine Manipulation Adder to do the Disarm maneuver so that is added in. The
  15. Just to be thorough here are the last two members of the Coalition from Dystopia. Dart and Hammerhand
  16. While I am at it here are a couple more. Dark Angel and Red Rapier from Enemies III.
  17. Here you go. There are several versions. The one I use is HeroMachine 3. http://www.heromachine.com
  18. Here are my latest designs. From Mutant Files, Ghoul From Enemies III, Demonfire From Dystopia, Piledriver, Fire & Ice, Ultraviolet and Diamond From Champions 3E Rulebook, Brick
  19. That is a pretty cool system Neil. It must make for some pretty cool storylines. Do all of the players draw from the bag so that only one can get the Gold/Red Chit or is the bag made whole for each player/NPC? I would consider doing something similar with luck. I have been toying with the idea of a "Lucky Break". This would be an expenditure of many luck points depending on what the Player wanted to do. For example if we use the chart in 6Ev1 pg. 246 each level of Luck would cost 5 luck points so a "miracle" would cost 15 Luck points. The HAP system is outlined in
  20. So how do your Luck "Chits" work? You mention an extra Block, Dodge, Recovery. How many do the PCs get? Sounds interesting, T
  21. I don't know, I am kind of on the fence. I kind of like the idea of PCs not knowing as it would ensure they use them discriminately. On the other hand if they knew their total it keeps them from whining if they don't have enough to perform a specific act. I was playing with Luck and set it up very similar to how I have presented HAP. In the case of Luck I really like the unknown factor. I have seen what Luck used in this manner can do and how powerful it could potentially be (especially if a character decides to buy like 6d6 of it). In this gritty, heroic game I would say that it should
  22. Jagged, I think you hit the nail on the head. It would be great if the drawing and AoE Templates could be set to Hexes instead of the default Squares. Other than that I love MapTool and have been using it to run Hero for years. One other thing that would really help is an updated and accurate Hero System Framework. Nolgroth posted one way back and had been updating it but it looks like he's given up maintaining it now. I personally use a mix of an earlier framework with some custom macros of my own design. Nothing too fancy. I personally don't try to do
  23. Heroic Action Points (HAP) Okay I give. Both Neil and Surrealone mentioned using Heroic Action Points and I have to say that I can't think of anything much more cinematic than that. It will allow for major characters to somewhat change an otherwise catastrophic event and survive it. On the other hand I do like a somewhat gritty feel to an adventure and allowing too many modifications could remove that. For that reason I would do several things: I would lower the roll from the 2d6 suggested in 6Ev2 pg. 287 to only 1d6. I would say that the GM may add HAP duri
  24. Here are a few more that have been brought down to 225 Points. Many of these don't have Backgrounds and such. Barracuda Edge Orion Purgatory Slash Talion The Shield Commando
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