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Ndreare

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Posts posted by Ndreare

  1. Here is an example of what I mean. (Please Remember I suck at computers and this is my first try.)

     

     

     

    Parasite

    Insert Background Story Here. Which would help to emphasize the importance of the characters story.

     

     

    Characteristics

    20:STR 30:DEX 20:CON 12:BODY 10:INT 15:EGO 23:PRE 12:COM

     

    8:PD 8:ED 6:SPD 8:REC 40:END 32:STUN

    Total Characteristics Cost: 146

    Movement: Run: 6"/NC"

    Swim: 2"/NC"

     

    Powers

    Put a flavor text based description of the characters powers here and then at the end of the description add the game info as follows.

     

    Living Armor: Armor (10 PD/10 ED) (30 Active Points); Visible (-1/4)

    Create Wings: Flight 10", x4 noncombat; Restrainable (-1/2) 2

    Supernatural Eyes: Infrared Perception (Sight Group)

    Create Tentacles: Extra Limbs (10)

    Tentacles: Elemental Control, 20-point powers

    1) Those Things Are Long: Stretching 4", Reduced Endurance (0 END; +1/2); Limited Body Parts (-1/4)

    2) Tentacles: Swinging 20" (20 Active Points) 2

    Symbiotic Armor: Multipower, 45-point reserve

    1) Physical Enhancement: Aid 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Four Characteristics simultaneously (+1)

    2) Acid Spray: Sight Group Flash 6d6, Area Of Effect (One Hex; +1/2), Accurate (+0) (45 Active Points) 4

    3) Spray Acid: Killing Attack - Ranged 1d6 - 1, Reduced Endurance (0 END; +1/2), Continuous (+1), Penetrating (x2; +1) (35 Active Points)

    4) Razor Barbs: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4), Armor Piercing (+1/2) (26 Active Points) 3

    5) Paralyze: Drain End 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (35 Active Points) 3

    6) Poisoned Spikes: Drain STR 1 1/2d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Area Of Effect (One Hex; +1/2) (30 Active Points) 3

     

    Skills

    +2 Overall

    Acrobatics 15-

    Breakfall 15-

    Climbing 15-

    Contortionist 15-

    CK: Millennium City 8-

    KS: Millennium City Underworld 11-

    Lockpicking 15-

    Sleight Of Hand 15-

    Stealth 15-

    Streetwise 19-

    Teamwork 15-

     

    Total Powers & Skills Cost: 201

    Total Cost: 347

     

    225+ Disadvantages

    20 Psychological Limitation: Obsessed With Crimefighting Very Common, Strong

    20 Dependent NPC: Homeless Friends 11-, Normal, Group DNPC: Dozens DNPCs

    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

    20 Hunted: UNTIL (& other misled Law Men) 8- (Occasionally), More Powerful, NCI, Capture

    20 Psychological Limitation: Overconfidence Very Common, Strong

    10 Reputation: reckless vigilante, Frequently (11-)

    30 Vulnerability: 2 x Everything Heat (Uncommon)

     

    Total Disadvantage Points: 347

  2. Hey all this is something that came to mind after reading another post.

     

    If you could change or improve some thing about the way the Hero products are done what would you do?

     

    I would do the following small details do you have anything you think could help the books along?

     

    1: Change the lay out of characters and creatures a bit so there would be less emphasis on “Points†when reading/looking at characters/creatures from the book. Many people including myself feel the game has a “Text Book†feel to it do to the way lay outs are done.

    (I will give an example at the end of this post in a reply.)

     

    2: Related to the above I would possibly try other fonts for stuff. It can be amazing how much the “Feel†of something can change based solely on the font and back ground selection.

    (Here and there a little comic sans or something.)

  3. Originally posted by Killer Shrike

    Eye of the Beholder and whatnot -- I consider this to be one of the HERO Systems strongest points -- it lets me as the GM create the world I want with the flavor I intend. ;)

     

    Although for some of us this is a strong point, it is for most non-HERO players the biggest complaint I here.

     

    Often followed with examples of how even the books with stats on the baddies like the Bestiary make the monsters seem like little more than non descript stat blocks.

     

    Some times the look of the way a creature is written up can change every thing and with things like the monsters being laid out in such a way that their is two columns of "Game Mechanic" for every paragraph of flavor text can really turn people off. (I know this is why we have genre books like Champions and world books like Champions Universe sold separately but for many this is not something that goes over well.

     

    I personally like the fact that all the villains in CKC have at least as much description space as Game mechanic space, and that Champions Universe was more than just one stat after another. The only thing I would change about HERO system books is the "Text Book" feel they give off with the lay out and game mechanic emphasis.

     

    I think I will start a post related to this topic.

  4. The fith eddition book is about 80% different (IMHO).

     

    The spells are of a wider variety and unlike the old Fantacy hero companions or the 3rd ed fantasy grimoir they are more spells than just "EB, FF, RKA, HEAL & FX" they have discriptions on all the spells like in the USPD which makes it easy to understand and they give examples on how to adjust each spell to acheive varied effects like a true master of summoning and things like that. All in all it is more like the grimoires of other games making the magic feel like it is actual spells as oppossed to a colection of game mechanics. (Something I hated aboute the old system.)

     

    I have trouble with two of my players who believe every thing should be told to them in game mechanics and the FX doesn't really matter. I think this bok helps put some flavor back in the game, (Which is HERO Systems weakest point, As every GM is made into a game designer and has to create all his oown flavor typicly.)

  5. It would be both wiser and cheeper to buy EGO Only for Defence

     

    I would also let a player have them as 3 point Combat Skill Levels. Because the rules say a 3- CSL can be used for defense vs. Any Attack of the same type. So 3-CSL with ego attacks could then be used as DECV by the rules.

  6. I have two of the books they call damaged because they were ordered for me.

     

    They both arived in better condition than most books are after having read them through once. So yes it is typicly small things like folded pages or creases. I have never seen a book come out of the "Online Store" that was garbage so to speek.

     

    So in short if you plan on displaying the book and staring at it don't buy it, If you plan on reading the book like an average custamer then jump on the deal.

  7. Originally posted by Steve Long

    Errr... check out the list I posted. Third entry from the top. ;)

     

    Sorry about that but I have transposed the views of someothers I talked to too you.

     

    In resent conversation about the character I made it seemed a common feeling amongst others (not me as it was my character) the the idea of putting runes on people was rediculous.

  8. How about personal rune magic.

     

    Many cultures (Celts, Egiptions, some Native Americans, and the Aztec) believed that magic/holy symbols could be placed on a body to give power.

     

    I have recently made a Dwarven "Runemaster" that could draw his runes on people to hook them up with 1 charge uses of his powers. It would be cool to see your take on how this could/should have been done.

  9. Re: Re: Re: Logarithmic math attempt at damage from the sun

     

    Originally posted by Bartman

    I don't think so. All the sample weapons below about 10DC are exactly where they were. If he had done something like this we would see high powered rifles at or about 4d6 killing. I think the problem is that Steve has abandoned scales all together, in favor of "what feels right."

     

    Please say it aint so.

  10. Does a character who opts to have the TK power affect Energy DC instead of "Normal TK" (if such a term could exist) loose its "Punch" aspect?

     

    (I am making A energy master and was thinking the power would as a common sense side of things but hate to rule against the Rules. And since it is not covered I thought it would be nice to get it in the FAQ before a crafty player gets to excited about his point savings,)

     

    Thanks Ahead of time as it will not let me respond to thank you latter.

  11. The complaint of no constant system of energy to DC still stands under this information. The problem from my point of view is that it seems alot of these numbers are pulled from the arse. (Not yours, Hero's)

     

    It seemed in the old days there was a logic being followed. I was hopping to create, inspire or find some here. My problem is that I think the numbers are all screwed up. As someone who believes in trying to fix things when I whine I thought to create some sort of system or get one from others as opposed to what "Appears" to be DC based on a random number genorater as opposed to a constant system.

  12. Even the 240 billion times the earths presure could be converted into DC. (I did specify that there should be NND attacks linked) I simply would like to have a system of logic behind the damage as opposed to a 275D6 Killing Attack with a fer levels of AP and PEN.

     

    (240 Billion times 0DC presure would be 35-36 doublings = 35 DC)

     

    Wich would all be linked multiple power attacks starting at the center with AOE Radious, Explosion, and a couple levels of mega-scale. (Most radial energy including gravity, EM radiation and heat follow the inverse square law meaning every time you double your distance from the sourse you reduce the Intensity by 75%. Plus attenuation and impedance will affect these also but in space this is not a factor.)

     

    The transformation of hydrogen into helium would be a radiation related event as Gamma and X- Radiation ionize particle by electron displacement so that would be covered by the NND vs LS Radiation Support or in my oppinion all rad attacks should be power def based anyways as radiation tranforms you as much as "burns" you. which is way the faster something replicates/heals the lower its radiation resistanse. (I work with ionizing radiation for a living)

     

     

    Diclamer: I am not a siance nerd so some of the details may elude me but the basic ideas are here.

  13. Logarithmic math attempt at damage from the sun and nuclear explosions.

     

    Lets try this using my crappy math absent of things like proper energy terms such as newtons and jowls (please forgive the bad spelling)

     

    I will use the following assumptions as they must be made somewhere and we all know science is all about assumption anyway.

    0 DC = Human Comfort zone

    1 DC = First Levels of Human Intolerance (20^C or 36^F see excuses as follows)

     

    Humans Begin to take minor damage in temperatures outside of 0-40^C (32-

    With a human being comfortable at 20^C So lets pretend we have a tolerance of 20^C. (Although we know that we become uncomfortable way before these temps are reached and anything out side of the 10-30^C (50-86^F) range will have adverse affects on our performance with things like dehydration/burns or hypothermia starting but this is for a game of larger than life beings. (If you wanted to re-due the math with the base range being 10-20 all you have to do is add 1 DC as that would take care of the first doubling.)

     

    Temperature of Average House Hold Fire = 400^C or 5-6 doublings = 5 DC

     

     

    Epicenter of a Nuclear explosion = 300,000,000^C or 25-26 doublings = 25 DC

     

    (http//:http://www.howthingswork.com list the center as from 300-500 million degrees Celsius.)

     

     

    Temperature of the Corona of the Sun =6000^C or 13-14 doublings = 13 DC

     

     

    Temperature at Center of The Sun = 15,000,000^C or 21-22 doublings = 21 DC

    Don’t Forget mega-scale explosion on the last three.

     

    After this you can add Armor Piercing and Penetrating if you wanted to represent that with the sun there are dozens of different energies being used. I personally would also add a NND attack vs. LS High Radiation and Safe in High Pressure of Equal DC. (If not satisfied another option would be to just make the attack killing dice equal to the number of doublings then it would be truly powerful.)

     

    The conversion from Fahrenheit to centigrade is as follows

     

    (TF-32)/1.8=TC

     

    TC*1.8+32=TF

     

    So 32 Fahrenheit is 0 Celsius and 100 Celsius is 212 Fahrenheit.

     

    TF=Temperature Fahrenheit

    TC= Temperature Celsius

     

     

    So what can you come up with using math as a foundation as opposed to the “it just feels rite†system? I know that the above numbers will not feel “Rite†to most. So if you think they are wrong I believe you should show your logic using math as we are talking about a math based system.

     

     

    The following is from Ask.com

    [text size=-2]

    The Sun is the most prominent feature in our solar system. It is the largest object and contains approximately 98% of the total solar system mass. One hundred and nine Earths would be required to fit across the Sun's disk, and its interior could hold over 1.3 million Earths. The Sun's outer visible layer is called the photosphere and has a temperature of 6,000°C (11,000°F). This layer has a mottled appearance due to the turbulent eruptions of energy at the surface.

    Solar energy is created deep within the core of the Sun. It is here that the temperature (15,000,000° C; 27,000,000° F) and pressure (340 billion times Earth's air pressure at sea level) is so intense that nuclear reactions take place. This reaction causes four protons or hydrogen nuclei to fuse together to form one alpha particle or helium nucleus. The alpha particle is about .7 percent less massive than the four protons. The difference in mass is expelled as energy and is carried to the surface of the Sun, through a process known as convection, where it is released as light and heat. Energy generated in the Sun's core takes a million years to reach its surface. Every second 700 million tons of hydrogen are converted into helium ashes. In the process 5 million tons of pure energy is released; therefore, as time goes on the Sun is becoming lighter.

    The chromosphere is above the photosphere. Solar energy passes through this region on its way out from the center of the Sun. Faculae and flares arise in the chromosphere. Faculae are bright luminous hydrogen clouds which form above regions where sunspots are about to form. Flares are bright filaments of hot gas emerging from sunspot regions. Sunspots are dark depressions on the photosphere with a typical temperature of 4,000°C (7,000°F).

    The corona is the outer part of the Sun's atmosphere. It is in this region that prominences appears. Prominences are immense clouds of glowing gas that erupt from the upper chromosphere. The outer region of the corona stretches far into space and consists of particles traveling slowly away from the Sun. The corona can only be seen during total solar eclipses. (See Solar Eclipse Image).

    The Sun appears to have been active for 4.6 billion years and has enough fuel to go on for another five billion years or so. At the end of its life, the Sun will start to fuse helium into heavier elements and begin to swell up, ultimately growing so large that it will swallow the Earth. After a billion years as a red giant, it will suddenly collapse into a white dwarf -- the final end product of a star like ours. It may take a trillion years to cool off completely.

     

    Sun Statistics

    Mass (kg) 1.989e+30

    Mass (Earth = 1) 332,830

    Equatorial radius (km) 695,000

    Equatorial radius (Earth = 1) 108.97

    Mean density (gm/cm^3) 1.410

    Rotational period (days) 25-36*

    Escape velocity (km/sec) 618.02

    Luminosity (ergs/sec) 3.827e33

    Magnitude (Vo) -26.8

    Mean surface temperature 6,000°C

    Age (billion years) 4.5

    The Sun's period of rotation at the surface varies from approximately 25 days at the equator to 36 days at the poles. Deep down, below the convective zone, everything appears to rotate with a period of 27 days. [/text size=-2]

  14. Originally posted by pinecone

    Just jumpin in to up my post count...I don't beleive you need to make falling damage into killing...the avg person only has 2 PD so a 12D6 fall does an Average of 10 body! Seems plenty lethal to me....I always figured they upped terminal velocity to 30D6 so they could scare Supers not because it was Real but because it was Dramatic......

     

    That is pbobly the whole truth of it.

     

    All tyo often have game designers made a rules change simply to create a player intimidating situation.

     

    Realism is often over looked by me as a GM in order to create the "Propper" feel of a situation and maybe that is what Steve was looking to do here.

  15. Originally posted by Arthur

    That just means that the falling rules should be modified as well. A quick horseback estimate:

     

    Terminal velocity is rougly around 180 MPH, IIRC. That's about 80 m/s, or about 1000 m/Turn = 500" per Turn. Applying a "standard effect" rule (that's what I use, anyway) of SPD 4 for translating RW effects, that's about 125" per phase. Divide by 3 for a Move-Through, and you get about 40d N.

     

    Hmmm. A little analysis shows the problem: Move-Through damage is proportional to the square root of KE, since KE is proportional to the square of velocity. It is therefore on a curve that is not linear, but goes up faster than the geometric expansion of other types of KE damage.

     

    Man, once you open a can of worms, you need a bigger can to re-can them.

     

    Even if you go with SPD 6 as a standard effect, you still wind up with 30d N.

     

    I was rather hoping that this calculation would yield something along the lines of 20d. Silly me.

     

    Are you pondering what I'm pondering?

     

    I believe your mistake was that you should have gone with a speed of 12 as the earth is always moving.

     

    That would make it closer to 10 or 13 DC a perfectly reasonable damage level considering falling should be killing damage any ways.

     

    I worked in a rehabilitation hospital in Albuquerque were we often had fall victims and even once had man who’s Para shoot did not open. There is a butt load of bone and organ damage associated with falling (i.e. killing) a 10DC killing attack will likely have you dieing soon after impact but it would still be possible to get "lucky" and live withy a couple of dozen broken bone.

     

    The system I have fallen on is just looking at the STR chart for nukes and saying a Nuke dose killing damage based on its size and adding the Armor piercing advantage to it. If I wanted perfect reality I would go out side but I don't so I play a game were a man can take a nuke to the chest. and live like the hulk did back in his pantheon days. Or “Supes†has done on more than one occasion.

     

     

    The surface of the sun according to "Ask.com" is 6000 degrees Celcius. I don't see it as any more unreasonable for a character to be able tolerate that than I do for him to throw fire from his eyes.

  16. I would allow -1/2 because STR and HTH Attack are so close that would also make it pretty cheep to purchase the power you want for a STR 60 character it is only 40 points.

     

    As for utilaty of STR The two biggest uses players seem to get out of it is Stats, Damage and sence you already have the stats I would say damage is the primary thing here.

  17. I find the problem is never the frameworks... but all to often the player.

     

    The idea behand gaming for me is to have fun if I feel the player is playing to compete with me and/or the other players than screw him. If I think the player is trying to build a cool character than more power to him. It is rediculous to put rules on the Heroes that the villains don't have to follow.

     

    I like to run games were the players are the focus so if he thinks of a character with control over the for elements and decides to have four seperate Multipower's then more power to him. It would defenitly be better than a single 200 AP multi power.

  18. I have been playing for a long time and have had hundreds if not thousands of battles using the fourth and fifth edition rules. From what I can see there is no problem with the way these two options are set up.

     

     

    If the martial artist wants to have a “Martial Arts Maneuvers†Multipower he is allowed to and if the Blaster want to learn Kendo he is allowed to.

     

    I my self have made martial arts characters with multipowers to complement their martial arts typically looking something like this.

     

    20: Martial Arts Maneuvers; Multipower

    4: 1m) +20 STR -1/2 no figs, -1/4 no lifting.

    4: 2m) +4 DCV

    4: 3m) +4 OCV in HTH

    1: 4u) 1D6-1 HKA

     

     

    This is just an example. There are cost breaks in the system I see that as an advantage not a flaw. As the GM I encourage players to have concepts and encourage them to have frameworks. All most all (90%) of the published villains do and realy I would like the players to have all the advantages the villains do.

     

    Take a look at the villains from CKC and the characters from Champions even the martial artist (although I don’t like the champions martial artist) have frame works. So why are we talking about one being cheated over another when they all have the same options. If your concept includes throwing fire then throw fire If mine includes jump kicks you can bet your butt I will be doing jump kicks and be on even footing with your fire ball.

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