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Tech

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Everything posted by Tech

  1. Me, too, though I haven't seen Rayearth and I'm tired of rehashed Gundam ('SD Gundam' coming up).
  2. Ah, I was wondering if you saw a partial episode and was simply clarifying. The Mirror card has quite a personality for showing up so little. I agree with you - Syaoran is quite the principled guy. Then again, Sakura is quite principled, also.
  3. Re: PC Stat Min/Maxing vs. Rest of World I've already stated this in a couple other forums but I'm glad to see this idea given thought. I've been using unusual number endings for years, as have my friends and brothers. It's actually invigorating to not use the stereotypical 23 Dex, 25 Con, 13 Int, etc. Mind you, I'm not against these kind of stats. I've seen entire teams built using unusual numbers and it doesn't endear me to using them - something unnatural with entire teams like this. However, my character originally built with a 22 Dex (and 400+ experience with the same Dex) has become something of a trendsetter in the campaign. I don't know why, but it has. I wouldn't say having Stats like this makes them inefficient. That sounds too much like a powergamer. I will say that it makes them a thought-out character. I've heard some say that it's useless or ridiculous to give a character a 14 Int but I disagree. It adds flavor and does contribute: you're 1 pt. higher away from having your mind read than the 13 Int guy, Dex 27 goes faster than Dex 25 on Phase 2, Con 26 is 2 pts away from getting Stunned than Con 25 and so on. It depends on your players and your GM'ing style. The players will appreciate your paying attention to little details like the differences in the Stats. ex. Heroes Swimmer and Goldfish have a swimming contest. Swimmer has a Dex of 25 and Goldfish a Dex of 27 and both have a Dex roll of 14 or less. Both have +8" Swimming. Both rush to the other end of the swimming pool and back. GM has them roll their Dex rolls and both roll an 11. Goldfish wins due to that last second move (higher Dex) and both heroes are congradulated by their teammates. BTW, if you've never tried anything like the above, you're missing out on some real fun rping.
  4. Re: Change Since the Japanese like to leave the viewer stumped in so many different anime series, the card got into her bed (not pajamas) some mystical way. I'd presume that the card transformation & getting into her bed where she woke up & found it, occured simultaneously in the real world while she was dreaming it happening.
  5. Yeah, it does depend on what your plant to throw at them. No disagreements there. I would however, give Magical Girls some sort of Damage Reduction. Very often, they take a bashing, perhaps getting injured, and keep getting back up. Even Pretty Sammy did that.
  6. As stated already, there are no 'mental' phases. I think what is looking to be stated is that the extra SPD 'is usuable only for Mental Powers'. This clarifies the problem. If you don't use a Mental Power on the extra SPD phase, you can't do anything else, including recover, block, dodge, etc. A mind can very often think faster than you can react and this seems to be the case, if I understand the character concept.
  7. First, slightly off the topic: After reading these posts, I wonder if me & my friends are perhaps the only, or one of the rare, gamers who have no problem with regularly giving Statistics other than the 10, 15, 20 and so on or 13, 18, 23, etc. I posted this before in a different post but I can immediately think of characters I designed with a 22 Dex to start and 400+ experience later, hasn't changed it. 14 INT, 17 EGO, 11 or 12 INT, etc etc., are a few examples and aren't uncommon. We all saw the cheesing from the previous Enemies and CKC with 18 STR, 23 CON, etc., and like the oddball numbers. It's building character, not a bunch of stats, that rules the campaign. Now, on to the debate, I prefer the simple 3d6 rolling, rather than redesigning the system. However, a roll vs roll is at least interesting to read about. Has anyone done this in their games?
  8. Re: Re: Haste Spell I heartily agree with this suggestion. It makes more sense this way.
  9. Re: Re: Re: Champions Battlegrounds Well, all right! Another Champions old timer. BTW, I am not old. I have got to check this book out. Now if only my gaming store would do better than getting it 2 or 3 months (sometimes more) after it's out. Anyways, the book sounds cool!
  10. Hero: "Excuse me, I need a new cellphone." Service Rep: "I'm sorry. You can't have one." Hero: "What?" S.R: "Yes, when you purchased it, you signed this contract." Hero: "So what? I'll pay cash." S.R: "I'm sorry. According to this contract, you cannot buy another cellphone for the rest of your life." Hero: "That's ridiculous! Give me one!" S.R.: "If you threaten me, I'll have to call Security." Ogre stands behind the S.R. in a security uniform and grins. Hero: "Fine, then! I need a new toaster." S.R.: "You bought your last one at the same time as your cellphone, didn't you...?"
  11. Re: Cumulative and Suppress If no one else replies, you might want to pose this question to Steve Long in his forum. As for me, my answer is "Ya got me stumped."
  12. This is another example of why I like the Hero Games rules. Where else are you going to have math discussed to prove or disprove rules? Still, I'd go with the book for falling, although I find the more realistic chart interesting. I'd like to see the more realistic chart fully written out to terminal velocity.
  13. I don't know over what kind of a time-frame you want the person to get hit by this attack. I'm going to assume over several hours for my example. Howabout: 10d6 Con Drain, only takes 1d6/1 hour, only to zero Con + 10d6 End Drain, only takes 1d6/1 hour, only to zero End, linked to above + (I'm assuming the target will eventually die so...) 10d6 Body Drain, only activates after Con & End are at zero, only takes 1d6/1hour = 10d6 Stun Drain, as above, linked to above Add Area Effect, Invisible Powers Effect, 0 End or whatever as your taste deems. Mix & stir receipe as needed.
  14. UltraRob, whereas I find your outline of suggested power levels interesting, I think it's a little too weak. I created the Sailor Senshi and they could not function as they do in the series unless they had a higher points. The Sailor Moon RPG book suggested three power levels, one for beginner, intermediate and powerful. Taking Sailor Moon as an example since I mentioned her, there's a definite progression of maturity, experience and power through the series.
  15. It's interesting reading, I'll say. I have my own houserule version of EC that I use. It's not 5th ed EC but it works.
  16. IIF, OIF, IAF or OAF depends a lot of the special effects. One character got his powers through a neckchain of sorts, very easy to take away. Only thing is, he hid it under his costume and became IAF. A gun can be any of these, depending on where the gun is, is it easy to take away, is it ever seen or does it screen for it to be taken away? More thoughts. A small gun hidden in the palm of his hand could easily be IAF. A mystic necklace that defies being taken away can be OIF. A bow that shoots arrows that's obvious and easily taken away, yet can be teleported instantly back to the wielder's hand is OIF. Special effects really does help define the limitation and should be given a lot of thought other than "I want it to be OIF."
  17. 'Eight-Teams'.... I like that word.
  18. Re: Electricity My suggestion is to make it still go to STUN, CorpCommander. If it absorbs to SPD, the characters will know right away something's up. If it goes to STUN, it'll take awhile before they find out, if at all.
  19. I have no problem with it being -1/2 as Simulate Death leaves you at 0 moment, 0 DCV, etc. already. SirViss, I'm assuming 1 END/Turn is correct, haven't looked it up yet. At 1/10 life functions then, it'd be 1 END/10 turns or 1 END/2 minutes, correct? Sorry but I'm at work and only giving some thought to this.
  20. Re: Five-Teams I don't know about any Five-teams in VIPER or not. However, using the older VIPER material, five-teams are well-respected or feared when I use them.
  21. A suggestion for the Block/Attack manuever is simply buy lots of DCV levels only with a particular attack. A miss is as good as a block. By missing, the attackers attack by special effect has been 'blocked'. I didn't say it's a good suggestion, just that it's a suggestion. Still, it'll work for a campaign without house rules allowing for a dual manuever.
  22. I think Farkling's got a good idea for what you're looking for. Regarding things like the ol' Block/Attack manuever hinted at, house rules work. Once in awhile, a player comes up with something that generally bucks the campaign in that no one is allowed it. However, if it's a really really cool idea and fits in with the character without being unwieldly to the campaign, it's given a rare exception and allowed. If a power or concept helps everyone enjoy the game and enhances it, it should be allowed IMO.
  23. Interesting. Never thought about that. Then again, I never bothered thinking much about Swimming.
  24. Thanks. However, I'm still wondering if the character does indeed drown and if so, how long (at 1/10 normal lifesigns)?
  25. Re: Running Hero with defined Disadvantages? If I'm understanding your line of thinking, your question asks "Has anyone run a campaign where the heroes created must take certain disadvantages already defined by the GM?" If that's the question, I haven't done that or been in one. However, some friends of mine have. The campaign lasted about 2 years so I guess it was fun. I can see quite a few advantages as well as disadvantages with this. A few Advantages: Players know the general setting. Most likely, the common background will easily bring them together and fairly quickly. It can give them a common goal, a common enemy and even a base run by their benefactor. Disadvantages: Players may not want those disadvantages. Hey, it's happened before.
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