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LoneWolf

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Everything posted by LoneWolf

  1. If the only complications the entire team has are hunteds that is probably going to be a problem. That would certainly lead to the problem the OP is asking about. A well rounded character should have a variety of complications, not just hunteds. A team should have something to tie it together and a common hunted is as good as anything else. Often when I am running will have the players take an unknown hunted at the beginning of the campaign representing the major villain of the campaign. The idea that if a complication/disadvantage has no effect does not count cuts both ways. If the character is going to suffer the negative effects of something it should count. So, if I don’t allow a hunted for a character because the hunted does not exist in my campaign, I should give the character credit for the hunted I am going to impose because of the campaign.
  2. Assault has a good point on working hunteds into the story. If the GM is going to have a particular group show up a lot, he might want to encourage or even require all characters in the campaign to take that group as a hunted. Many campaigns I have been in almost all the characters have Viper as a hunted. Other campaigns often have other groups, but there is usually a lot of shared hunteds. For some characters buying a DNPC pool works better than defined DNPCs. Instead of writing up specific characters the player defines a fairly broad group of characters that will get involved. This could be anything from the girlfriend of the week to random friends. Have the character define a number of points for the complication/disadvantage and the GM decides on the details. One week the DNPC could be an old military buddy, the next week it could be your teenage niece. One thing to keep in mind about DNPCs is they are supposed to create more trouble than they are worth. So, the competent DNPC is usually going to get into some really dangerous situations. If the DNPC is providing more help than hindrances, they are not DNPC’s, and the character should be buying them as followers. Followers are the NPC most likely to cause problems. The way I handle followers is that their screen time is taken from the character that purchased them. If you have a lot of competent followers your only screen time may be giving orders.
  3. For me it is going to be a matter of special effect and the type of campaign. For example, I would allow a Jedi in a Star Wars campaign to use a martial maneuver from a lightsaber based martial art with missile deflection. I would not allow the boxer in a James Bond inspired Danger International campaign to use his Boxing Block to deflect bullets. In most Champions games it will probably be ok, but will again depend on the special effect of both the maneuver and the missile deflection. If the missile deflection is bought with a focus (weapon) the martial art will need to have that as a weapon element.
  4. DNPC’s and Hunteds are usually used as plot devices by the GM and are not under the players control. Unless the DNPC’s are combat worthy they should not be an issue. Contact for the most part will also not be involved in combat. So the only real concern is going to be followers. Those should always be carefully scrutinized by the GM. The other thing to consider is how often they become involved in the game. If all the complication based NPCS show up too often it can be a problem. If they are only occasionally showing up it will not be a problem. Running the night everyone showed up can be fun as long as it does not happen too often.
  5. You don’t need mega scale for terminal velocity. If you have 120M leap you can handle a terminal velocity fall. Since you start with 4M of leap that means you only need 116m. Apply the limitation upward only (-1) and only to counter falling (-1). This works out to 19 points. It will cost you 6 END.
  6. Reducing the SPD on all characters actually works out really well. Not only does it save points it make thing like END usage more manageable. This ends up saving even more points because it reduces the need for things like ½ END and buy up your recovery. It also means the average character is not running faster than Usain Bolt.
  7. There is also the optional rule that allows you to use your leap to reduce the damage from a fall. It requires a held action and allows you to subtract your vertical combat leap from the velocity of the fall. You also get your normal defenses from the damage of a fall. From what I remember of the movie the vampires were able to make leaps of a decent height. I would not have any problems allowing a character to use his leap to negate part of the velocity of a fall using his defenses to absorb the remaining damage and allow a breakfall roll to stand as a zero-phase action with the special effect of them simply not falling down to begin with. Leaping normally costs 1 for 2M, but your upward leap is half. The book gives the limitation upward only as a -1 limitation. Adding in only for falling damage as an additional -1 limitation seems reasonable. That would make it 19 points to be able to ignore a terminal velocity fall.
  8. A formula that determines the initial points and complications from the average DC is going to be of very little use. All it does is scale up and down points based on the assumption all campaigns are basically the same. The problem with a formula like this is that by its nature Hero System can have very different point spread depending on the nature of the campaign. You can have a campaign where it is mostly combat so skills do not matter that much, but you can also have a campaign where there is more focus on out of combat abilities including skills. I have played in plenty of games where it is mostly focused on combat, but I have also played in a lot of games that focus on investigation or other non-combat issues. Sometimes even on a game focused on combat the GM may want to keep the damage at lower level. A better approach would be to figure out what type of combat you want in your game before doing anything. Do you want normal weapons to be a threat to the PCs, or do they bounce bullets of their chest? This will give you an idea of what range of DC you should have in the game. The next step is to figure out how lethal combat should be and set the guidelines for defenses as appropriate. Do the same for the aspects of the game including how much out of combat focus there will be. That will give you an idea of how many points to give the players to build their character. Then simply use the chart in the book as a base and maybe adjust it a little. It is a lot of work for the GM as they need to figure out what they want to run before the players start building, but it leads to a better game.
  9. Deadly blow has its uses, but like anything can be abused. Besides a thief’s backstab it can also be used for a paladin’s smite evil. I allow it in a heroic game but usually limit it to a single die.
  10. I am not sure what you are looking to accomplish. The guidelines are only there for two purposes. The first is so set the amount of points a character gets to build his character. The second is to give the GM a rough idea on how to build appropriate NPC’s. The second thing is just as important as the first. Most campaigns will have characters from multiple types, especially the one lower on the scale. Since complications no longer give you points like disadvantages did under older rules, the only real purpose they serve is to ensure a character has some background. Piling too many complications on a low point character often make them weaker than they should be, so it makes since to limit those on lower point characters. On the other hand, often the only way to deal with high powered character is through their complications. The maximum point per complication is to ensure that high point characters don’t put all their eggs in one basket. The most important part of the guidelines is actually on page 33. Specifically, the part that says Talk to the GM and learn about the nature and scope of the campaign.
  11. Since TK can be used at range I don’t think using the HTH rules are appropriate. They should be built using the rules for a ranged martial art. That means you HTH DC do not apply to maneuvers designed for use with TK.
  12. For the set amount you could round the final result instead of each dice. Once you get a decent amount of dice the chance of rolling above or below average really decrease. On 4d6 you occasionally get 24, but I have never seen anyone roll 72 on 12d6. I think the most I have seen on 12d6 was around 50, and that was a memorably roll that talked about years later. So, a 10d6 set amount would be 10 body and 35 stun. This would be a house rule, but seems reasonable.
  13. Another reason you are not allowed to use advantages on senses is that there is already a method to increase the versatility of your senses. Enhanced Senses already allows you to modify any sense including your normal senses. If you want to use touch at range, you don’t apply the advantage at range you purchase the ranged modifier for the touch group.
  14. It depends on what you mean by all or nothing. In a transformation attack there is a set point wear the power works based on the body of the target. If I get equal or above that in body the transformation works, before that it does not really do anything. Damage does not have that. I can keep attacking even after they are unconscious. Further damage after they are unconscious keeps them down longer. The one thing I could see using it for is the defense of a NND that does body. I seen and used this for a death attack in a Fantasy Hero game. It was bought as an NND does body RKA, with the defense of not being killed. The way it worked is you rolled the damage and if the damage was high enough to kill you, you died. If the damage was not high enough to kill you, you took no damage. It was hideously expensive so was extremely uncommon. It only really affected characters that where either wounded or had low body.
  15. If the campaign is using hit location you probably don’t need to use transformation. If you do it will be up to the GM. But unless you are taking the penalty for a called shot you are not going to get any benefit from hit locations. There are some powers that are built with the special effect of targeting a particular body part, usually it is considered part of the special effect and get neither a penalty or a bonus for location. One thing to keep in mind is that actually using hit locations is probably going to make the power a lot weaker. If hit locations are in effect I would simply use the body multiplier for the location. Sense limbs usually reduce the body this would make it harder to disable a limb.
  16. Being able to touch something does not necessarily mean you can feel what you touch. For example, someone wearing heavy gloves cannot feel the texture of what they are handling. A lot of it will depend on the special effect of the power. If the special effect of the affects desolid is surrounding yourself with an energy field that allows you to affect the spirit world, it will probably not allow you to feel anything. If the special effects is that you exist in multiple dimensions at the same time it probably will. In either case you are not applying the advantage to a sense, you are applying it to STR.
  17. Changes this radical would probably be a severe transformation instead of Major. Severe includes changing an animal to a person or different type of animal, so changing someone into to a Krypton seems about right. Also, transformation by default is not all or nothing so the damage over time and extra increments are not really needed. All they do is to make it so you don’t have to keep “attacking the target”. If you are using this power to give someone the powers of Superman most people will not resist it and allow you to do it. The Improve group is only needed if you want to be able to grant the target different powers. If all you want is the ability to grant someone the powers of Superman, it is not needed. Since most normal people don’t have power defense, that also can be ignored. So, in reality all I need to create a power that can change an ordinary person to Superman is 1d6 severe transformation, which costs 15 active points. For 30 points I can have a power that can grant any superpower to an ordinary person. You would have to repeatedly “attack” the target and it will take some time to accomplish. On the average someone with a 2 SPD could roll around 2,100 Body per hour. Now obviously that is abusive, and no sane GM is going to allow it. The Hero System is incredibly flexible and for the most part can accomplish nearly anything. It is the responsibility of the GM to step in when these types of things occur and veto them.
  18. Grab is not really disabling the limb, it is restraining it. Once you break the grab the limb regains the functionality. Disabling is a lasting effect. If the disabling rules are not being used and you want to disable a limb for a period of time a transformation would work. It will probably need to be a major transformation and will probably be fairly expensive. If the disabling is temporary a limitation to allow it to recover quicker would be appropriate and reduce the cost. The problem with doing it as a entangle or grab is that means you can break out of it. It also means that things like martial escape would make it easier to break out. It does not seem right that knowing how to slip out of a hold will make you recover the use of your arm. If the game is using the disabling rules there are marital arts maneuvers that can do this.
  19. Christopher is 100% correct in that it is all a matter of special effect. In the Hero System special effect is the single most important part of the power. If you cannot adequately define the power, you should not have it. So, the character who wants to have a power that allows him to grant other characters power has to be able to explain how the power works. I am not talking game terms I am talking about stating how the power actually works. You can use pseudo-science or other things that don’t actually work in the real world, but it has to be able to be work within the framework of the game. My rule of thumb is if the player cannot explain to me how the power works, they cannot have it. Some things are common enough they don’t require much explanation. If someone says they want to be able to shoot lightning from their hands, I am not going to need a detailed explanation on how lightning works. Of the power they selected for the special effect does not fit I might veto it or require them to change it. For example, if someone defined their lightning bolt as a mental blast, I would probably have the player change it to something better suited to it. Now if their special effect was force lightning like in Star Wars mental blast might be acceptable.
  20. If this is for a heroic game I would probably go with a passing strike. Move By has penalties to OCV and DCV and your STR is cut in half for damage. You can also damage or break your weapon when doing a move by with a weapon. Passing strike gives a bonus to your OCV, you get your full STR to increase the damage and you never damage or break the weapon. Both ways get a bonus to damage of v/10. In a champions game you have to buy your weapons. So, what I would do would be to buy a multipower for the sword and buy slots for the different things you can do with the sword. Use a slot for a HKA with the advantage area of effect line selective.
  21. From the looks of it, it was some variant of Mental Illusions. Under the current rules it would be based on EGO, EGO +10, EGO +20 and EGO +30 instead of 1x, 2x, 3x, 4x. Your GM may decide to alter the specific penalties, but those seem to be in keeping with the mental illusion levels. At EGO +30 the character no longer interacts with the environment is about right for being 0 OCV and DCV.
  22. Don’t forget that movement comes with a free x2 NC. So, if you are buying it up it is actually 20/40/80.
  23. If it is not damaging the object it sounds like a change environment. If you raise the temperature level too high the item would start taking damage, at which point a killing attack would be appropriate. A compound power could allow you to raise the temperature up and then damage the item. Raising a temperature level is only 3 points and you probably don’t need that many before the object starts taking damage.
  24. What are your expectations when building NPC’s? Are these NPC’s designed to be opponents of the PC’s or are they supposed to be characters the PC’s interact with. If they are designed as opponents they will need to have similar stats and combat ability, which can be expensive. If they are designed to be characters the PC’s interact with but not necessarily fight they can have lesser stats and combat ability. The scholarly mage who specializes in divination magic can have lower physical stats and no combat ability, but have lots of KS and INT based skills. A 2 SPD for that type of character is more than enough. Even the spells they have might be different.
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