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Scott Baker

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Everything posted by Scott Baker

  1. No need to apologize. You don't want to see how I'd fare in another language. To answer your question, I will say No, based on the descriptions above. These sound like either 3 pt (small group) or 5 pt (large group) skill levels which are defined as applying to the martial arts technique the character has. The standard Disarm maneuver is not part of that group (based on your descriptions), so the skill levels do not apply. This does not mean that you couldn't have a skill level that applies to specific maneuvers, both standard and optional. For example, I could take a 3 pt (small group) skill level with Disarm, Martial Strike, and Block.
  2. Martial Maneuvers are combat maneuvers (CC 148). See Hyper-man's #2.
  3. I found these two pages that talk about it. I didn't read them in detail to check the math or anything, but they do agree with each other. http://blogs.scientificamerican.com/but-not-simpler/excerpts-from-the-mad-scientiste28099s-handbook-so-youe28099re-ready-to-vaporize-a-human/ http://science.slashdot.org/story/13/09/13/2122208/it-takes-299-gigajoules-to-vaporize-a-human-body
  4. They might have one copy left if anyone is still looking. I'm pretty sure that was Boll Weevil's order that came in while I was on the phone with them on Friday. Very nice folks by the way.
  5. An Ultra slot does not limit you to one power at a time. Ultra slot powers just take their full points from the pool no matter what level of effect you use them at. So, being limited to one power at a time would be an effect of how you built the specific powers and the size of the pool. Side note for anyone confused: QM references Multi and Ultra slots which is 5E (and earlier). 6E refers to these as Variable and Fixed slots.
  6. Yes, Raccoon was the man. Panda and Raccoon were married.
  7. Actually a charge only lasts for 1 phase (CC100), unless you make it continuing and pay for extra time (1 season is a +3, so the charge only works out to a -1/2 total). Built that way it would mean the spell has to be re-cast every season just as you were asking.
  8. Thanks. I thought maybe I was missing something. I don't follow all of the gazillion game systems and variations out there.
  9. If it's Interlock, then why do they call it "F" in the 2nd paragraph?
  10. Don't walk into the light Steve! Some of us want you to finish the book. Besides, I've watched enough Wile E. Coyote to know it's really a speeding train. Seriously, it's good to hear that you're able to get back to this.
  11. RE: the last few posts (#14 on) on D&D/frpg mentality. That's why we call them Murder Hobos (http://1d4chan.org/wiki/Murderhobo)
  12. So the answer is still, no, the player can't start the attack after taking a half phase action. See the pages I referenced, or the text that Hyper-Man posted.
  13. Found here: http://www.herogames.com/forums/files/file/154-sixth-edition-character-conversion-summary/
  14. I think this is reading more into the question than is there. The OP isn't asking about changing the power in the VPP (and actually the whole VPP is irrelevant to the question of Extra Time in this case). The variations you mention still don't actually change the "it takes a full phase to cast" breaking over the half-phase. That doesn't happen in RAW.
  15. CC = Champions Complete. FHC = Fantasy Hero Complete. The numbers are page numbers.
  16. First, remember that VPPs don't get to change to just anything anytime the player wants, except at a significant cost. So first, be sure you understand the circumstances under which they can change the VPP (perhaps by studying spell books for several hours), and what they can change to (e.g., only fire spells, or maybe only spells they have in their spell books). Second, outside of the rules, unless the GM and Player are both very experienced Hero System players, and know and trust each other (e.g., one of the people in my current group and I have been playing Hero together for 30 years), I don't recommend allowing on-the-fly spell creation. Have the player create a common set of spells that they can switch between and then the GM verifies that they work the way they expect them to for the game.
  17. I think that for "normal" Hero System games this is true. Addressing this for a more lethal game may be as easy as using a system like the Superhero Gallery (Champions 6E 243; Superhero Gallery Expanded PDF).
  18. 6E1 133 (optional with a warning sign).
  19. 1. Invisible Power Effects only affects the perception of the power. It has no effect on the person using the power. For example, where you specify IPE to the Sight group, the character does not appear to be desolified--they look 'normal'. This doesn't make the character invisible to being seen. 2. There's no overlap. The use of the teleport power can be perceived whether or not anyone knows the character is desolidified.
  20. This isn't "for heroic games". It's just an option in 6E1.
  21. Yes. That's workable (it's definitely a special effect). Unless the power is being restricted from being used by the social mores, I would not give a limitation for that specifically. You don't get a limitation (at least in my games) just because you have a Blast power and have to face the consequences of using it. However, the fact that they have to be naked is a limitation because the power doesn't really work if they are wearing clothes. They will (likely often) have to remove said clothes to use the power. Therefore it can be a limitation. How much will depend on how often they wear clothes, the time to remove, etc.
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