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The Suave

HERO Member
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Everything posted by The Suave

  1. Re: HERO Morrowind "Seen any ELVES?! Bahahahaha!" +10 EGO, Only To Resist Smiting NPCs Constantly Making Bad Jokes
  2. Re: Help Me Populate A Creepy Hotel Go watch Motel Hell and FIND OUT! Great movie.
  3. Re: The Beam limitation? Page 113, 5th ed Rev.
  4. Re: Yet Again: Please Help Name My Character Stern Sine Cosine White Noise
  5. Re: An Electricity Hero question OH I follow. Thanks for the clarification.
  6. Re: Stuck understanding skills. Like everyone said, you're forgetting to calculate the base cost. All of those skills cost 3 points base with 2 points for an additional +1, correct. So if you spend 11 points on lockpicking, you don't get a 5- roll, you get a 15- roll (that is, a "fifteen-or-less"). That's 11- base (3 points) and then +4 (8 points total) to the roll. Now, that's before you buy characteristics. The "base" skill roll for lockpicking is calculated by the formula 9 + DEX/5. That means that if you buy your DEX up to 13, then your base roll (i.e. the roll you get for 3 points spent on lockpicking) is 9 + 13/5 = 12-, therefore if you spend those same 11 points on Lockpicking, and the 6 points to up your DEX to 13, you will have a Lockpicking roll of 16- (that's a 12- for the first 3 points, and +4 for the next 8 points.)
  7. Re: An Electricity Hero question You have to buy an Adder to make an attack vs. ED? Is this new?
  8. Re: An Electricity Hero question My player does it because we are playing a Paranormal Dark Champions game, where the players (and some of their more powerful adversaries!) tend to have a touch of paranormality. It fits the flavor of the game better in this instance. For a super's game? I think it'd be better just to use a good old fashioned Blast of electricity. One of the reasons I might see running it through a Focus is if you want to put on adders like Increased Stun Multiplier, NND, or Explosion. By adding limitations you can nullify some of the cost (because he can only spend 100 points total on Powers).
  9. Re: Secret Wars Campaign Log I thought about posting a campaign log for my game...but every time we talk it becomes clear that our games are exactly the same. So you know.
  10. Re: An Electricity Hero question I just do the Blast damage. The way I see it is that most of the damage is coming from the electricity that you are charging into the weapon, getting transferred into the target, if you wanted to build it differently you could, but having to deal with two different damages (one vs. PD and one vs. ED) is just going to add bookkeeping time.
  11. Re: An Electricity Hero question I have a player in my Dark Champs game that has a similar "charged attack" and he has it built as such: Energy Blast 6d6; OIF (Item of opportunity) (-1/2), No Range (-1/2) He also has the ability to charge weapons to explode like a grenade, which is bought as follows: Energy Blast 6d6, Explosion (+1/2), Nonselective Target (-1/4); OIF (Item of opportunity) (-1/2), Extra Time (Full Phase, -1/2), Range Based on Strength (-1/4) He also has a Taser attack, which is just bought as Energy Blast, No Normal Defense. Also a Flashbang attack, which is bought similarly to the Charged Grenade attack, but with Flash instead of Energy Blast. Keep in mind that these are 5ed builds, so basically just change "Energy Blast" to "Blast" and you're solid. Also these are pretty low-dice Powers, because we're playing on much fewer points than you will be, so you can easily make it a stronger attack for your game. If you can only charge the baton for your charged attack, then it would be easy enough to buy the Focus as OAF, but my player wanted to pick up items he found (pipes, wrenches, etc) to use for the power. My player has a similar "overload" power which he bought as a Minor Transform (Electronics to Altered Electronics) (vague, I know, but I know what he meant and you can define it more specifically if need-be). I'm pretty sure there are some advantages you can attach to your powers such as Increased Stun Multiplier so that your powers can do more Stun damage, and therefore be more effective at "stunning" an opponent. One way to make a power "arc" between targets is to buy it as Area Of Effect, then limit it as needed (for example, if you want it to do less damage to each subsequent target, or only arc a certain number of times, etc). The best way to buy these powers is probably going to be in a Multipower. You can attach an Endurance Reserve to your Multipower, and I'm pretty sure you can define the Recovery of that END Reserve as only happening under certain circumstances (such as charging from a power outlet, etc).
  12. Re: Spear-based Martial Arts Acrobat + Spear = Zipline
  13. Re: battle Wear vs. Town Wear Adventurer mages would not be particularly fat or atrophied I would assume.
  14. Re: Environment Fighters I like the Multipower idea, and I'm going to ask my player if he would like that for an option. I think it will make it easier for him to decide where to put his experience, as he has a more defined outline of where his character's abilities are strongest and where they need beefing up.
  15. Re: Environment Fighters Now that's not a bad idea! As of now he has 20 points in Deadly Blow (+2d6, Weapon of Opportunity). What size VPP would I be looking at to keep from totally nerfing him? I've mentioned to him the possibility of adding Martial Arts in the future, but it might be beneficial to eventually save up and convert his DB dice into a VPP. I toyed with the idea of taking the item/weapon's base normal damage and converting it to killing, then adding DB, but I was worried about it being a tad too powerful. I told him in the future, after playing with it a bit, I may start doing that. Honestly though a 3d6KA isn't unheard of, it is rather strong though. That's about what he throws when he shoots a gun though, because he also bought DB +1d6 (Firearms). I hadn't really considered using other powers with OIF attached, Flash and NND are great examples!
  16. Re: (Equipment) Axe vs. Sword Warriors with Weapon Familiarity with a sword that is a certain weight (even 3kg), are not the average human. They have trained with the weapon to be knowledgeable about its use. Any significant amount of physical training is going to make you much stronger than an "average" human. I think that putting a STR Min of 13 is more than reasonable for an average sword. People who don't have the STR min are suffering an OCV penalty, because while they can lift and swing the weapon, they do not possess the casual or effective strength to precisely strike a target.
  17. Re: Environment Fighters Yep, still doesn't have martial arts.
  18. Re: Environment Fighters If he throws a punch, he gets his HtH damage as per usual. If he picks up an item or a weapon and swings at a guy, I've been replacing the damage from strength with the Deadly Blow damage that he paid for. He currently doesn't have any martial arts, an oversight that I shouldn't have missed. Just feels sloppy, but it doesn't look like there's a good way to make it cleaner without rewriting the character. I guess I'll just run with it as-is.
  19. Re: Environment Fighters No I like the fact that he does killing damage with mundane items, I was just wondering if there was a better way of doing it. Also, if I'm applying Deadly Blow to what basically amounts to "weapon of opportunity," what's the best way to convert the damage? Every example I can read is just adding the DB dice to the existing damage dice. My problem is that the existing damage dice are in Normal Damage (usually). Is there a clean way of using DB with normal-damage dealing weapons?
  20. I have a current PC who is a "go in with nothing, take or find what you need to get out alive" type of guy, especially when it comes to combat. Now I've always had a little trouble modeling the character, but it's time to dole out experience and I'm revisiting the character sheet. The whole point of the character's combat MO is that he goes in empty handed, and either disarms his foes to use their weapons against them, or he finds mundane items around and does silly amounts of damage with them (considering their nature). The way I had originally modeled this was by giving the character +d6 HTH Attack. Soon, it was mentioned: "So, I'm noticing that there's not really any reason for me to pick anything up, I can already do that much damage with my hands!" I rethought the character, and decided to give him the second iteration of the ability: Deadly Blow. Now the way I've been running this, is that when he picks up an item (Lead Pipe, rolling pin, etc) and uses it in combat, he gets his 2d6 Deadly Blow instead of the item's usual 3d6 Normal Damage (or whatever it might be). I decided not to scale the DB's killing damage along with the Normal Damage, and instead just allow the character to do killing attacks with mundane items. This has been working decently so far. I wanted to post and ask: Is there a better way of doing this? I, in retrospect, realize that I could have limited the original HTH attack as OIF, but now that the character is doing killing damage with pipes, it's a bit hard to go back. The player really likes it, and I as the GM see it as pretty fittingly brutal/cool. I am running with newer players to HERO but that hasn't really gotten in the way so far.
  21. Re: Designing superhumans based on the five Japanese Elements Would it be possible to PM me the writeups for that Yooso team? I am currently preparing for my PCs in my Dark Champs game to go up against five martial artists, each bonded to a respective element. Those writeups from NH would be great inspiration.
  22. Re: Western Spaghetti Samurai Frontier Feel to Fantasy Sword & Sorcery You could always take a more Eastern approach to the magic system.
  23. Re: Firearms template I tend to build Tasers as Blast, NND (Defense is insulated clothing/armor.) An EMP gun would probably be a Change Environment. You would use (relatively) unmodified Blast to represent rubber bullets and the such. They don't rip through you, but you're taking some really painful impact damage.
  24. Re: Exploring the usefulness of Block Blocking is way cooler than Dodging.
  25. Re: Free fall teleport Just tell him to buy Safe Blind Teleport...then he won't have to worry about mis-ports.
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