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misterdeath

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Everything posted by misterdeath

  1. Q: What was on the Bride's wedding registry that she didn't get? A: Cold Hands, Warm heart. D
  2. Amanda, talking about the Villianess. "Oh, there's a scared little girl inside her. And it's giving her indigestion." D
  3. Playtest peek... Viperia. 1370 points. Totally loyal. D
  4. Question: What does it take for a really good date. Answer: Vanderbuilt Commodores. D
  5. Firstly, UMA has "Grappling Block" which allows you to block and grab at the same time. Personally I allow construction of Offensive Block, which allows for a block and an attack. The thing is that neither maneuver contains the Abort Element. So, you have to hold your action, then block and attack when the other guy attacks. You can also do the Counterstrike Damage Shield, if you must have the abort. You abort to block, the Damage shield takes care of the damage. ___ For your original power, my suggestion would be to go with the Entangle, seasoned to flavor (triggered by successful block or Damage Shield, requires local material, etc.) D
  6. Re: Re: Re: The Dragon's Gate: San Angelo's Chinatown I'll have to look at it, then. The book is really cool, and very useful, albeit the .pdf looks ... rushed. Minor edits and cleaning some things up would make the book mostly perfect. Thanks! D
  7. Re: Re: San Angelo Fan Replace the 5th with 4th, and you describe the ICE age to a T. D
  8. Re: The Dragon's Gate: San Angelo's Chinatown So... What's changed for us poor schlubs that bought the .pdf version from Hero back in the Cybergames days? Corrected character sheets, hopefully. Anything else? D
  9. Yep. Meet them on neutral ground, a restaurant you want to try out is good, because if they mess it up, you don't ever have to go back. Sometimes you get bad ones though. I'll dig out some stories, and be right back. D
  10. Buy your powers with no range. (especially useful if you can stuff them all into a multipower) Buy Naked Advantage "Range on Powers", make that OAF Bow. D
  11. I have, Bricks in some form anyways (40 Str + MA. 40 Str + HA, 60 Str, 30 Str + Multipower of brick tricks.) but that's neither here nor there. Sure. And you have to squelch characters using Multiform, or Duplication, or Summoning, or BOECV Entangles, or all kinds of other things. You see a Highly Advantaged HA, you know right off the bat that it's going to be trouble, and act accordingly. I'm not saying that it can't be a problem. But, just about everything in this very free form system can be made into a problem if you have the right twisted guy making things. So your comment about "All things being optional" is true. It's a possibly broken rule, in that it gives a lot of benefit for the cost. So does Str, so does Multiform, so does any number of things. I don't see it as that big of a deal. You do. That's the magic of house rules. D
  12. Because HA damage in a supers game isn't capped. So, if you have 60 Str, that prorates to 34.28 Str, so you can add 7d6 damage (rounding the same way) to the 4d6 HA for a total of 11d6. Cost 50 for the Str and 23 for the HA, costs 73 points. It makes Str, which is already a good buy, an even better buy. If you're going to do a prorating for Advantages with HA's, you have to put a double dice cap. Or else you end up favoring the brick, who will create a multipower of 1 die advantaged HAs to take advantage of the situation. D PS a lot of GMs get a real twist in their shorts over Naked Advantages (which are an optional thing). So, just adding Double KB as a naked advantage might not be possible.
  13. This is all from the UMA, so if you don't have that book, it's all going to be very foreign to you. Assuming you do... When creating a Maneuver from scratch, adding a + 1 DC is 1 point for the first one, 1 more point to add another one, then goes up to 2 for the next two, to a max of four. So, "Damage Strike", + 0 OCV, + 0 DCV, Str + 4 DC costs 1 + 1 + 2 + 2 = 6 points. Which is too much for a maneuver, of cource, so you can drop the OCV or DCV, etc. The same holds true for DCV as well. OCV is capped at two anyways. You could buy the manuever at + 2 DCs, for a cost of 2 points (so you have to add something else), and then spend the 4 extra points on an Extra DC. Which would give you a net of 3 DCs for the same points. But now, if you add a different maneuver, then you can spend the 4 points from that on getting another Extra DC. So, that gives you two maneuvers with exactly the same cost and damage. Each extra maneuver you add, makes the cost cheaper, since you've already equalled the DCs from the Extra ones. Or, you can add the extra points back into OCV and DCV, like Supreme did, and make the character much more likely to damage his opponent with for the same cost. D
  14. Yep. Looks like it. Congrats. [big thumbs up] You have entered the realm of the Power Gamer. Welcome. D
  15. Hmmm, possible. So. You buy Custom Maneuvers without the + Str/+ damage elements. Then go hog wild on DCs to make up for the damage. Takedown, and Defensive Strike are examples already in the book. Cheap Strike +2 OCV +2 DCV, Str Damage costs 4 points and makes a good strike maneuver base. But, since the minimum cost of a Maneuver is 3, and it's 1 point for 5 Str/d6 damage for manuevers, it might not be worth it to do the work. You'd have to have 4 maneuvers drop from 4 to 3 to get + 1 DC. In order to get 4 DCs you'd have to have 16 points shaved somewhere. Which is probably at least 16 maneuvers. You might be able to save that much by not buying a lot of redundant maneuvers (not Legsweep and Takedown, or not Defensive, Martial, Offensive, Sacrifice, Fast Strike or Passing Strike, Charge, Sacrifice Lunge) off the standard list. Some GMs might well start to freak if you make a huge list of nonstandard manuevers. If you're looking for a big Cost Benefit Ratio, I always end up suggesting the Multipower, or at the very least Strength with No Figured Characteristics (-1/2) only for doing Martial Arts like things (-1/4). Buy some CSLs, and rock and roll. D
  16. Quick thought... If you still want to use Hit Locations: Cut the stun multiplier in half. You get a head shot, instead of it being x5, it's x3. You get a lot less Stun in comparison to the Body being dealt. You're probably going to get "death by a thousand cuts", unless you've got high DC output characters. D
  17. Karl at Game Keep in Hermitage, TN has some copies. So, it's here in the middle TN area. D
  18. To my mind, it's kind of related to No Figured Characteristics (-1/2). Figured Characteristics are a big part of the value of Str. Since Damage is as big a part of Str as Figured Characteristics, or maybe even more, I would think they would have the same modifier. So, -1/2 sounds good to me. D
  19. I've ran a nice Flashing Blades/Three Musketeers type campaign. A lot of my super hero games resemble Wuxia type things, since I like martial artists and feature them pretty prominently. D
  20. Try making the Guns too lethal. Star Trek TOS "they glow, then they evaporate" level of power. There is no stun setting. There is no heat setting. Just a "Whoops, where'd the body go", 20d6 RKA. Heck make it AoE too, just for grins and easy hit possibilities. Everyone with a gun has Mutually Assured Destruction possibilities, so nobody uses their guns. You can buy lightning reflexes and try to go first, but eventually, someone will spend more, be faster, and poof, you're gone. Just like in the cold war, nobody wants to be the one that ends up gone. So, everyone settles things with their fists instead. D
  21. Depends on the genre and style of campaign you're running in. In a more 4 color world, or perhaps it's easier to say a less realistic one, they wouldn't be charged provided they haven't crossed the line into villainy. In a more realistic world, depends on the circumstances, the local prosecutor's views on Self Defense and Lethal Force, the feelings about Supers in the world (Mutant Angst!), and the tone you're trying to set as a GM. So, it comes down to whatever you want to happen, happens. The DA in a 4 color world could be a villain in disguise, and so goes after the heroes for excessive force. A realistic world may well have this sort of activity condoned, because of the celebrity of the Heroes. D Note: Millennium City, as written, is pretty darn unrealistic (the car's have working chips, and the system never gets hacked!). So, if the Heroes are known to be Heroes, I'd let it pass. After all, the thugs had machine guns.
  22. From this week. Neil: "Look, I don't have to Roleplay being Ignorant." ___ Later, we find a Magic Ring of Elemental Power. Massively powerful, and deep down we all knew that the GM was messing with our heads. So, being good greedy little PCs, we diced for it. Neil won. So, Joe works out a trade to Neil for his ring of Clinging. They capped the deal with Joe saying, "Ok, it's done. I just traded away my best magic item for the Cursed Ring of Doom." D
  23. Re: Re: Smartest? Got two... 1) Teleios himself, in the far future, sent it back to himself in this timeline. That's one of the things that brought Captain Chronos back to this time. 2) Ancient Progenitor info filtered through the Empyrians, and then the Lemurians. D
  24. Re: Re: On a soapbox They should have a basis in reality, sure. But, anything that exactly models reality will have a basis set so complicated that it'd take multiple supercomputers to deal with it. And people complain about the type and volume of Hero Math And it would still be wrong. Because you'd miss an equation somewhere, and that would throw something off. So, in all models, game systems in particular, trade offs are made on how close to reality the system comes. Assumptions are made, and formulas are created. There has to be a trade off in "reality modeling" and "Playability." The amount of each you accept in your final product says quite a bit about your style. Hero is an outgrowth of Champions. Which was designed around a reality where people can pick up Tanks, fire force beams from their eyes, and use their Kung Fu to break down bank doors. The baseline for Hero isn't reality, it's Action Adventure Fiction. Movies, TV, Comics. Close to Reality, but not necessarily Reality. That's the baseline. It has some fundamental assumptions and simplifications, because of that baseline. Jumping is a direct function (and a simple one) of Strength, which leads to situations where the weightlifter can outjump the sprinter. Simple, easy, direct, and wrong. That's fundamental to the system. You can change it, and the no NCM variant sounds pretty good. Or, you can move to a more realistic system, one which has a different set of trade offs. That's why GURPS is so popular. Because it's fundamental set seems to be closer to reality than Hero, which fundamentally is about Adventure Fiction. Because we all study Adventure Fiction (movies, games, TV, comics, books) we all have suspension of disbelief from that. So, yeah, you're right. We need to have a Reality to work from. It just might not be Reality. D
  25. Then I'd have to go with what Killer Shrike said. You have the choice at the time you take the action of Grab, Grab and Squeeze, or Grab and Throw. By default, he chose Grab by itself. Until his next action came up, he's just holding the guy. D
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