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Silbeg

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Everything posted by Silbeg

  1. Re: The thumb-lighter trick I guess my only question would be if he had other fire-based powers (spells). Assuming he has some sort of Power skill (Sorcery, Magic, Thaumaturgy, whatever...) I would let him do it as a cheap power stunt. This is especially true if this is more flash than function... if he can light small fires with it (in a way that anyone else could use a match), I would probably just say he can do it, at worst requiring a Power skill roll.
  2. Re: Unusual limit on Strength I guess I wouldn't worry about it too much. If you and the GM (or you and yourself if you are the GM) agree on the limitation, and what it means, everything else is just semantics, right?
  3. Re: I killed a fellow PC last night... Kudos to you for that. While I don't usually try and throw a lot of Mind Controls at the heroes in my games, it does happen. And I really hate it when the players decide to chump out. Like, for example, in the last session of my FPCA Champions game, when a character was Mind Controlled by the Overbrain to bring the shield of Aegis (the team's leader) to him, at least one player was heard to say, "then just walk 1" per round". I have to respect what you did. I have been there more than once, in both Champions and D&D games... while I have never had to kill a PC, I've attacked 'em. And I try to do it with the same gusto that I do my enemies (though, of course, that's when the dice change from rolling low to rolling high). Good for you!
  4. Re: Problem Player (?) What we use for "questions" are: Closing Sheet information Game Summary: basically a journal of gaming events from the persepctive of my character - if I need to interject a player observation to clarify that perspective it's usually presented in parentheses Outstanding Player Character Achievement: Who stood out this session, either in roleplaying or problem solving. Basically, which character would have stood out in your reports to the FPCA (this may actually be a negative) Goals: Activities that the character will engage in during downtime whenever it seems appropriate. I usually include the parameters that I intend to operate under and how I intend to proceed. If there's a reason it needs to be played out in game, it certainly can be, but for the most part does not need to be role-played. GM Notes: Comments to the GM about how the player sees thing developing, Questions about rulings (or continuing debate) or other campaign material, and campaign-level feedback. Advancement: What I want to do with my xp and my justifications. Frequently, future xp spending is featured here as evidence (and reminders) about how I thought my character was advancing.
  5. Re: Grappling expert and the 1/2 DCV grab penalty Actually, you cannot use PSLs to overcome the penalties for additional attackers. The canon way of doing that would be with 2pt CSLs with Sweep. I am also pretty sure this is the case with Autofire as well, but am not 100% sure.
  6. I am working on a power for a character whereby he can "sense" objects within a certain radius of himself, but no further (this radius happens to currently be 5"). I was working with the Spatial Awareness, and thought that touch would be an interesting sense to base this off of, given the special effects (a spore cloud). The way Enhanced Senses are built is where I am getting confused. Since Ranged is Adder to a sense, rather than an advantage, it does not make sense to add a Limitation of Limited Range (-1/4) (and, as it happens, Hero Designer will not allow that, though I am not questioning this). Would Limited Range on a Sense be better created with a lesser Adder (+3 perhaps?), or with a -0 Limitation? Is there a canonical way to do this build? Thank you.
  7. Re: "Uh ... you can *do* that?" In the last session of my FPCA (Champions) campaign, there was a situation that screamed that sort of thing. Chaos, the team's super-mage, had just been flashed (for the second time that night), and his player was ready to give up. Another player then suggested that he could add a special sense to his Magic Pool, or even a spell to give him the Combat Sense Talent. He then changed his pool to add this ability (as well as a STR enhancement to give himself some HtH punch), and engaged the gadgeteer/martial artist that had blinded him. This helped turn the fight around, and the team ended up defeating the villains.
  8. When calculating the radius of an AE HA attack, does the STR added increase the radius? Example: Zippy the Speedster wants to add a "One Against Many" attack, defined as a +5d6 HA AE Radius, Selective, Two-Dimensional. He has 25 STR, so can make this 10d6 AE HA. Does this have a radius of 3" or 6"?
  9. Re: Do you see? Gotta agree with you there. Once in combat, there shouldn't be a need for a PER roll, unless the character does something to break LOS, etc. Otherwise Shrinking can definitely be overpoweringly annoying.
  10. I am currently building a character, and wanted to make sure I got the rules correct on stacking damage with HAs, STR, and movement. First, the character has the following: STR 20 +4d6 HA, AP 30" Running My assumptions: 1) If he were just standing still, and "punching", he would get 8d6 AP HA, based on 5ER 408... that is pretty clear. 2) Now, if he performs a Move-By, his movement damage is modified by the AP Advantage, thus it will take 7.5" of Running to get +1d6 AP on the move-by. 30" Running will give him +4d6 3) The HA damage is not halved for a Move-By attack... this is one I am not 100% sure of, but seems to be the case. Thus, his Move-By attack will be 2d6 (from STR) + 4d6 (HA) + 4d6 (v/5) = 10d6 AP HA Since the HA damage stacks on his STR damage, I believe this should not be affected by the "doubling" rule... I also wanted to be sure of that. Thank you!
  11. Re: Personal Sacrifice Interesting... Especially since I was trying to think up a power construct whereby an ordinary person could sacrifice herself to a Power of Vengeance... how to power the whole thing, while quickly "burning herself out" was an issue I hadn't figured out... at least not without a whole lot of handwavium. Using a construct like this, I could create a template of the so-called "Power of Vengeance" (or whatever clever name I come up with by tonight), without really granting the person the extra characteristics to power the abilities. Using a construct like this, the ordinary person would consume herself while wielding the power. Yes, this power will typically make a martyr out of the possessor, which is the point. Thanks for the idea. Once I have the template designed (and after I have used it at least once) i will post it here.
  12. Re: Game Mechanics I might consider doing this as a mental transform (to remove the memory), or a Mind Control (to suppress it). In either case, it would be something that he was personally immune to, and would have some sort of area of effect. It could even possibly be Sticky, or whatever, but would likely be an "Always On" sort of power. Tried to simulate something similar with a character called "Kid Common", who was so plain no one remembered him. We used an Invisibility to sight and mental groups for the short term affect (overcome by an opposed EGO roll), but never quite got the long-term affects down satisfactorily.
  13. Re: Do you use minis? Yeah, the Chessex Mondomap rules, but is not as transportable as my smaller maps. I have a Crystal Caste map (similar in size to the megamat), and and old megamat. I used to use a variety of metal minis (including the old Champions minis from Grenadier... but who needs 2 Foxbats?!?!) but we have been using HeroClix as a less expensive and easier solution. We just snip the bases down (when possible) to fit in the 1" hexes. I know, some would call this sacrilege, but that's why they were bought... buy 'em bulk on eBay, as random assortments of the crap other people don't want.
  14. Re: How do you write a campaign log? We have tried blue booking to no success, and "closing sheets". Recently, though, I have set up a wiki to use for our campaign log. if you are interested... http://wiki.silbeg.com/ Not that exciting, but it seems to help, some...
  15. Re: Do you have players justify experience points expenditure? With my Champions game, I ask them to write up the changes... and I will check them out. If they seem appropriate, then the character gets them. If things looks less clear, I ask for an RP justification - this is typically for issues such as players buying defenses reactively (I got hit with a Drain... I must have Power Defense! Now I got hit with a Flash... Flash DEF coming right up!) But, typically, I am pretty free with the XP expenditures...
  16. Re: Your first question Based on that process, I found my first one was: http://www.herogames.com/forums/showthread.php?p=15852#post15852 Not sure, but this seems to ring a bell...
  17. Re: independent power supply? to me this sounds specifically like an END Reserve with a limited REC. There are plenty of examples... something like: However, it could be costly... but there are advantages to the END Reserve... such as it doesn't lose END when the character goes unconscious, and powers don't turn off that are being drawn from it when the character is Stunned/Knocked Out. Perhaps we are talking about an Exo-Skeleton that is designed to run while plugged in. For safety reasons, it has been given a reserve that allows it to run for a little while without being plugged in (as the occupant may be in a dangerous situation?). So, when plugged in, it can keep the battery recharged, but when not plugged in, it just draws on the reserve. Let's assume the suit draws 30 END on a typical turn, and we want 1 minute of reserve: Exoskeleton Power Systems: 10: Battery: END Reserve: 150 Endurance (OIF, -1/2). 10: Power Coupling: End Reserve 30 REC, Only while connected (-2), OIF Bulky (-1) (bulky because of the wires, etc) This does cost 20rp, for what may be considered a limitation to some. However, since the powers that are drawn on this do not come from the user's personal END, I do see that it would be an advantage.
  18. Re: So, what don't you like about HERO 5th? Sure, but that is why I prefaced it if you can take the hit... It is pretty safe to assume that someone like Dr. Destroyer would be able to shrug off most attacks for a while... Or someone like Grond. In fact, I would say that a typical brick (who already has a lower DCV) should always be bracing against Knockback, if he has the 1/2 phase to do it.
  19. Re: HERO Noob, be gentle Care of despair.com... And I will be the first to admit that I am probably one of them!
  20. Re: Disadvantage Point Limits. As a GM I would definitely allow for unassigned Hunted points. As an example from my current game, Flex, the team's brick, was "befriended" by Grond, after he helped Grond escape from captivity by VIPER. So, lucky Flex kept on receiving tokens of the big green guy's affection... statues from Memorial Park, billboards from Flex's movies (he was action movie star), and the like. Grond even visited Flex on set, which led to some hilarity, as Grond didn't quite understand that the movie villains were supposed to be hitting his personal hero. Also remember that a Hunted doesn't have to be out to get you! In the case above, Grond probably did more damage with his love than he would have ever done with hate!
  21. Re: Disadvantage Point Limits. But what about a Social Limitation of Bad Tempered and/or a reputation of same. In this case, she would be seen as as being bad-tempered, as it has been publicized/word of mouth, etc. I do like the suggestion of an enraged, as this would really show how bad tempered she is. And Hunted by villains she has encountered in her past is always a good thing. If you cannot come up with some on your own, you should talk to your GM to "find" one or two. In my game I allow players to take "Mystery Hunted" - just assign a point value, and I will determine what/who the hunted actually is. A "Mystery Disadvantage" is also possible (and some of the "Mystery Hunted"s may be that as well.
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