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dsatow

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Everything posted by dsatow

  1. I like the concept but not the implementation. Thus the RFC to try and figure out a better way of doing this.
  2. This is actually what I am looking for with an RFC (Request for comment): Problems with implementation. Complexity and tracking is a problem. Perhaps, changing it to single number of defense penetration per character would be an easier figure to remember. Then its a straight value for the player or GM to remember. When I first thought of this, I did not think this would be any worse than multiple drains to multiple defenses but I can see your point. The key here was extended fights to delay the linear progress making it a battle of attrition, but I can see your point. Especially if a character got really lucky. So a trailing effectiveness feature needs to be built into the power. Maybe a penalty to the roll based on previous rolls. The 1 turn limit is based on the unconsciousness rules since you can be considered "heavily dazed" between 0-9 negative stun. If an enemy can elude your attacks for that long, you generally have other tactical issues to think about. But the mobility brings up a point to mind (not about maintaining the FW but in concept). Without the aid of super powers, should you really be able to maintain FW when you are say over 100 m away (a football field's distance)? Should you really be allowed to make find weakness rolls at a great distance if you can't see details. At some point you can't make enough details to reliably do find weakness and that point is beyond the range of just seeing the target.
  3. This is from a manga but the name escapes me at the moment. They even made a live action Japanese movie of it. <edit> GANTZ<edit> Figures I'd remember a little after hitting enter.
  4. A couple of things I see Reduce Penetration used on is a version of attacks where there is a large number of attacks but at the same time autofire doesn't cut it for some reason. In one game, a 4d6 RKA with reduced penetration was defined as a two pistol shot to the same point on the person. It could have been autofire, but the PC wanted to always hit the same spot with the two gun fire. This made the damage on par with two guns and the stun damage much more in line with the game. In another game, the speedster had an energy blast no range defined as multiple punches to the same spot. The reason he didn't use autofire was due to the end cost. The attack gave him a reasonable effect with out a massive drain on End.
  5. Well, the player side of me (thus empathetic to players who want Find Weakness), would like to build the characters with Find Weakness. The concept of being a martial artist who finds holes in a person defenses is an interesting ability. The ancient master who after a couple of phases unleashes devastating attack. The boxer who is on the defensive and then finds the hole in his opponents defenses to win the match. AP as find weakness seems like a cop out in truth. So a desire to make a character that feels the way you want rather than force a kludge. The GM side of me notes that halving on a roll is just too effective. And multiple halvings is worse. It makes it difficult to create villains without all of a sudden all villains having lack of weakness for no other reason than to prevent PCs cutting their defenses in half multiple times. I don't know about you, but I dislike targeting players when creating villains(basically making villains that target the players inefficiencies). There is a small part of me who wants a villain with find weakness, but it doesn't speak up very often. This is mainly because supervillains don't need to watch out for things like point totals. So the goal here is to reintroduce find weakness to players without the problems of the older versions of find weakness, keeping the feel of piercing defenses, while keeping the mechanics fairly clean.
  6. I am trying to create a generic house rule for all HERO games in 6th ed. for find weakness. To be honest, for all my "fixes", I am almost rewriting Hero 6th.
  7. Ahhh, I was wondering if I should make that more clear. The idea is that you must be able to see the obvious layered defenses. So the skill rolls would be per defensive power. If you wore armor (OIF resistant), have PD, and had more resistant define as a force field, each obvious power would need to be known and to be rolled for separately. If you have an invisible power, then you don't have a discriminatory sense to detect the defense so it would not be affected. I don't see how impermeable would affect your defenses in such a way to stop find weakness. So I updated the original post about the need to sense the defense. I am trying to create a house rule for all my games. This just says I can disallow it for a genre if I want. For heroic games, I don't think it should work for hardened/impenetrable defenses. For supers, I'll allow it. The original version halved defenses. The 5th version halved one defensive power at a time. To be honest, an ambush situation is just a bad situation for the target all around. From 1/2 DCV and 2x damage, I think your defenses dropping is probably the least of your worries.
  8. I made the bow +6 penalty ranged OCV mod levels for a group of attacks OAF and +3d6 HA OAF. The trick arrows were a quiver OIF multipower. The arrows were OAF (multiple focii or less effective) with charges slots. A PC could take the bow away and the archer could still throw arrows at a target but they wouldn't be as good unless they were close.
  9. I could see a small pocket on most costumes to hold 1-2 credit cards and a key. The Avengers ID card I believe was designed by Tony Stark and effectively was validation of Avenger status (Perk membership), A Diamond Level Credit line, and a communicator all rolled into the size and weight of a credit card. It also had a secret ID and could disguise itself as a student ID or drivers license. I don't remember where I read that originally but this is the Avengers Wiki link.
  10. So this is me, trying to get my GM and PC halves to a compromise. It brings back the concept of piercing and adds more value to hardening/impenetrable defenses. FIND WEAKNESS 3,5,8 Character Points for an 11- roll, Cost: 3,5, or 8 Character Points dependent on level; +1 to roll per +2 points Find Weakness allows you to erode a target’s defenses slowly. Each time you make your find weakness roll, you subtract one from the appropriately declared defense of the target. Find weakness also allows you to determine the relative strength and type of defense (resistant, non-resistant, hardened, and impenetrable). Exact numbers are not given, but you can determine if the defense is weak (less than 5 typically) or strong (more than 10 typically). You can also determine if there is a change in defense, an increase or a decrease, but not by how much. Even though the character[DS1] may not know by how much a defense increases or decreases, they can make educated guesses based on if the defense went from weak to strong or vice versa. A person who makes a successful find weakness check can determine if the target has no defenses (0). Using a Find Weakness roll requires a discriminatory targeting sense such as sight and a half phase. The discriminatory targeting sense is used to determine the defenses. Any ability which affects your targeting sense also affects this skill roll. Each roll of Fins Weakness only affects one defensive power at a time. Find weakness is a precision combat skill and thus does not work with attacks defined as general body damage such as area of effects. There is no limit to the number of find weakness rolls. All find weakness effects fade if, in a single turn, the character is not able to take a find weakness against the target. This does not mean the character must take a find weakness roll during this time, just that the character has the option to take a roll during this time. Being unconscious for a turn, losing sight of the target, etc. will all cause the find weakness to fade. You may not buy Find Weakness at the familiarity level; the minimum cost is 3 points for a single attack. At the 5-point level, you are buying find weakness for a group of related attacks. At the 8-point level, you are buying find weakness for all attacks. If you make your find weakness roll by more, you can subtract more defenses from the target than a single pip. If you are finding a weakness against non-resistant PD or ED, you may subtract 1 extra defense per extra point you make your roll by. If you are finding a weakness against a resistant PD or ED, you may subtract 1 extra defense per every two points you make a roll by.[DS2] Normally, find weakness will not work against hardened nor impenetrable defenses. If your GM allows it, you may find weakness against hardened or impenetrable defenses. In these cases, for every 2 you make your roll by against non-resistant defenses(or 3 you make your roll by against resistant defenses), you subtract 1 extra point of defense against the attack. Find weakness works before any advantage on the power takes effect (e.g. Armor Piercing). You may never find weakness on a defense such that you take the defense below 0. [DS1]This is by design. It should be vague enough that the character does not know exact defenses but allows the character to not waste skill rolls on dead or nearly dead defenses. [DS2]This prevents cutting defense by half but still makes the skill useful. Because it’s a slow but never ending progression, a character can still be very competent and devastating in the longer run.
  11. My first suggestion would be Mystic or Miss Tick. But Greywind beat me to it. I usually start using words from a thesaurus. Here's some ideas I came up with that I think might be cool from the thesaurus. Moonlight Sneakthief Owl Pilf (short for pilferer) Purloin Minx Scamp Rogue Faye Pixie Sprite Mischief Prank Rascal
  12. Usually, this refers to Crush: Does Must Follow Grab mean the target is still grabbed? The answer has been Yes. Does this apply to Grappling Throw as well? And if they are still grabbed, can they effectively be thrown again?
  13. How do I unlock archive threads in clubs? I'd like to re-add new items into some of the threads that appear archived and locked.
  14. I think one of the best location ideas is from Urusai Yatsura is the school where just about everything seems to happen (all because of Ataru's massive unluck). Spirits, aliens, magic, tech, etc. Of course, that might be a bit too zany for some games/players.
  15. So a long time ago (about 15 years IIRC) in a gaming house now but a distant memory, I ran a 5th game and introduced a lowered powered hero NPC trying to get into the main hero's roster. That hero was MinMax. When 6th came out, the new cost challenges for growth made that a bit difficult. I think I finally got it down where I think power, CV, and damage variability is still playable. She may still require some tweaking but on the whole seems okay. Sadly, I am the only GM I know doing Hero right now and the only one doing 6th so she may be on hold for a while. Power Level: 12Dc, 8 CV, 5 Spd Sex: Female Age: 18 Height: 157cm (5'2") Weight: 51kg (112.5 lbs) Eye Color: Brown Hair Color: Black Handed: Right Background: Maxine Ming is a mutant teenager with the size changing power. She found that within a limited range of her body, she could shrink herself and things she has to about the size of an ant. Later on, she found that she could enlarge herself. She trained a unique fighting style involving her shrinking/growth and the martial arts she studied her entire life. Now, with a new suit (which shee keeps in an altoids small tin), she fights in the San Francisco bay area as MinMax. Personality/Motivation: She's always had the push to be a doctor or lawyer from her parents. Now in college, she's studying to be an engineer (an acceptable profession) but what she really wants to be is a superhero. So she hides her adventuring behind a mask and suit while slowly earning an engineering degree. Quote: I'm MinMax. Campaign Use: Inside buidlings, she tends to stay small and use martial arts. Her costume can change colors to help blend into the background. Outside, if she needs a push in damage, she can grow to about 2 stories. Appearance: She's 5'2" and weighs 112#. She's fairly curvy for an Asian woman with a petite frame. Notes: Against opponents using only direct attacks, she's pretty unstoppable. Shrunk, her DCV is around 24. In normal size mode, her DCV can be on the average 12 assuming she's doing a martial punch and making her acrobatics roll. She doesn't fly and that is something I'm a bit torn on. Flight might be incredibly useful. When she's big, her martial punch can land a whopping 14d6. Her defenses go up to 20 points, and with 6 damage negation classes, an average 12d6 attack should do a point or two of stun on the average. Her big weakness is area of effects. When shrunk or normal sized, the area of effects negate her DCV. When grown, while her PD/ED still go up to 20, she no longer gets her damage negation. Combined with the bonus to hit her at that size, she's at a disadvantage with a cheap area effect being just +1/4 on 10d6 normal (doing 15 stun when grown or 21 at any other time against her 15 Con). MinMax.pdf
  16. Instead of Doctor Destroyer, maybe Science Teacher Destroyer, before he got his PhDs and paying off student loans. It could be his evil origin story, he was going to be the greatest superhero but those teenage heroes drove him mad!!!!!
  17. This club will not tolerate pro-nazi or pedophilia posts. Posts which contain Nazis and Pedophiles in a a bad light (like villains) and where they are defeated is fine. Pulp and modern action heroes fighting the good fight against Nazis is the reason for this post as clarification. See: https://en.wikipedia.org/wiki/Paradox_of_tolerance
  18. dsatow

    New Club

    So I created a new public club (hopefully wont get a take down notice/change the name notice from the HERO group) called the Adventurers Club(link). The idea is, it's a place where people can post about their heroes and other things PC character related. While I originally thought of the club for superheroes, any hero should be welcome. There are forum categories for people selling, showing off, or requesting artwork("Press, paparazzi, and fan clubs for the heroes") and Social activities ("At The Bar") like best hero design contests, best costume contest, best backstory contest, meetups at conventions, open gaming invites, etc. For use in a campaign as a game mechanic, the Adventurer's Club would be located in every major city and is a social club. It will have a bar and a no violence stipulation (whether enforced or not is up to the GM). As far as club parameters, there is no exclusion, it's a public club. I'm currently the only admin but I'll add a few other people as admins if it ever gets popular.
  19. So I created a new public club (hopefully wont get a take down notice/change the name notice from the HERO group) called the Adventurers Club(link). The idea is, it's a place where people can post about their heroes and other things PC character related. While I originally thought of the club for superheroes, any hero should be welcome. There are forum categories for people selling, showing off, or requesting artwork("Press, paparazzi, and fan clubs for the heroes") and Social activities ("At The Bar") like best hero design contests, best costume contest, best backstory contest, meetups at conventions, open gaming invites, etc. For use in a campaign as a game mechanic, the Adventurer's Club would be located in every major city and is a social club. It will have a bar and a no violence stipulation (whether enforced or not is up to the GM). As far as club parameters, there is no exclusion, it's a public club. I'm currently the only admin but I'll add a few other people as admins if it ever gets popular.
  20. dsatow

    New Club

    So I created a new public club (hopefully wont get a take down notice/change the name notice from the HERO group) called the Adventurers Club(link). The idea is, it's a place where people can post about their heroes and other things PC character related. While I originally thought of the club for superheroes, any hero should be welcome. There are forum categories for people selling, showing off, or requesting artwork("Press, paparazzi, and fan clubs for the heroes") and Social activities ("At The Bar") like best hero design contests, best costume contest, best backstory contest, meetups at conventions, open gaming invites, etc. For use in a campaign as a game mechanic, the Adventurer's Club would be located in every major city and is a social club. It will have a bar and a no violence stipulation (whether enforced or not is up to the GM). As far as club parameters, there is no exclusion, it's a public club. I'm currently the only admin but I'll add a few other people as admins if it ever gets popular.
  21. dsatow

    New Club

    So I created a new public club (hopefully wont get a take down notice/change the name notice from the HERO group) called the Adventurers Club(link). The idea is, it's a place where people can post about their heroes and other things PC character related. While I originally thought of the club for superheroes, any hero should be welcome. There are forum categories for people selling, showing off, or requesting artwork("Press, paparazzi, and fan clubs for the heroes") and Social activities ("At The Bar") like best hero design contests, best costume contest, best backstory contest, meetups at conventions, open gaming invites, etc. For use in a campaign as a game mechanic, the Adventurer's Club would be located in every major city and is a social club. It will have a bar and a no violence stipulation (whether enforced or not is up to the GM). As far as club parameters, there is no exclusion, it's a public club. I'm currently the only admin but I'll add a few other people as admins if it ever gets popular.
  22. I would think that any supervillain is fine so long as they are scaled to the heroes. Here are some themes which might be good for a campaign. Evil authority figures: basically along the theme of preventing a teenager from blossoming into a healthy individual A group which promotes a "proper" line of thought: Fanatical religious groups or something like the Stepford Wives but with students Uncaring or evil teachers: Kind of like The Faculty (aliens). Evil tempters: getting teenagers to do wrong A coven tempting PCs to the dark arts A gang tempting the PCs to be bullies and vandals The evil geek squad trying to be a power to manipulate society in their image. More chess club, less football! There is no such villain villain: Villains which no adult believes exists The hidden demon The silent take over aliens Replacements
  23. Not bad but I would have preferred a lighter background. I usually see Harley as bright crazy than dark crazy.
  24. That's pretty good! I did not recognize them as the same woman. Might have been the different profile or something, but her face looks really different in the Tifa vs. Batwoman cosplays.
  25. To be honest, as a player, I miss find weakness. As a GM, I do not. As a GM (4th and 5th), I often see this: If a player has find weakness, then every tank or main villain will start to have lack of weakness and I will begin to hear players saying that all the villains have lack of weakness. If I don't put find weakness on the villain or tank, I have to put large amounts damage reduction otherwise if the player gets lucky they will thoroughly destroy the tank or major villain. I will start to see the AP/Find Weakness construct which cuts the defense into 1/4 unless I harden the villain also. I have to constantly limit the levels of a character with find weakness otherwise they might be used with the find weakness. This results in extremely high Dexes for characters who shouldn't move as fast as the Flash. As a player, I miss Find Weakness because: Its a common trope. For instance, Karate Kid was able to Find the Weakness in a Force Field which comics wise is just cool. When it works, it feels like getting a crit roll in DnD. So, I rather PCs simulate the effect either with the AP construct or a Def drain construct in 6th than reintroduce Find Weakness.
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