Jump to content

dsatow

HERO Member
  • Posts

    2,374
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by dsatow

  1. https://fancons.com/events/schedule.php?year=2020&type=gaming&loc=usPA Might only be Betacon in Scranton East - Dunmore. One is a board game convention in Champion, PA. PS: Whatever you do, don't do what one guy I heard did at Dundracon. He told his wife they were going to vacation in Northern California near San Francisco at really good hotel rates. He came up, brought his two kids with them, and then attended the Con. I heard he got chewed out and missed the next few cons but came to an agreement with his wife (that wasn't a divorce) and now attends regularly.
  2. I created my own Brawling which is just a subset of dirty infighting just so that it was easy to add to characters in hero designer. Brawling 3 Punch: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike 4 Put The Boot In: 1/2 Phase, +0 OCV, -1 DCV, 7d6 Strike, Prone 3 Block: 1/2 Phase, +2 OCV, +0 DCV, Block, Abort I also has a 10 point "martial art" for self defense Self Defense Course 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs 4 Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6 A police training martial art. In California at least, all officers are taught techniques but the rumors I hear are that most don't keep up to date with all the maneuvers. Might need to add a pin in there too. Police Academy Training 3 Punch: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls 4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls 3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 1 Weapon Element: Clubs I also had RAT (Rent an Agent Team) agent martial arts and Inquisitor (Holy Roman Church) martial arts. But the above three might be more interesting to people.
  3. To answer the original poster questions RaW and to offer a solution RaW to the scenario he was thinking about. Yes, but only to target a teleport to. You can teleport to the small object (6e1p299). It does not work the other way around. Not using fixed location. As has been already suggested, the best method would be just calling a focus as only in hero id and the "summoning" just a special effect, however, in Fantasy Hero, that might not be applicable. Since items in FH aren't always focii or at least not your focii, what can you do? Well, you can make a four part power. Part one: Arcane Mark. Just a 1d6 cosmetic transform to mark an object. 3pts before limitations Part two: Detect Arcane Mark. At worst, 33 pts for a detect single thing (the mark), range, targeting, discriminatory. You can get around a lot of the point cost by linking it to an existing sense group like sight and then its just a 13 pt penetrative detect. Better still is to make it detectable by detect magic in a FH game which you were going to buy anyways. Part three: Fixed location. In your hand. 1pt. Part four: Summon marked object. Teleportation 10m, Limited Range (+1/4), Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2), Usable As Attack (+1 1/4) (30 Active Points); Can Only Teleport To Fixed Locations (-1) Costs can be cheaper with more limitations but probably around 29-52 pts. End cost would be at least 1 to mark the target and 3 to summon it. Note this is completely rules legal (though requires GM buy off on the UAA) and does not alter 6th (or 5th I think) RaW. The detect and the fixed location can not be in a framework but the marking and the summoning can.
  4. True, which is why I put in Grailknight's suggestion. Personally, I have most of it memorized since playing in a Fist of the Northstar HERO campaign and several brutal Fantasy Hero campaigns. For brick walls, I think the set defenses and body by thickness seem ok, but thinner objects can be less def and body per the rules in need be. Personally, I never consult the book on how much defense an object has unless the player makes it a condition. If I think a brick should pound through a wall like the Kool-Aid Man, I have him roll and as long as he doesn't do really badly, he breaks through the wall. If he fails badly, then he gets a coyote style indent in the brick wall.
  5. I'm like Duke. I am getting it mixed up. If its a new construct, can we call it fixed target or floating target to clarify things? I agree, as a new construct, this is too cheap for all the benefits it has.
  6. Not really, I have a player which is playing a brick somewhat like this. It works out like this (though my player doesn't go to this extreme) in an 8 CV game: Buy down DCV to 0. Buy DCV levels to 8. Difference in cost from buying an 8 DCV is 24 points. Buy down OCV to 0. Buy 8 OCV levels for punch, haymaker, and grab. Difference in cost is a savings of 16 points. Net increase in cost = 8 points about the cost you would want in power defense. I should note that the brick is slow and ponderous and has stretching. Doesn't do much more than punches and grabs. When the villain is stunned, he adds a die or two in damage at the sacrifice of CV. When a target is out, he switches the OCV levels to damage to GM the villain. I'm not saying that this is how all characters should be, but its is a very playable concept.
  7. Just a note. A fixed or floating location is a way to teleport TO. It is not a way to make something auto targetable by teleport usable by/against another.
  8. Probably because without a GM fiat, you can't drain or aid skills (6e1p135). Even if the GM allows the draining of skills, you'd still need to target each skill, just like draining points from a blast power if you have more than 1 blast power.
  9. My group mostly used Hero points for getting around unlucky players. Most of them forgot I used them in the campaign unless I remind them about it. Reading the above, make me think that most players are using the same way, as a final defensive play. Which got me wondering, about using a mechanic to avoid one bad fate for a lesser bad but annoying fate rather than Hero points. Ex: The Batman player is fighting the Joker who shoots him with his Bang! spear gun. The Joker maxes out on the attack. This would GM Batman and take him out of the final fight in one blow (a pretty embarrassing, and boring for the player, end to combat). The GM offers the Batman player a choice. Roll 3d6 plus luck or unluck. Any 6 on the 3d6 or luck would negate a 1 on any one die of the 3d6 or unluck. If no 1s are effectively rolled, then Batman's player would take the minimum amount of damage for impairment and roll separately for a location and suffer an impairment for 1 turn. For each 1 effectively rolled, go down the time chart for impairment. If more than 5 1s are rolled, move over to disabled. The Joker's luck would be Batman's unluck and the Joker's unluck would be Batman's luck and be applicable to this roll. Batman's player chooses this option. The hit location is a 12 and he gets 2 total 1s. This means the bolt is lodged in Batman's gut and he can't take Post-12 recoveries for 5 minutes.
  10. My suggestion is to simply use hit locations (and multipliers prior to defenses), impairment/disabling, criticals, wounding, and bleeding on normals (non-heroic or incompetent). I'd also toss in x2 vuln to mental effects. While a heroic NPC (4pd) might with a bulletproof vest (6rPD) will take 1 Body and 4 Stun with a 2d6 RKA on average (7/14), the normal with the same defenses will take about 1 Body and 11 Stun if hit in the Chest. If hit in the vitals(13), even if the "vest" covers it, the normal will take 8 Body and 18 Stun (x2 Body, x4 Stun). A unprotected hit to the head (no resistant) might be a threat to a heroic NPC at 7 Body 14 Stun but to the normal that's 14 Body and 35 Stun. The heroic and plain normal both have 10 Body, then the heroic is still fine while the normal is impaired and possibly disabled or dead at the 14 Body level. Also, my group stacks the impairment and disabling effects though the rules only state to stack impairment effects(i.e. your GM may vary). Having taken the Body damage, they need to make a EGO roll to do anything other than act defensively at -1 per 2 Body. Finally, every turn, the normal will be suffering 1-3d6 of bleeding at post-12. If the amount of body and stun lost (assumed to be NND but generalized damage) is high enough, they will again need to check for impairment and wounding. Note that wounding penalties are cumulative, so Body lost due to bleeding will have an equal or greater penalty than the initial wound. Again, this is my suggestion. I also like Grailknight's suggestion of vulnerabilities mainly because it doesn't complicate play as much as what I'm suggesting and still make normals more fragile.
  11. It depends. My group plays whether a focus is accessible or not is based off if you can remove/takeaway/disarm it during combat. As an example, a ring was given. When it was noted it was relatively easy to remove, they made a fist while wearing the ring and asked us to take it off. So for our games, a focus is considered accessible if during combat, with the target resisting(generally not mind controlled, stunned, or unconscious), you could take the item away with a quick grab and yank or a martial maneuver. Of course, this is our house definition and the person buying the power decides what it rates based on that definition. Your group's definition may be different.
  12. There are a lot of cons from a google search. (Sorry, used Florida as a location for the search if you are not from Florida. You can probably just change the state in the url for your state.) https://fancons.com/events/schedule.php?year=2020&type=gaming&loc=usFL https://www.upcomingcons.com/cons/state/florida
  13. If a fixed location, say at the office of a blue furry demon on the 3rd floor of a building, is destroyed, say the Hulk decimated the building, then 1) Does the owner of the fixed location instantly know that the fixed location is gone or do they have to wait till they try and teleport and fail? 2) Given that the fixed location is gone and the owner of the power still wants a fixed location, does the player need to have gone to the new location to affix the new location? I.E. Our blue friend has been to his new office but didn't know his old office had a Hulk standing in it smashing a god of mischief around. When he finds out his old office is gone, can he immediately teleport to his new office or does he need to go and affix the spot first? I am calling these silly, because I am pretty sure I know the answers. However, you can be "tricksy", as Gollum would say, and have come up with a different answer at times.
  14. Just curious, do you go to gaming conventions and run hero?
  15. I would allow it but as Duke Bushido noted, it simpler to just not call a summoned powered effect a focus. In any case, I would allow an object to be a t-port designation as well as yourself. For an object like a sword, there is a danger that t-porting to the object might be dangerous as you are teleporting blind. So if the sword was say in a safe, a safe t-port would put you outside the safe. A t-port with out the safe advantage might put you in the safe either with the NND killing attack for teleporting into a soldi object and/or with the safe being an effective entangle and limited air supply. Teleporting the sword to you, would be fine, but I'd also allow a t-porter who has a hold of the object to resist the t-port or go along with it to the destination. However, this is just me as a GM. Your mileage will probably greatly vary.
  16. So I purposefully set the number of options to 4. Its a statistical problem when given a choice of two extremes, realism and fantasy, that people will tend (not everyone but a tendency) to choose the middle option. So in 5 choices in a gradient, people will tend to choose 3. As far as level of realism, most games have a level of fantasy associated with the genre. People do not shoot laser beams out of their eyes or cast spells of fireball. Even in Westerns, people tend to forget that riding out with cows, cowboys tend to smell like their namesake. I use damage as a common thread, since in most genres there is a danger to the health of the character and is the most common aspect of the game between genres. Of course, this doesn't apply to non-human centric games. A hobbit might be like a small human so it can be relatable. But a world full of Beebos is another thing.
  17. Lets say, general superhero genre. No special theme on group or enemies. Run of the mill Champions.
  18. When I look at rules, I want certain things out of it. One of those things is a level of realism, but I have been wondering due to recent threads, how far people want realism to go.
  19. Regeneration with a universal OIF focus is enough. In general, the Usable by Other set of advantages is only used when you have the power and are able to give/force it on someone else. The difference is that the person with the focus is in control of the power and possesses the power. If you were going to create a "spell of regeneration" that you could cast on other people, then Usable by Other would be appropriate, because you would have the spell and the target would get the benefits (though in that specific case healing might be better). Hopefully, that's useful.
  20. Well, that is what I think this forum should be used for, interesting rules discussions with points and counter points. That and maybe recipe arguments This is interesting, but a lucky roll might be overly impressive and the extra damage roll might slow the game (especially with players who have a hard time counting pips or in games where large amounts of dice are thrown). Maybe using average stun and body for the attack and using the total body or total stun/10 past defenses (whichever is higher) for the bonus dice. This would replace the +1d6 to +3d6 for violent action which I always thought was a little too small of a range of bonus dice for presence. BTW: for everyone replying to this thread, THANKS! The conversation has given me a lot to think about.
  21. A couple of points, in using move through (or any other velocity maneuver to determine equivalent damage to falling), you are encountering the problem that in general, people move at speed 2-4 while gravity moves at speed 12. This matters because while the game segments actions on specific segments and the actions are completed in phases, in general they are really supposed to be spread out over the seconds between phases. Just like post twelve recovery is more about recovery over the entire turn but for mechanics sake, its done at the end of the turn. However, I would not advocate this methodology, I would suggest using Newton's law F=Ma as a better comparison. Using Newton's law, a fall for 1 sec is about 1000N. F = Mass * acc. or 1000N = 100kg * 10 m/s^2. A brick's fist is accelerating about 1m in 1 sec.(arm's length), so mass needs to be about 1000kg or a 27 strength using lifting calculations 25 * (2^(STR/5)). This would be about 5d6 of damage which matches. The big problem is that the mechanics of the game to represent higher levels of damage is not simulated correctly mainly because damage is linear on the strength scale which is exponential. Take terminal velocity. Kinetic energy is determined by the calculation KE = 1/2 * mass * velocity^2. At terminal velocity for a 100kg man would be 145800. For a dead lift at a speed of 1m/s, that would be about a 63 strength. Most would agree that falling at terminal velocity would very likely be terminal but a 63 strength punch in the game could be survivable. To sum up, the energy to move 25tons to 100tons is not the same as the level of damage of +2d6N.
  22. But does it work in reverse? Bonus points if you can guess the recipe! 1 brick, softened 1 martial artist 1 speedster 2 Supervillains 2 teams villain's agents 1 false game goal 2 battle scenes 1 DNPC 3 all-purpose police officers 2 semisweet reporters 1 FBI agents Preheat gaming table by 350 XP D&D (1 XP Hero System). Team together the brick, martial artist, and speedster until smooth. Beat in the supervillains one at a time, then stir in the villain's agents. Dissolve false game goal with battle scenes. Add to battle along with DNPC. Stir in police officers, reporters, and FBI agents. Drop by large spoonfuls onto your campaign. Run for about 10 sessions in the preheated gaming table, or until PCs are nicely crowned.
  23. One last point: Every game has an everyman set of simple skills and perks for no points. What is in that set is basically whatever the GM wants. So, if computer surfing is an everyman skill, its in there.
  24. As GM, your word is law. This doesn't mean a law can't be repealed. Just be fair about it. So, if you say, people don't need to buy points in passports, don't force them to need them and pay for it later on. But if you repeal that ruling, give them some time and explain why you are repealing the ruling. Fair minded players won't balk at the notion. If for instance you aren't going to press country boundaries in your game but then the PCs keep using the country boundaries to aggravate your story telling (ex: doing what amounts to terrorist acts in one country and then leaving that country to another country) then warn them there will be repercussions.
×
×
  • Create New...