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dsatow

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Everything posted by dsatow

  1. I'm of the philosophy, the player can spend points where they like for whatever reason they like as long as it doesn't unbalance the game or concept. Whether it makes it into play is another matter. Just because you have a license to fly Battlestars and Vipers, doesn't mean there will be a Battlestar or Viper to fly.
  2. Just noticed my game says all characters provided by GM. This isn't true. It should be, characters may be provided by the GM. Players should feel free to bring in their 5th or 6th Ed characters. Minor house rules apply.
  3. If I were to guess, if the hero is not registered to a official country's government, a vigilante, then they would be prosecuted as an illegal alien and criminal, possibly terrorist. If they have a extradition policy with the US, they could captured in the US and extradited to that country. This assumes no legal challenges which could take years. If they were registered to a country's government, they could either be arrested as a spy/agent of the government or be given diplomatic immunity depending on their status as a government employee. In either case, the government would probably get them out of the problem but they wouldn't be allowed back into the country. If they did re-enter the country illegally, the government's hands would be tied or it would be very painful for the government to extract the hero.
  4. The pre attack would only be against the targeted person, though a general pre attack might affect every one there. You are right, this should only be against lower level targets. Hrmmm. Maybe just a straight bonus to the pre attack. So if you hit by 5, that target would get your based Pre attack rolled +10. Would that be too much? I don't know about you guys, but my least impressive supers usually have a 15-20 PRE with the major villains up in the 30s or higher. Actually, in my gaming circles, we usually define a violent action as any major effect, whether targeting a specific mook or not. So, breaking through a wall would be a violent action and just firing at the mook would also count but was seldom used except maybe after the fact. The idea you see a lot in anime/manga and frequently in comics is the one of a swordsman or gunman who cuts the hair of the target, totally demoralizing them. This would be useful in a hostage situation or when fighting an obviously underclassed villain you rather not accidentally kill. In game terms, the player is effectively turning a 0 phase action into an attack action for some benefit.
  5. Compared to last year, yeah. Jason Krestoff, a frequent Hero GM, is running Feast of Legends. Last year he ran Starfinder, so he might be a bit burned out on Hero (hard to believe, I know ) Jim Gettman, another Hero GM, is running D&D5. Also missing since last year Callie Goukler, Aaron Gettman, and Glenn Thain.
  6. I never thought of using that example. Cool idea, I'll use it the next time I have to teach someone the system.
  7. I was just thinking (damn silicon valley traffic!), it's a common ploy of hero to demoralize thugs and witless minions by fire an attack which simply trims a few hairs off their head. This is more than just using a obviously dangerous power to make a point. It shows the hero can easily kill the thug or witless minion easily. To me, the most immediate way to resolve this is to roll to hit the thug but purposely miss. The player would roll to hit, for every 2 they exceed what they needed to hit by, they would get +1d6 to their presence attack (for a maximum of +7d6 if they had a 17- to hit and rolled a 3). This bonus would be on top of the amount from using one's powers in an aggressive manner towards the thug which is a +1d6 - +3d6 bonus. What do you think?
  8. The differences can be due to genre also. Something which fits Champions might not fit Fantasy Hero and vice versa. The most reliable set is 6ev1 and v2 for 6th and FRED for 5th. 6th has the rule under Missed and random shots" on 6e2p127 which corresponds to your quote. There used to be a rule that said if you miss by the amount of bonus DCV you got from partial coverage, you hit the cover instead. Ex: If the Thug is hiding behind a DNPC , they might get +4 DCV from the hiding behind the DNPC (The +4 corresponds to a high shot OCV penalty using hit locations). If the Hero tries to shoot the Thug, and misses, the Hero would hit the DNPC if they didn't miss by more than 4.
  9. Actually, rather than god taking us to heaven, I would rather suspect that god put in a 1 body transformation attack within us that triggers when we do good, reverses when we do evil, and fades over time. Then when the time comes at our death, the transform will either be enough or not and we go immediately to heaven. The transformation gives us a XDM always on to either heaven, hell, or purgatory (as a reincarnation plane) Of course, this means when god comes to take us to heaven he does a 20d6K AVAD does BODY accurate attack to separate our soul from our body... 🤣
  10. That will be hard, but I would say, building heaven would require the 7th edition rules. 🤣
  11. I didn't think it affected range attacks. I do know it affected haymakers regardless of type (melee or ranged or even mental).
  12. Actually, almost everyone has the sense used. The sense is touch.
  13. How about: Noobie/Rookie Seasoned/Established Veteran Expert/Ace/Ranked Legend - wait for it - dary Personally I am using in the campaign I am running: Vigilante City State Region National International Galactic These are based on influence and pull. Finally, you could also do it on school ranks. This would also be good if they have to go through training. Freshman Sophmore Junior Senior "Graduate"
  14. I understand if an obvious focus is used to turn invisible, the obvious focus stays visible. What if you buy invisible power effects on the invisibility? Does that make the focus invisible too?
  15. Actually the rules for HA before 6th was the same as HA. It was just no one ever bothered applying the rule and it didn't cause a problem in many games.
  16. I generally round per math so a .5 or higher rounds up. Less than .5 rounds down. That includes stun. If players don't round on half stun that way, I am not going to quibble on 1 stun.
  17. Weaponmaster/Deadly Blow could be from a earlier supplement or from a version of the game where the number of DCs, levels, and multipowers were restricted. The first edition of Fantasy Hero didn't allow multipowers. IIRC, there were no DC for MA. Only levels which could be used for OCV, DCV, and DC. Weaponmaster would then allow you to increase your damage without allowing you CVs to change. Note: I am not in support or against Weaponmaster/Deadly Blow. Just a historical viewpoint.
  18. I've seen the argument from a player. It just depends on what you as a GM are comfortable with. I was okay with it as long as it didn't exceed the maximum DC of my game. I would like to note a couple of things on the whole 5 pts of Strength vs 4 MA DC. 1) If Strength is drained/suppressed to 0, you can't use DC of martial arts (you only do 1d6 or +1 DC to a weapon)6e1p42. Martial arts are dependant on Strength. 2) As noted, MA does not give you lift capability as well as other effects that are defined in Strength but not martial arts. This can be a problem in high gravity zone games. 3) If a martial weapon has a strength minimum on it, martial art DC do not compensate for a lack of strength which may cause penalties. 4) Technically, a GM does not have to let you use martial escape to get out of an entangle, though I see in real life most GMs allow it. Martial escapes are usually only to counter a grab maneuver (but again the rules says the GM can allow it and most GMs I know allow it).
  19. When mixing charges in a multipower, the charges on the multipower determines the number of uses of the multipower while the charges on the slot determine the operation of the slot. That sounds confusing so lets look at a simple example (if silly example). 40 Multipower (60) 8 charges(-1/2) 6f 12d6 EB, 16 charges (-0) 6f TK 40 Str, 8 charges for 1 Turn (-0) As you can see the 8 charge limitation only affects the multipower pool. The limitation is not bought on any of the slots. This means the pool can be used only 8 times. Even if the EB can be use 16 times, the pool itself can only be activated 8 times. So questions that might be asked: Would anyone buy it this way? Probably not. Few people would buy a slot with more charges than the multipower itself. Is it legal? Yes. So why show it this way? Only to explain how the multiple charges works. Doesn't the TK die when the slot is changed? No, this was asked a while back of Steve Long. In effect, the power will continue to run until the charge expends. The character will not be able to change what its doing, it simply continues doing what its doing. So if the TK was grabbing someone when the slots switch, it will continue to grab that person until the turn ends. It will not squeeze the character after the slot has been switched unless the character expends another charge. The only thing the character might be able to do is switch off the power which will not restart unless they use another charge. So how would this work in my magic scenario? It could make a character similar to how the rpg that shall not be mentioned ( ) runs sorcerers where there is a maximum number of uses per "spell level". Do you really think this is a better idea than my idea? No. I am like Duke Bushido. I prefer an End Battery and/or Personal End for spells. But it's a functional way to do things you or someone reading this post might want to try. "More than one way to skin a cat" phrase so to speak.
  20. FYI: Dundracon runs games in sessions from P(pre con official start) to 1(100s) to 8(100s). Teen Friendly means that people under the age of 18 are welcome (no harsh language or sexual situations). Mainstream = PG. Family = G. Mature Themes = R. Schedule as it currently stands P01 Beware the Shadow of La Sombra Only available via On-line Pre-registration Friday Noon in 143 for 8 hours Room Map GM: Jim Puder Type: RPG System: Hero 5th edition (Champions) Edition: 4th & 5th Players: 6 Provided: Players provide their own characters Power Level: 10-12 DC, 5-7 Speed, 25-33 PD/ED, 8 - 11 CVs Variations: Find weakness 2x max, No speed chart Rules Knowledge: Useful Game Content: Mainstream La Sombra, the master of shadows, has returned. He has delivered an ultimatum to the UN that all nations must pay him a tithe, or he will turn the shadows created by people and objects against the nation's population. Can you stop his nefarious plot? 111 Who Said Fun Land is Fun? Friday 8 PM in 152 for 8 hours Room Map GM: Maria Caballero Type: RPG System: Hero 5th edition (Champions) Players: 8 Provided: Characters may be provided by GM Power Level: 60 active pt attacks (max 50 OK) CV 8-10 mutants Rules Knowledge: Useful Game Content: Mainstream Mutants are missing. They all have one thing in common, they went to Fun Land. 209 Lost Anthem Saturday 8 AM in 161 for 8 hours Room Map GM: David Rakonitz Type: RPG System: Hero pre-5th edition (Champions) Edition: 4th Players: 6 Provided: Characters may be provided by GM Power Level: Max 60 pt attacks, max 33 PD/ED Variations: some 5th ed; otherwise minor Rules Knowledge: Useful Game Content: Mainstream With her protector in the hospital, the superhero Anthem needs your help. Race around the globe to stop the Eternal President's scheme to make his past our future. 318 Los Campeones de la Justicia contra la Maldici?n de la Momia (Teen Friendly) Saturday 4 PM in 338 for 8 hours Room Map GM: Vernon Putman Type: RPG System: Hero 5th edition (Champions) Players: 6 Provided: All characters provided by GM Power Level: medium Variations: Super powered Luchadores Rules Knowledge: Beginners Welcome Game Content: Mainstream The Champions of Justice vs. The Mummy's Curse! Luchahotep, the Egyptian god of masked Mexican wrestlers has made himself known. Though the Technicos may have defeated the Martians for now, Luchahotep has more plans than was revealed in the contest of planets. 516 Trenchcoat Brigade: The Long Undreamed Future Sunday 10 AM in 161 for 8 hours Room Map GM: Joe Di Lellio Type: RPG System: Hero 5th edition (Champions) Players: 6 Provided: Players provide their own characters Power Level: 8-12 DC; appropriatee CVs/defenses Variations: minor imports from 4th ed. Rules Knowledge: Expected Game Content: Mature Themes The voice quavers, an odd mash and cacophony of male & female, young & old. Please... help me... for I do not wish to awaken but the world intrudes? For more world info for both the Trenchcoat Brigade as well as my y2kFuture campaigns, see the link below. Website: www.planetx.org/~joed/ddc/xxxxiv.html 611 Space Nazis from the Moon Sunday 4 PM in 149 for 8 hours Room Map GM: Don Satow Type: RPG System: Hero 6th edition Edition: 5th & 6th Players: 6 Provided: All characters provided by GM Power Level: 12 DC, 8 CVs, 5 Spd Variations: No Find Weakness/Lack of Weakness Rules Knowledge: Useful Game Content: Mainstream Space Nazis from the Moon are running Projekt: Weltraummonster. What is project Weltraummonster? What will happen to the Bay Area? 801 Run for your Life, Candyman! Monday 8 AM in 143 for 8 hours Room Map GM: B J Goukler Type: RPG System: Hero 5th edition (Champions) Players: 6 Provided: Characters may be provided by GM Power Level: 12d, 90 active, 20-30 def, Power pools shot on sight Variations: Slim Goodman Approved (some 4th) Rules Knowledge: Expected Game Content: Mainstream They arrived almost together and once again without anyone seeing the delivery actually made. One, a hand written note in calligraphy inviting you to the Royal Wedding of Prince Atom of the Gumdrop Gnomes and Princess Selena of the Smeebler Elves, along with a tasteful assortment of cookies and confections meant to tease the palette of a King. Once again inside are the Blue cookie, and the Red cookie. Last year?s instructions still linger in your mind. Eat the blue cookie, and forget about all of this silliness. Eat the Red cookie, and we will see just how far down this candy hole will go?. (Do NOT google candy hole) The other is a box of suspicious origin, containing a cupcake with a dark black frosting, and a blood red cake below, decorated with a grin of 1,2,3,4,5,6,7,8! 8 teeth! and a handwritten note that looks like it was scribbled in crayon: Heroes of the Other Land, It is I, Gnomeferatu (ah, ah, ah!) Our land is in dire peril... 816 Dresden Files: The Lake of the Dead - Nunismatis Part II Monday 10 AM in 165 for 4 hours Room Map GM: Greg Haslam Type: RPG System: Hero 5th edition (Urban Fantasy) Players: 8 Provided: All characters provided by GM Rules Knowledge: Beginners Welcome Game Content: Mainstream Set in the world of Harry Dresden, you play one of Harry?s associates who tackle the things that go bump in the night, literally. Player characters include Wardens. Trolls, Pixies, Espers, Werewolves, etc. Game is light on the rules and heavy on roleplaying and storytelling. This is part II of a series. Part I involved the death of a prominent coin collector Lyle Jefferson, the secret son of Thomas Jefferson, and inheritor of an angelic coin that is the counterpart to the blackened Denarians. There are 12 angelic coins, each attached to the spirit of a powerful angel. A Denarian by the name of Sammael killed Lyle and stole some of the angelic coins he had amassed. Lyle was a cunning man and so hid the remaining coins at various Carmelite monasteries in Northern California where they would be protected by Templar knights. The heroes encountered vampiric minions of Sammael?s as they attempted to thwart his acquisition of the other coins. The big showdown with Sammael, who is also a Black Court Vampire, occurred in Carmel at the main Carmelite monastery. Sammael was prevented from acquiring the final three coins at the monastery and his forces were defeated. However the Denarian Vampire managed to slip away when the fight turned sour and lives to fight another day. The Carmelites realizing that the end times are near and being no longer able to safeguard the coins, handed them over to the Heroes.
  21. I usually simulate it with a -2 limitation. This came about with the following observation: An 18 will always miss. Making a 17- the best hit chance. If a critical is 1/2 of what you need to hit rounded down, then a critical equals 8-. An 8- is normal -2. The requires a roll is neat idea and I have used it on martial artists as "finding an opening". Its a triggered, naked advantage autofire(3) on the punch with requires a roll 11-. When the villain succeeds on punching a hero, I roll 11-. if successful, the hit is autofire(3).
  22. You could always use charges instead of end. Each spell has a number of uses per day rather than an end cost. If you are allowing multipowers for spells, then you can restrict the multipower to a number of uses per day (either overall or as an additional factor).
  23. Not every option usable in HERO will be cost efficient with something else. That's why there are build arguments.
  24. In Supers, its generally not breakable unless targeted (i.e. normal use even by supers standards will not break the focus). Mostly, the reason its not been a problem is there is a damage cap in all my Hero games, even Fantasy Hero. A lot of the damage cap is controlled by me in Heroic games, but its still there. The big note I wanted to make in this post is that Hero games now says whether to institute a double cap or not, is now up to the GM (i.e. a campaign trait). Kind of like normal characteristic maxima.
  25. I haven't found not having the doubling issue a problem in the supers genre or to say, it isn't any more troubling than before with the doubling. As far as weapon breakage goes, I don't remember if it was a house rule or if it was in the pre-5th edition fantasy hero, but there was a rule about a weapon having def = 2 * DC or 3 * DC. So a sword doing 2d6K would have either 12 def or 18 def. If the sword did more than the def of the weapon, it would take body damage.
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