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dsatow

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Everything posted by dsatow

  1. Funny you should mention it, I had a villain which could change people's sizes. So when a character was hit with a shrinking ray, they would get all the benefits of shrinking (higher DCV) but a few disadvantages like reduce running, reduced reach, reduced strength, etc. It made for an interest combat problem but it wasn't a very memorable villain. I forgot to add, they had a growth drain to drain one of the people's growth powers.
  2. Of the prebuilt villains, most of the master villains in the Champions Villains book 1 (6e) would probably be challenging with their respective counterparts in the other versions. BTW: What version of HERO are you using for the Champions game?
  3. Depends. It's maybe is only worth -1/4. If growth is drained, the linked power will turn off if enough growth is drained. But this version of link is more like unified power.
  4. Just a side note, if I see a Naked Advantage power on a character sheet, warning flags immediately pop into my head similar to when I see a VPP. I begin to question: 1) Why not add the Naked Advantage as a normal advantage to the power? 2) Are they trying to skirt an active point limitation in the game? I don't know about other GMs, that's just the way it makes me react. Naked Advantage Powers can be cool to a character concept, just don't abuse the GM with it.
  5. It would depend on the number of dice, CVs, and Defenses. The matchstick girl could be a serious antagonist if each matchstick shot out a 300d6 EB.
  6. My choices would be The Spectre, Dr.Fate, Silver Age Superman, SIlver Surfer, Mr. Fantastic, Captain America ... and Batman (because you always need a Batman ) Shoot, that's 7. Maybe drop Cap, because you always need Batman )
  7. How noticeable are extra time actions in powers? For instance: When going non-combat with teleport, is it very obvious that they are trying to go non-combat teleport or can say a villain cover the action with a CHA based skill to distract a hero from noticing? Or when memorizing a location using the floating teleport destination, how obvious is it that the teleporter is memorizing a t-port spot? Or when taking extra time for a skill which doesn't have a physical component, like trying to remember the exact definition of Lévy's modulus of continuity theorem?
  8. This is probably a question you should ask Steve in the 6th ed question forum. FWIW, as long as the naked advantage is outside any framework and only applies to a limited number of slots and doesn't exceed the active point limits (adv. plus base power) I, as GM, set, it would be fine.
  9. In my experience, most CON rolls tend to occur in heroic level games. Based on that, I suggest a -0 limitation for superheroics and maybe -1/2 to -1/4 in heroic games.
  10. Generally, minions or mooks are just lower powered characters. Because of this, minions and mooks can be as varied as people can design them. Even groups such as Viper, a staple of the Champions campaign, can have a large number of types agents.
  11. OK, for a scenario I am creating, I am recreating some naval ships. I know the length of the ship from wiki (God bless wikipedia and google). The problem is the width and height of the ship are much smaller than the dimensions than the size characteristic gives for a length of X (usually about 1/2 to 1/3 the height and width). How is this handled in the official supplements for vehicles? I understand this is an abstraction of size for a game system, but size affects the strength of the vehicle which may affect the scenario. Preemptively, thanks for the response.
  12. You do you push growth? Pushing gets you effectively 10 active points of increased power for 10 end, but each level of growth now costs more than 10 active points (minimum of 25).
  13. I have a few ideas for restaurants and shops you might use in the Babylon City club. As long as you aren't selling the ideas as your own, feel free to use any of it for your personal use. Ex: https://www.herogames.com/forums/topic/96407-restaurants/
  14. The reason I am not going with this is because in comics you see someone getting hit with the harpoon in one frame and in the next gets yanked towards the attacker for some follow up. The defender then pulls out the harpoon taking damage doing it or they cut the cord and are hampered a bit with this harpoon sticking out of them. This is what I want to simulate in a champions game (so I can't really hand wave the combat possibilities as you would in a heroic level game). I am fine if the target pulls on the cable and draws the attacker towards them. I am thinking a RKA for the initial damage. Stretching with martial grab for the tether with a limitation the RKA needs to do Body. Finally an NND triggered HKA if they pull it out and only if the initial attack does Body. This all done as a combination attack (thanks for helping clarify the powers!). The final question is if they don't remove the harpoon, it should be slightly annoying have a 3' long harpoon stuck to your body. What do you think should be the problem? I was initially thinking running drain/suppress but writing it out a REC drain/suppress might be better. What are your opinions? You have any better ideas, I am all ears.
  15. Star City is home to the Green Arrow of the Arrow tv series.
  16. How would you design a harpoon with a cable? I am designing a aquatic villain with such a weapon. The harpoon itself is easy as a 2d6 or 2 1/2d6 KA. But here are the problems. 1) A harpooned person is effectively grabbed if it does body and can be pulled back towards the attacker. 2) Yanking a harpoon out is a painful process. 3) Having a harpoon stuck in you is debilitating or at least movement constricting. I am curious what people come up with. One limitation: No transform, extra dimensional movement, or VPP.
  17. Personally, I would 1) Check if there was enough knockdown to unseat the character. If there is, he's knocked off the horse. 2) Run a presence attack on the horse. If the horse is surprised enough, it bolts or does something requiring a ride check. The rider stunned, fails and falls off the horse. Since this is simply a sniping situation, it's unlikely that the sniper wants to make it big and flashy, so about half his presence would be enough. A 15 PRE would do 1 1/2d6 presence attack against a simple riding horse (which I think is a 8 PRE). 3) If the rider is in a saddle and stir ups, he should stay on. Otherwise probably a Con or Riding roll to stay slumped over the horse while it's still moving each phase. There would probably be a penalty of -1 per 5 stun past stunning and another -2 if they are 0 to -9 stun. If they are farther unconscious, they fall. Again this is just what I would do. YMMV.
  18. I'll try my stab at the difference Combined Attack was included due to several factors: Making linked a limitation rather than an advantage and the fact that combined attack was used in the robot warriors supplement The idea of combine attack is to let all hell break loose against one target. You can see this in various comic books, anime (particularly mecha anime), and in some movies (the scene of "Fire everything you got at it"). Combined attack only lets you use each attack power only once and only on a single target. This includes strength. Multiple Attack was mostly designed so a high CV martial artist can fight like most of the kung fu fighters in the movies. It was later adapted as sweep, rapid fire, and multiple movebys. The idea of multiple attack was to fight multiple targets (or the same target multiple times) at the same time. Multiple attack allows you to use the same attack power multiple times. This allows you to use your strength against multiple opponents or the same opponent. Off hand attack is generally only used in heroic games to simulate fighting with two weapons. Sort of like a merger of Combined attack and Multiple attack. Differences Multiple attack has severe limitations such as OCV penalties, missing a shot makes all further shots miss (but you still pay the end for them), halves your DCV, and takes a full phase. Combined attack doesn't. Personal opinion I didn't like at first how move bys were lumped into multiple attack, but I'd accepted it. I think multiple attack should suffer a cumulative -2 DCV penalty instead of a 1/2 DCV penalty similar in effect to the OCV penalty. The half DCV penalty penalizes high DCV characters more than low DCV characters who don't seem to use it as often (or get hit as often using it).
  19. So, who is going and what are they running if they GM? HERO, obviously right? So far, there are 6 tentative hero games. (Schedule not finalized until sometime in January.)
  20. dsatow

    DunDraCon 2019

    The new location has better parking, lots of food choices in a nearby drive, several large hotels to piggy back, and IMHO, the best reason is the location is only 5 min from my house.
  21. Yeah, saw the game a year or two ago in my FLGS. The idea was, the aliens come to Earth to help us against another alien race. As soon as our heroes defeat the alien menace, the "kind" aliens killed all the superheroes who attended the victory party. This only a few antisocial heroes and the villains to free the earth. Never saw anything from that line from that game company after that.
  22. Google to the rescue: https://slate.com/technology/2013/11/nicholas-mevoli-freediving-death-what-happens-to-people-who-practice-holding-their-breath.html https://www.quickanddirtytips.com/education/science/how-long-can-a-person-hold-their-breath?page=1 BTW: just sitting in my chair doing nothing but surfing the web I get about 45 seconds. I am a standard overweight geek with almost no exercise.
  23. Seems he's back. Real life's been complicated I guess.
  24. Agreed. Hero works best in damage with a handful of dice (at least 6 in my experience).
  25. Yeah, I suggested a half phase attack action because almost always, it's the DNPC or similar who runs up to the hero and eggs them on. The hero then groggily gets up and heads to their de... err... heroic destiny.
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