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dsatow

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  1. Haha
    dsatow reacted to wcw43921 in Superhero Cosplayers   
  2. Like
    dsatow got a reaction from eepjr24 in Agents of ...Primus?   
    Making a normal attack go against resistant shouldn't be more the +1/2.  Reasoning: To make non-resistant defense resistant is only +1/2.
  3. Haha
    dsatow reacted to Spence in Summoning Weapons   
    You are making things far too complicated.
     
    2D6 HKA OAF  Sword.
    or
    2D6 HKA PM* Sword. 
     
    *Physical Manifestation
     
    It is a power 2d6HKA (magic sword)
    Either of the limitations allows it to be knocked out of hand (disarmed)
    Either of the limitations allows the PC to magically regain the sword on their next phase when they spend end and "use" it.   Whether it is there instantaneously or flies across the room to hand is just special effects/narrative. 
     
    Game mechanics for game effect, special effects for the rest.
     
    Hero is fun, simple and easy.  But even Chutes and Ladders can be made complicated if you work hard enough at it.
     
  4. Like
    dsatow got a reaction from IndianaJoe3 in Grenade Pool   
    This was the requires multiple foci suggested by, IIRC, Steve Long to represent multiple items in a slot which can be taken partially away.  The example used was actually for grenades hanging off a belt.  It didn't seem right that a person could grab a grenade and take all the grenades.  The reduced effect is said to be the reduction in charges.
  5. Thanks
    dsatow got a reaction from iamlibertarian in Still Confused By UBO   
    Nope.  Lets look at some of the examples you stated and why as I understand it will not work or will work as the case may be.
     
    If Maker creates an Invisibility Belt for Honey Badger (Invisibility to Sight Group, UBO, IIF, Time Limit of 5 minutes), and he turns it on, it doesn't matter if she then switches her Gadget VPP to something else.  Honey Badger remains invisible to sight until the 5 minutes runs out.  - the answer is Yes, assuming she doesn't turn it off. Same basic idea if the belt is 1 Continuing Charge of 5 Minutes duration. - the answer is no.  The difference here is the charge limitation.  Once the charge is used, those points are expended and can't be used for the rest of the gaming day in the VPP.  The invisibility continues to work though, assuming she doesn't turn it off. I'd most likely allow her to do that with a Fuel Charge, so he can turn it on and off at will until the total duration is complete.  One could reasonably argue that the same can be done even if the gadget hasn't been activated yet, though the RAW seem to disallow that. - So long as the power exists in the power pool, the answer is yes.  But if the power disappears, she would not be able to reactivate it because the power wouldn't exist any more. So could Maker create 8 Invisibility Belts (as above but UBO simultaneously by 8 people, or 8 continuing charges) for her teammates, followed by 8 force field belts (Resistant Protection UBO, etc.), followed by 8 flight belts (Flight UBO, etc.)? - Only if everything could fit in the VPP all at once and once the charges are used, those points are no longer accessible to the VPP for that day. If a power is running independently of the device, if I have interpreted Steve correctly*, it continues to run.  But if its shut off, even if the charge has extra continuing time allotted, it can't start back up because the power is gone.  Think of a car a genie grants you.  It has a fuel charge and you've used 1/4 of the tank.  You park the car to get a snack at the gas station and the genie takes the car away.  You don't get to continue using the car because you still have 3/4 of a tank of gas right?
     
    * note, if you want to interpret the rules as designed by Steve, you should probably just post this to the 6th ed rules questions forum where Steve can answer.  While I think my interpretation is correct, I am not without fault and the only one who really can say whether we are following rules correctly is Steve.
     
  6. Haha
    dsatow got a reaction from iamlibertarian in Still Confused By UBO   
    Just as a note.  I would as a gadgeteer not give out invisibility belts.  I'd just invest in a Invisibility Spray paint!  The effects would last only an hour or two and then leave the user bright pink.  The paint could also be washed off.  This would allow the gadgeteer to immediately use the points after making people invisible.
     
    Now from my gadgeteer character: "Bwahahahahahaha!!!"  Sadly, my character would also spray paint the wall next to the women's locker room and forget that the women would also see him.
  7. Thanks
    dsatow got a reaction from iamlibertarian in Still Confused By UBO   
    It appears Steve updated his answer: https://www.herogames.com/forums/topic/97228-on-vpp-ubo-gadgets-and-continuing-charges/
     
  8. Like
    dsatow got a reaction from archer in Sending baddies flying   
    Just to help emphasize my argument for the flight issue, here's how I would build the power.
     
    3 Real Points: Flight 2m, AoE 2m(+1/4), Selective(+1/4), 0 end (+1/2), Usable as an Attack (+1 1/4).  6 Active points.  Lim: Only to fly away from PC (-1/4), Restrainable (-1/2)
     
     
  9. Like
    dsatow got a reaction from Christopher R Taylor in Sending baddies flying   
    To be honest, as a GM, I think heroes should be able to mow down agents.  In comics, you see Captain America or Superman take out dozens of agents in a single frame of the comic.  So I see agents not as the main combatants, but more as window dressing.  Its only lately that I've made agents a threat again by giving them attack powers at the level of the heroes.
     
    The problem comes when the twiddly power is applied to main antagonists.  One shot-ing the villain is just anti-climatic and aggravating when you spend hours making villains and a plot for a game.  
  10. Like
    dsatow got a reaction from massey in Sending baddies flying   
    To be honest, as a GM, I think heroes should be able to mow down agents.  In comics, you see Captain America or Superman take out dozens of agents in a single frame of the comic.  So I see agents not as the main combatants, but more as window dressing.  Its only lately that I've made agents a threat again by giving them attack powers at the level of the heroes.
     
    The problem comes when the twiddly power is applied to main antagonists.  One shot-ing the villain is just anti-climatic and aggravating when you spend hours making villains and a plot for a game.  
  11. Like
    dsatow reacted to massey in Summoning Weapons   
    So let's look at some examples of powers in Hero, and how they're built.  Understand that these are just examples, and you can build these characters differently.  There's no rule saying that this character must be built this particular way.  This is just how I have chosen to represent each character.
     
    --The Dread Pirate Roberts is a skilled swordsman.  He has purchased a Hand Killing Attack to represent his sword.  Since the weapon is separate from him, he purchases it as an OAF.  If he is disarmed, he has to physically go get his sword back before he can use it again.  He relies on high skill levels to avoid this, but if he does lose his sword, he's going to have to use one or more actions to go get it before he can use it again.
     
    --Jason Voorhees is a masked serial killer who uses a machete (among other weapons).  He has purchased a Hand Killing Attack to represent his weapons.  While the machete is supposedly separate from him, Jason does not actually expect to be disarmed.  In his game, that is not going to be a common occurrence at all.  While he could purchase it as OAF, in the end the GM tells him not to because his victims can't disarm him anyway.  Even if they do manage to disarm him, there's always some other object nearby that Jason can use to kill a teenager.  In game terms, there is always some object of opportunity within reach, and Jason does not have to use an action to grab and use one of these objects.  While certain conditions could prevent him from grabbing a weapon, he's not actually going to encounter those in his game, so he gets no points savings for it.
     
    --Wolverine is a mutant with adamantium claws.  He has purchased a Hand Killing Attack to represent these claws.  They are physically part of his body, and he cannot be disarmed by any means other than a specific storyline.  Wolverine does not take any kind of limitation on his claws.
     
    --Thor is a Norse god with a magic hammer.  He purchases a whole lot of powers through the hammer, from a giant Hand Attack to Flight, to weather control abilities.  At first he is going to purchase the hammer as an OAF, since he can be disarmed.  However, upon closer examination, the hammer has so many powers that OAF doesn't really fit.  If you disarm him, the hammer flies back to his hand.  Thor's player thinks that the hammer should return before Thor's next action, meaning he doesn't need to do anything and he doesn't suffer any kind of combat penalties.  When the GM asks Thor's player if Thor can actually be disarmed, if an enemy can prevent Thor from using the hammer, the player says "sure!"  Then the player comes up with a ridiculous set of conditions that might keep the hammer from returning (dimensional portals, unbreakable force fields, etc -- and even those just add some delay before it eventually comes back).  The GM determines that this does not qualify for OAF, at most it qualifies as OIF, because for all intents and purposes the hammer is inaccessible to most foes.  It always returns, and Thor is rarely ever limited by it.
     
    --Luke Skywalker is a Jedi with a lightsaber.  He purchases Hand Killing Attack to represent the lightsaber.  He can be disarmed -- the lightsaber is simply a technological weapon like any other.  But his Jedi powers mean that he can call the weapon to his hand any time he needs it.  As long as the weapon isn't physically destroyed (and to my knowledge, we never see a lightsaber get physically destroyed), he can Force Power it into his hand.  Luke is planning on taking OAF on the weapon.  If he gets disarmed, he will use his Telekinesis power to bring it to him.  This is a perfectly fine way to do it.  If he's disarmed, he will use his TK, spend his Endurance, and use his phase to move the weapon into his hand.  He also has the option of using it as OIF.  Just like Thor, if he wants to he can have the weapon fly back into his hand without using a phase.  At that point, he basically can't be disarmed normally.  He's able to use the Force so effectively that the weapon will always be in his hand when he needs it.  Rather than having to actively use Telekinesis to do this, the weapon is simply defined as being controlled by the Force and always available when he wants to use it.  Luke's player thinks that sounds cool, and so he buys it OIF.
     
    --Duncan MacLeod is an immortal swordsman who uses a katana.  He purchases Hand Killing Attack to represent the sword.  Like the Dread Pirate Roberts, he can be disarmed.  He buys his sword OAF to represent this.  Other people sometimes wonder how he carries his sword around, because he pulls it out from behind his back when he wants to use it.  Sometimes he wears a long trenchcoat, and he hides his sword inside it.  Other times he wears jeans and a t-shirt, and has his sword hidden... where?  We aren't sure.  This is okay, it is covered by the genre conventions.  He can carry his sword unnoticed for the same reason that Superman's glasses fool people into thinking he's not Superman.  We just don't worry about it, and it doesn't cost any points.  But once Duncan has drawn the sword from... out of his butt or something, he's just like anyone else with a sword.  He can be disarmed, and if that happens, he's got to run over to it to pick it back up.  If his sword is broken, he's in real trouble.  He doesn't carry more swords behind his back, he's only got the one.
     
    --Elmer Fudd is a hunter who carries a shotgun.  He purchases Energy Blast (it's a nonlethal game where no one is ever allowed to die) to represent the gun.  Fudd can be disarmed, sort of, but he can never really be prevented from using his weapon.  All Fudd has to do is walk offscreen, and then walk back onscreen, and he'll have another gun.  He can also pull the gun out from behind his back, or from behind a bush, or from anywhere else nearby.  Fudd has a virtually unlimited number of guns that he can grab at any moment.  Fudd gets no limitation on his weapon for this.  Fudd might take the "physical manifestation" limitation to represent that he's actually holding an object when he uses his gun.  If he does, then there should be some form of drawback when he is disarmed.  Perhaps grabbing another gun requires a half-phase action.  Perhaps a wascally wabbit can steal his gun and shoot at Fudd with it.  To receive the limitation, there's got to be some negative consequences (even if temporary) that can come about in the game.  But ultimately, Fudd will never be without his gun for more than a few seconds, because he's just drawn that way.
     
     
     
    Hopefully this will help you better understand how limitations like this can apply.  It's a question of how exactly you want it to perform in the game.
  12. Thanks
    dsatow got a reaction from eepjr24 in Side Effects and Figured Characteristics   
    Don't buy side effects on the power.  Buy down Int and then buy it back with the limitation not vs proportional level of growth.  So if you have 6 levels of growth and want to be down 12 int when at full power, buy down your int by 12 and buy it back up with the limitation.  Its effectively a reversed linked.
     
    I'd probably give you a -1/2 limitation on the Int if I was GMing.
  13. Like
    dsatow got a reaction from Hugh Neilson in Side Effects and Figured Characteristics   
    Don't buy side effects on the power.  Buy down Int and then buy it back with the limitation not vs proportional level of growth.  So if you have 6 levels of growth and want to be down 12 int when at full power, buy down your int by 12 and buy it back up with the limitation.  Its effectively a reversed linked.
     
    I'd probably give you a -1/2 limitation on the Int if I was GMing.
  14. Haha
    dsatow reacted to BoloOfEarth in Superhero Cosplayers   
    "Hey, I'm in shape!  Round is a shape!"
  15. Like
    dsatow got a reaction from BoloOfEarth in Superhero Cosplayers   
    That cosplayer is very impressive.  Most cosplayers I admit look good playing Wonder Woman in a stereotypical way, but this woman also has very nicely defined muscles for the pic.  Probably lots of hours in the gym.
     
    Makes me look at my one defined muscle (38" waist) and think, "Man, I got to lay off the oreos."
  16. Like
    dsatow reacted to Oruncrest in How do I make ... Gleipnir   
    I've just read the first few chapters of Gleipnir and I'm starting to wish I hadn't (mainly because of Claire), but I've got the general idea of what you're wanting and I think I've got an 'easy' idea of how to do what you're wanting:
     
    1) Make stats for Shuichi.
    2) Make stats for a vehicle (we'll call it Chucky Ruxpin because the first thing I thought of when I saw Shu's altered form was So that's what you get when Teddy Ruxpin 'gets busy' with the Bride of Chucky.). Add a computer (or just add INT & EGO to the vehicles stat block) with Shuichi's INT & EGO and the Physical Complication: EGo is 0 when someone with the coin is 'riding' Chucky Ruxpin.
    3) Give Shuichi the power Multiform:Chucky Ruxpin.
    4) Let the coin be the 'key' to Chucky Ruxpin and give it the skills Combat Pilot:Chucky Ruxpin and maybe some 'martial arts' with the focus being the coin (IIF most likely). This way anybody can pilot Chucky Ruxpin - so long as they have the coin.
    5) Done.
     
    Now if you'll excuse me, I'm gonna go chug some brain bleach in an attempt to get the Boo Hag known as Claire outta my head.
  17. Like
    dsatow got a reaction from bigbywolfe in Considering Teamwork   
    Go with 2d6 aid to OCV/DCV, pop in indirect to go through walls and add megascale for the area of effect.  Add limitation, must be in communication with PC and requires a skill roll tactics.
     
    This bypasses giving skills with usable by other, gives a combat edge to those affected.
  18. Like
    dsatow reacted to Greywind in Superhero Cosplayers   
  19. Like
    dsatow reacted to g3taso in Considering Teamwork   
    Aid  OCV 3d6+1, MegaScale (1" = 1 km; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Ranged (+1/2) (66 Active Points)
    Succor  OCV 3d6+1, Indirect (Same origin, always fired away from attacker; +1/4), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (34 Active Points)
     
    Based on that note, might be easier just going with +2 OCV
     
  20. Like
    dsatow reacted to g3taso in Considering Teamwork   
    eep, I was rolling with dsatow's idea
  21. Haha
    dsatow reacted to Greywind in Taser   
    I don't think Killjoy would like being turned into a buzzer.
     

  22. Like
    dsatow got a reaction from RDU Neil in The Unluck Is Strong In This One   
    Reminds me of my first ever D&D game in 1979.  I roll up a fighter with good stats.  We explore a tower.  I see webs in the ceiling, get out my sword ready to attack any giant spiders that came out.  I missed by a mile, get bit, need to roll a saving throw vs. Poison at +2, critically fumble, was allowed to roll again (being my first time playing), critically fumble again and die on the spot with 1 hp of damage and a failed poison check.  Total game time, 5 minutes.
  23. Like
    dsatow got a reaction from eepjr24 in Taser   
    I beg to differ.  He uses KILL-joybuzzers.
     
  24. Like
    dsatow got a reaction from Grailknight in Can I take a recovery?   
    My understanding of the rules is as follows:
     
    On your phase in your segment, you can choose to take an action, get unstunned, or take a recovery.  If you are unconscious, you must take the recovery.  If you are awake and stunned, you must get unstunned.  The effects of the recovery happen at the bottom of the segment after any attacks (eg haymakers).
     
    If you buy down your Dex to 1 for recoveries only (-/+0), and have a ludicrously high Dex otherwise, this is what would happen (again this is my interpretations of the rules as written).  At your highest Dex, you can declare an action.  As your action, you can declare that you are holding your action.  Upon declaring you are holding your action, you have just 'used' your action at that phase and you may not use the action for a recovery.  Aha you might say, you have a Dex of 1 for recoveries!  However, by the rules as written, after you declare holding your action you may not take a recovery until your next action.  So your 1 Dex doesn't matter.  
     
    Ok, you say, I don't declare anything at my high Dex.  But per the rules you must default to one of the three: Take an action, get unstunned, or take a recovery on your phase.  Even if the action is only to hold it to a later time.  If you take a recovery at your high dex position, the CV effects will still affect you when you declared your action as normal.  The 1 Dex does not affect how your recovery works.
     
    So what good is that 1 Dex?  Well, if you are unconscious, you must take a recovery which means that recovery takes place at Dex 1.  A person may still delay striking you until after your action per the rules of the delay.  So, the advantage is only if you are already unconscious.  
     
    Again this is my interpretation of the rules.  Your mileage may vary with your GM or Steve Long.  If you get clarification from Steve, I'd like to hear it so post it in this forum or the 6ed questions forum.  Thanks!
  25. Like
    dsatow got a reaction from pinecone in The Unluck Is Strong In This One   
    Reminds me of my first ever D&D game in 1979.  I roll up a fighter with good stats.  We explore a tower.  I see webs in the ceiling, get out my sword ready to attack any giant spiders that came out.  I missed by a mile, get bit, need to roll a saving throw vs. Poison at +2, critically fumble, was allowed to roll again (being my first time playing), critically fumble again and die on the spot with 1 hp of damage and a failed poison check.  Total game time, 5 minutes.
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