Jump to content

Era Scarecrow

HERO Member
  • Posts

    191
  • Joined

  • Last visited

Everything posted by Era Scarecrow

  1. Yeah, kinda wondered what the BODY of the universe, the earth, or even a city in which to scale it up would do that. On the other hand, let's say it's city scale, which is oh say 5 square miles, and if we go with Change Environment. PER roll for one sense, let's say -5 (10pts), AOE +1, Megascale +1 1/4, 0 END +1/2, would give us a target of 38pts, so the city might be qualified to have 38 BODY for these purposes. Going planet-wide (megascale +2) you'd get 45 pts... If we go to solar system +3 1/2 (which more or less is a universe unless you have extreme FTL in effect), is 60 pts. Although I do like the Anonymity perk idea.
  2. Made a character with a decent VPP, one of those powers is a cosmetic transform... (65AP to work with, so we're talking 21D6 effect available) Anyway... the idea popped in my head if you could cast a transform on the universe itself. Being cosmetic it won't affect the game in any major way, and in reality the scope is well defined... So here's my idea. Make it so when this particular character's name is written down (book, screen, scroll, or in someone's dreams or imaginations) the name is garbled; The effect being different versions of how it's spelled phonetically, larger/smaller, backwards, even different types of fonts, etc, constantly changing so it's mostly a blur to everyone (unless someone can keep up with it fast enough to see what's happening). Anyways... would that work? If not, how would you build the power? Keep in mind it's not when he writes his name down, it's when ANYONE writes his name down... (although if it was someone with the same name/spelling it doesn't happen).
  3. I agree, starting slow is good, new players shouldn't probably use the high end rules and go something far lower. Perhaps skills/stat only at first, then introduce building powers depending on the character concept. Alternatively if they already have an established character say from D&D, doing a conversion so they more or less have the same character they are already familiar with. Some time ago (I think before the forums got changed) there was a topic on making 50pt characters (not sure exactly, could have been 25+25, or 50+50, or 50+75, etc) and how to make James Bond and other low level characters we'd see in our world. This does remind me of teaching friends Mahjong while learning it myself (got the basics from watching anime). Took something like 5 sessions. Rather than a huge list of rules, the first couple sessions were just building the wall, where to cut the wall, and getting sets of 3 and 4 tiles to go out. Later added calling on tiles we wanted/needed and how to do that (Pon, Kan). Later added in points and scoring, finally added in the idea of special hands. It was very enjoyable working up, as no one felt rushed (although calling on tiles or taking your turn too fast did annoy others).
  4. Depends on if you roll poorly or not... a STR15 character who routinely rolls 5's and 6's will be more effective than a STR20 who rolls average. Although if we're talking strictly heroic (not superheroes) then the growth in power is likely going to be slower and lower, not sure at what point you would feel like you 'leveled up'.
  5. And 2 points can give you a mere +1 to a skill, learn a language or get a familiarity with several weapons; And while 5 points doubles how much you can 'lift' it doesn't double your damage. 5 points does NOT consistently double your dexterity ability, your speed, intelligence, or make you 1/2 as likely to get winded when using powers every round. every 5 points doesn't cut in half the likelihood of getting stunned or double your hitpoints with every use. 5 points doesn't make a transform twice as easy or effective. Places were 5pts will double is lifting capacity (not strength checks or damage), buying equipment (+5 adder), duplication (+5 adder), Movement (Non-combat I believe, again +5 adder), followers, and probably a few other places. But otherwise it's not really the huge doubling effect.
  6. Hmmm or go even lower. Say target 225, and then going up 15-20 points per small adventure, sorta budding and growing powers. Also would work well for a number of games, like X-men, making powers with LOTS of disadvantages simulating being new at something and then overcoming it later, especially a technical individual who has a suit or had a VPP for gadgets. Of course there's going to be the obligatory 'this was a mistake' so you'd also allow say 5 points to be removed from a power and put into the pool per small adventure simulating losing or retiring something in exchange for something else, or natural growth. Although going up 10-20 might be too easy to get used to, so easing up on how much they get slows down heavily... so 10 to 8, to 6, etc, until it's at the rate of however many are rewarded. Since I've only played one Fantasy game in 5E, the rate of XP was something like 2-3xp per session. Enough to grow a multi-power or make small tweaks, but nothing that really felt like I was making much progress.
  7. Find Weakness is one that's outright gone... no suggestion of how to replace or replicate it.
  8. hmmm after generating 3 characters, finding with the 10DC target range that a lot of points get dumped into stats, something like 150 per character. Also finding a number of powers missing, renamed or re-categorized.
  9. Considering combat starts on phase 12 which everyone gets (except SPD 1) it's the best time to start your speed up to whatever you expect to be using... Although I think it also makes it easy to default to the SPD on the character sheet without explicitly having to say it, far easier to say if you didn't speed up or took a different speed for some reason.
  10. Hmmm... another thought coming to mind. When changing speed make it a full phase action (if going up, if going down and it's a shared phase you keep it). Afterall the rules are mostly to keep SPD changes from being abused. So... Going up in speed: you at least won't lose anything, at the very least you'll still have the same number (or more) phases than before Going down in speed: You can only keep the current phase if it was a shared phase anyways. Sorta the opposite of my previous suggestion of sacrificing your next phase... this seems far simpler and easier. Or... you could just say if it wasn't a shared phase it takes the full phase (or sacrificing it), even simpler...
  11. All hit locations I believe, as it would be to counter the penalty to called shots... Although if you want to target the head and/or vitals as your MO that would be your thing
  12. It specifies you can pay for a PSL for a specific attack... not the reason for the penalty. I suppose you can take a -1 disadvantage for (only with strike AND to offset called shots to the head)... 1pt - specific attack 2pt - 3 attacks or tight group 3pt - all attacks edit2: noted mistake looking back up from the chart, you have to name the reason for the PSL... edit: Ninja'd it seems from mrinku
  13. well, let's look under the focus so 60AP / 5 = 12... that sounds right to me. Although I'm looking to see if they are resistant or not.
  14. I wondered that too, although if the weapon was built with it (in the books) I wonder how and why... unless the weapons were build on an older version of HS and got grandfathered in or forgotten about... (because other than having to cost money for heroic characters I don't see why it would be an issue)
  15. Add fairly cheap penalty skill levels to offset the disadvantage of targeting the head... increasing intentional headshots.
  16. Hmmm this brings back memories. Playing in a D&D game 3.5, we had characters who were in a tower and had an open book which took us to other locations... Anyways, one of the badguys was a clown. Literally. He had a scepter with a clown head on it and he was inviting us to play and have fun. When he hit someone with his scepter they would laugh... and lose vitality, along with anyone else who laughed as well. We played along until it got dangerous and then fought him... Anyways, later the DM brought out new NPC's for us to talk to (plot or otherwise)... with the same (or very similar) voice. So... Oh Pei (monk): Are you related to a clown? DM: Nnnnnooooo.... Why? Oh Pei: Just asking... This happened like 3 more times before he realized to mix up his voice acting, because that creepy way he talked with the clown stuck... and every character with that creepy voice made me ask 'Are you related to a clown?'... sorta a running joke for a little while. No, he was meaning that's what was going on DURING the extra time taken... Imagine taking a minute to make sure your fast draw is unimpeded, pulling your weapon out and oiling it and putting it away and testing it again for less resistance...
  17. Hmmm another idea coming to mind would be if someone wanted to switch between 5&7 to game the system; let them. However keep track of how many phases he's done in this turn. When he hits the max for a particular SPD he gets burned out (stunned) and can't recover from being stunned until phase 12 (which takes the phase to recover). Call it the Sugar High rule... You get really hyper, and then you crash... Since there's likely only one person to do this you'll only need say a single d10 dice to keep track of his shenanigans. And once they experience the crash they are less likely to game the system. But unless you're specially trying to game the system to break it this would never would come up...
  18. Very likely there would be a large compulsion from both NPC and PC's that fighting would be an activity of last resort. While good for Drama and heavy skill based games, it would be much less combat intensive (as you're not sure if you'll survive or even be able to keep going after you get injured). If there's infection, or bad medical technology/ability in the area... Might have a near-mandatory complication, Psychological Complication: Fear for your life (Frequent, Major) simulating hesitation to get into a fight (to the death), and willingness to compromise, or the willingness to put down lethal means and go non-lethal, perhaps betting the result with a one-on-one between two of your guys in a boxing match. But then there will still be crazy people, and those premeditated who are 'all or nothing' and if you fight them they will open fire without thought...
  19. I foresee a lot of hospital visits... (REC's BODY recovered per month...) Unless someone has regeneration or healing w/regrow limbs... I'm reminded of Spoony... beginning of the first round, dead... yeah... (still the whole thing's worth watching)
  20. A simple houserule you could only (willingly) change your speed once per turn. That way you can't abuse the system too much, and you're better going up in SPD rather than down.
  21. Ahh here's one I just remembered... ME: So what if you took extra time to Fast Draw? DM: *thinking about it* Well he could be checking to make sure it's unsnapped, no obstacles in the way, the blade is oiled and coming out easily... Logically this defeats the whole purpose of fast draw in the first place...
  22. Duplication, no recombining, feedback?
  23. Thinking about this, one way would be to skip one phase (on the faster SPD) unless the change is on a shared phase or the next phase is a shared phase. SPD3: 4 8 12 SPD4: 3 6 9 12 Under those rules with phase 4 you'd skip phase 6, but go on phase 9 & 12. Technically you didn't gain any speed but you did change over. You'd be no worse off than your old slower speed at least.
  24. This exchange I recall from years ago. My younger brother was the DM so you'd have to ask the full details from him. It went something like this... Player: I enter the room, is there any treasure? DM: There's a chest in the middle of the room Player: I go open it DM: She slaps you
×
×
  • Create New...