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Era Scarecrow

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Everything posted by Era Scarecrow

  1. I'd think a physical complication is more along the lines of missing an arm or a leg or something. However it also covers being larger, or denser, so you are right, I haven't made enough characters or used enough complications in 5e or 6e to know how to use these properly. I also like the idea of this, or something else as a feature. If you go another stat that you have to use at full strength I don't know of any that would have a similar effect... Although having to use SPD at full speed all the time would probably be similar to someone jittery when they are waiting on a fix for crack... But that doesn't really do much. If you move full running/movement all the time you could either move or something else... lots of running in 2-3 hexes to get precise movement to get within 1 hex of someone for combat...
  2. Very informative, and yes does match what I was meaning. Hmmm depending on a normal who can't control his strength, a workaround MIGHT very well be a straight jacket able to keep most things in check (entangle 5rPD?) at least for accidental use of his strength so he would walk around and be harmless until it needs to come off. But you're right even a normal person always using full strength would cause a bit of chaos by itself. The combat butler certainly does get around the major problems when he HAS to be in public (and rescuing kittens from trees), but stuck at either destroying everything or isolated. At least he has somewhere to go that's more or less keeping chaos from affecting the world around him. Imagine a PC who decided to take this full out without a base or somewhere safe?
  3. Thanks, i also didn't notice that entire section was for for your responses only. My mistake. Could be. The most obvious example of such a character would be The Thing from Fantastic Four where in the 2005 film where he's practically destroying anything he touches. Although I recall an alien with a similar problem in Sluggy Freelance (webcomic) where the alien comments about destroying another cell phone or another keyboard due to a similar problem. Probably having to use casual strength (at minimum) would be the way to go, so they have 'some' control over their abilities, but still 25STR whenever they are acting is still bound to cause problems. Who knows, maybe that only is in effect when they actually have to react faster than a controlled/concentrated pace. So opening a door might be fine, but someone tosses a soda at you and you're surprised, you catch it and it explodes... Or maybe requires concentration to override? Hope they don't have an 8-... Although that limitation could also be explained away as suddenly having a HUGE amount of strength added to them and they aren't used to it (suddenly having 100STR when you were 5 minutes ago 10STR...) which is more akin to what you're talking about; Then they pay the disadvantage off over time until it's gone or move the points to a negative reputation as the 'The Human Bulldozer' or something, and only construction/demolition companies would hire him. I'm not sure I'd qualify it as a physical complication as it doesn't disable him, and it's not a psychological complication (as I'd define it). So I'd probably put it in Social Complication (As it affects everyone around you more than the destruction you actually cause by accident, and it probably emotionally hurts more that way too). So... Social complication: Very Frequently, Major: 20pts maybe? Still applying requires skillroll (concentration to use less than casual/full -1/4) to all of the inherit strength together might simulate it very well... Let's assume a 50str character, you'd get 20 points in complications, and pay 30 points for the strength, making a total cost of 10str, add concentration skill for a total of 13pts. Now for a 100str character, same 20 in complications, pay 70 points for strength for a total cost of 50pts, add concentration you get 53pts.
  4. I wonder... is there any characters or cases of STR being bought with must be used at full power (-1)? In the case of inherit strength, that would be the case of they can't control their strength, it's always at full strength... leaning against a wall could cause them to tear through it like it was paper and fall to the other side. Being it would be a high problem in a variety of cases for a high strength individual I see it coming up as a big issue. Worse if they were trying to throw something small like a football or an object to help a friend, toss them a first aid kit and knock them back 100m. Then again that would probably go under complications, and be worth half as much as the strength, since a STR 10 person won't have the same issues as a STR 50 character. Hmmm maybe it would be minimum casual strength would be a better match?. And imagine the bad reputation, people would be running because the Guy has to literally stand still in order not to cause damage... Actually that sounds like an unintentional villain for a session... edit: Maybe this would have been better posted where I can get feedback from everyone...
  5. Yay! Title got updated...

  6. Looking, not expecting much...

  7. Wanna play a game....

  8. I'm not seeing a specific Page or topic for this. Anyways I'll probably post more as I come to them. I've begun reading 6e2, and the example on Page 72 (Move throughs) there's a typo. Rules states its (Velocity/6)d6, so '15/6 = 5d6' should be '30/6 = 5d6'.
  9. Re: Is Critical Success/Failure on dice mechanics a core rule A Note for actual odds in dice rolls may also reflect it's chances to hit. 1 in 216. Considering there's a .463% chance to hit either 3 or 18, or .926 together. I won't fight on what happens on how it's defined a crit, or what happens, but it's interesting percentiles on the matter. I got more percent information for all dice types in case anyone wants to try a 3d8 heros game with minor modifications Tot: Hits : Percent Accumulated Percent 3: 1 / 216 : 0.463% 0.463% 4: 3 / 216 : 1.389% 1.852% 5: 6 / 216 : 2.778% 4.630% 6: 10 / 216 : 4.630% 9.259% 7: 15 / 216 : 6.944% 16.204% 8: 21 / 216 : 9.722% 25.926% 9: 25 / 216 : 11.574% 37.500% 10: 27 / 216 : 12.500% 50.000% 11: 27 / 216 : 12.500% 62.500% 12: 25 / 216 : 11.574% 74.074% 13: 21 / 216 : 9.722% 83.796% 14: 15 / 216 : 6.944% 90.741% 15: 10 / 216 : 4.630% 95.370% 16: 6 / 216 : 2.778% 98.148% 17: 3 / 216 : 1.389% 99.537% 18: 1 / 216 : 0.463% 100.000% Era
  10. Re: Munchkin Build Contest? Hmm, then i assume you can't use CSL's with aid/absorption/Ect to +OCV or +DCV either can you? (although if you add enough to your DEX, you'll get a good offset, but not fast enough for it to be munchkin ), unless you could build a simple power that uses a CSL. Hmm... *shrugs*
  11. Re: Strange VPP Construct... ideas? Would you then be able to simply use a disadv on it, using simple guidelines that -1 is about half as effective. So, since you can only access 1/3 of it, that's a -3/4 limitation, but since that isn't a true 1/3 limitation, you instead cut it in half (-1/2). on a different note, in 5ER, the effect of 'charging' an item, after which can be used every round afterwards. using this thought process. (once again, no book on hand.. moving ) extra time ((charging), 1 Turn -1/2), you could add extra +/- as neccesary to help with how many points it really costs. Examples might be, adding a -1/4 for every half the number of points you can shift and change(-1/4 for half the points, -1/2 for a quarter, -3/4 for an eighth, and -1 for a sixteenth. so if you had a 40pt vpp, a -1/2 for the turn, and -1/2 for effecting only 1/4th of the points at a time towards changes. Comments? Notes? Era
  12. Re: Munchkin Build Contest? I got away with this, although after a few sessions the GM finally noticed it. Then i bought armor and Combat luck to counter it, which worked better anyways. Armor (x/x), Always on (-1/2) Also, a healing posting i had in 'fix for ninja hero', earlier.
  13. Re: New Mechanic: Limbs That's it, you've convinced me! No legs, sell back movement/leaping. And then get... CRUTCHES OF SPEED!! I'll need to make a multipower, but goes something like this running/leaping 20", OIF -1/2, PSL: +6 Vs Sweep, linked to running/leaping crutches -1/2, OIF -1/2, KA 3d6, AOE (1 hex X2) +3/4, Linked to crutches -1/2, OIF -1/2 Disadv: 15? (without crutches/wheelchair can't walk or run or leap) 'It's a bird, No it's a plane, no it's... A man running after the high speed chase on crutches?' --- Quoted from man who witnessed Mr Legless in action. Era
  14. Re: New Mechanic: Limbs Wait a minute, so i can buy back my legs and still get my movement? Rock on! (25 pts ) a note, i haven't read all the thread, so i will probably post a second time to add/augment this one. If i reference something already close, ignore it then and i will do the same. schir1964, in reference to extra limbs, what do they really help you with? With the standard power it references you can 'hold' more items, or you can buy it to help simulate attacking with extra limbs. However.. If you buy a PSL:+4 Vs Sweep, you can attack 3 times every round at 1/2 DCV, as i understand it. So having a +1PSL per extra limb doesn't really seem like it would help that much compared to paying for the PSL up front. (Except when you start doubling and doubling all your limbs to 1000, then sweep 500 times instead of a 1000 for the giant milipede, and doing buko damage) And referencing to the 'standard template' as incomplete or having multiple templates, we need to consider a few things. The standard template you get close to 75pts free (exact amount i'm not sure on, but i'll find a figure later), Most animals/creatures have some form of manipulation, and movement. Most animals can see. Most animals can hear. Most animals target with their eyes/ears/nose, or some combination of the three. Most animals (not insects, although sea life is different) have multiple limbs, usually 4. I know for a fact the weight ratio for a cat and his jump is quite large compared to a human. And cats can't manipulate a keyboard (probably out of lack of interest in learning english and chatting online), but can easily pick up a string or manipulate simple small objects that they want to play with. Referencing making classes in here, i'd perfer not to. I don't want to see hero's turn into D&D. Pay the points for what it's worth and take it as it comes. Perhaps the real thing that it comes to, is the system mechanics. The mechanics are quite simply, broken down simple parts of rules. They tried to not duplicate multiple times something that they only needed to build once. I'm sure they realized, building a lot of creatures and items would be hard, if they had different parts connected (figured characteristics for running), so they only connected what had to be connected. Also, that you can only manipulate so many things at a time which is why the original rule was only 5pt for however many extra limbs you want. (they don't offer sweep or str bonuses, and as referenced before, they don't really help that much after so many and can be referenced as sfx instead of exact manipulation and payoff of each limb).
  15. Re: Focus vs Only in Hero ID (or both?) As the rules to state, in order to take a disadv, it needs to hinder you in some way. Depending on how you build it using the focus, will determine how hard it is to get access to your 'points' as ghost says. First. OIHID, In order to take this you first need to have a 'secret' identity, which i believe is your normal usual form. Like Peter->spiderman, Clark->superman. (although superman doesn't use a OIHID , it's just his way of social interaction) Second, it has to be 'encombersome' to transform. An example it gives in the book, is someone who has a powered suit focus in is suitcase. When danger arrives, he needs to go off where no one can see him, and change into his suit. If he didn't have a secret identity he wouldn't need to change, he could wear it all the time. Correct me if i'm wrong, there's no reason why you can't use a smokebomb, ex: (Flash to sight group 1", 1 phase) (transform 1d6, cosmetic to self from normal to heroic clothes, extra time: full phase or full segment, linked to flash) And hope no one noticed the friendly desk bank clerk suddenly got surrounded by smoke, is gone and in his place is the 'incredible flexible ninja guy' thing. Once in your Heroic ID, you can use those powers appropriately. If you require your ring as well, and don't have it, you might be the ice man, but although very cool headed you can't make the enemies 'freeze' on command. The Focus on the other hand, tells how easy it is for someone to take your focus (powers) away from you. Inobvious (ex: a ring) Vs Obvious (A sword, or a brightly glowing ring) just says they can identify it as you are using it. Inaccessible (Hard to take off, Armor for example) Vs Accessible (A sword you are carrying in your right hand) says if they can take it away from you during combat, AKA disarm, wrenching it from your hand, Ect. If it's Inaccessible, it's very hard unless they can't fight back, at which i believe it was 1 turn and you can remove it easily. Also, Expendibility comes up. If your ring is easily expendible, or replacible, you may just need a type of ring rather than a special ring. Example. In order for your power to work, say you needed 2 rings, one on each ring finger, that's easy to replace. If you needed 2 gold/platnium rings, that's much harder to replace. If they are highly expensive or nearly nonexsistant (alien for example), ect ect. It's for the type and how hard to replace. Independant. This is where the going gets tough. the -2 limitation takes it where you can put it into a specific focus (your ring for your iceman powers) and at which, if you loose the ring.. Bye bye powers, unless you get the ring back or can remake it. (Permenantly lost powers), There might be more acceptible forms of limitations instead of this one. Hmm i think this is right. Era
  16. Re: Is Leaping too Cheap? Definately the shoes, or is it the cereal? Does he do wheeties or something? Back to being serious. Those statistics are interesting and incredible for a single leap/bound, at a great velocity. Using a 'full retreat', he could easily do his first movement to get far enough away, and his second movement to jump (Does he get to take recoveries while he's in his 16seconds of movement??). If he successfully uses his acrobatics to turn a fall into a jump, he could easily slip on the empire state building and make a safe landing. This makes me want to build a multipower, but not do something obsurd. From link -> http://surbrook.devermore.net:16080/herosource/worsthero.html - at the bottom is a link to more resources, and a lot of nice humor stuff Question: I recall in the rulebook you could use the movement to do multiple move-by's; with the exception you could only hit him in the same hex as your first hit, as you were circling him.. which means you could hit him once for every 6 hex's of movement, care to clarify that? Or is it as it sounds? Era
  17. Re: Fix for Ninja Hero-It's only a Flesh Wound Let's see.. a standard normal has 10-13 body, and 8body would have been beaten to a pulp, broken ribs, broken bones, perhaps head trama, loss of blood.. Ect.. Healing 8 body.. hmm. Thinking about it, i immediately see what you mean. IRL the only way to get a similar effect is if you went to the ER, and survived.. Course even then, healing the remaining body is slow. So yes, i agree if you don't have easy access to magical healing it can be considered a very powerful power. Perhaps even if he could only heal 1 BODY in 6 hours, it is faster than IRL healing. (in 3-4 days fully healed). Honestly, i'm not going to say anything else, there's no reason to argue any more points. I think at this point, it's raise a glass, give a toast and 'each to his own' i think. (and whatever game you are playing with it's specific rules). If you have easy access to healing and it's common, use a cheap form, if it is considered expensive and healing is hard, a larger cost for healing could very well be worth it and/or save your life. But in the end, it's up to the GM. Era
  18. Re: Negative STUN and Body I'm somewhat reminded of the 'Drowning rule', which i believe they take stun (and possibly END), and when it hit's 0, they start taking body till they die. Another example to be useful is a NND blood choke attack (Currently trained in the military), which takes 8 seconds to knock someone out. After that, they loose oxygen to the brain and can die shortly after if held. Aside from this, i don't know (not a subject matter expert... yet...) Era
  19. Re: Talking to the duplicates However the DM decides to handle it, i guess.. I just want to see a senario play out and one player trying to convince his other 10-30 selfs and roleplaying each out:ugly:. That could take a couple hours though... Era
  20. Re: My First Game of Champions! Well, my first experience in RPGing was in a AD&D2 game my younger brother was DMing. (The two hour session a few days before was a general introduction to get me understanding minimal rules). I ended up playing a short, female Halfling, Nearly non exsistant strenght, Decent defense, and below average skills. Then she did a minor 1-on-1 dungeon where she was in a desert town, opened a building up and found a zombie trying to chase and kill her. She just out ran it and kept missing on all her thrown daggers, finally killed the thing; went something like this. DM: The zombie's dragging it's feet towards you. Me: I run back 10 feet and hurl a dagger at it's face (Dice roll) 16 DM: You miss. The zombie continues dragging it's feet toward you. Then my brother determined my character would die on her own and had me join another game he started. When she joined the group, she was 'sneaking' very unsuccessfully, when called out, she stepped forward and declared 'i'm a thief'. Course, after interrogating her good-natured-truthful-answers-very-friendly-playful-was-new-to-playing self, they determined she would join the party. It ended up taking 6 weeks before i actually fully fleshed out the character and actually had a background on her, then she started living her own life in the games. I miss those days. Maybe i'll rebuild her in a C game if i come across one sometime when i get back to Oregon. (anyone in that area, PM me and perhaps i can get in it in a few months ) My first Hero's game is a Fantasy hero's game, Playing a Pirate/werewolf/animal trainer. Just ending up rolling the 3d6 and trying to do the number in my head gave me a headache, and ended up just going along with it, and letting each few weeks get a better feel on the system, alter the adv's Disadv's, powers and the like to come as closely to what it should be without making it seem i was changing the game and powers to best suit myself. I am going to miss this game soon.. Era
  21. Re: Fix for Ninja Hero-It's only a Flesh Wound Agreed 100%. The cost should reflect the power's strength and usefulness an overtly expensive power that doesn't do much use is kinda.. i think i commented before, pointless? (or nearly so?) Would you really do the following? 1d6KA, AOE Radius, END0 (45ap), (straight up cost?) just an example, but there are other builds that are much cheaper that do the effect 90-95% of the time, similar to my original post was talking about. I was recently reading over a posting explaining the gradual effect (that i barely touch) and using external END reserves, gave me this idea. Would a GM allow this instead? (5pts) Healing 1d6, Regen 1 BODY, Extra time (Charging to use, 6 hours, -1 3/4), Concentration? Limited (only uses when END reserve is full, -1), Extra time (15 minutes, -0 (up to -1/4 if dm allows)) - Used with special END Reserve (3pts) END Reserve (7END, 1pt), Recovery (1, Extra time, Hour -2) (2pts) I have a cleaner version somewhere else, and assumes you can use 2 extra times (1 to charge for use every 15 minutes, and 15 minute wait for each body) at which point the end should run out and kill the power till you charge another 6 hours. *shrugs* Era
  22. Re: Attack type Inconsistancies I think i missed something... As i understand Energy blasts are ranged by default, and they don't add STR to their damage (unless i missed that part.. did i?) But i do see your point. There's also another minor point to say. I've read through for killing attacks, and they do a slightly higher amount of stun, based on how the multiplier works. (i think it's +.17, in larger dice counts (5+) it makes a difference, albiet a small one) Ex: Normal dice calc (1+2+3+4+5+6 = 21) body (0+1+1+1+1+1+2)=6 21/6=3.5 stun (a roll of 1 still results in 1 multiplier in stun, as i understand) Stun Mult: (1+1+2+3+4+5 = 16) 16/6 =2 2/3. I forget the final formula to get the results, but i have a table that shows the average stun for each DC in killing damage. Also, using calculations similar, i determined the 1d6-1(15) is superior to 1/2 d6(12), averaging a .5 stun more. But it may not be all that important, kinda players and DM's final decision. Era
  23. Re: Triggered Recovery? Sorry, meant Persistant (It's already kinda inherent..) The other thought, was healing, which would slowly take you out of DM's option land Healing stun 1d6(Standard effect 3), only to restore to original values. END0, Persistant, Always on, Extra time (1 turn, 12th segment), limited (only works when below -9 stun) One would think this might work. Not exactly triggered, but might be close enough.?? Era
  24. Re: Talking to the duplicates I agree with you. However, my example included someone who wasn't mind linked (Watch Naruto? Think of his Shadow clone Nu-jitzu), where they all could act differently as situations dictate. If they are mind linked, then the example i gave would be a lot easier to deal with.
  25. Re: Triggered Recovery? Honestly, unless you are doing a REALLY REALLY super game, standard regen (Note the power in: Ninja Hero - it's only a flesh wound fix), which does 300body in an hour of healing, and doing faster would be kinda insane, almost too powerful. Perhaps what we need is modified speed. 1 SPD, Inherent +1/2 (15AP) Limited only to take recoveries when unconscience (-2 1/2) 4pts. (-1 not for battle(attacking), -1 for no skills, -1/2 after unconscience, perhaps uncontrolled instead of the -1/2) i would THINK (i could be wrong) that if you go below -10, one could also modify his 1 original speed using a naked modifier, to make it inherent. Perhaps something along these lines? Era
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