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Cannon_Fodder

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Posts posted by Cannon_Fodder

  1. Re: Do you use minis?

     

    We use Battle Mats for the playing surface, just a gex grid and WET erase markers. For the Players and NPCs we use what ever minis look the best. Hero Clicks are the bulk we also have some Halo Action Clixs, Warhammer 40K figures and pewter minis from cyberpunk and DnD.

  2. Re: Realistic Aviation: Discuss

     

    I am working on tinkering the rules for my group too. SPD and stall speeds are the areas of major concern for me right now.

     

    SPD: I want to allow all vehicles to sell their SPD to zero. They act on the pilots SPD and unless a Disadvantage is purchased to limit SPD for large, sluggish, or non-combat vehicles they can all move up to SPD 12.

     

    DEX: The Pilot acts on his DEX phase to show the Pilots Initiative. The pilot can buy CSLs to increase the OCV and DCV to simulate their skill in the vehicle. The skill is must have the Limitation (-0 “Specific Model of Vehicle”) and must buy the skills for each type of Vehicle he wants bonuses in (must have proper TF is a given).

     

    Minimum Movement (stall speed): First, calculate the stall speed for the full turn and divide by 12 for inches/segment. During the pilot’s phase the vehicle must travel the in/seg. for that phase and the phases they skipped.

    Eg. A SPD 3 Pilot is operating a vehicle that needs 4in/seg. On the pilot’s phase in Segment 8 the vehicle must move 16in (4in/seg. for Segments 5,6,7, and 8). A SPD 5 Pilot in an identicalon vehicle on Segment 8 would only need to move 12in (4in/seg. for Segments 6,7, and 8). Both vehicles will have had to move a total of at least 48in in a given turn.

     

    I like the running and swimming for take of speed and several of the other ideas mentioned so far and my try to integrate them into my rules. I am doing a massive overhaul of the vehicle combat rules. When I start play testing I will post my compete “Vehicle Combat v2.0 Hero 5th EDr” rules for opinions.

  3. Re: "Absorbative" Growth

     

    It all really depends on what you want to do with the power? If you want to damage the surrounding area I would do it as a AoE transfer BODY to Growth.

    OR

    If you just want a cloud of swirlling stuff call it special effect and maybe link it to a change enviroment with + PER mods.

  4. Re: Disadvantages of a Humvee

     

    These could all be wrapped up into "Watched by [branch of military] and/or "Social Limitation: Subject To Orders."

     

    I think the "watched" is a good idea, Military tries to keep track of thier equipment. I put subject to orders on the soldier.

     

     

    Hunted: ELF 8-' date=' mo pow, destroy [/quote'] The ELF are crazier then the military but more powerful :confused: are you nuts?
  5. Re: Disadvantages of a Humvee

     

    Any vehicle taking a requires maintence/parts type disad could be a real lemon of a vehicle' date=' my dad had a diesel truck that seemed to be in the shop every few weeks or so.[/quote']

     

    This is the Disadvantage as taken:

     

    Dependence: Spare Parts or Maintenance Incompetence: -1 to Skill Rolls and related rolls per time increment (Difficult To Obtain Some Parts - Most Parts Common, 1 Season)

     

    It is worth no points it is just there for flavor.

  6. Re: Disadvantages of a Humvee

     

    Depends on what part of Seattle. For instance, in the area north of the U Dist, size will be a big problem, what with every fourth or fifth intersection being a roundabout. Ditto for hilly suburbs. Bellevue and similar, not such a problem.

     

    Downtown, a HMMVV would be either needed or insufficient, depending on what kind of apocalypse you're talking about (No, I don't know Jack about your reference). It all depends on what shape the skyscrapers are in. If they're fallen down, the streets will be impassible because of the rubble.

     

    Mind you, it could be fun if the streets are mostly clear: "OK, you're leaving 5th and Seneca, heading down to 2nd. You get there fine, now roll to see if your brakes hold." "I roll a 16; that can't be good." "Sorry, your brakes fail. You have time for one last scream before flying off pier 55 and into Elliott Bay."

     

    :sneaky:

     

    The West Coast is in good shape, I wouldn’t go into any of the major East Coast cities in anything short of a Bradley with close air support.

  7. Re: Disadvantages of a Humvee

     

    The Dependence of Spare Parts and Maintenance is pretty much a given for any modern vehicle. I wouldn't count it as a disadvantage unless the majority of vehicles in your game don't have this requirement.

     

    Well the parts are not very common but with the time interval it works out to be a zero point Disadvantage, I added it mainly for flavor.

    The Hunted and easy to “borrow” are good ideas. I will think about it.

    If it helps, it is going into a Champions game following a Marvel “Age of Apocalypse” style setting mainly taking place in Seattle, WA USA year 2015. And anyone who has driven in Seattle will know that the size will be a minor issue (5 points).

  8. Re: Bewitched "time stop"

     

    In "Bewitched" clocks and other items keep moving. People outside are also unaffected. The Drains and other powers will not render the target un-aware that anything funny happened even with IPE I don’t know of any other power that can do that. Mind Control AoE with +20 for no knowledge and a set affect seamed like the only logical choice.

     

    EDIT: The AoE needs to be Selective

  9. Re: Is this a legal build

     

    Maybe we could look from a different direction. Since there is not way to really make a hex’s DCV higher follow this:

    Phase one: I want to be harder to hit, the SFX I want is a swirling energy field, warp bubble or a herd of flying gerbils – doesn’t matter it’s a swirling mass of “something.” Is there a power that great for this?

    Phase two: Is this power a one hex AoE or can I buy AoE for this power?

    Phase three: Now that I and everything in my hex is harder to hit why isn’t the ground under me inside the hex of effect harder to hit?

    If it does, I think we have a winner. Now Link the power so it is always on when your warp field is active and lower some of your other DVC bonuses to be under the GMs set limit for you character type.

  10. Re: Bow & Arrows separately.

     

    The Bows should have range and add DC based on th size of the bow. I really like SteveZillas chart (reped for it). Could the arrows just have the base HKA you want with a Variable Advantage for the diffrent types of tips you can have? Ap or +Stun for blunt or what ever you want?

     

    EDIT: The Variable Advantage must be set before adventure and requies a Full Phase per charge to change in combat.

  11. Re: Mental Defense for the Dead

     

    Ok thanks for the input. When I go to the GM with this since we haven't dealt with the whole Dead/Undead thing is this:

    Leaving it at Human Class Minds with the Limitation (only on dying or recent dead (<2min)

    The target will be treated as for targeting and what I can do as unconscious alive being so all defenses apply

    And of course could not of died from a head wound. He can’t read scrambled brains.

  12. Re: Mental Defense for the Dead

     

    I am using the standard Telepathy to read the memories and subconscious thoughts which is all that an be read on an unconscious target. I am wondering on this dead or dying target do I still need to beat thier Mental Defence and deal with any Psyc Lims if I pick up any other Mental Powers.

  13. Re: Is this a legal build

     

    I don't like it (not just because I like to hit this character with AoEs). You are trying to buy an abort in a phase where you have already used all your actions and not normally not allowed to abort. You just need to make sure that you are not in Line Of Sight to avoid AoEs, or move at a lower DEX. There are times acting last is a very good thing.

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