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IndianaJoe3

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Posts posted by IndianaJoe3

  1. Re: Hero Philosophy - SPEED

     

    The biggest problem I see with these approaches is that the characters are actually getting extra benefit regardless (Taking a normal action on a Phase not normally available to their 'regular SPD'; SPD 4+2* taking a full action on Phase 2).

     

    If you make the higher SPD Phases only available for the limited actions what happens when the higher and regular SPD's don't match up on the chart?

     

    You could require that the, "extra" SPD be an even multiple of the character's base SPD. They can use their even-numbered phases for any action, but the odd-numbered phases can only be used for the special action. (Yes, this can get expensive at higher SPDs.)

  2. Re: How about anime Campaigns?

     

    To finally get around to answering the OP's question... ;)

     

    Yes, it will be possible to run an anime-influenced game under 6e (or any other version of) Hero. After all, Hero can handle any genre. However, there will probably not be an anime sourcebook like Big Eyes, Small Mouth. You'll have to either adapt from an existing genre book or create your own using the core rules.

  3. Re: Social effects

     

    So Gladiator received points for being able to avoid the detrimental effects of the presence attack and continue fighting???

     

    Yes, going against a target's Psych Lims does reduce the effects of a Presence Attack. Good luck getting him out of there when the fight starts going badly, though. :D

  4. Re: Alive through Force of Will

     

    I'm wondering how one models the particular genre ability' date=' seen in things like John Woo movies and things inspired by John Woo movies, in which a particular hero soaks up enormous amounts of damage, but is able to will himself to keep alive and fighting until he has defeated the one opponent he really desires to destroy. Once he has done that, everything he's absorbed takes full effect, which usually results in him dropping dead on the spot.[/quote']

     

    I would model this as an Succor (not Healing) to BODY, Only to Starting Values, Self Only. The character spends END (and eventually STUN) to keep himself alive until he accomplishes his task. Then the Succor wears off, the restored BODY fades, and the character dies.

  5. Re: Social System

     

    The player can request to get certain information - how they intended to get it determines the skill involved; from brow beating (Interrogation or Persuasion), to fast talking (Conversation), to buddying up (Seduction), or other methods.

     

    As they go more information based on the success of rolls - and/or role play elements - they can get more detailed or get different pieces to question or investigate.

     

    This is a lot like the, "skill challenge" mechanic from 4e D&D. It's good when you want more depth than a single die roll.

  6. Re: Social effects

     

    You feel that mechanical out come of Pre attacks (loss of actions' date=' hesitation, etc) should be ignorable?[/quote']

     

    To a certain extent. I wouldn't make a PC or major NPC lose more than half a Phase, or give them less than half DCV. Like it says under Wounding: "Player characters are assumed to be tough."

  7. Re: Social effects

     

    That's why I've said I'm all for a system that allows results to be interpreted by the player (or for major non-player characters the game-master)' date=' or exerts pressure while allowing them to continue making their own choices, but I'm absolutely against a system that ultimately dictates actions.[/quote']

     

    QFT. I see it as a violation of a social contract when the GM dictates a PC's reactions. The GM is supposed to describe the situation, using the game mechanics as necessary (i.e, "Blowtorch got 35 points of effect on his PRE attack when he sliced the tank in half in one shot."), and the players should react appropriately (Ferret dives behind the nearest cover, but Gladiator (PsL: Must challenge strongest opponent) shouts, "Finally! A worthy opponent!" and wades into battle).

  8. Re: Renaissance Everyman Skills

     

    Survival I'm not so sure about.

     

    A rural nobleman or one who travelled quite a lot might well know how to live off the land. A wealthy city-dwelling Venetian nobleman, (Case' Vechie is the term I think), is rather less likely to know that kind of thing. I'd substitute Streetwise for Survival in that case.

     

    I think that, "Urban" counts as a terrain type for Survival. It's all about knowing where to find food, water, and shelter.

     

    Anyways, I don't see the Everyman Survival skill as being able to live off the land, but able to stay alive for a day or two until help arrives.

  9. Re: Renaissance Everyman Skills

     

    I am in the process of building a culture package for a society that is in the early stages of a renaissance' date=' there are many levels within the social strata but all can be classified as either Commoner or Noble.[/quote']

     

    You may want to add a third category for wealthy commoners. They have some trappings of nobility, but no title or privileges.

     

    I run a skill heavy game, as many of you know and I want to make sure I include a solid collection of everyman skills for the packages. So with that in mind, what kinds of skills would a typical "peasant" and/or "noble" have in an early renaissance society?
    I'm a little confused here. Are you talking about Everyman Skills or Package Deals?

     

    Anyway, here are my suggestions for Everyman Skills.

     

    Acting

    AK: Local Area (8-)

    Climbing

    Concealment

    KS: Local Knowledge (11-)

    Native Language (4 pts, no literacy)

    Paramedics (Healing)

    Persuasion

    PS: Tradeskill (11-)

    Stealth

    Survival (local climate)

    1 TF (Camels, Equines, Carts & Carriages, Sleds, Rafts, Small Rowed Boats, Small Wind-Powered Boats)

     

    Anything else would be in the appropriate Package Deal.

  10. Re: Pointless Hero

     

    There's been quite a bit of discussion about active point totals and such recently' date=' and it got me wondering if anyone has ever run Hero without points?[/quote']

     

    There's nothing wrong with running Hero without character points. That being said, if I wasn't using character points, I'd probably just roughly model the characters with Hero and use Theatrix or some other abstract system to run the game.

  11. Re: How Do You Handle Machine-Class Mental Powers?

     

    By and large' date=' most machinery lacks the requisite defenses to put up any resistance, which seems to make high levels of it just an exercise in spending points for a special effect. The alternative, to assign such defenses to what amount to unintelligent objects tends to snap my reality suspenders a bit too hard.[/quote']

     

    I'll assume that the character has already bought the, "Telepathic Commands" Advantage to be able to communicate with equipment that doesn't have anything approaching a user interface. You could declare, "Embedded Systems" to be a separate class of mind from Computers (similar to Animals being separate from Humans). Or, you could give embedded systems large amounts of Mental Defense, with the special effect that they simply ignore extraneous inputs. Maybe classify any action that requires the system to ignore its inputs as something the system is violently opposed to doing.

     

    The bottom line is, make the character's benefits directly proportional to the amount of points he has spent on it.

  12. Re: Someone Please Explain This to Me?

     

    The 'stun lotto' represented by '1D6-1' is not broken or wrong. It represents a very real world effect.

     

    I agree that the STUN Lotto can be realistic, but it can also result in characters being 1-shot by what should be a relatively weak attack - which is not fun. I'd put the Variable STUN Multiplier in the optional rules with Hit Locations and Bleeding.

  13. Re: Few questions on Aportation

     

    Was curious about Aportation' date=' bought with Range, and if I could do things like teleport objects on someones person, like keys or a weapon either carried on their belt or in hand to me or teleport objects on to someone, such as a tracking bug into their pocket. What do you guys think?[/quote']

     

    That sounds like Telekinesis with Invisible Power Effects (invisible to sight, sound, and touch).

  14. Re: Alternate defensive maneuver names free of implied sfx

     

    That said' date=' if you have UMA, you see the rules for creating your own maneuvers - so you can create something that is functionally equivalent to Dodge, call it Interpretive Dance if you choose to, or even tweak it some to include some OCV bonuses.[/quote']

     

    Many of the martial arts in UMA have had the maneuvers renamed. For example, the, "Clinch" in Boxing is a Martial Grab.

  15. Re: What if spells were like weapons?

     

    It also requires extensive GM input and a high degree of GM control' date=' when PCs pay the same for a cantrip to clean their clothes and a spell to make them all but immune to normal weapons.[/quote']

     

    I've toyed around with a magic system based around a VPP. There was a generic Magic skill to change the allocation of points in the pool, and another specific skill to cast each spell. The players might not care if they needed to attempt to cast their cleaning spell multiple times, but they'd want to buy up their skill with the invulnerability spell (which, being more powerful, would have a higher penalty).

  16. Re: Any interest in a Zodiac villain group?

     

    A first try on Taurus. I put him in a piece of armor' date=' but that's probably a bit too cliché. On the other hand I couldn't think of something better. I hope you like the way I built his helmet.[/quote']

     

    I definitely don't like the helmet. It looks like he's wearing a cow head for a hat. You may want to look at the Tauren from World of Warcraft.

  17. Re: Rail gun damage?

     

    Range: Railguns would be less effective at long range. If the target is able to move under its own power' date=' it can "dodge" the shells. My solution: The guns will be linked to a tactical computer that is constantly updating the target's trajectory and making the necessary corrections.[/quote']

     

    Once the railgun shell leaves the barrel, it is on a fixed trajectory. The target can still dodge. There could be guidance thrusters on the shell itself.

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