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Posts posted by IndianaJoe3
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Re: 6-Segment SPD Chart
It also makes "held actions" almost useless at SPD 4 and much less strategic options at SPD 3.I see your point about SPD 4 not having much use for held actions. (SPD 8+ have the same issue on the conventional SPD Chart.) What do you mean by SPD 3 having fewer strategic options?
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I was thinking that in heroic games (or other settings with only low SPD characters), the standard SPD chart is overkill. For games where most characters have a SPD of 3 or 4, this 6-Segment chart should work just as well.
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Re: Pulparize It!
Star Trek IIKHAN!!!!
*cough* Sorry, that just slipped out.
Stargate SG-1: The Nazis have a gate also, and the team works feverishly to find allies off-world while limiting German influence.
Edit: I knew I should have read the whole thread before posting.
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Re: "I can't bring myself to kill, but..."
Actually, I was just saying that the characters don't have a say in what their power suite is.The player on the other hand...
Yeah, this is probably one of my blind spots - in superhero games, I tend to play guys who build their own powered armor.
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Re: "I can't bring myself to kill, but..."
This character has a strong Code Against Killing' date=' but in her arsenal of powers she has an ability that is designed for for causing instant death.[/quote']I might be overthinking this, but why does a character with a strong CAK have a such a lethal attack?
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Re: Giant Snake Fossil Found
Haha! Unfortunately' date=' I must spread some rep...[/quote']Got you covered.
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Re: Looking for a name for my "fate points"
Here is my version of editorial control that I'll be using in my upcoming superhero campaign. I'm looking for a better name than "Morph" that doesn't have to do with luck or probability.Any ideas? Any suggestions on improvement? I want the editorial control to come with tension and temptation.
How about, "doom"?
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Re: Casual Presence
I think it's a good idea. Casual PRE makes some sense to me' date=' although I am not sure it should be something always in effect (makes it hard to be stealthy for example....)[/quote']Characters have to make a deliberate point to use Casual STR (even though it takes no time). I don't see why any other Casual ability would be different.
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Re: Is there a Janes Ships of the Terran Empire?
I was wondering what limitations to put on the engines to keep speed down to a cruising speed of 75% of Max Speed without using considerably more fuel (END).The canonical way is to buy the last level of FTL Travel with Increased Endurance Cost. You might also use Ablative to reflect the increased strain of sustained operation at full power.
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Re: lim cost: semi-lockout
The actual power is an EC with 6 slots' date=' only 3 of which can be in use at any time. There's limited control over which three: if the powers are A through F, A can't be used with B, C not with D, and E not with F.[/quote']This still sounds more like a Multipower than an EC, so you may want to elaborate further. Without knowing more details, I'd probably give it a -1/2 Limitation on the slot cost, but nothing on the pool cost.
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Re: Detecting with multiple senses
Doesn't Deduction work pretty well for intuitive conclusions? Despite the name I always thought so.It could, but the RAW don't work that way. Interrogation is probably a better choice for skill-based lie detection under the current rules.
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Re: Detecting with multiple senses
Detect Lie is just too invasive into a mind to build as a regular Detect. It should be built with Conversation' date=' or Analyze, or Telepathy, perhaps with PER rolls required or complimentary, and various Enhanced Senses can help.[/quote']The Intuition skill I proposed in the 6e Skills thread would work well for this.
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Re: Expanded Unoffical Bibliography for the Ultimate Mentalist.
Anybody has anymore?
Nobody's mentioned The X-Files yet. It's mostly monster-of-the-week, but a few episodes featured psychic abilities.
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Re: While we're changing the system, change damage
I would be interested in having defenses work the same way attacks do. That is to say, you would have to buy dice of defense.After a successful to-hit roll, the attacker would roll his dice of attack and the defender would roll his dice of defense. Both would have the option of using the Standard Effect rules, but neither would be required to do so.
It's an interesting idea. (I believe the d6 Star Wars RPG used this mechanic.) However, I think the extra die rolling would slow down play. Having armor dice directly cancel damage dice would get around this, but it moves us back towards standard effect vs defenses.
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Re: continuing charges alternatives
As I understand it, there are two ways to do continuing powers with charges:1) straight up, with one charge expended per time increment - whatever increment you buy;
2) continuing charges plus a -1/2 lim for costs END, which means that the one charge starts the power, and the power continues for so long as the END is paid (er...right? I don't have the revised 5th, and I didn't quite understand the FAQ on this.).
There's also Fuel Charges, which can be switched on and off. 1 Continuing Fuel Charge that lasts 1 hour is a +0 modifier.
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Re: Expanding Normal Characteristic Maxima
I suppose the difference between a character who has decided not to kill and a character who has a code against killing (CAK) is that the disadvantage is an invitation to the GM to make a point of it' date=' introduce a moral dilemma or whatever. [/quote']Or role-play. My characters with CAK check downed opponents to make sure they aren't dying, and get into arguments with their teammates about appropriate use of force.
I buy multi-mode attacks. One slot is almost always STUN-only.Really, anyone with CAK should be using their attack powers (I'm in superhero mode here) at half power and then titrating up to an appropriate level, if they really wanted to play the disadvantage.
This is a good point. Age has similar problems.One of my objections to NCM is it gives the GM nothing to play with in-game. -
Re: Expanding Normal Characteristic Maxima
By the same logic' date=' we should have disadvantages for characters who have lower than typical damage classes, as they will do less damage than their counterparts, have lower defenses than the norm (stunned more easily and KO'd more easily) and/or have lower than average movement rates. Why would restricting yourself to lower characteristics be the only restriction which has an impact on character effectiveness?[/quote']It isn't. We have a Disadvantage for characters who take more damage from certain attacks: Vulnerability. Characters can also get points for selling their normal movement back, and take a Physical Limitation as well. Finally, while a character may not get points for having a weak attack, powers with Limitations do get a cost break.
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Re: Favorite 60-point Power Construction
And is vulnerable to attacks in that dimension' date=' or Transdimensional.[/quote']It was defined as a pocket dimension, and he was the only one in it. You're right about transdimensional attacks, though. This was for a Fantasy Hero villain in a campaign that never got off the ground, so the shortcomings could be worked around until his role was finished.
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Re: Favorite 60-point Power Construction
Not in any abusive way' date=' but what's your favorite 60 Active Point power construction?[/quote']Eduston's Prime Trump: Extra-Dimensional Movement (Single Dimension, Any Location corresponding to current physical location), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points)It's invulnerable armor built as EDM. Mind you, the character will have to buy Transdimensional on all his attacks and Clairsentience to see what's going on around him.
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Re: Stretching at Range
Until now.Oh, he's fine. Just look at the smile he gives when he stops. And he goes on to have other adventures.
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Re: Build Question: Quick Learner
(Caveat: I only have 5E.)I'm building a character part of whose power set is preternatural intelligence ("preternatural" = coolest word ever). I want her to have the ability to, using her prodigious intellect, be able to become reasonably proficient at almost any skill (in the short term, i.e., one adventure) given enough time to learn the basics of it.
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The obvious way to build this is with a Skill VPP, but I know these are heavily frowned upon for balance reasons. Is there any kind of obvious other solution I haven't thought of? Thanks!!
What sort of skills did you want the character to learn this way? If you're only using it for Background Skills, than a skill VPP isn't overly powerful. Intellect and Interaction skill pools aren't that bad either. Agility and Combat skill pools are problematic, but they don't seem to be the kind of skills you would be using it for.
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Re: New Combatant. Which phase does he start?
If there is two guys fighting in a room' date=' and then a 3rd person opens the door and sees them fighting on phase 6, does the new person start his actions on phase 6? And if he doesn't have a phase till 8 then he just stands there and watches for 2 segments?[/quote']The new guy is going to enter on one of his own phases (barring unusual circumstances). The GM will need to decide if he made a full or a half move before entering, and if the door required an action to open. If the new guy entered at the end of a full move or the door required an action to open, he may be waiting around until his next phase.
Immunity to Electric Attacks
in HERO System Discussion
Posted
Re: Immunity to Electric Attacks