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Osprey

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Posts posted by Osprey

  1. Originally posted by starblaze

    BTW Astro City's Confessor series had Catholic Vampire Priest and a team of Christian SuperHeroes. I forget the name.

     

    Cool!!:D

     

    Do you remember who writes/publishes this?

    I never heard of it before.

     

    I once saw Paschal's wager accepted by a character in a piece of Catholic Inspirational fiction (about the "End of the World"). He converted (Big surprise).:rolleyes:

    Originally posted by Oddhat

    I've always liked the idea of the Catholic Church having the worlds largest and most powerful non-governmental Super Team, drawn from all of the devout Catholics world wide who became Supers.

     

    Hey, are you telepathic? Get outta my head!:D

  2. Originally posted by Trebuchet

    some type of bible-thumping nutcase whacking the heathens as she shouts out passages from the Old Testament.

    Sounds like a Neat Villian Idea! :D

    It's an interesting role-playing challenge for an irreligious old heathen like me. :P

     

    Just be careful, I've heard of somthing called "Paschal's Wager." It's a bet Mr Paschal made something like this:

    'If you live as though I practice a religion as though you believe in it (even though you don't) for a year, before the time is up - You WILL believe"

     

    So watch out ;)

  3. Originally posted by Trebuchet

    Thanks for the input. I don't know what Bible the Russian Orthodox church uses, but I'm pretty certain it's not the King James. :) I'm going to try and do a bit of research on the Orthodox Church to see how she would likely reconcile her faith with her superheroic activities.

    I reccomend a book called "Facing East" about a woman's conversion to Orthodoxy. It might introduce you to it better.

     

    I don't know their exact Version or if it's in a preferred language, but i'm pretty sure it contains the same number of books as the Catholic Bible (Which other denominations would consider "extra").

     

    GREAT THREAD!!

     

    I'll have to remember these verses for my one Catholic character.

  4. Originally posted by assault

    On alternate New Yorks: obviously both Metropolis and Gotham City are New York in drag. In fact, prior to 1941, there were explicit references locating Batman's activities in New York. I'm not sure exactly when Superman's home town was named Metropolis, but it wasn't in Action Comics #1. The city there is unnamed, but it seems to be intended to be New York. (or perhaps Chicago? Did Chicago have high rise buildings in the late 1930s?).

     

    *Ding*

    Chicago is Correct!

    (Though there is a smaller city in real-world IL named Metropolis)

     

    For Detroit: Is "Motor City" too obvious? :)

  5. Originally posted by Collector

    What about New York?,

     

    DC calls it "Gotham City"

    yep - you read that right

     

    I Live in Tampa Bay.

    In My campaign, It's called "Palo Fuego"

     

    The process:

    1) "Tampa" is rumored to be an indian word : "Fire Stick"

    (Indians first saw muskets there)

    2) Florida has a lot of Spanish culture.

    3) "Fire Stick" in spanish is "Palo Fuego"

  6. Originally posted by Trebuchet

    The problem is that there is no "reaction time" in the game, there is DEX and SPD.

    Sure there is!

    Say a character is taking a Reaction Test.

    1. A system shows something for him to react to. (Perception roll).

    2. He reacts by quickly pressing a button (Dex Roll).

    The system computes his reaction time.

    Nor are there objective measurements for agility
    It's Called "DEX" :)

     

    What I'm looking for is a non-game mechanics way to describe a Champions character to someone who doesn't play HERO. If you had to describe Menton's willpower to your dad, how would you explain a 30 EGO in terms a non-RGPer would understand?

     

    OH! NOW I GET IT!!!

     

    Well, you could put a normal and your hero through a series of tests (like above, or olympic trials, etc)

    But that would take a while.

     

    Someone with a LOT of time on there hands could do this, and form a chart that relates to stats...

  7. Originally posted by Hugh Neilson

    Um...20 is 4x better.

     

    And you're right - it doesn't work for figured char.

    Originally posted by Trebuchet

    Actually, it was Jeff who stated that 5 Active Points = Twice as good with his examples of same. I haven't advocated any method.

    I stand corrected on both counts!

     

    Originally posted by Trebuchet

    Heck, if I knew a good method I wouldn't have started this thread in the first place. But my inherent conservatism makes me wary of methods that don't seem to be reflected in actual game play, and I simply don't see enough performance difference between an 18 DEX and a 33 DEX for me to easily accept that a 33 DEX is 32 times more agile than an 18. It just doesn't seem to pan out in actual play.

     

    How so?

    It seems to work in my view. Where do you see a problem?

     

    --------------------------------------------------------

    If it wasn't for Hero, I wouldn't do any math :D

  8. It was Trebuchet who insisted that ACTIVE points be used for calculating.

    and it works for powers.

     

    But with Characteristics: I say use the 2xBetter for 5 points rule, but calculate using the actual CHA points.

    (a 20 DEX is 8xbetter that a 10 DEX.)

     

    This only applies to the Primary CHA.

    I would use simple math for the figured stats.

    (6 SPD is twice better than 3)

     

    That's how i'm explaining it to my kids:D

  9. as for Segmented movement:

     

    Figure out how far the hero glides per turn (under most conditions). This would be <(Gliding Inches) x (SPD)>.

     

    Then his movement rate per segment is (Rate per Turn) / 12.

     

    One of the WORST mistakes I ever saw was a GM who would count 10" of Flight as 10" when measuring BOTH by phase and by segment!!

     

    The inconsistency STILL awes me.

  10. Originally posted by Agent333

    Off the top of my head I would have to say I'd build Psion at three different levels: a two Psi member version, a three Psi member version and a four Psi member version. Each version increases in power (maybe equal to the points of the summoners?) and each version is a Summon power with it's own slot in a multipower. However, the Active cost of each version is partitioned between each member of Psi. Therefore: Psion gets more powerful with each member included, but the last slot in the Multipower still costs the same (or less) than the first slot.

     

    I doubt this is rules legit, but it could get the job done.

     

    I see some real worth in this version.

     

    Legitimacy requires only two things:

    1) GM approval

    2) It works

  11. Knockback Damage

    I seem to remember an old rule that said that you could never do more dice of damage with knockback than with the original attack. Does that rule still apply (if it ever was a rule)?

     

    Ex. Swatter has an 8d6 HA x1.5 increased knockback. He attacks Flyboy (flying) does 10 body x1.5 = 15 - (roll 1d6) 3 = 12 inches KB into a solid steel wall.

    Would Flyboy take 12d6 of damage?

    THX

     

     

    AFAIK there has never been such a rule; there's certainly no rule like that in 5E.

     

     

    __________________

    Steve Long

    HERO System Line Developer

     

    Being the Geezer I am-== :)

     

    I vaguely remember such a rule from 2nd (or maybe 3rd) edition.

  12. I thought hard about this years ago while watching a "Captian Planet" Marathon.

     

    The 'regular' characters each by Duplication (Psion) with the following limitation:

     

    **Requires 3 other people to cooperate (- 1 1/2)

     

    This is a limitation I made up.

    The standard cost is -1/2 for each extra person needed.

    If it can be ANY person, it's -1/4. -1/2 assumes a group of particular people.

     

    you then apply "Can't use while Duplication is on (-1/2)" to all the other powers.

  13. Thats why I think the +1/2 for regular DS and +1.5 for non-standard DS (similar in thought to the way autofire works) is the better rule.

     

    I think that this may be the best way to settle the whole issue.

    I hope Steve isn't letting his pride keep him from reading this thread, because he really should think about the above advice.

     

    If he rules either way on the above idea, I'll drop the subject!

  14. Originally posted by Trebuchet

    I disagree that DS isn't useful, even with the +1½ advantage cost. We just disagree as to what's it's primary use is. I view it as an attrition power which is used to chip away at low-defense characters, and the ability to use DS to effect multiple opponents in one Phase who attack the character with DS is useful. Since it also provides a guaranteed hit, that makes it more useful. And the ability to "attack" characters who attack the DS user while he uses another attack or defensive power is also very useful. Attacks don't need to do damage in any case. How about a 5d6 Flash Damage Shield, or a 2" Teleport Usable as Attack Megascale Damage Shield?

    (Underlines added)

    You've Met Dayglow!! :D

    (A quintessential DS using heroine in my campaigns)

     

    I have to agree with DS being best used as an attrition style attack. Dayglow is just an example of what I create on my crazy days.

     

    I know a clarification when I see one. I mentioned a clarification made on ECs in 3rd Edition earlier.

    DS has always included No Range as part of its structure, the other half was Continuous.

    If I take Steve's word that his ruling is a Clarification, then a No Range EB is the same as a DS to him. Or would he say that No Range EBs require a to-hit roll to work on the guy giving you a bear hug??

  15. [/b]Originally posted by tesuji

    I do find it interesting, though, that most of the complaints about the new DS cost are coming from 4th Edition veterans; those who have come to HERO since 5E keep asking, "What's the big deal?" Makes you wonder how much of the dissatisfaction is with the effectiveness of the construct and how much is just because it costs more than it used to.

     

    I'm a 2nd Edition Geezer

    My friends griped when the 3rd came out that the EC was changed and now they had to rework the heroes or convince a GM to "Grandfather" 'em.

    I saw it as a Clarification. I liked it.

     

    when 4th Ed came, I was perplexed that "Flash" was a single target attack (instead of an AE). But I saw the reasoning.

    and I was overjoyed that the advantage "Affects Real World from Desolid" was now legal and a +2 advantage because

    My House Rule (That no other GM in my state{!!} agreed with) had it as a +4 Ad.

     

    Then 5th Ed does this to DS??? :confused: Huh?

     

    Originally posted by tesuji

    There needs to be a styep after "is it buiult right" to see if the results make sense. In the case of DS for HERO5, it did not seem to have been done.

    ******************

     

    My recommendation would be to use the AF hint... make DS +1/2 for regular defense attacks and add another +1 on top of it for attacks that do not go against normal defenses so that the clinging shields, the entange shields, the nnd shields and so forth are much more in line.

    ***********************

     

    I'm with you Tesuji!

    If you can make an NND do Body for +1 more, then a DS makes sense this way!!!!

  16. Originally posted by TheEmerged

    Speaking for my own campaigns, I have a long-standing rule that Mental Defense is considered a Figured Attribute, not a power, and that everyone gets those "free" MD points from EGO automatically just like they do with PD and ED. This applies as a blanket, standing rule regardless of genre if I'm GM.

     

    I also have another oddity: the fact that Mental Powers give Mental Awareness for free bugs me. I long ago separated it, and still require characters that want it to buy it.

     

    I have the same rule about figured MD.

    I only allow sensing of mental powers one posesses unless Awareness is purchased. (Someone with Only Ego Attack can't sense Mind Control, but they can sense other Ego Attacks).

     

    Originally posted by Worldmaker

    How about this?:

     

    Clouding Men's Minds: Invisibility to Sight and Hearing Groups, No Fringe, Reduced Endurance (0 END; +1/2) (60 Active Points); Not vs. Mechanical Senses (-1/2), Not vs. Characters With at Least 5 Points of Mental Defense (-1/4). Total cost 34 points.

     

    I think it SHOULD have a fringe!

    The effect is actually that his Shadow is still visible.

     

    He Knows....;)

  17. So the final writeup will look something like this.

    Teleport 10" (20 base points). Usable On Others, As attack (+1), Continuous/Damage Shield (+1 1/2), Attack option on Damage Shield (+1/4), 0 END Persistent (+1), Inherent (+1/4) -- 100 Active Points. Always On (-1/2). 66.5 Real Points.

     

    Thanks, Emerged.

     

    I originally had the intentional "Grab and Port" in another slot, but this version seems to negate the need for it.

     

    Seriously, why require a purchase of "Continuous" but not "No Range"?

    These are the things that together MAKE a Damage Shield.

     

    Continuous (+1), No Range (-1/2) = Damage Shield (+1/2)

  18. I realize about "As an attack" would be necessary (I've been using it in my campaigns since Almanac 1). I am still confused about requiring continuous, I always thought it was included (just as "No Range" is included).

     

    I've almost always used her as an NPC when I am GM.

    The power concept itself seems to be a game disrupter if not handled with gloves.

    The defense would be Teleport or Hardened defenses or clothes specially treated (as hers are) or being more massive than the teleport allows.

  19. Thanks to Emerged's great page on the changes (http://theemerged.blogspot.com/HERO425.htm). I now know just barely enough about this topic to sound off.

     

    I applies particularly to a character that's been in my campaign(s) for 20 years now (3rd Ed. guys).

     

    Dayglow:)

    Has a Dimensional flux feild around her body.

    Most things that touch her naked skin teleport away. (Yes, even untreated clothing).

     

    This was first done something like so:

    Teleport 10", Usable on Others (+1/2), Shield (+1/2), always ON (-1/4).

     

    Lots of other slots in her EC are based on this effect.

    (Like Damage Reduction)

    The whole Power structure fails without it.

     

    I don't have her sheet now, so that's a knee jerk description with no point totals.

     

    What I wonder now is..

     

    How would someone do this with Fred!!!!

    Is it Possible!!!?????

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