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Posts posted by Funk Thompson
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15 hours ago, IndianaJoe3 said:
I've toyed with the idea of a Resource skill, similar to what Fate uses. I haven't had the chance to try it in a game, though. I suspect it might work best in a genre where money is more important (fantasy or cyberpunk, but not superheroes).
Resource Points already exist, I forgetc which book they are in. But they work very well for any heroic genre that still has gear being mostly bought with points and not money.
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Well, environmental movement could be training or skill, or it could be innate to the character - fins for swimming and such. Small nitpick
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11 minutes ago, unclevlad said:
Lifestyle means the money is already out the door, not that you have it to do whatever you want with it.
If you have 15 points of "Lifestyle" that means you have near endless disposable income for vacations, booze, dining, etc.
You can't have the lifestyle of a super-rich person, and not have at least a metric @%%load of liquid cash. 15 points, you are talking Tony Stark, Bruce Wayne, that Branson guy, Bill Gates, etc.
It really is just semantics.
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+CON, "only to prevent or recover from CON stun"?
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If not using equipment, the money perk is more an excuse for various things than a separate mechanic or resource. A small VPP for skill modifiers and common gadgets might work better in a champion game.
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33 minutes ago, Michael Hopcroft said:
Earth Mark II
NT: Subtle signs that the universe you live in is made entirely out of LEGOs and you're the only one who doesn't know it.
Your friend has his arm ripped off by a shark (who is inexplicably swimming through grass) and just snaps it back on (after a brief, hilarious freak-out.)
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14 hours ago, Sorloc said:
Specifically, the character turns into a bird.
What happens to clothes, armor, weapons, etc?
I would say they could not use any equipment not specifically designed for a bird. Their gear might transform with them, or it might not, depending on the GM's take on how that works.
I like to @#$% with my players on such things, so multiform or shapeshift do NOT affect what they are wearing in my campaigns. :evil: -
Spatial Awareness (Touch-based for "super sensors"; LIDAR would be vision-based I believe) for ground / cartographic mapping.
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59 minutes ago, ghost-angel said:
This is text, there is no tone. Read everything I write neutrally.
Text has tone by the language used; "terrible, bad design choice."
But, is often more an issue of the reader than the writer, so I will apologize if that was the case here.
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And it is also 'heroic' - increased risk for an all-out attack. My take on it, natch.
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Ways around it via powers and such are fine. YRMV but I agree with half DCV for multiple attacks, and see the reasoning. Please, mind your tone when disagreeing.
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There are all sorts of variant rules for this in both 5E and 6E Fantasy HERO books. Some were "spells active" = INT/5, ie. any spells with a duration, some had spells know based on INT, etc.
I'd have to dig through, as I... definitely diverged from such for my magic system ("spells active" in mine being based on the VPP rules, nothing arbitrary.)
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On 6/25/2018 at 11:00 AM, JmOz said:
However the grenades become duds if you swap your points in the VPP. You can get around that by adding Uncontrolled advantage as well (making it 30 real points)
Be VERY careful putting uncontrolled on stuff in a power pool. The VPP can "only have X points active at any time" and uncontrolled should not be allowed here. Else they can, really, just make a bunch of stuff then switch and make a bunch more, etc. If they have given out 25 real points of grenades, those 25 real points should not be available until the grenades are used, or are no longer available to anyone else - not just "become duds."
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Eh, it has a reason. Multiple attack = all out attack, not so interested in defense. Not saying that is the most accurate or whatever, just that I think there is a reason - multiple attacks can be quite nasty, so they come at a cost.
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I'm not sure there are specific rules for this; each form follows the campaign norms. Any equipment used by any form would need the appropriate proficiency skill bought for that form if applicable, etc.
I had some multiform critters in my fantasy campaigns, but none that used equipment IIRC. So I can't say I've tested this in play.
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Yeah, depends on the exact mechanics of the wand.
Both are 1/2 phase action unless otherwise limited. Gunslinger *is* more likely to have the quickdraw skill, though
Also: Thread title is wheellock. Firing one of those might not have been as simple as a 1/2 phase action. Reloading and readying one certainly isn't
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And the lesser version is probably better for non-resistant defenses than resistant.
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That is more or less what I am wanting. Again I want to simulate naval style, long range combat, with the whole intercept/escape pre-combat part done by skill contests, where the actual math and numbers are largely ignored beyond the time it takes for things to happen being back-of-a-napkin correct.
Days to weeks for an intercept, then minutes of fighting once in weapons range.
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20 hours ago, Greywind said:
Not really. For the most part vehicles are simply plot devices to get from the base to the site of the adventure.
Not in every campaign. And, if the vehicle is really only a plot device, then other powers or perks better represent such.
If you will not ever use the vehicle you build, then there is no need for a character sheet for it, no need to buy a vehicle. Call it a campaign norm, or buy teleportation with extra time, physical manifestation, an must cross intervening space
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I misread this as "Foxbat's Armory Project" and am highly disappointed.
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Well, the simplest is Block, then next phase Counterstrike, which is best used against foes with the same SPD as you but higher DEX. Counterstrike lets you go first in your next phase if you successfully block an attack; against that foe (you act on their DEX.) Add legsweep and/or martial strike or whatever as combo on the follow-up round.
Grab + Squeeze + Throw I think is specifically illegal (as it stacks too much damage into a single grab contest roll) but could be wrong.
Grab + Off. Strike or Haymaker (for non-MA characters) is nasty, since the grab offsets the downsides of those to an extent.
If you just want to max out damage, Legsweep then Martial Strike + Offensive Strike, or those last two followed by Martial Throw.
Just remember they all take the worst bonus / penalty of all maneuvers, so the lower damage moves are easier / better.
And if grabbing or sweeping, grab or sweep first, then strike; if throwing, strike first, then throw.
You can also "build your own maneuvers" using naked advantages - more powers than maneuvers, obviously, but you can do like rapid-fire punches using autofire NA applied to base STR, etc.
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13 hours ago, Greywind said:
Add the van to the base. Have the team pay for the base.
That is double-dipping, though. Player(s) pay 1 point per 5 points or whatever for base, base pays 1 point per 5 points or whatever for vehicle.
I would just use a "custom perk" and note it as the player's point investment into either the vehicle or the base, or even just use the default vehicle / base entry with each character spending their share of points. Then keep a tally elsewhere of that total amount along with the base and vehicle character sheets.
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My Star HERO game sees much, much more usage of skills (Systems Operation rolls to determine how long something takes, Tactics rolls for my NPC's to see if they can work out an intercept on the faster player ship, tons of Paramedics rolls for the ship's Doctor to patch up players or NPC's, etc.) than my FH games (which mostly feature "security systems" and/or mechanics as "disable device," lockpicking, stealth, etc.)
My rare Champs games sees little beyond deduction, security systems, computer skills, and the occasional use of various conversation skills.
Adding Damage Classes with Advantages
in HERO System Discussion
Posted
I note on the character sheet what the modified damage is for all maneuvers and weapons used with manuevers, as well as the math ("+1 DC per 2 DC" or the like.)