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Derek Hiemforth

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Everything posted by Derek Hiemforth

  1. I agree that a Martial Maneuver with the Disable element targeting a location is the cleanest way to model this (though I'd probably use 12 for the liver instead of 11). However, while this could work fine for normal human boxers, it could also quickly become a game balance worry in other circumstances. It might be worth considering an additional restriction like Reduced Penetration, to make it clear that even a little armoring will go a long way in mitigating the effects of such a punch.
  2. I agree with this. If it has a relatively limited "vocabulary" (like the tactical hand signals), then I'd probably just make it a 1 CP Language (like a single dialect) for up to about 50 concepts, or 2 CP if it's more than 50, but still a defined, finite group of concepts. If it can convey any sort of concept, then I'd make it 3 CP (equivalent to "fluent with accent").
  3. <nitpick> Technically, it takes a ½ Phase to draw a weapon, not specifically to ready it. The default assumption in HERO is that if the weapon is drawn, it's ready. It doesn't get granular enough to distinguish a drawn-and-ready weapon from a drawn-but-not-ready weapon in the same manner as GURPS. </nitpick>
  4. I think the Knowledge Skill is sufficient in itself. I think this effect is only worth a Complication if it means that people would know these things without a Skill. In other words, it would be kind of similar to a low-grade version of Social Complication: Public Identity. It's not that everyone knows your biographical details or other personal information, but everyone knows these traits about you. Imagine it with vampires. If I have KS: Vampires, then I know what vampires can do and what their weaknesses are, whether they have a Complication to that effect or not. However, if a vampire has something like Social Complication: Stereotypical Vampire, because its abilities and weaknesses match the classic cinematic traits, then even people who don't have KS: Vampires know what this vampire can do and what its weaknesses are.
  5. It strikes me as not being much of a Complication -- like it's getting points just for having a character concept. Even if (some of) your abilities are predictable, that doesn't mean that how you would use them would be.
  6. Yeah, I think this is the biggest factor. People often end up discussing things wherever they already are, even if other places are better suited to the discussions.
  7. Agreed. The similarity chart in HERO System Skills goes on for six pages, and only one page of that is Indo-European.
  8. This really seems like a build question more suitable for the HERO System Discussion forum, as there's not really a rules question here. A post there should generate plenty of worthy commentary and ideas. 🙂
  9. True, but you also have to figure in penalties for things like conflicting psychological complications, combat, inappropriate setting, being at a disadvantage (which is often when you make a PRE attack, because you need a break to turn the tide), or a PRE attack running counter to existing moods. In my experience, most PRE attacks include both positive and negative modifiers, and I'm not sure I remember seeing a net of more than +7d6...
  10. Man, I want to game with your GMs! I don't think I can remember ever awarding, or seeing awarded, more than 6 or 7 bonus dice...
  11. I like this suggestion. Buy the base power, and apply Mental Power Based on PRE (-¼) to that per APG1. Then figure out the maximum number of bonus dice you envision it being able to give you from the PRE Attack Modifiers table, and buy those, applying a Limitation like Only Up to the Amount of PRE Attack Bonus Dice Awarded (-½). This would also have the plus that you wouldn't have to worry about a less-than-great PRE Attack actually making you lose dice (which doesn't seem too much in keeping with the idea of a "super-Interaction Skill" type effect).
  12. I've also used this "shared points" concept beyond just things like vehicles or bases. For example, I've used it to build characters like Voltron (where multiple folks have to combine in order to create a powerful "shared" character) or things like a powerful spell that an entire coven of witches must cast in concert. The basic idea is that if all characters have to be present and willing to use it in order for it to work, then it's fine to split the cost among the characters.
  13. I recommend posting this in the HERO System Discussion forum, as it's really a "how to build" question more than a rules question. You can have the special effect be "ear-splitting pain" regardless of which game mechanic you use to build it. You'll undoubtedly get other suggestions in the forum as well, but from your description of what you want, I would probably have the base Power be either Mind Control (one command - get away from that awful noise), which the wolves would of course resist with their EGO, or Change Environment (built with penalties to CVs, hearing PER rolls, maybe INT and Tactics rolls, etc., whatever you want the effect to do).
  14. All of the rules in the Advanced Player's Guides are optional, including Mental Power Based on PRE, so ultimately, it's a GM call on how they want to handle it, assuming they allow the optional Advantage at all. That applies to the following answer as well; GMs should feel free to change or ignore this (even more than they should feel free to change or ignore anything if it would make their game better): The description of Mental Power Based on PRE makes it pretty clear that the intent of the Limitation is to allow you to use Mental Powers to make superhuman versions of Interaction Skills (APG1 p69). A Presence Attack is not an Interaction Skill, and does not work the same way an Interaction Skill does (it's an Effect Roll, not a Success Roll). Therefore, no, the PRE Attack modifiers do not apply to Mental Powers bought with Mental Power Based on PRE. If you want suggestions on how to price an Advantage that would allow this, you should post in the HERO System Discussion forum. I think it warrants a lot of careful consideration, because adding and subtracting actual effect dice from a Power (especially a Mental Power) is a much different thing than just modifying a PRE Attack, and might significantly change the power levels of an ability pretty easily. I wouldn't want to venture an opinion without giving it a lot more thought.
  15. 6E1 p161 under Special Powers: "Characters can buy Special Powers with all standard Power Modifiers (unless otherwise noted). However, they ordinarily cannot buy them in Power Frameworks without the GM’s permission." (This rule is also found on CC p50 and FHC p60.)
  16. It does, but I would also add, the amount of change you'd get in the results (even if you and your group think it would be a good change) almost certainly wouldn't be worth the effort involved in re-jiggering the system to shift the core mechanic by one. You could just simulate this effect by applying an automatic -1 to all Success Rolls across the board, rather than actually recalculating them to a lower base. However, that might get things out of whack with other parts of the system in ways that aren't immediately obvious, because they're presuming you're using a base of 11.
  17. My strongest opinion on this is that it definitely should not be a Limitation on all 4d6. Even at only -¼, that would drop the cost to 48. That's barely more than the cost of 3d6, and getting to roll 4d6 and keep the best 3 is way better than just a regular 3d6. I think @dougmacd nailed it. The right way to think about this is as 3d6 with a kicker... not as 4d6 with a Limitation.
  18. Nice! I had one of those back in the day, though mine has long since been lost to time...
  19. Also on 6E1 p56, in the last sentence under Familiarity and Proficiency, it says, "Proficiency functions just like Familiarity...." This means that Proficiencies are subject to the same restriction about Skill Levels not applying.
  20. No. Transform is not an Adjustment Power, nor otherwise subject to a similar cap on its total possible effect.
  21. "....and other obstacles (such as walls)..." The RAW are not talking only about the Power called Barrier.
  22. 6E1, p326: AVAD attacks do not ignore Barriers or other obstacles (such as walls). Obstacles block AVADs like they would any other attack, unless the AVAD has an appropriate form of Indirect.
  23. However, as long as Venkman is in the team, other humans might initiate physical combat with them at any time...
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