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CourtFool

HERO Member
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Everything posted by CourtFool

  1. Re: The things I learned playing a ninja! Don't train the gaijin.
  2. Re: DC inspired by TV Alias - Every time I watch an episode, I am thinking I would houserule the campaign that there are no penalties to Disarm.
  3. Re: Magic Missiles I disagree. I think Sleep is. A single, suposedly low level spell that effectively knocks a target unconcious with one fell swoop. Oh wait! Strike that. Wish is. Don't come near me with that EDM!
  4. 'tis sacrilege For once, I am going to be negative about Hero. Hero takes a giant step towards effects based, but in my opinion still falls short. Perhaps it would be too much of a break from 'What has come before' or worse yet, require even larger rule books. Why do we need Ego Blast, Energy Blast, Hand to Hand Attack, Killing Attack – Hand to Hand and Killing Attack Ranged? Just have one power, call it Damage, and then apply various modifiers to make it Ego Based, Normal, Melee, Ranged, ect. Why not have one Defense power with various modifies that make it apply to only certain types of attacks, cost END, ect. Why not have one movement power with various modifiers? Just my two cents. I am sure someone is going to tell me to go FUDGE myself.
  5. No, no, bunny. I still hate you back. I was told there were cookies and ice cream in this thread. What the copulation?!
  6. Re: A Focus that can Shrink to be hid. You might consider Only In Hero ID or Restrainable instead. I smell munchkin though. I Smell Munchkin - Detect Munchkin (5 Active Points), Extra Time (1 Turn; -1¼), Only From Second Hand Account of Activities (-¼) (2 Active Points
  7. You are not Kara/Rachael Strikes Back Fifth Edition does allow Negative Skill Levels. -1 Negative Overall Skill Level, Area Affect, 0 END, Always On, Only vs. Males, Requires COM Roll.
  8. Re: I am hot! You could also do this with Ego Blast and Transform, although I think Transform would be a little awkward. I like Ego Blast because it is pretty straight forward. Remember the SFX do not dictate that the target go prone. 0 STUN means they are out of the fight.
  9. Re: disad costs Personally, I think a character without Disadvantages is rather boring. I always thought Disadvantages added dimension to a character; especially Hunted and Psychological Limitations. I think because RPGs are games, (I am going to loose my Narativist card) balance is important. And balance skews concept. If everyone in your group agreed, they could build their characters with as many or as few points and Disadvantages as concept dictated. I have not run across a group yet willing to accept the wide disparity that would occur.
  10. Re: disad costs I believe what Lumbering Ox is saying (please correct me if I am wrong) is that a player in a Heroic campaign will/must take all 75 points worth of disadvantages even if they are not within character concept. A player in a Super Heroic campaign does not have to take 150 points worth of disadvantages. I can understand that point (if that is what you are suggesting), however, it has been my experience that players always take the max points worth of disadvantages. I have had players who take more because it was in character concept, but I do not think I have ever had a player who took less. I saw it once suggested on this board, if you remember where and who please link, that characters be built on 150 for Heroic campaigns and 350 for Super Heroic campaigns and no points were granted for taking a Disadvantage. However, whenever one of the character's Disadvantage came into play during the game, then the character would be awarded an experience point or some such. I think this would be a solution to your problem. You may have to tweak exactly how it works because min/maxers will find a way to ensure their Disadvantage does not really hamper them but someone comes into play.
  11. Re: How do I build: Caltrops PRE attack? You only need enough to make your opponent loose a half phase.
  12. Re: How do I build: Caltrops Change Environment also allows you to reduce movement if I remember correctly. I believe you could build it to do a pip of damange and reduce movement.
  13. Early Firearms This is what I was going to use for my Pirate Hero campaign. Cost Power END Matchlocks 3 1) Arquebus: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 2) Caliver: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 3) Matchlock Pistol: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 4) Musket with rest: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 5) Target Rifle: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] Wheellocks 2 1) Belt Pistol: RKA 1d6-1 (10 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 2) Horse Pistol: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 3) Jager Rifle: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 2 4) Pocket Pistol: RKA 1/2d6 (10 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] Flintlocks 5 1) Blunderbuss: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 2) Brown Bess: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 3) Charleville: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 4) Durs Egg Holster Pistol: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 5) Fusil: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 6) Highland Pistol: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 7) Musketoon: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 8) Naval Pistol: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 9) Pennsylvania Rifle: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 10) Wogdon Dueller: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1]
  14. Re: Spiritual Attributes (Adapting from The Riddle of Steel TROS) This is certainly an interesting concept. I have always thought that all characters should have drive and passion. However, all too often, characters are just a jumble of numbers that provide the most efficient way to bring down an orc. I have always thought that Disadvantages were a way to bring people over to the concept of playing a role. I think this would also make an excellent gateway. I think Luck would probably be the best way to simulate this as already suggested, however, I would not use the standard use of Luck. I would use it more freeform as suggested in some of the options. More story driven than mechanic driven.
  15. Re: skills question That is what I get for not reading cover to cover.
  16. Not another one! Pay no attention to the man behind the curtain!
  17. Re: skills question Acrobatics at -4, another appropriate skill (Breakfall or maybe another DEX based skill) at -6, Characteristic Roll at -8.
  18. The Riddle of Posts I am not familiar with The Riddle of Steel. Would you please elaborate on what these attributes are/do?
  19. Indispensable Books I thought I should post since this is my fault. reFrED. I use to carry UMA everywhere as well. However, since I started building martial arts in Multipowers I do not use is nearly as often.
  20. Re: Build me a power - Paralyzing Touch I believe one of the problems a lot of people have with this kind of attack is that it is expensive compared to a lot of other systems. It triggers a knee-jerk reaction that ‘this can not be right’ or ‘Hero is broken’. I believe this kind of attack should be expensive, because, it does effectively, instant KO the target. All the other attacks have to battle through standard defenses and a sum of STUN to take a target out of the fight. Now you want to build something that ignores standard defenses and goes through all of the target’s STUN in a single shot? It should cost you. The Game Which Shall Not Be Named’s Sleep spell is a prime example. I am not saying you in particular, Jaxom. Just thought this worth pointing out. That all being said, you could probably do a powerful HA with Must Target Hit Location -½, Requires Skill Roll (Anatomy) -½, All Or Nothing -½. SFX = conscious, but paralyzed.
  21. Re: Are These Weapons? I do not run into these kind of problems since I started using Multipowers for all my Martial Arts needs. What is Fast Strike anyway? Basic Strike + some OCL's? Create a compound power with KA - HTH and Combat Skill Levels. You can put whatever Advantages you want on the KA and calculate costs normally.
  22. Re: "Lethality", Improve Critical Chance 1 WF: Off Hand
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