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Mastermind

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Posts posted by Mastermind

  1. Originally posted by Mastermind

    It is perfect for my campaign as Black Paladin is going to be a reoccuring nemesis!

     

    What supp is Talisman in ? Champions or Champions Universe?

     

    Hahahaha...

     

    On Friday, Black Paladin punked the player characters again!

     

    I am sure to buy this so that Legion Extreme can get revenge!

  2. Originally posted by OddHat

    I'm guessing that negative skill levels vs. breakout rolls will be in.

     

    -1 to breakout rolls per 5 points is roughly the equivelant of +3d6 standard effect only to counter breakout rolls (-2), so it seems like a good bet.

     

    So say that again?

     

    You can buy negative skill levels to counter someone's breakout rolls for a particular mental attack?

  3. Originally posted by Killer Shrike

    That wasnt a time power, it was a mental freeze power. Only people were affected. A combination of Mind Control & Telepathy to "Not remember what happened", or a Mental Entangle bought opaque to all senses.

     

    doing during combat than outside of combat.

     

    I agree with OddHat, according to the rules you would have to use a Major Transformation (at at least a 3d6) to effect most normals so that they would forget what had happened.

     

    I like the AOE: Mental Entangle...I wonder how much a compound power like that would cost!?

  4. Originally posted by Al_Beddow

    That's only because it's like, the ONLY RPG version of Transhuman space out there. We don't need to recreate the very "gurpsy crunchy bits" if Hero already has solid rules for it. The idea is to bring the flavor and tone of the setting over, not that lousy game system.

     

    That's what we are trying to do...translate!

     

    The beauty of HERO is that you can use the rules to describe most any SFX.

     

    For example, we were very easily able to 'translate' the Guardian Template from Fifth Wave to something more workable.

  5. 1) How does someone attempt to break out of the following Mental Paralysis?

     

    Entangle 6d6, 6 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense; +1) (150 Active Points); Mental Defense Adds To EGO (-1/2)

     

    2)How does a non-mentalist break out given that he has no mental attacks to "attack" the mental entangle?

  6. Originally posted by Thag13

    As I understand. quite a lot of the filming script was cut to fit a 2 hour running time. As I understand nearly an hour is left on the cutting room floor and will be in the DVD.

     

    I understand several plot points are expanded and explanded.

     

    THAG

     

    See...that is very cool to hear!

  7. quote:

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

    Originally posted by Worldmaker

    In fact, my only niggling problem with the film is the fact that Tom Sawyer, having been born in 1837 according to the book by the same name, should have been just over 60 years old during this movie, and obviously he's not.

     

    But then what do I know... I'm just a film critic...

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

     

    Maybe he has Life Support: Longevity, 200 years?

     

     

     

     

    ;)

  8. Re: Re: Spacers Tool Kit

     

    Originally posted by Rigel

    Ben, do you know what date (I know you guys wait a month now) that ST will be on sale here? My FLGS is not so HERO friendly or really even much of a gaming store; it's more like a comics shop with a bookshelf for RPGs.

     

    Thanks.

     

    You might have to drive down to Austin, then! I would recommend Dragon's Lair. I live in SA and the DL affiliate, Excalibur carries a good selection. I saw SpGTk and it looks really very nice. Will probably pick it up this week!

  9. With Jae Sun's recommendations:

     

    3 +3 STR

    9 +3 DEX

    6 +3 CON

    6 +3 BODY

    3 +3 PRE

    1 +2 COM

     

    12 Bone Spurs: HKA 1d6; 15 ActivePoints; Reduced Penetration (-1/4)

    12 Nietzchian Physiology:LifeSupport,Extended Breathing (1), Immunity: All terrestrial diseases and biowarfare agents, Longevity: 200 Years

    1 Limited Vaccum Activity: Life Support , Safe in Low Pressure/Vacuum (2 Active Points); Costs Endurance Costs END Every Phase (-1/2)

    9 Enhanced Senses: Enhanced Perception (+3 to PER Rolls for All Sense Groups)

    3 Heightened Hearing: Ultrasonic Perception

    11 Nanites: Healing 2 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

     

    Disadvantages

    -20 Distinctive Features: Bone Spurs/Recognized as Nietzchian (Not Concealable, Always Noticed and Causes Major Reaction, Detectable by Commonly Used Senses)

     

    -15 Psychological Limitation: Ultra-Competitive (Common, Strong)

     

    Total Points: 41

     

    Though if you wanted to use them in the Terran Empire (or any setting including Andromeda that has a lot of aliens), you would have to loose the Distinctive Features as per TE pg 17, so the Package Deal would cost 61 points!

     

    However, in the post-Commonweatlth, Long Night Era, I would give them a -20 Reputation : Extreme, Very Frequent...since all sentients know that it was their betrayl that caused the Long Night. Back to 41 points....

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