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Tungsten Shephard

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Everything posted by Tungsten Shephard

  1. Re: how do you deal with guns and superheroes in your campaign Generally I don't bother with it. However,,, that said players have at times given cause to warrant it as it keep belligerence and stupidity at bay. Just because you can bring down the greatest of crime lords without evidence does not mean there won't be reprisals for it. Thus in my games hit locations for me are more for color than a rule. The SWAT team should be feared by both the HERO's and villain's alike. HERO's please don't do something that would call down the wrath of the SWAT team please.
  2. Re: how do you deal with guns and superheroes in your campaign Also listed under Haymaker page 389 5th ed rules revised. First paragraph states... Haymaker is basically an all out attack. The character puts extra time into "wind up" a punch, put extra force into his energy blast, aim carefully at a vital spot, or otherwise attack the target very powerfully.
  3. Re: how do you deal with guns and superheroes in your campaign Page 389 5th Ed Rules Revised First sentence second paragraph under Haymaker. "Haymaker applies to any attack not just punches"
  4. Re: Most Obscure Reference You've Ever Worked Into a Game I once made a body of rubber stretching villain only known as J.J. (players thought it was jolly jumper at first) once the players discovered her real name only one person laughed about it. Her real name was Jenna Jameson. The best details should always be left for the players to discover.
  5. Re: how do you deal with guns and superheroes in your campaign I agree with MicroMike. Normals are far from helpless. The use of maneuvers can greatly equal the odds for anyone with a gun. Haymaker was an excellent choice to make your argument. Haymerker with a LAW is 7 d6 AP Ex or 24 DC of killing damage. That should be enough to level the playing field of any villain. Normals are not stupid they are simply normal. Furthermore anyone with a military or police background is far from normal and should be treated as such.
  6. Re: how do you deal with guns and superheroes in your campaign In the game I run the Super Villains have to work in the background. Cop's Military, and even the local Mob have figured out ways of dealing with them by either paying them off kidnapping their loved ones or blackmail. A sniper with a few points in CSL's in head shot can upset the day of even the most stalwart bullet prof villain. In my experience this does not make Superheros worthless. It gives them [the players] the opportunity to solve problems that most Cop's or Military personal are unable to handle. For example how do Cop's deal with a teleporting meta morph?, or a villain who controls minds? It's the threat of force that keep tyrants and villains at bay. When guns are not enough it's time for player characters. This is not to say that the players should never be able to use a gun to defeat the villain. Also by creating a scenario that all supers are bullet prof the HERO's could always be tempted to become villains too. Gun's are an equalizer and should always remain so. This is not to say that you should never have the HULK. I'm saying that the HULK is the rare exception and not the rule.
  7. Re: Most Obscure Reference You've Ever Worked Into a Game I tend to run games based on obscure historical references. For example I tied in the 1918 flu pandemic to all of my campaign players backgrounds. Even though all of the characters were born in 2035. Doing games based upon an obscure historical reference makes players think that actual history may have had an impact on characters in game history. This has the additional effect of players creating their own conspiracy theory's regarding their backgrounds and creating their own adventures. Another Reference that has been driving the players nuts in the Superhero game I run is the 1908 Siberian explosion. This was a tie in for the 1918 flu Pandemic and the reason Super's exist in my game world today.
  8. Re: Help with a name Captain Congelation [ http://en.wikipedia.org/wiki/Congelation ] Colonel Coagulation Victor Viscosity Vector Viscosity Viscosity Victory Viscosity Man General Gelatin As you can see I like the word Viscosity and think you should focus your name with that.
  9. Normal Characteristics Maxim Is 20 the official NCM for all Racial Characteristic packages for the HERO system? In the 5th ed rulebook it mentions NCM’s but it does not say if 20 official magical number where all points cost double afterward. Here is why I ask. Under Racial packages some races have higher averages than others. Is this to say that all races have the same NCM’s of 20 like Humans do as well? If so whats the point of haveing higher averages point wise? Does HERO state the GM can decide what those NCM’s are? Or does HERO state the game must have all NCM’s at 20? Or are NCM’s for other races 10 higher than the normal starting average for each race? Gloryfox
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