Jump to content

Citizen Keen

HERO Member
  • Posts

    858
  • Joined

  • Last visited

Everything posted by Citizen Keen

  1. That actually works - I've found my games run much more smoothely if I just make my characters by all their characteristics, skills and powers with the Limitation (No Conscious Control). I've found that free will can occasionally bog down games. Without Free Will (+0), which is an option most GMs employ even though it isn't even listed in the rulebook, my players and I find that our games are much more finely crafted - players tend to do exactly what I expect, and complete tasks successfully whenever I want, and fail when I want. My games are amazing.
  2. I way about two hundred and fifty pounds, and most of that is bullshit. I'm full of it. I can lie like a pro. When I play, I just create stuff off the top of my head, and I take notes. If my players travel, the world can become huge and vague. If my players revisit all their old haunts, then my world is small with a detailed history. Just the way it is.
  3. That may be the hardest I have ever laughed about something from these forums. -cK
  4. This would be nasty, because you'd be able to say "cast in ten minutes" when he casts his Blast-O-Spell. Then the PCs run away from the evil mage and hide for ten minutes. The evil mage is standing around with his minions ten minutes later when BLAMMO! the spell is cast. HAHAHAHA give that spell to the evil wizard, and ten minutes later you have A DEAD PC! AHAHAHAHAHA! -cK
  5. What always works for me is this - Have the rival party take credit for the PCs accomplishments. Have them get to the local tavern half an hour early and tell the tale of defeating Lord Reallyreallybad. The PCs get really angry when the rivals weren't even in the dungeon, or ran in fear. That's when it works best is if you have the rivals and the PCs encounter a nasty monster, and the PCs stay and the rivals run, and when the PCs get back the local town is lauding the rivals as heroes. It works best if the rivals have a very competent bard in the party.
  6. Generally, I do a lot of thugs as pure combat notes. However, since I'm new to HERO, I write EVERYTHING up since I don't know what a "decent" OCV is, or whatever.
  7. Maybe I'm off my rocker, and I don't have FREd here, but... What about a Naked Delayed Effect, Usable As An Attack, maybe with Range and Costs END or something.
  8. A babe covered in bugs... Yeah. I get to roleplay once every other week, and I'm going to fantasize about women covered in beatles. Right.
  9. I wouldn't allow both "Only when enraged" and "SE: Enraged". You gotta make it the chicken or the egg, friend. Which comes first - if the character can only do this when enraged, then how can it cause him to get enraged?
  10. CURSES! I hate when you think of something (I decided to call the home of my new campaign Yerth, independently), and it turns out someone else already thought of it. GAAHH! -cK
  11. Why don't you just post each one of the spells here in the Forums? One post for each spell so we can easily reference them. Oh, and I need them tonight.
  12. Ok, in my campaign one of my characters (new to HERO) asked why Age was such a big disadvantage. Now, he sees it as giving him a boost in the Char Max for the characteristics he needs (EGO and INT), and still leaving him plenty of room to grow in his less important characteritics (a char with 15 BODY and CON is still much healthier than your average man). I can't farely make him "get sick more often" in every adventure, so really, he's getting points for Increased Char Maxima. In Fantasy, for Wizards, does Age seem like an advantage? -cK
  13. I know Fantasy HERO came out, but what happened? Where're the updates?
  14. One of the things I've been thinking of doing for my magic campaign (where "spells" are frequently hampered by Limitations) is to allow VPPs where the Power Pool limits the Real Cost, not the Active Cost, but the Control Pool has to be equal to the Power Pool instead of half of it. Edit: Oh, yeah, now I'm a Standard Hero...
  15. See, I think this came about because all classical wizards are old and need walking staffs. So those staffs then became powerful - enchanted staves that aided them in their power. And eventually, well, wizards aren't cool enough, so they have to have melee combat now too.
  16. Demonsong- I just want to point out, from personal experience, that the Quarterstaff is a lot harder to learn than some simpler weapons such as the Mace. In order to use a Quarterstaff effectively, a True Wizard would have to dedicate more time away from magic learning than if he learned a weapon like the Mace with a Tower Shield.
  17. Something I've considered doing is creating a new advantage: Abortable (+ 1/4) - it has the equivalent of a stop sign on it - requries GM permission, based on the special effect.
  18. I've already started a thread on this - you can see it: here.
  19. Don't have my HSB with me, and while I think it is not mentioned in it, it may be. What about half-forms of lycanthropes? Not just a human and a wolf, but a wolf-man. If this is already there, then I'm an idiot.
  20. I agree completely. I want new monsters. I like creating generic beasts - I know what an Orc or a Troll does, and making the stats for one gives me experience in making things in HERO. I want new monsters. I would also like to see a fair amount of Mauraders. Non-monsters. Bandits, raiders, pirates, highway robbers, dark knights, angry villagemen, witch hunters, merchant guards, etc.
  21. Does somebody need to make them in CC2? If DOJ already has them, can't they just post them? Heck, I'd pay $10 for Turakian mapsets if they were available online. In the E-Stuff section. -cK
  22. I've done both these things, and it works great. The way magic works in my campaign is that the Gods create spells. No matter how powerful a mage you are, you cannot invent new spells. You can only cast spells you have seen. Anytime you see a new spell, you're entitled to a Zero Phase Analyze Magic skill roll (vs. Concealment, if you want to hide your spell). If the spell is in your school, and you make the roll, you can cast it. This gives me (the GM) great control, because only I can expose characters to new spells, and they can only cast spells they've been exposed to. I'm open to them bringing me a new spell and saying "Me like", the catch being is that it will probably be used against them before they get it. I also use END reserves to great effect, but we all know how END reserves work. -cK
×
×
  • Create New...