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Citizen Keen

HERO Member
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Everything posted by Citizen Keen

  1. Alright, gamers, how do we do this? Are we going to have to make up a new limitation or lessen the Recoverable Charges Lim, or what?
  2. Good Idea: Playing a HERO Conversion of Robin. Bad Idea: Playing a HERO Conversion of a robin.
  3. How would you build a disadvantage that you are often mistaken for somebody else, somebody famous. Social Limitation or Distinctive Features?
  4. Never mind. I don't need to ask anything. So, I'll just use this post to say... THANKS SNARF!
  5. HOLY DEAR GOD. I have to think about this. This might be _exactly_ what I'm looking for. Snarf.... WOW. Thank you very much. If I do this... read next post.
  6. This is a heroic campaign. I don't want to use a static Multipower, because if a character picks up a Mancer's Focus that has a new power that they haven't paid for, I want them to be able to use it.
  7. Yeah, that's what I was thinking of doing. Thanks!
  8. Steve-O Character A has Mind Link, tied to Character B, with the Feedback Limitation. Villain laucnhes EB at B, can A hang up before the EB hits B? Basically, how quickly can a character "hang up" from a Mind Link? Thanks, -cK
  9. Do you allows characters to lose skills and regain their points in a long term campaign? For example, a Martial Artist in a Pulp campaign who sees a friend dies and becomes a pacifist. Would you allow them to slowly exchange their CSLs for other skills, and maybe even contacts or perks? Thanks, -cK
  10. How would I build a power that had a cool down? For example, how would you make an EB that doesn't require Extra Time (you can use it at a moment's notice), but when you do use it, you can't use it again for, say five minutes, or whatever. I don't want Charges, because that's basically a limit per day. I don't want a limit per day, just force a character to take a brake between using the power. Thanks in advance, -cK
  11. But I think JmOz has a good point: The pen is not some random shaped object we have never seen before. We have preconcieved notions of what a pen-shaped object does - it marks surfaces, staining them with ink. In desperate situations, it can be used as 1 pip HKA. But as a blaster, or sleepgas releasing agent? That's not obvious. I still think it should be Obvious, but I can see the other side's viewpoint. -cK
  12. Libra would have to be Judge, Jury, and Executioner.
  13. See, that's where it's getting complicated. Each of the Mancer's Foci do something different for each specialty. Example: Mancer's Boots If you're a Pyromancer, you can teleport through fires. If you're a Hydromancer, you can Swim and Walk on Water If you're a Cryomancer, you can run on ice sheets. If you're a Terramancer, you can become immobile (KB Resistance) You only get the power tied to your specialty. Only Pyromancers can teleport through fires, etc. I think I've got it, though. Thanks, all.
  14. Guess it was too much to hope for, to be lazy. *sigh* Thanks anyway, -cK
  15. Steve-O So, the new reprint. Is it going to be exactly the same as the book I own right now? Or is it going to include errata? Or more? I was about to go through my book with a pen to fix errata, and realized I'd rather spend the $40 for a new book if you're going to do it for me. What's the word? Thanks in advance. -cK
  16. Oh man, War and Peace HERO would be awesome! It's got war in it, right? And war always has interesting roleplaying opportunities, like... Laser Guns Hovertanks Patriot-Archetype Champions Aliens Giant Freakin' Explosions ... and more! Ok, I admit it. I'm a munchkin who never read Tolstoy.
  17. Just two new Limitations I made: Must Remain Moving (-1/2 to -3/4) This Limitation, specifically designed for Clinging (although in theory usable for other Powers) disallows a character to use this Power unless he is moving. This would be used for characters who can run along walls, but not just hang out there. If a character must remain moving, it is a -1/2 Limitation. If they must move at their full movement speeds (with a Full Move, or move and Move By, or Move through, or whatever), then it is worth an additional -1/4 (for a total of -3/4). rPD (or rED) Applies (-1/2) This Limitation, specifically designed for the Transfer power, is exactly the same as the Limitation "PD (or ED) Applies (-1)", only, as the name would suggest, it is only affected by Resistant Defenses.
  18. All characters have one or two innate powers, as defined by there specialty. (Pyromancers can do small EBs and Change Environment: Affect Fires. That is it, nothing else.) They can not do anything else without the proper focus, and each focus determines what they can do. Each focus will have its specialty - Mancer's Boots create travel effects, Mancer's Cloak creates body affecting effects, etc. I hope to have the barebones system posted by the end of the weekend. It takes me some time, because I've never done any HERO stuff. Thanks for the encouragement, -cK
  19. Re: Re: LM HERO Seeing as you live in Hillsboro, I might just do that. (He and I are Portlanders).
  20. Thanks Bob. I knew it was something like that. In my circle, people always refer to the musical as Les Mis and the book as Les Miserables, so sometimes I get confused. Thanks.
  21. Focus: I don't thinks so, because everybody will have one or two innate powers (example: Pyromancers can launch fire-special-effect EBs, and affect fires (defined as a Change Environment)) that they can use in the VPP without having any Foci. The special effect of the VPP is that if they use their powers through a focus, then they can get different effects (example: Mancer's Boots would allow travel. Pyromancer's wearing Mancer's Boots would be able to Teleport from one fire to another. Cryomancers would be able to creat ice sheets to skate along, Terramancers would get KB resistance, special effect being anchored to the ground). To make a short story long, since every character will have one or two innate powers that need no focus in the VPP, I can't buy the control with the Focus Limitation. Cosmic: You may be right, maybe not. In FRed, it has two advantages for the Control Pool. Character Can Change Powers in Power Pool as a Zero Phase Action (+1) Character Does Not Need a Skill Roll to Change Powers (+1) These two advantages together are referred to as Cosmic and are a +2 advantage. I want the characters to be able to change the powers at will, and I want them to nt have to make a skill roll to change powers. (They may have to use a skill roll to use the power, but not to change it.) So, the book gives me Cosmic. I agree that they are limited to a very select few powers, but that's why I come to the boards, when the book and my instincts conflict. The only powers the characters can have are those that they have the foci for (along with their innate powers). I will change their foci regularly, so they really don't have much choice in the powers Like I said before, what I want to build is a Mutipower where the slots change every few game weeks. Thanks for all the help, everybody. -cK
  22. That was my first thought. I figured fire would ignite anything easily burnable, such as a cotton cloak. But I wanted to allow the player to set fire to platemailed guys, too. So, I tried Uncontrolled. But that requires Continuous, which allows them to use a Flamethrower. I'm thinking, since I (the GM) will be creating all the powers in the game, that I'll just do a little GM's fiat and use Uncontrolled without Continuous. Do you guys think that would mimic what I'm trying to do, without unbalancing the game? (Sorry about all the questions, this is my first week really trying to crank out HERO stuff.)
  23. I want to create a Flame Dart power for my players, defined as a 3d6 EB. I want it to ignite creatures, so Uncontrolled. However, Uncontrolled requires Constant. I don't want to give my characters a Flame Thrower, as in, I don't want them to be able to hit a character every turn without making an attack roll. I want them to have to shoot the EB one at a time, not as a constant stream. Is their a special limitation for this? Thanks, -cK
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