Jump to content

Pseudo Nymh

HERO Member
  • Posts

    23
  • Joined

  • Last visited

Posts posted by Pseudo Nymh

  1. Re: Only in Hero ID

     

    My first' date=' broadest consideration when making this choice is: Does the character have any need or reason to spend any significant amount of time in his non-powered identity?[/quote']

     

    Lord Liaden is much more concise than I could have been.

     

    This isn't the first time I've noticed that. :)

  2. Re: Disads for "Cheese Champions!"

     

    There's a somewhat legendary story from one of the roleplaying groups in my city about a Mystery Men-based Champions game someone ran. One character was the typical big, dumb brick with an enormous hand-to-hand attack with double knockback. Thing was, he could only attack 'it'.

     

    He considered combat like tag, and would only attack whoever was 'it'. If 'it' touched/punched someone else, that person was now 'it'.

  3. Re: Super Skills

     

    Just One More Round: Transfer (Wealth or any powers based on possessions, one at a time), BOECV, Extra Time, Gestures, Incantations.

     

    "What do you mean you lost our headquarters in a poker game?!"

    "I was so sure my luck was going to turn around..."

     

    J

     

    I love this idea. :D

  4. I'm statting up a pair of characters who are twins. They're both psychic, pretty powerful, but I want their powers to function only when they're in the same area (say, within twelve inches).

     

    First off, how would you write this up, as a Conditional Power or as a Focus?

     

    Secondly, what value would you assign it?

     

    I'm the GM in this campaign, so it's not a big deal, but curiousity has gotten the better of me. I think Conditional Power sounds right (people as a focus seems strange to me), and I was thinking -1. In reality, they'll probably be together most of the time, so it wouldn't be worth that much, but since one can be captured or incapacitated and thus removed from the other, -1/4 seemed a little light.

     

    Offer me your thoughts and comments, Herodom! :)

  5. I agree with Blue: getting an automatic breakout roll from a mental power before it has any effect can be lousy.

     

    I'm considering allowing a +5 adder called 'dominant'. Each time it's added to a mental power, it pushes back the first breakout roll by one phase.

  6. For the first time since purchasing FReD over a year ago, I'm trying to design a power and I'm stumped on exactly how to do it.

     

    The idea is that the character who possesses this power can't be remembered. People who meet him forget about him the instant he's out of sight, and when he comes back he has to re-explain who he is.

    The power would be useful for a spy-type character who could interact freely with the enemy, knowing that they won't remember him, but at the same time would be a drawback, because the people he loves won't remember who he is.

     

    Any wisdom to offer?

  7. I don't know that I have any problems with the system itsself, but the tendancy of a lot of it's fans to stat out *everything* bugs me some.

     

    It's just more detail than I want...I don't want to know how many points or what kind of disadvantages you would apply to make a Ski Mask (or rope, or whatever). If your character puts on a ski mask, no one can see his face.

     

    I have learned to be very clear about what sort of things do or do not need to have character points spent on them during character creation.

  8. As a long time RPG.netizen and HERO fan, I can say that I have always been puzzled by Almafeta's behavior. S/he seems to enjoy saying highly inaccurate opinionated flamey-things about HERO and then arguing with the people who are more informed and level-headed.

     

    S/he's been doing this for months if not years, and the best tactic I think is to ignore him/her, as s/he's clearly not interested in being reasonable or open minded. Please, don't feed the troll.

     

    Although I did get a chuckle out of the write up for buxom busts. :D

  9. Originally posted by Lord Liaden

    As far as tripping someone goes, I generally use a variation on the Grab maneuver, with the appropriate Modifier, and call it a trip. I figure if you can Grab and Throw someone, you can just as readily trip them. When you look at attempts to trip someone in sports such as wrestling and judo, it looks as though strength factors into the struggle as well as skill.

     

    I've done it the same way, for the same reason.

  10. You might do better to skip the powers on the first pass through. They're by far the most complicated part. Get familiar with skills and combat, then create a couple of characters (say...25+25). Once you're comfortable, start reading through the powers, starting with the ones you like. There's no pressure to know everything.

     

    You might also take a character from another source and try to stat them (say, Aragorn from Lord of the Rings, or a character from a video game). This is a good excersize in learning to operate the system.

     

    And welcome! :)

  11. Right now, this is all in the planning phase and nothing has been decided for sure (although I'm getting close...).

     

    I think it will probably be set in Virginia. That will be right in the action, but not so deep as to be nothing but war.

     

    I'm planning on using tried-and-true X-men as the premise. The PCs will be mutants (not called that, at that point in history. Probably 'aberrations'), and have all the social conflict that comes with that.

     

    I've only got one character so far. Nathaniel Eyrie, or The Spectre. He is a spy for the Union...his only power is his ghost form (Desolidification, 4 charges), although he sometimes enters it unintentionally (Accidental Change, at the sight of horses. He has a fear of horses, which I think is an entertaining feature :) ).

     

    I'm waist deep in literature and webpages about life during the civil war, and I hope to make this a memorable campaign for myself and my players.

     

    Edit: I know my character disads:rolleyes:

  12. I am preparing to run my first campaign that uses Hero 5 and am requesting a few pointers.

     

    The game is going to be superheroes, set in the civil war. The heroes will have to figure out what side they fight for, try to fight prejudice against them (it's sort of X-Menish) and deal with other issues from that era.

     

    My question is this: I don't want the heroes to be so powerful that the weaponry of that age (muskets and sabers, primarily) doesn't threaten them. I was thinking of a 100/100 point game...do you suppose that's enough to make a low-powered superhero who is functionable yet not invincible?

     

    Any other guidelines I should use (max stats, etc.) to aid in this endeavor?

     

    Thanks again for any and all opinions.

×
×
  • Create New...