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dbsousa

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Posts posted by dbsousa

  1. Good Guys, Incorporated, had headquarters in New York, with a main branch in Nueva Madrid, built on the ashes of old Madrid after an alien invasion. Nueva Madrid hosted the world's only commercial spaceport, and Spain was rapidly becoming the world's economic leader.

  2. Proof that I am a movie geek...

     

    I checked the web, and there is a racial reference to Jedi Resistance.

     

    "I'm a Toydarian! Mind tricks dont'a work on me!" - Watto, TPM

     

    I would suggest that there are several classes of minds in the Star Wars Universe for purposes of mental powers...

  3. Dear Quark,

    My twin brother and I are having a crisis. Try as we might, we simply cannot determine which of us is the evil twin. We have both finished our education at Super Genius University, and are eager to start our careers, but in what? all of our twin friends have figured out which was the evil one in high school, are we just late bloomers? We can't even seem to grow a proper goatee! Is it possible that neither of us are evil?

     

    Thank you,

    Apollo and Stavros Highlord

  4. Re: Is there any way the HERO can do this power?

     

    Originally posted by Yamo

    "Duplicate - You can force a particular event to happen again. For instance, if the Fighter just hit a nearly untouchable foe, you could use your action to cause that to happen a second time. You can't use this ability more than once in a row."

    Can it be done?

    Short Answer: No.

    The Hero system does not have any mechanism for automatic successes. I prefer it that way, others do not.

     

    If you are not concerned with an automatic success, my advice would be something like this: Summon (Ally from previous phase ), fanatically loyal, Summoned can only perform act from previous phase, invisible power effect, extra time (full phase plus a segment).

  5. Time Stop +60 SPD and +60 DEX (780 pts.) 1 charge (-2) OAF Pocket Watch (-1) Extra Time, Full Phase plus a segment (-3/4?) Real Cost: 164 points

     

    This power gives you 5 full actions to do whatever you can do before anything else can move. Because the essential part of a Time Stop is not that you slow down every single object individually, or that you stop the universe. It's that you may act when nothing else can.

     

    I am willing to bet though, that this is not a legal construction...

  6. Here's one you might add:

    • The Inheritor: This person has been given their powers by another. Sometimes they recieve extensive training in the use of their newfound power (Green Lantern); sometimes they must figure it out on their own (Greatest American Hero) Either way, they are dependant on "the kindness of strangers"

  7. I use a method that works for us, but you all might not like. In any game with NCM, I do not allow characters to spend more than 10 points on SPD. I have found that everyone takes a SPD of 3, even the characters who buy a 20 DEX. The Speed Chart is effectively non existent. The real mooks have a SPD of 2 and never go before the heroes. The super fast creatures have a SPD of 4 and always go first. Every one else goes in 4, 8, and 12, and since the DEXes tend to go from 13 to 18, anyone can Hurry and potentially beat anyone else to the punch.

  8. Here are some names from a Kindom Come/Astro City type game I never ran. The Ambassador (already listed) was a Superman/Samaritan type, and his pantheon included:

     

    Red Mantis, The spirit of justice. A corruption of Rhadmanthus, Greek judge of the Underworld.

    Bigfoot, A Neanderthal analogue of the Ambassador

    Galatea, an artificial woman whose love for the Ambassador freed her from her Pygmalion.

    Polymer Man, a malleable hero.

    Sophont, The Trancendant One

  9. Cost Power END
    375 Universal Justice: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Area Of Effect (34" Radius; +1), Selective Target (+1/4), Megascale (1" = 1 million km; +1 3/4), Usable By Other (x8,589,934,588 Number of Targets +8 1/2) (375 Active Points) 37

    Grant each and every person in the world the ability to make the world a better place by giving them the power to destroy those who are "evil". No-one survives the wrath of the righteous, especially the righteous.

  10. Actually, I think I have given up on finding a new name. The themes that I am going for are include:

    There is a nearly infinite diversity of life in the galaxy, but something binds it all together.

    There are over a billion solar systems that support earthlike, sentient life.

    All sentient life is connected in some fashion.

     

    A localised phenomenon creates twin dimensions in which FTL travel is possible but not perfectly predictable. energy leaking from these dimensions can be harnessed to create all manner of fantastic devices, from antigrav scooters to noble blasters.

     

    Since the players all come from a very small portion of the galaxy, that is nonetheless the largest and most succesful government in recorded history, I will refer to the game by its name: The Confederate Systems.

  11. I am updating the website for my Pulp Sci-Fi game, The Living Galaxy, with many great images, mostly illustrated by Mike Linden. The only thing I am unhappy with is the name of the campaign. I want to convey the idea that the galaxy is teeming with life, without being that corny... Any ideas?

  12. I agree with many on the board who would like to see, if not frameworks, then framework friendly powers. Personally, I would like to see powers listed with a per die/level of effect. That would make it easy for new players to say, "The Flaminator has 10" radius of Start Fires at 6 points per inch, 6 dice of Hot Foot at 10 points per die, and 4 dice of Flame Out at 15 points per die." since each of these cost 60 point, it is simple to put them in an EC or MP.

  13. I got the idea from Star Hero's Psionic Potential Talent, Keith Curtis' Limited XP disad, and listening to the common complaint that FH PC's tend to overlap after a while. I originally posted it at the Fantasy Hero Site, but I felt it might have a broader appeal...

     

    Limitless Potential provides the character with the ability to spend XP beyond the established campaign limits in a specific area. The breadth of the area determines the cost of the Talent.

     

    Limitless Potential w/ one skill: 5 points

    Limitless Potential w/ 3 skills or tight group: 10 points

    Limitless Potential w/all noncombat, HTH or Ranged Combat: 15 points

    Limitless Potential w/ one Characteristic or all Skills: 20 Points

     

    This talent must be bought at character creation and does not affect campaign starting limits. Limitless Potential only affects where the character may place future XP. Limitless Potential ALWAYS requires GM approval. Before approving this, the GM must be comfortable allowing the PC to spend as many XP as he recieves in the selected area.

     

    I would use this to allow characters to call "dibs" on an aspect of their character that other PC's can't infringe on, allowing them growth in areas denied other PC's...

  14. I got the idea from Star Hero's Psionic Potential Talent, Keith Curtis' Limited XP disad, and listening to the common complaint that FH PC's tend to overlap after a while.

     

    Limitless Potential provides the character with the ability to spend XP beyond the established campaign limits in a specific area. The breadth of the area determines the cost of the Talent.

     

    Limitless Potential w/ one skill: 5 points

    Limitless Potential w/ 3 skills or tight group: 10 points

    Limitless Potential w/all noncombat, HTH or Ranged Combat: 15 points

    Limitless Potential w/ one Characteristic or all Skills: 20 Points

     

    This talent must be bought at character creation and does not affect campaign starting limits. Limitless Potential only affects where the character may place future XP. Limitless Potential ALWAYS requires GM approval. Before approving this, the GM must be comfortable allowing the PC to spend as many XP as he recieves in the selected area.

     

    I would use this to allow characters to call "dibs" on an aspect of their character that other PC's can't infringe on, allowing them growth in areas denied other PC's...

  15. What do you think about bying potions outside of the MP?

     

    Aid 5d6 (max. Aided Points: 30) (50 Active Points); 1 Charges which Never Recover (-4), Independent (-2), OAF Fragile (-1 1/4) 

    Powers Cost: 6

     

    That is an expensive Healing Potion to create, but wouldn't cost anything as equipment...

  16. INSB (I'm Not Steve, But) if it were my call? Cyberware causes cancer. It takes 20 years to establish the link and another 20 to convince the public, but the proof is undeniable. The life expectancy of someone with major cyberware is 10 years. Tissue cloning makes most reparative cyberware obsolete. Both the law and culture make enhancement cyberware a freakish thing, used only by people with a fetish for it. by 2100, no practicing surgeon has ever seen a cyberware implantation. The information can still be found in books, but in the same chapter as sulfa drugs and leeches.

     

    I run a Space Opera game where this is the case. Cybernetics is a third world technique; Anyone from a civilised world has access to Synthorganic transplants which are 95% as effective as the original.

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