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rentauri

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Everything posted by rentauri

  1. Re: Advice Required: Indistructible Force Field While it won't win you any GM or the Year awards technically a high enough Transform power could do and be "in the rules." Like others have said if the player's power is sucking the enjoyment from the game and the other players then the item should go.
  2. Re: Extra-Dimensional Personal Sanctuary... Well that depends on the usage. You may want to have them pay for what is simply the safety zones, areas they can relax and be comfortable and not charge them for the parts that are hostile to them. Of course if this is Heroic you could not charge them points and in theory have the dimension go hostile or nice in a sort of 'mirrored mood swing' of the character.
  3. Re: A star hero movie list Not sure if this works as 'lesser known' or not: The Balck Hole (70's) Outland (80's) Space Raiders (80's)
  4. Re: Extra-Dimensional Personal Sanctuary... Change the environment constantly, whether by spending points to mechanically change it or the simple description. This is the character's inner self so their should be some reflection of the outside world in here.. just different perhaps more darker. Could also be that as the others start to stay their inner selves begin to leave their mark inside the base as maybe a room they always use starts to change to reflect their inner doubts and fears. Of course if the players start destroying things in the base it could get interesting as what effect it will have on the character whose inner self makes this base possible.
  5. Re: Advice Required: Indistructible Force Field I would talk to him about it and see if he is willing to flip it out, if not maybe speak to them on how to they use it or when to use it so its not up all the time if you can get away with that. Another idea is steal the artifact, I am assuming it is a focus because of how it is described. If this person flashes it off a lot something that makes the user basically indestructible has got to get someone in the world noticing it. Perhaps a [insert big baddie type here] has been planning the parties destruction and notices the item thinking it will improve his chances to live so he takes it. Now the characters are forced to go after it and reclaim it because I'm sure A) the player wants it back and nobody wants [insert big baddies's name here] to have it. Depending on how long it takes to recover the stolen item you could give the character equal points to purchase replacement items that are found along the quest but the kicker in this scenario is that the players and even the character with the item now are forced to come up with ways to defeat it. Ways that if creative enough you can steal and use once the character safety has it back. Of course this could backfire and the 'force' the characters to seek out AP and NND spells in the belief that is what will be needed to overcome this.
  6. rentauri

    Holy place

    Re: Holy place Maybe an Area of Effect Drain (Expanded Characteristic) with Uncontrolled however something like that could get very expensive very fast. Something maybe like this: Sacred Circle Drain BODY 2d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Constant (+1/2), Uncontrolled (Duration up for GM's Approval) (+1/2), Area Of Effect (8m Radius; +1/2) (60 Active Points); No Range (-1/2) (40 Real Points) (6 END) Adding Limitations such as Limited Power (Only Affects Evil), Incantations, Gestures, Extra Time, Focus (Holy Items), Requires a Roll (Faith) and the like may hit the flavor you are after. Also reduced END cause feeding the Beast can get expensive but you could always go the route of No END and make it a Charge based effect to or delay the payment of the END payment (I believe Fantasy Hero has an Advantage to do that but the name escapes me at the moment). Of course the above is only true if the power I put together works like I think it will, still new and trying to grasp some of the powers. I believe that this will hit an 8m radius around the caster Draining two characteristics and/or powers that would be determined when the player purchased the spell. The spell will last until the Duration is up or until the END fed into the power is used up and end. As written the spell will hit everyone in the circle caster, allies and baddies however giving the Selective Advantage or taking the Limited Power (Only Affects Evil) disadvantage will solve that, unless an ally is evil.
  7. Re: A star hero movie list Star Trek 1 and 2 (late 70's and early 80's) I think can work. Even the newer one could be a more action packed version of the older ones. If you want to inject comedy you got the classic Space Balls but I think it would fall under a parody more or less. The Last Starfighter (with or without the guy from a backwater world saying the universe). Then we got Dune and you can do what you want with it
  8. Re: Powered Suits as Vehicles Well that is up to them, I doubt it as well. Runecrafting and Alchemy are the domain of the non-magical for stories where I want to run with the low powered (or when the character's adventure takes them to the Mad Alchemist) but mainly for those that want to tinker with it. Gestures, my bad.
  9. Re: Powered Suits as Vehicles Why it was accepted? Honestly I'm not entirely sure and you bring up some points I should consider. It was an interesting idea that both my players and I liked so I added it to my game world. Do I see my players sitting down and playing one of these the first game? Nope, I except one of them will play some character that uses magic to enhance his physical self and his martial combat techniques (similar to a marital artist), another player playing something more along a traditional wizard, one going more druidic in nature and the last one to play something combing along the lines of a paladin.. or I could be completely wrong and they play other things. Bottom line is: They like it, I like it and they asked I add it so its their as an option. The whys and why nots have yet to be decided so far it just is.
  10. Re: Powered Suits as Vehicles I normally do Scifi settings so the whole slap whatever power you want and call it some powered armor ability isn't the most common to me. Generally when they are used they are somewhat common in their core build so for my players having ten or twenty (to start) and then having my players modify them as they need isn't something new for my group. Heck they probably will be impressed with my allowing them be more open with my allowing them to modify their suits. This is of course if they choose this. I think you would dislike my setting then because I think I'm heading in that direction with what I am doing. Well I was thinking of having the magic of the golemsuit disrupt the casters ability to summon his power but I think I like it being a social stigma or wizards just look down on it. While the second appeals to me more I think I may go for a mix of both in some form.
  11. Re: Powered Suits as Vehicles What in this list is outside what normal mortals can do? So a guy picks up a sword and learns some fancy tricks to help him in life, I have no problem with that as it falls under the 'feats that mortals can do.' What I do have a problem is if guy with sword and fancy trick starts cutting mountains in half (just an extreme example) just because he spent the character points to do it, to me it is one of those things that break reality and should be apart of magic. Upper limits for mortals exist and magic is simply the way to move beyond them, which is something in High Fantasy... the warrior or non magical character getting the Sword and Armor of power to assist them. These items help the character break the limits such as the Characteristic Maxima or No Cutting Mountains in half ban for instance.
  12. Re: Powered Suits as Vehicles I don't like the idea of a multiform and I did think think seriously of having it set to be a Focus and using it as that however I wanted the Golemsuit to be self-contained, its own Defenses, Body, Endurance and abilities to be wholly its own. Needing to be re-fueled and repaired as it operates with the user as well appealed to me. I also wanted those that started with it to start with base models that are commonly available units and then the players put points, money and time into customizing, modifying or improving the units (or hire someone to do it for them). With those two main ideas I felt that the Golemsuit as a vehicle fit what I wanted more then the Focus.
  13. Re: Need help with New Campaign What if the Legend/Prophecy/Song/Drunken Ravings of the Uber Mage are wrong to begin with. Instead of it being one person being the Uber Mage it was always more of a concept and an idea and the real Uber Mage was in the past a group of people collective known as Uber Mage. That the players themselves channel a particular aspect of the Uberness like it was done in the past but because no one really knows the truth the other players are credited with being Warsingers and Gingerbeard Men. Whether you want to take it to the extreme of "let our powers combine!" is something else but I'm more talking about the sense that each character may embody something like an element, a school of though more then anything else. If they don't want to play Mages you could always switch the idea being a reborn God or something more open in concept and the players all take an aspect of power from that being. Further it could be that if the scholars screwed up the translation they believe that one of the characters is in fact the de facto 'hero' when in fact they all are. The quest to learn about the hero's power is what makes the adventurers realize the truth about themselves as they seem to grow in power to match the 'hero.'
  14. Re: Powered Suits as Vehicles What would be a reasonable Limitation for that be in 6e? I was thinking something around -1 or -1.25 being that the Vehicle is a giant Obvious Focus.
  15. Re: Need help with New Campaign What if it is being around the Uber mage that causes them to power up as Gingerbread Men or War Singers. Trying to discover more about his power his friends follow him where he must go and eventually he arrives at a War Singer holy place and here one of his friends is possessed by the ancient spirits becoming the next War Singer. This friend now has all that power but now has to deal with a one thousand year old War Singer ghost using his body as a time share. Later discovering a site of power the Uber mage attempts to dispel the wards cast by the last Uber Mage and doesn't quite get the spell right with delicious but horrible results as another of his friends becomes a Gingerbread Man. Now he needs to deal with being cursed in this form yet trying to manifest the powers that the miscast granted him. Being around the Uber Mage seems to be bad luck with a side of power ups for his friends. They all may be built on the same points but to keep to the idea of the Uber Mage being more 'special' perhaps his powers are more varied, either with VPPs or simply with spell selections while the Gingerbread Men and War Singers are more focused into a certain path of power and growth.
  16. I am crafting a fantasy world to run and one of the ideas I wanted was magic to be supremely powerful but to counter this the great Knight that adventures in the land does not do it on a proud steed but instead rides a powerful magical suit of armor, called the Golemsuit. Being that these Golemsuits are more standardized in creation and not custom built (but they can be customized and improved upon over time) I thought it better to buy it as a Vehicle since the player is 'forced' to start with the standard unit and improve upon it later. There are some other reasons as well but that was a big one. I can't seem to find anything in the entry for Vehicles about this but would the character's stats stack with the Golemsuit or would they use the suits stats and not touch the players stats? I could understand if it went either way but I was trying to see if something more official existed.
  17. Re: Stun Damage and Armor excellent, thanks for all the advice I'm going to talk it over with my players and see where they want to take it.
  18. Re: So how did you guys learn the system? Currently trying to. I played about 15 years ago but ended moving to other games and when 6th edition came out I was looking for a new game system. Got the game system and finally ran it last weekend, my players and I are learning as we play and are hoping getting it right but since everyone is liking the game, the characters and the adventures so far I call it a success.
  19. Re: Stun Damage and Armor It does. My major concern with telling them to raise the armor was that it would get to the point where they wouldn't take any body damage unless the roll was near prefect. With no-one in my group ever playing Hero before (well I have but that was 15 years ago) we where going off the examples of Hardpoint, Maelstrom, Taurus and Eagle Eye. The first big fight was indeed an eye opener I will tell you. Thanks
  20. Hello I am new to the game and ran my first Hero game last weekend (a Superhero Champions based game) and I have to apologize if this question has been dealt with somewhere else. While running the adventure I became concerned with the amount of Stun that was getting thrown at my players with there armor. The players have around 10-15 Resistant Armor (add another 5-10 non resistant) and the majority of them, and the super villains of equal level, have 60 point mulitpowers and dealing between 9-12d6 of Normal Damage and 3-4d6 of Killing Damage and between 40-60 Stun. This seemed to be okay since the example characters of Firebrand, Maelstrom and Hardpoint all have that (and have resistant armor between 10-20) and around that Stun as well (even the brick example in is less then 70 Stun I believe). It would seem that 3 solid hits or 4-5 pretty good hits would take the players dangerously close to be knocked out, if not knocked out, and that seems like its a little bit fast. I was wondering if there was someway around this without telling them to just buy armor or reducing the amount of damage dealt because it is perfectly where I want it for taking body, that being the small chance of the characters taking Body damage (and normally no more then 5 Body, generally 0-2 at most). My fear is that I cant run a semi-long dramatic fight because my heroes just don't have the staying power to take the damage that the super villain group would put them through. The grunts, oh they are easily taken out (well if the swordsman could hit the broadside of a barn while leaning on it maybe) but when they fight an equal amount of villains, or when they are forced to put themselves in harm's way (defending the people) it becomes a problem, in my opinion.
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