Jump to content

Kruhl Sentru

HERO Member
  • Posts

    45
  • Joined

  • Last visited

Everything posted by Kruhl Sentru

  1. Re: Making Characters For Fun and Practice Thanks for the replies. I still haven't been able to actually play in a campaign, so I'm still learning about balancing certain things. In my battle of Emthadi vs. Mered, Mered could only do enough damage to surpass Emthadi's defenses if he used his higher speed to throw in the occasional haymaker. Also, I didn't realize that some or all of the talents were actually pre-made powers like Combat Luck, so that definately makes a difference. In any case though, thanks for any advice, and I'll keep refining my character creation process.
  2. Re: Making Characters For Fun and Practice Just finished up another character, this time Mered Xenatu the wizard. Now to see about some practice combat.
  3. I know I need to learn this system alot more before I can run an actual game (which is my end goal), so I've been making alot of characters. It's been rather fun, but it's also good practice for creating viable characters when the time comes. In any case, I have attached 3 of my characters: Cerebral is a third attempt at a superhero with my favorite superpower, telekinesis. However, he seemed overly simple to me. Still, I can't turn down a chance to crush tanks with my mind. Double Edge seems to be something across between a martial artist, a weapon master, a speedster, and a brick. The end result is a guy that's very dangerous in a fight, as long as he has at least one of his two swords. Aside from that main weakness, he feels rather overpowered to me. Emthadi is actually written up as a heroic character with lots of restrictions. Basically, I treated the characteristic maxima as more or less a hard cap, capped skills at 10 active points, and perk, talents, and powers at 20 active points. I also gave him 50 real points worth of equipment, and each piece cannot pass 20 active points. The end result with Emthadi was a decently powerful Minotaur Barbarian. Having tried to make this character in several systems, I was happily suprised at how well things went for him. However, I think I may have overdone it a bit in the damage department, as his massive axe can potentially deal as much as 5 1/2d6 dmg in one blow. This, however, is achieved through a combination of things, including a three times a day barbarian rage and the martial strike maneuver. I'll probably go write up another character like Emthadi next (meaning using that set of rules) and see what other things I can do. My own game that I plan on running was going to be using similar rules, so I figure it would be good to see what the PC's are capable of at that level. One final note: if anyone else wants to post write-ups of their own characters in this thread, feel free.
  4. Re: Combat and Invisibility Questions Thanks for the tips. I'll have to go back over and see what I can do about making some better characters. I have been getting better, though. Usually I have trouble staying under 500, none the less 400, so this was an improvement actually lol.
  5. The sheer size and cost of the Character Creation and Combat and Adventuring rulebooks seems to be putting off some of the potential players for the HERO System in my local area. So, what I'd like to know, is if they can play the game with just the Basic Rulebook even though I'll be GMing using the full volumes 1 and 2 rulebooks. I understand that the Basic Rulebook contains most of the rules, but does it contain enough when I'll be using some of the optional rules as well?
  6. I've made a few characters so far, and I've been preparing to have them battle each other as practice with the 6E HERO combat system. However, I can't seem to find much in the way of rules on how to combat someone that is invisible. So, I'm wondering about a few things: first up, where in volumes 1 and 2 are the rules for targeting someone that's invisible? I found a section on lowered CVs, but not for what happens if you can't tell where the enemy is. If anyone could tell me where the rules are or how to handle this, it would be appreciated. For reference, I've attached the 2 characters that I plan on having battle it out this round. The first, which I named Poltergeist (the file named Evahn Sentru 2), is always invisible to both sight and sound sense groups, and all his powers are also invisible, including his attacks. The second character is Poltergeist's nemesis, which I named Double Team, who is a sort of ninja type character that can have a single duplicate of himself. Of course, all of double team's damage won't help him if he can't even land a blow on Poltergeist, which is why I'm trying to figure that out. While I'm at it, I had a bit of a question regarding those OCV changes when targeting a character you can't see. I know that a melee attack is at 1/2 OCV, and a ranged attack is at 0 OCV, but what I don't know is how to handle Double Team's passing strike attack. I think it's technically a melee attack, but if you started at range and then used the full move component to close in with the enemy (especially when you don't even know where the enemy is), is that going to be using the melee or ranged combat modifier? In any case, thanks for the help all of you have offered so far. Being able to ask questions has really cut down on the learning curve of the HERO System.
  7. Re: List Your CO Heroes! Hello all, I've been playing CO since late alpha stages, it's actually the reason I found the HERO System to begin with. I have a slew of alts, but only 3 characters that I really play on right now. Imperial Ambassador, a lvl 40 pet-based well-rounded build. Used to be awesome, but they kept nerfing his pet powers. Kruhl Sentru, a lvl 20ish munitions-based guy with regen. And finally, Xlech Du'Kov, a level 20ish dual blades character with regen and the martial arts offensive passive (can't remember what it's called). Soon I plan on adding in some high-end single target attacks, but right now he's mostly melee AoE. Anyways, just figured I'd throw my characters into the bunch that are posted here.
  8. I'm still very much new to the HERO System, and I made a 6E 500 point telekinetic/partially undead superhero. Later on, after having read some more, I pitted him against 5 200 point zombies. Needless to say, even in close quarters his ability to grab and throw zombies with telekinesis made the fight almost too easy. However, I had wanted this character to represent himself as someone who constantly pushes themselves beyond normal limitations, and thus took the limitation Increased Endurance Cost on several of my powers. Then, I turned around and gave him a 200 endurance point pool and a recovery of 55 for the purposes of regaining endurance only (his recovery is 10 normally). As a result, if it wasn't for his speed of 6 compared the zombie's speed of 2, he could have been in alot of trouble with the way he was built. Even his PD and ED require endurance to keep active, so taking recoveries when you can get hit sounds like a really bad idea. However, I frequently had to take recoveries in my little mock battle just to be able to do anything at all. So, I was wondering, is there a better way I could have built this character to represent him pushing himself constantly? For that matter, is it ever a good idea to take a power with the limitation of increased endurance cost when you plan on using this power regularly?
  9. Re: Can "new members" reply to PMs? Thanks for responding. From what I can tell, I'm restricted from accessing my settings for some reason, but if it's not set to save sent messages by default then it's probably still set that way. That would at least explain why I have no sent messages in that folder.
  10. I recieved a PM from someone, and I wrote up a response and sent it. However, upon checking later, I noticed that there are no messages in my Sent Items folder. So, now I'm a bit confused - Did my message get sent? Am I blocked from sending message because of the "new member" status? Or, for that matter, am I just not understanding how these forums work?
  11. Re: What's a good way to learn the game? Lol, good one Lucius. I think I know most of that already, but I need to read up more on the combat section. I did make a 400 point superhero for practice, but I think I need more skills. It was a good exercise in spending hours trying to get a character just right though lol. Speaking of which, where do people post characters they want critiqued? I'm thinking someone more experienced than I might be able to point out any glaring flaws.
  12. Re: What's a good way to learn the game? First of all, I'd like to thank everyone for the responses! I didn't think I'd get that many this fast. Right now I'm attempting to read through the preface to each of the sections in volume 1, but I'm skipping stuff like the individual skills and powers until I'm ready for them. I've already made a zombie my way in the system for practice, and it only took about 45 minutes (which is pretty good for a system I don't know yet). I'll have to try out pitting it against another creation sometime, as that seems to be one of the suggestions around here. I've thought about buying the smaller rulebook, but I'm on a bit of a budget here. I'll probably have to see about buying the genre books first, as I'm split between a few different hobbies as is. Of course, the real problem is that my game would eventually require both fantasy hero and modern hero. The game I want to run is a bit of a complicated one, and one that I've been wanting to run for some time now, but didn't have a system that could reasonably handle it. Basically, the players start as modern adventurers in a realistic setting, but soon end up getting sent through a one-way portal into a fantasy setting. There they start by adjusting to everyday life in a new world, and eventually go out on adventures and become continually stronger, until they reach an almost superheroic level of power. Then, portals begin to open up between the fantasy world and the modern world, and war breaks out between the two worlds. This of course forces the players to determine which side, if any, they wish to take. After the war is over, the story wraps up by the players slowly adjusting to their new roles in life that were forged in the war, whether they be magical superheroes guarding the two worlds in the aftermath, or renowned peacemakers for stopping the war, or whatever else could end up happening depending on the players' desires and actions. It's effectively my first attempt at an over-arching meta-plot, so I don't know how well it will go, but hopefully I won't make the same classic mistakes I've made in previous GMing attempts. I figure this time I'll have a slew of all new mistakes to make lol. Anyways, thanks again for the replies, and I'll have to see about learning this system the best that I can.
  13. A little over 2 years ago I learned about the H.E.R.O. System via the Champions Online website, and was rather impressed with what I saw. I also, however, saw that HERO Games was making a new edition, so I decided to wait until the new edition came out before buying any of the books, and so around last January or February I finally got my 6th ed. HERO system core rulebooks. The only problem is, together volumes 1 and 2 are significantly bigger than my calculus book. As such, try as I might, I have not been able to sit down and read through both of those books. So, my question is this: What's a good way to learn the HERO game system? I've already noticed that alot of this system seems to be somewhat skippable, and simply would need to be referenced back to it as necessary. Even so, these are massive books with hundreds of pages. I don't know of any HERO System players in my local area to help with the learning process, but I do have a couple of potential players for a game I'm hoping to run once I've learned enough of the HERO System. I myself plan on running the game, so I'll probably need to know most of the rules inside and out (or so my thinking goes). In any case though, if anyone has any ideas on how to shorten the time it's going to take to read through these monstrosities of rule books, I'd greatly appreciate it. As a side note, I do love what I've read so far, and the system seems to be just what I'm looking for: extremely flexible, class-less, and relatively balanced. It's just that I only have so much time each day I can sit down and read before my brain decides to melt.
×
×
  • Create New...