Jump to content

Seenar

HERO Member
  • Posts

    5,410
  • Joined

  • Last visited

Everything posted by Seenar

  1. Re: Knockback Attack I just put this power on my Son of Marksman build. I did not go with Dispel because I did not think it was the best way to do it. I did not go with Teke because that gives Bricks yet another pass on something. I went with 12" Flight, usable as an attack, Only to push people away, non-continous. (-1). The defense is being braced or having KB resistance needed to reduce the 12". Thus 5 pts KB resistance would mean you only move 7".
  2. Re: Entangling giants Hero does not have point costs for special effects. Clearly, some are better than others but the cost to the player is the same. This is a weakness (not a big one) of hero. I am in the: They paid the points, they get to use their power. We had a giant attack on of our players, he at 1/2 dcv and we thought he was a goner. Suddenly he says. "I Block". Oh yeah! Block!
  3. Re: Foxbat: A place in your campaign? In a game we just started, I am playing the son on Marksman, who retired in the late 80's to raise a family (this is part of my Guardian's Project Idea). Anyway, I worked with the GM, and in this Universe, Freddie finally was released from the hospital, and hung up his ping-pong ball gun for good, and retired to his mansion. ( It turns out, he has made a killing on merchandising FOXBATtm goods). The advent of a new Marksman (always his greatest foe), has caused the aging Freddie to seek a protoge. Broodiing in the FOXBAT LAIRtm, while wearing a turtleneck sweater, Freddie is sending the New Foxbat out into the world!
  4. Re: Pcs and the presidency LOL
  5. Re: Campaign cliche: The demise of the Champions THE GUARDIANS PROJECT Excerpt of speech given by Jeff Irons to the Joint House-Senate sub-committee on Paranormal Affairs, July 3rd, 2005: We know that since September 11th, 2001 an increasing number of superheroes have opted to set aside crime-fighting in order to combat terrorism. As we know, a full 40% of supers joined the DoD’s Special Powers Force as agents of the United States Government. They have been instrumental in our current war for existence. The problem is, supervillians have not left the country. There has been a distinct rise in paranormal crimes. VIPER, already adept at avoiding anti-terrorist actions by the government, has been expanding into the void left by a retreating al Qaeda. This is true for some other organizations as well. In short, ladies and gentlemen, we face a crisis here at home. Ironman Industries is taking the lead to fill the gaps cause by so many brave heroes heading abroad. We are spearheaded the formation of The Guardians Project, and organization dedicated to the establishment of superhero teams across the country. While The Guardians Project is not seeking financial support, we are seeking the assistance of Congress to expedite deployment, and ease any legal barriers. The outline of the program is in the folders you received on page 3 . . . Formed by several large companies, the Guardians Project fills the gap left by superheroes leaving America to focus on fighting terror. The brainstorm of Jeff Irons (famed hero of Jeff Irons and the Metalmen), it has created new superhero franchises in several cites, to cover critical lack of supergroups. These various Guardian groups fall under special projection from the Department of Homeland security, and while members do not work for the government, they enjoy good relations at all of the city, state and federal levels. The Guardians Project supports each Guardian group with a base and vehicle, and pays heroes for their service (if accepted). Guardian groups are expected to maintain standards, obey the laws, and otherwise behave like a normal superhero group. There is a team manager and office manager attached to each group, but the Guardians themselves decide their own leadership structure and organization. The manger focuses on PR and organizational issues, not the actions of the heroes. GAME The Guardians Project is a way to have one shot filler games when the main RPG being run is not available. Adventures would be very episodic, and limited to affecting the region in which the franchise is set. Designed for rotating GM’s, the concept would be ideal with each player who might want to take a hand at being GM having his or her own franchise. The other players would then have a character for each region. Obviously, one of the players could always guest GM a slot, and the GM could simply have a character from one of the other teams visit for the adventure.
  6. Seenar

    Death of Heroes

    Re: Death of Heroes Seenar, orginally being a AD&D character sees death as a temporary setback more than anything else.
  7. Re: Don't want to be out classed Holy crap! 100 points? I agree that 60 is more sane at a 250 level. Can I suggest Missile Deflection and a high speed and good movement? Keep at range, and keep blocking those incomming attacks. Then nail the bad guy with 20d6 of EB. The fact 20 dice will almost always do knockback (uless you roll A LOT of 1's) will help with this stratagy. BTW, for the sorts of points you are talking about, have you given any thought to some followers to go take damage for you while you stand back and play glass cannon?
  8. Re: Giant Transforming Robot Hero how does UV handle the fact that once you start taking body, a vehihcle starts to fall apart pretty fast. The Old Robot Warriors had a table that seemed to work pretty well.
  9. Re: "Your Most Embaressing Game Mastering Moment" Of course, being a slave to the roll of the dice did not help matter much either. I killed a PC by accident because I forget he has 0 resistant Def. I mean killed, too, as in X2 his body in one blow. I swore then to never kill a PC by accident because the dice tell me he is dead.
  10. Seenar

    Super cities

    Re: Super cities Atlanta, Atlanta, Atlanta!
  11. Re: Older HERO rules in 5E games These are my current house rules: http://www.seenar.com/House%20Rules.htm A work in progress to be sure
  12. Re: Multipower active points vs. reserve points: why? Your system and the legal way might end up with a difference of much more than 12 points. And if you have to spend them, then spend them. Frankly, my builds are always down to the last couple of points. What you propose is extra points to play with. That is unbalanced to me. If you don't think it is unbalanced, that is fine. You are in a clear minority on this one. I don't think there is anyway to change your mind anymore than you are going to change mine (or Steve's or about 1000 other people). But, you can run your game the way you want too. My house rules have all sorts of non-5th Ed bits in them.
  13. Re: Multipower active points vs. reserve points: why? Let me try coming at this from another angle. I have a 60 active point multipower OAF (-1) 30 Reserve (60 active with OAF) 3u 12d6 EB 60 active 3u 6d6 Entangle 60 active 3u 6d6 NND 60 active 3u 4d6 RKA 60 active OK. Now I lose my OAF and I lose all my powers, right? OK under your system: 30 Reserve 3u 12d6 EB (OAF) 60 active 3u 6d6 Entangle (OAF) 60 active 3u 6d6 NND (OAF) 60 active 3u 4d6 RKA (Full Phase, ODCV) 60 active The OAF gets taken away, I still have a 2d6 RKA. Same cost, but under your system, the player gets to have a different limitation on one of the powers. He could have also reduced the power level and had no limitations. Your system gives a player access to 30 active points when he should not have it. I cannot make it any more clear that this. BTW quoting the long standing rules is a valid form of argument. The rules as written have worked for decades. You are the one making the argument they should be different, so in fact, you need to be convincing us you are right and your way is better.
  14. Re: Is Hero too preditable? I think this is a good point. If you want to emphasis role-playing, a stable sysstem is the way to go.
  15. Re: Multipower active points vs. reserve points: why? Talk about missing the point. I was not making a point about limitations "meaning something", nor that multipowers can be abused. What we are talking about is that you are givng people access to active points for which they did not pay. And you spend real points to pay for active ones. The rules on multipowers have been this way since day one of the system. You cannot exceed the active point cap of the mulipower with slots in it. If you reduce the cost of the multipower reserve with limitations, then all powers in the slots must have those limitations. This is a built in balance mechanism.
  16. Re: Negative Experience I don't understand the goal here. It is not like the characters went on a murder-spree. They said something nasty about an evil corperation they cannot prove. It sounds to me you are setting up the heroes to have a bad guy they can do little to stop. Can you explain things a little better? What did they say, what really happend? I might also point out that in Real Life, big company going after a well know super who keeps saving the city would be a PR nigthmare for the company. Imagne if Wal-mart decided to prosecute Superman for Slander.
  17. I recently had a friend say to me he thought that Hero was no fun because once you start rollilng a lot of dice, the outcome was too predictable. In other words, 10 dice is usually pretty close to 35 points. Obviously, the more dice you roll, the closer to the mean you will tend to roll. But, I for one like the excitment of rolling lots of damage dice and counting up to the high number. I have given what he said a lot of thought and wondered if he might have been looking for the "crit on 20" sort of thing, where players get the excitement of rolling again. What are people's thoughts on this?
  18. Re: System Generation I will work on some stuff this weekend. Cool Project. I think you should repost as a main thread.
  19. Re: System Generation Well, what you could have is catagories of systems. Each system would have ratings, like Science, and that would fit it into a given setting. Note that some systems could end up in more than one setting. (A high space opera would do fine with hard science systems in it). Count me in on this project.
  20. Re: SciFi Colonists Sure. My point is, going to another planet means an even longer more one way trip. They are going to have to be speical people.
  21. Re: SciFi Colonists An all female group would be unnatural. Human beings evloved into two sexes that are interdependent. Men are not just walking bags of sperm. We are better at several things that are exactly what the colonists will need to be able to do on a more primative world.
  22. Re: SciFi Colonists Machines break down and require an infrastructure to maintain. They are not going to have it. Human beings are the one great thing that can be mass produced and require no specialized maintaince. We have to assume that colony will be reduced to the Iron Age in technology as the survival point. If they have to have all that technology to stay alive, then one accident will kill them.
  23. Re: Royal Navy Hero Thanks a bunch these are great help!
  24. Re: A *very* different magic system I'd rep you for that if I hadn't just repped you.
×
×
  • Create New...