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SuperBlue

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Posts posted by SuperBlue

  1. Okay, here are the tricks I use most often when working with a specific Character Archaetype (no point value costs, just list of Advantage/Disadvantages)

     

    Anything anyone would care to add to my happy little list?

     

    BRICK TRICKS

     

    Brick Tricks MP

    Poke - STR is AP; Requires Brick Tricks Skill Roll

    Mega-Ton Punch - STR is PEN; Requires Brick Tricks Skill Roll

    Tear you limb from limb - HKA; Requires Brick Tricks Skill Roll

    I'm gonna knock in into next tuesday - STR does x2 KB; Requires Brick Tricks Skill Roll

    Hog Tied - Entangle; Requires Object of Opportunity, DEF of Entangle dependant upon Material, Requires Brick Tricks Skill Roll

    Clap your Hands - Dispell vs Fire, Smoke, Dust, Gas; does knockback, AoE Cone; Requires Brick Tricks Skill Roll

     

    SPEEDSTER TRICKS

    High-Speed Running - Flight; Only on Surfaces

    Can't Touch This! - Desolidification to attacks, can still be hit by AoE/EX Attacks, Barriers

    STR affects Physical World

     

    Speederster Tricks MP

    Whirlwind circle - Dispell vs Fire, Smoke, Dust, Gas; does knockback, AoE Radius, affects physical world, linked to desolid vs attacks, No range (must be standing in one of the outter hexes of AoE -1/2), Requires Speedster Tricks Roll

    Tornado Hands - Dispell vs Fire, Smoke, Dust, Gas; Does Knockback, AoE - Cone; Requires Speedster Tricks Roll

    Rapid-fire assault - AF w/ STR

     

    Any other sugguestions?

     

    EDIT - Thanks Oddhat, forgot all about that

  2. Farkling: Very good stuff, and precisely how I would have done it

     

    Here's my take on Mental powers and machines:

     

    The Mental powers cannot affect a machine unless the following conditions are met:

     

    The physical hardware is a Nervous Net (hardware that mimics biological Nuerons)

    The machine has an acutal living brain inside of it

    The SFX of the mental powers are set for Machines/Computers (which means the mental powers would NOT affect living things).

     

    That's my rule on the whole thing.

     

    Of course, the NPC character I've concocted (Mindshock) had to buy each of the mental powers twice... once for people and once for machines.

  3. Figured Suppression as a power would be more appropriate than Drain

     

    Suppresion xd6 (5 pts per Die)

    variable SFX: All Mutant/Magic/Meta powers +3/4

    All Powers at once +2

    Area of Effect: Radius +1

    Increased Area (x2) +1/4

    Continuous +1

    Increased END Cost x3 -1

    Concentration (0 DCV) -1

     

    AP: 30 Per d6

    RC: 10 Per d6

     

     

    Someone may wanna double check my math, I don't have a book handy

  4. Okay, how would one build (IN FOURTH EDITION) a power that neutralizes the powers of anyone caught in the Area of Effect. This is how I THINK it is done, but want a double check:

     

     

    Power Neutralization: Drain xd6 (10 Pts per d6)

    Drains Points of Natural* Powers

    Ranged +1/2

    AoE: Radius +1

    Increased Area x4 +1/2

    Affects all powers Simutaneously +2

    Continuous +1

    Concentration: 0 DCV -1

    Increased END: x3 -1

     

    AP per d6: 60

    RC per d6: 20

     

     

    *Natural Powers are defined as any power/special ability that is not enclosed in a Focus (Power Armor, Guns, Etc).

     

     

    Someone wanna help me out here?

  5. Okay, how would you write up a suit of Armor that pops-up and wraps around the person wearing it (kinda like the helmets from Star Gate). This is for a Gadgeteer character (with a Variable Gadget Pool and all). Just wondering how to do this.

     

    We'll say for all intents and purposes that it is 10/10 Armor.

     

    Seeing as how the Armor wraps around him, would I still get the OAF limitation I put on the control cost? Cuz I don't see how you could yank the armor off of him without a lot of time an patience.

  6. Originally posted by Fuzzy Gnome

    Doesn't Seeker have some of those?

     

    Seeker's sword is written up as a 1 1/2d6 HKA and the Tristaff is written as a 3d6 HHA. But what about CV Modifiers and stuff?

     

    I spose I could treat a Katana as a Bastard Sword (but that has a STR min of 13... a Katana is a lightweight blade and should have a STR min of 8; 10 at the most).

     

     

    Katana 1.5d6 HKA

    STR Min (Base/3 = 7) -3/4

    2 Handed -1/2

    OAF -1

    IND -2

     

    That sound about right?

  7. Okay... in my Modern Day Horror Campaign, a couple of my characters want weapons not provided by the BBB. The list is as follows:

     

    Katana

    Tri-Staff

    Nunchaku

     

    I don't have the money to spend on a book, or I'd already have bought all the HERO 5e books (kinda sucks being stuck in 4e). Anyway, I just need the Stat Blocks for them, not point costs (I'm running a 75/75 game).

  8. Originally posted by zarglif69

    man, if you want to play D&D, go ahead and PLAY D&D. why use the Hero system to do it? you're eliminating the flexibility of the Hero system, one of its greatest advantages. I mean, in the D&D system, you can't invent your own spells, because they don't have Powers in it, only spells. You can do that in the Hero system!!! D&D SUCKS!!!!!!!!!!! HERO RULES!!!!!!!!!!!

     

    Okay, first of all, you're insulting the Original RPG Game.

     

    Second, for those of us who want to use DnD Spells, Magic Items, and Monsters in our Fantasy Campaigns, it's nice to have a big document of stuff already converted.

     

    Example 1:

    I'm running a Fantasy Campaign, and one of my players wants to play a Ranger from DnD 3e. Instead of going through the Player's Handbook (only DnD Core book I don't own) and manually Convert the Ranger, I can just look at someone else's conversion and let my player take it from there.

     

    Example 2:

    I'm running a Super Hero game, and one of my characters wants to play a Mystic with a VPP for his magic, but wants DnD style Spells. I just make sure both of us have a copy of those spells (and whatever other spells he wants) so we don't have to waste time converting the DnD spells to hero.

     

    Example 3

    There's a really cool monster in the DnD Monster Manual that's not in the HERO Bestiary. I want that monster in my campaign, so I convert it.

     

    While I do agree that HERO is a better system, I see things like this: D20 System is a pain in the @$$ for anything NOT DnD, but the subject material is still good; If I see anything in the DnD books, I'll 'borrow' those concepts/ideas/items/characters/whatever and incorperate them into my campaign.

     

    So don't dis DnD Content just cuz the system is broken, It's still good stuff

  9. Okay, here's what I've come up with

     

    Scroll of Discern Alignment:

    Detect Alignment of all within range, Ranged, Discrimitory, 360 Degree Sensing (Base 25)

    OAF -1

    Focus is fragile -1/4

    1 Continuous Charge: 5 Minutes -3/4

    Charge does not recover -2

    Independent -2

    Incantations to start -1/4 (Read the words)

    Gestures to start -1/4 (Unfurl the scroll)

    Must have adequate light to read by -1/4

    Extra Time: Full Phase -1/2

    Doesn't Work in Anti Magic Feild (-1/4)

     

    AP: 25

    RC: 3

     

    Slightly more expensive than tgaptte's version, but it lasts longer and is more versitile.

  10. Okay, I dont' have 4e Fantasy Hero (spose I really should try finding it on Ebay) so I don't know how Scrolls are Handled. I imagine they would be whatever spell is on it, with a single charge (duration figured in), OAF (Anyone can see the spell, and can use Mage Hand to take it away) as well as IND (cuz anyone can use the Scoll).

     

    So how would 'Discern Alignment' be handled? I figure Detect: Alignment, with Ranged... but I don't know what else to add to that.

  11. Originally posted by Ndreare

    I would say the complete instant out nature of this power would mean no cost would be to much as a GM.

     

    Going with the continuos mind control set effect -1 plus requires ego +30 level -1/2 would be reasonable.

     

     

    Huh?

     

     

    anyway, I was wanting to see how you guys would actually do the writeup for this power...

     

    I'm prolly gonna treat it like this:

     

    Deep Sleep: 3d6 Mind Control

    AoE: Radius 1.5"

    Trigger: When Target Goes to Sleep +1/4

    AVLD: Defense being Staying awake +1 1/2

    4 Continuous Charge: 1 Week +1

    Single Command: Sleep -1/2

    Extra Time: Full Phase -1/2

    Gestures: -1/4

    Incantation: -1/4

     

    AP: 71

    RC: 36

     

    Very Expensive Spell... but this is going on a VERY Powerful Enemy Spell Caster, so it won't make much difference.

     

    Anyone Have a cheaper take on it?

  12. Basically the spell makes a person sleep for a week, but the power only kicks in when the target goes to sleep (basically, the user hits the person with the spell, and when they fall asleep they don't wake up for a week).

     

    I was thinking Mind Control w/ Trigger (When Victim falls asleep) and AVLD: Being Awake. Tack on Disad: Only to make person sleep for a week for -1/2 I think...

     

    Of course, it would have to have a continuous charge for one week

     

    What would ur take on this be?

  13. Okay... how do I go about figuring XP awards in a 75/75 level game? The game is Modern Day Horror (translation: Monsters in a Moder Day setting).

     

    I was thinking that find magic items and gaining Contacts would be one way to handle it... but I'm not gonna load the PC's with Magic Items (doubtful there will be even 1 item per adventure).

     

    And what about XP for encounters. For example, the first encounter will be a pack of 8 Dire Rats (built on 25/25). How do I calculate XP for that? What about 4 Zombies built on 75/75? A Necromancer built on 75/75 with a 25 XP Bonus?

     

    Majorly in need of help here...

  14. Basically magic is tapped from the AEthereal plane, and that requires a certain degree of talent. Once being able to tap the AEthereal plane, mages basically allow the energy to flow through them and they manipulate it to do what they want. However, some spells are so complex they require study and experimentation in addition to lots of time to cast (these would be spell that could banish a demon, scry the location of a magic item, etc...).

     

    Should I just handled "Special Spells" as plot devices (There is a demon jumping from person to person and it's on a killing spree, so I arrange for the PC mage to discover a spell that will rip the demon from it's host, contain it, and banish it back to the Infernal Plane)?

     

    That system would allow me to set magic up in a MP system, and whatever specialty spells are needed for the adventure, I set up as a plot device (as it is unlikely they will need the spell more than once ever).

  15. Originally posted by dbcowboy

    A good friend of mine wrote his masters thesis on Batman as a mythic figure for America. He compared the character to older myths such as Beowulf and others and identified the societal morals the character represented (justification through violence was one, I don't remember the rest). Perhaps what once were told around camp-fires, which became dime novels sold weekly in the General Store, that turned into four colored magazines sold across the land will next simply become moving pictures on the large screen. Maybe that's just the continued evolution. If so, it will only be because the people of the society support it and desire it to be so.

     

     

    Okay... did anyone else think of Samual L Jackson's character from Unbreakable when they read this? I do agree though that comic books and block-buster action movies play the same role as mythological stories told in Greek/Roman/Norse periods.

  16. I dunno... I think MP would be more practical for Combat use... but non-combat stuff would require a VPP... *sigh*

     

    Or I could do both within the Same MP... and have them set aside points at the beginning for researching spells

     

    Of course, combat spells would require charges, though I could allow Mage Armor to cost END (is a Force Feild after all).

     

    *sighs again*

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