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drrushing

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Everything posted by drrushing

  1. Hero System Hey Willis, I have played and GMed Hero System for the better part of 20 years. The Hero System is hands down the best. With enough patience and perserverance, You or you players can literally create ANY powers, skills, talents, or special abilities you could dream of. The only downside is that you are in for a lot of mathematics. Nothing difficult, just a lot of number crunching.(i.e.-the more complicated the character, the more math involved.) Just remember, as the GM, YOU SET all the limits. You can allow or disallow any set of powers, skills, etc., if you feel they may unbalance your game. You can also set "house rules" as long as every PC agrees, simplifying rules and the like to streamline your gaming experience. The Hero System in infinately expandable, only your fears can hold you back.
  2. baddist villian? Hands down, the Egoist with no conscience. A very normal physical speciman, but amazing ranged ego powers. Provides months of anguish and torture to your valiant PCs as you slowly, torturiuosly disable each character, disad by disad. It is also a great way to motivate your PCs to use some other skill besides Offensive Strike. Secondly, I love Agents. PCs almost always underestimate the value of a well trained and coordinated group of motivated humans. With the right equipment available, and the choice of terrain, a good squad of agents can seriously abuse some unorganized PCs.
  3. Interesting idea. I see most of his "power" as a special effect. You've described that most of the power is only visible to him, it has no effect at all on the outside environment. As for the "probability" field, you could buy numerous levels of "Luck" and "Unluck" as powers, with the range advantage, no conscious control disadvantage and use the rule modification that allows for taking the average of the dice instead of a random roll. This allows you to have your desired effect, i.e. the power always works to some level, it has range, and your character has no control over the final effect.
  4. Thank you for your replies, it was very informative and helpful. In my local campaign, with combination manuevers, I could never Abort, it wasn't allowed when purchasing the combination manuevers. At the very least, it's a neat convention for my character, and makes him more unique. All his manuevers began with a Block, and then Strike, Disarm, and Shove. Recently, with 5th Edition Two-Weapon fighting and Rapid Attack, it really simulates "Movie Martial Arts" ala Jet Li for a relatively cheap price. Also, my character does not have extra DCs to apply, making him much more of a finess MArtist and not a Sledgehammer with good technique. Any further discussion or information would be really appreciated.
  5. I recently purchased and read through several of the new Champions 5th edition books. The characters "Nightwind" and "Jade Phoenix" are interesting, but very "experienced". Some years ago, back in 2nd and 3rd edition, I read about combination manuevers in "Danger, International", at least I think that was the book. Anyway, my GM allowed my character "Nightwatch" to retain the Combo maneuvers I had purchased. Would these manuevers be allowed in a standard game/convention? My reasoning for keeping them was that Nightwatch had received special training (akin to Yengtao)but his abilities were of a purely physical nature, no Chi' or special effects. What's the general opinion about these, are they an illegal opinion now, or an allowed option, or just a cool thing for my local game?
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