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Sketchpad

HERO Member
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Everything posted by Sketchpad

  1. In the official books, my group hated PSI. I ran Mind Games once, and then had them pop up here and there to haunt the heroes. It was a great time for all.
  2. I think there could be some streamlining and modernization of the game, but I don't know how simpler it would make Hero. For me, I think the game could use better GM and Player tools beyond HeroDesigner. Like having more accessible sheets for maneuvers, or tables that make the gamemaster's job a bit easier.
  3. I'm a fan of leaving the build points off the sheet. I've been toying with the idea myself, tbh. As for the Wasp, if this is mainline Marvel, shouldn't she have PS: Fashion Designer and the Van Dyne fortune?
  4. I remember seeing the initial info on this in Adventurer's Club. It looked like so much fun, and that cover by Perez... I was really bummed when it didn't come out.
  5. I guess that's what I'm wondering. If the VPP is an "Armor Pool", would there be a limitation connotating that? Since the only thing you could build within the pool are suits of armor, and nothing else. It'd be a specialized version of a Gadget Pool I guess. It'd be a limit on what you could create with the pool. But in relation to the topic, how would that work outside of the armor being a separate being? I could see things like Reputation, Contacts, or even certain Fringe Benefits being specific in some cases. Continuing the Iron Man example, there have been times that Stark and Iron Man were perceived as different people, so they may have some different perks. Tony may have a "Millionaire Playboy" reputation, while Iron Man may have an "Armored Avenger" one. The same could be said about Avengers Membership, or access to certain Stark facilities. That said, I agree for the most part that the core character behind the armor should be relatively the same. Really, it should be "build the person in the suit first, then build the armors around them" kind of character. At least that was my initial idea...
  6. Oof... it's been a bit on this topic. But, once again, I have some questions on the idea. The basic idea is that the armors are various suits that a single hero would be using (Hulkbuster, Stealth, etc.). 1. Looking at VPP to represent various armors. Would you put a "Only used to create armored suits" limitation on it? I would imagine it would be a -1/4. I also see it as taking extra time to switch out settings. What are your thoughts? 2. Looking at vehicle rules as an option, wouldn't the 5 pts only make an exact duplicate?
  7. There are a few street drugs that I worked up a while back, but nothing OTC or commonplace.
  8. When making my second character, a "Batman with darkness powers" hero, I tossed caution to the wind and took as many hunteds that I could. Name the organization, he was hunted by them at 14-, both criminal and law enforcement! He had all the perks... a nice HQ, some cool powers, martial arts... and a secret identity. Then the GM decided that ALL of his hunteds showed up at once. Outside the HQ. Oof!
  9. If it was "Just to Calm Wolverine"? I would see that as a -2 at least. It's VERY specific and only affects one being.
  10. I disagree to an extent. Like Champions, comic universes have some limits. Or at least used to. Uncanny X-Men #141/142, as example, saw Wolverine obliterated by a plasma blast from a Sentinel. Flesh was seared off his bones, leaving only the metal-bonded skeleton to land on the ground. Charles Xavier had to give up being with the X-Men after a massive cardiac attack in Uncanny X-Men #200. The only saving grace was being beamed aboard a ship that had alien medical procedures. Hence why Magneto took over the school and was working with his one-time foes. Yes, comics bend physics at times. Really, most of the time. As does any superhero game or setting. Folks don't fly, people don't launch energy beams from their hands, etc. But there are limits in many of these settings, and when events began to bend them, that's when folks start questioning the settings and its characters.
  11. That is indeed a head-scratcher. My favorite was in Annual #11 (image below), when he regenerates from a DROP OF BLOOD. A single drop hits a cosmagic crystal and he's restored. Adamantium still weaved in. I think that was the issue that I started getting tired of the "Wolverine saves the day" trend.
  12. I've always seen Wolverine with a decent PD, but not the greatest rPD. He can take a punch and some weapons, but bullets tend to shred him a bit. In the same matter, I could also see him having some HA/HtH DCs due to the metal skeleton.
  13. I agree with Grailknight here. I mainly use Damage Negation for Immunity Effects, like being Immune to Fire and such. Maybe having to specialize might curb the cost issue a bit?
  14. That's what I've always done as well. Often times, I ask the player to create a "spell" list (it's not always spells) that they can draw from, and those are the powers and abilities they can use in a session. They don't feel like working on stuff, they're stuck with what they have.
  15. I've always enjoyed the "evil cult" trope that could lead into a necromancer-style villain, or the Elder Worm kind of being. One of the games I ran had a Blood God that appeared in the session as a massive, sentient blood monster. What about having a dragon with a dragon lord that commands it? Or maybe something like a corrupted druid that has monsters like Shambling Mounds at their disposal?
  16. I think any new material for Hero would be nice to see. Why not sell the chapters as separate PDFs, and then compile them into a larger POD book?
  17. So along those lines, when building Henchmen, do folks give them low STUN, such as STUN 1, just so they're a one-hit drop? Is this more of a rule in a book? Or more of a house rule?
  18. I found a few topics on Cooldowns. Would these be what you were thinking about?
  19. Hmm... that is an interesting idea as well. I would imagine it would be more of a limit on power over a Complication though, but I do see your point there. I agree that tracking Phases is probably the easiest, which is why I was thinking ever 12 phase. Not sure why that didn't click for me. Thanks for the refresher, Doc.
  20. How would that forbid other attacks if they're not built with the same limits?
  21. I've been working on building a few organizations that use minions and was wondering what other GMs consider maximum points for baseline minions. I'm thinking of Hydra/Cobra/Intergang kind of troops before they get any fancy gear or vehicles.
  22. I considered Recoverable Charge as well. But with it having potential to pop up more than once in combat, would it truly be a single charge then? Time plays a big part in the build. Would it be feasible to have a Recoverable Charge that powers up after every 12 Phase?
  23. See, that's why I was thinking Trigger (6E1 p. 349). It states: So making the Trigger "Activates after X Phases" or "Activates after 100 points of damage rolled" might work in that case, yes? So with the END Reserve, it would be specific to that one power?
  24. It doesn't really seem to be an END issue. It's more of an access limit. The character can't access their "breaker" ability until their meter is filled. So, as an example: Template is attacking Archetype in a one-on-one battle. They use a power gauntlet that gives them Power Blast (Blast), Power Punch (HA), and Power Heal (Heal). They also have a "Breaker" ability called "Template Tussle" which is an 12m AOE Blast that's selective. But they only have access to it after they've attacked so many times (as its meter fills). How would I build something like that? I looked through HSMA and couldn't find anything. EDIT: I did look at Sequence Attacks, and it's close, but not quite the same. This is just something that powers up over time until the character has access to it.
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