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Lord Liaden

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Everything posted by Lord Liaden

  1. Re: Some Villain Powers Help? Well, according to Steve Long, not as the default rule: http://www.herogames.com/forums/showthread.php?t=4429
  2. Re: Help Requested: Name my Canadian team and it's members
  3. Re: Help Requested: Name my Canadian team and it's members Had another thought about the fire guy. If he can fly you could call him The Rocket. That was the tag given to Maurice Richard, one of the all-time greatest hockey players and a virtual folk hero in Quebec. Mind you, a superhero with that name probably wouldn't be from Quebec himself; any other Quebecois using Richard's nick would likely be considered sacrilege.
  4. Re: Help Requested: Name my Canadian team and it's members Your shame, as my old acting teacher used to say, "lacks credibility." Okay, more seriously: for #3, I would suggest Roughrider. For a long time there were actually two separate (Canadian) major league football teams named the Roughriders. At the same time. We only have one now, though. I've been struggling with your fire guy. To this point my best idea has been to make him nuclear powered and call him Candu, which is the name of Canada's patented nuclear reactor design. That strikes me as almost too cute, though. And as with "Avro," it's a corporate trademarked name.
  5. Re: Countering powers w/powers There's actually a rule in Fifth Edition that allows for a mentalist to help overcome another mentalist's hold on a target. See "Competing Mental Powers," FREd p. 80/ 5ER p. 119.
  6. Re: 70's and 80's Master Villians Are you using a version of the Champions Universe? If so, it sounds like it's the Fourth Edition incarnation, rather than the current one. That would set the parameters of any suggestion I might offer you. If it's the 4E CU, the adventure "What Rough Beast" from Adventurers Club #3 focussed on an abandoned Genocide base, which I think would be perfect for your purposes. Furthermore, you can find that adventure online, with maps, base and character stats (in 4E HERO), right here: http://www.patric.net/morpheus/hero/beast.html I might also suggest an abandoned Demonlair for the 4E incarnation of DEMON; they were typically underground, and would let you throw occult perils at your PCs.
  7. Re: Help Requested: Name my Canadian team and it's members All right, here's another suggestion, for #1, especially if she has a harder-edged approach toward crimefighting: Mosaic. That would fit her sword (cuts things into pieces) and her phasing if she separates her component atoms. It also suits Canada, which idealizes itself as a "mosaic" country made up of distinct ethnic/linguistic/cultural groups, as opposed to the American "melting pot." Also, for #2, his pose looks rather "mystical;" if you make him a mystic you could call him the Northern Magus, which is a nickname for former Canadian Prime Minister Pierre Trudeau.
  8. Re: Help Requested: Name my Canadian team and it's members Hmm... have to give this some more thought, but a few possibilities that do come to mind: 5) Avro, after Canada's legendary prototype supersonic fighter, the Avro Arrow. Calling her The Arrow would have as much recognition here, if you'd prefer to avoid using an existing company's name. 7) Canadian Shield, major geological region south of Hudson's Bay, a rich mining area. Alternatively, Big Nickel, name of the largest nickel mine in the world, in the same region. If you go with "Big Nickel," I'd recommend "Canadian Shield" as the team name. The only other one I can think of that would have the same sort of resonance to a Canadian would be The Guardians, because our national anthem states that "we stand on guard for thee" [i.e. Canada] three times. Repetitive, but emphatic.
  9. Re: Using M&M's Rule of X in HERO I'm 99% certain that the term and concept of "Rule of X" was introduced in Champions: New Millennium, which of course also introduced the Fuzion game system.
  10. Re: Countering powers w/powers I did find a couple of threads which discuss various options for doing this: http://www.herogames.com/forums/showthread.php?t=34066 http://www.herogames.com/forums/showthread.php?t=39824 However, as both of those threads mention, this subject is dealt with in detail in the Fifth Edition Ninja HERO sourcebook, under "Contest of Power."
  11. Re: Using M&M's Rule of X in HERO The thread below went into substantial discussion of various "Rule of X" concepts for HERO. Although it does tend to sidetrack into debate over Keneton's "Effectiveness Rating" formula, several other good guidelines and formulas were laid out: http://www.herogames.com/forums/showthread.php?t=469 Another of our boardmates, nyakki, creating a "Combat Rating" computer app based on formulas from an issue of Adventurers Club: http://www.trimira.com/hero_stuff/combat_rating.html# nyakki provided instructions on how to copy that to your own computer: http://www.trimira.com/hero_stuff/combat_rating_text.html
  12. Re: Yet another 'how to build': Body-Swapper Actually, given that the "brain" is an AI in a box and the various "bodies" are sophisticated robots, I'd say that it would make a great deal of sense for the bodies to be built as Vehicles, or as Automaton Followers, paid for by the "head," which it controls when attached to them. The Multiform mentioned above makes sense. Another possibility would be for the various bodies to be bought as Duplicates for the brain which Cannot Recombine, and which remain inert until the brain is attached (perhaps because they have that as a specific Physical Limitation).
  13. Re: Yet another "Help with a Power!" Based on your description, here's what I'd suggest: Drain with Variable Effect, up to the number of different Characteristics and Powers that you see it applying to. Then add the Limitation, No Conscious Control, at the -1 level, meaning that the character can use the Power at will but can't control the effects. Thus whatever your radioactive palm tree blasts, the GM decides what are the appropriate Characteristics or Powers for the radiation to "suppress." How's that? (BTW you're lucky I offered this suggestion at all; for a Canadian, giving this monstrosity the same initials as our revered Royal Canadian Mounted Police is downright insulting.)
  14. Re: Simulating decreasing damage due to exhaustion: Well, the Long-Term Endurance rules are designed to reflect the effects of exhaustion. How about applying them to a fight like this, except that instead of losing points of Endurance, the fighter loses points of Strength?
  15. Re: Need a McGuffin Name So, SS, what did you end up using?
  16. Re: Help with spell construction Well, by the description of Presence Attacks in the book there really isn't an "inbuilt decreasing effectiveness" other than for repeated Presence Attacks. There's only a time limit of one Turn given to the extra resistance against contrary Presence Attacks, but nothing about the duration of any other effects. In fact I once asked Steve Long about lingering effects of Presence Attacks on the Rules Questions forum, and his answer seems to me to give you lots of leeway to make the effect last your desired five minutes: http://www.herogames.com/forums/showthread.php?t=11574
  17. Re: Looking at the Universe Timeline I've been wondering if it wouldn't be reasonable to use some of the "space gods" of the Champions Universe, such as the Galaxars, in the low-magic era. Galactic Champions implies that there's a distinction between magic and "cosmic power" which such entities wield, so the loss of magic wouldn't necessarily affect their abilities. Incredibly advanced alien beings with vast personal power are certainly not foreign to science fiction.
  18. Re: Help with spell construction My first thought was also Presence Attack. Probably Limited so that a character only suffers combat-related penalties (i.e. no commands). Alternatively you could alter the result of a successful Presence Attack to cause only the specific combat penalties you want, as a -0 Limitation.
  19. Re: Wisdom Hmm... by those definitions I think that you could justify a number of different abilities as a manifestation of a character's "wisdom." Starting with the Skill list, I'd say that Analyze could be expanded to include understanding of people's competence in non-combat areas, as a result of the character's understanding of human nature. Deduction could be an expression of wisdom, as could very broad categories of Knowledge Skills with very high rolls (so that details could be determined even with penalties), particularly KS: Groups and KS: People. Tactics might fit for certain character concepts. And Skill Levels with all such abilities would make sense. Turning to Talents, Danger Sense is justifiable in some circumstances. I think some of the alternate versions of Resistance would reflect wisdom, such as Tight-Lipped (resists Conversation) or Immovable (resists Persuasion). On the Powers front, sufficiently Limited Clairsentience, including Precognition and Retrocognition, could be the SFX of wisdom. Some Detects would have the same justification as Analyze above, as well as Enhanced Perception. Find Weakness might fit if it was Limited. Luck, especially some of its variant forms, is possible. Mental Defense could fit if it was Limited to attempts to influence or deceive (i.e. Mind Control and Mental Illusions). Telepathy Limited to surface thoughts could reflect a character's experience at "reading" people.
  20. Re: Need a McGuffin Name The Twilight Seal The Earthfall Stone The Eye of Infinity The Chain of Eternity The Mantle of Worlds
  21. Re: 4th Edition supplements?? For anyone interested, I found three copies of Horror HERO for sale from reputable American online retailers. Two are from Titan Games: one at $5.00 (some damage), another at $15.00. There's also a copy from The Dragon's Trove for $16.00.
  22. Re: the point cost problem People don't mention that enough IMHO. It's always nice to hear that your efforts are appreciated. bblackmoor, if what you're looking to do really is closely patterned after Star Wars, you might want to check my RPG conversion list (via the link in my sig, if you haven't visited before). Various HEROphiles have written up a ton of material dealing with most areas of the Star Wars universe, here on the boards and on several fan websites, which you can access from there. Even if you don't use the specific writeups I guarantee that they and the related discussion will help your own concepts percolate.
  23. Re: Questions about different HERO editions If you or your GM would like to see a summary of the changes from Fourth Edition HERO to Fifth, this webpage will bring you up to speed: http://theemerged.blogspot.com/HERO425.htm There have been a very few large changes, and a bunch of smaller ones, but mostly the difference lies in greater clarification, more options, more examples, and overall better organization. The two editions are still about 90% compatible with each other.
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