Jump to content

xirr2000

HERO Member
  • Posts

    71
  • Joined

  • Last visited

Everything posted by xirr2000

  1. Ok, I used to play champions a lot in high school, like over 10 years ago and I've just volunteered to GM a Star hero campaign. I'm trying to come up with some ideas for what we are going to do but could use some help. We will have 3 characters as Heroes in this setting. I think one wants to be a super type and the other 2 want to be more along the lines of talented normals. Other than that I have nothing. I kinda liked the idea of them being linked to a ship they do not fully understand and galavanting across the galaxy, kinda like Farscape. I watched that show a few times but to be honest it kinda confused me as I did not fully understand the plot. But I liked it nonetheless and would like to incorporate it into ths campaign. So I need to figure out some reason why this group is on this ship. Is that vague enough? I want there to be some factions in the galaxy that will give the players something to identify with and give some sense of understanding. I plan on incorporating an Warhammer 40k like terran group, with space marines and whatnot, but instead of an emperor there will be an empress, Isv'than Mal or whatever her name seemed like a good choice for that. I think at least a total of 4 major factions in the campaign woudl be good, so I need to come up with at least 3 others that will generate some conflict or exploration options.
  2. Ok, I used to play champions a lot in high school, like over 10 years ago and I've just volunteered to GM a Star hero campaign. I'm trying to come up with some ideas for what we are going to do but could use some help. We will have 3 characters as Heroes in this setting. I think one wants to be a super type and the other 2 want to be more along the lines of talented normals. Other than that I have nothing. I kinda liked the idea of them being linked to a ship they do not fully understand and galavanting across the galaxy, kinda like Farscape. I watched that show a few times but to be honest it kinda confused me as I did not fully understand the plot. But I liked it nonetheless and would like to incorporate it into ths campaign. So I need to figure out some reason why this group is on this ship. Is that vague enough? I want there to be some factions in the galaxy that will give the players something to identify with and give some sense of understanding. I plan on incorporating an Warhammer 40k like terran group, with space marines and whatnot, but instead of an emperor there will be an empress, Isv'than Mal or whatever her name seemed like a good choice for that. I think at least a total of 4 major factions in the campaign woudl be good, so I need to come up with at least 3 others that will generate some conflict or exploration options.
  3. Do martial DCs add to your effective strength (at leats for holding on) when using the choke hold maneuver? It doesn't add str by itself to the hold, so I was unsure if martial DCs would help out like they do for Martial grab, Escape and Disarm.
  4. Re: Superleap and falling damage. What speed (in game terms) are you falling at when you reach terminal velocity?
  5. Re: Star Wars in HERO I also got interested in playing a Star Wars game because of KotR (and Jedi Academy). That game(s) rocks. I looked into the d20 RPG game and was not impressed. Hero seems like the way to go if you want to make a Jedi. Unfortunately we have not started our campaign but I do know it will not be the traditional Star Wars campaign. My character is a Jedi but it is set in a Neuromancer-like cyberpunk world. My GM has hinted that perhaps we are a part of the greater Star Wars cosmology, but if so the planet we are on is not a part of it yet for some reason. Cyberpunk seemed like it would be a good type of campaign settign to run a Jedi like character. I'll have to let you know more once we actually start playing. I was a little skeptical at first but my GM has some interesting ideas that I think will be fun to play out. Looks like a lot of links have already been posted by people more in the know than I am so I'd recommend read those till you come up with a solid campaign idea and run with it.
  6. Does superleap help you avoid falling damage? If so, what are the guidelines for this and how much superleap do you need to survive terminal velocity (using 1G as a guideline)?
  7. Does superleap help you avoid falling damage? If so, what are the guidelines for this and how much superleap do you need to survive terminal velocity (using 1G as a guideline)?
  8. Re: Penetrating vs. Force Field Indeed I do like your alternate suggestion. I'll run it by my GM and see what he thinks. Thanks.
  9. Elsewhere on these boards it is stated that a 1 Pip RKA with Penetrating will always do 1 point of Body damage (except against a hardened defense of course). This seems odd that 1 Pip of RKA penetrating would be a more reliable damage dealer than 1d6 of RKA, which could of course inflict no damage with a roll of 1 on the damage die. If this is true, how does this work with a 3d6+1 RKA? Does that +1 always add one extra point of Body Damage to the 0-6 points of possible body damage from the 3d6? If not, why not?
  10. Re: Gadgets for your use Some nice ideas, although I think an Entangle vs. DEX would be significantly higher than a +1/4 advantage. Dex costs 3x as much as Str, any entangle using Dex instead of Str should be similarly priced.
  11. Can you apply the STR bonus to Disarm to yourself if someone is trying to disarm you?
  12. Re: Campaign Speculation: please read, comment Cool concept I like it. Why are the off-world colonists fighting the AI's if the AI's keep to themselves though? Are they desparate to get back to earth to avoid the alien generation ship that is assaulting them? Did everyone on Earth accept the rulership of these AI's or are there pockets of people on Earth who do not follow their leadership? Do they AI's enforce their rules via an automated robot army or loyal human followers? Was this all Mechanon's idea?
  13. Re: Cyberpunk Jedi Build Hehe, cut me a little slack, this is the first Hero Character I've made in over 10 years.
  14. Ok, so I went and made this Jedi for a Neuromancer-like cyberpunk campaign. He was a hacker/mercenary who later became a jedi. Let me know what you think.
  15. Re: Jedi Characters Ok, so I went and made this Jedi for a Neuromancer-like cyberpunk campaign. He was a hacker/mercenary who later became a jedi. Let me know what you think.
  16. Re: Block Confusion Ya, that does seem weird to me as well. Wonder how this relates to Missile Deflect as it seems to get treated like a block but with different benefits. Seems odd that you would have to deflect attacks that may not even hit you. I'll post that for Steve as well and see what he has to say. Thanks for the feedback all.
  17. Does Missile deflection work like block in that you make your deflection roll and if you fail your opponent still has to hit your DCV? Or can you choose to only deflect the ones that hit you so that you don't have to take -2 for each shot, only the ones you need to deflect?
  18. I am little unsure how block works. Let's say I have martial block, this adds 2 to my OCV and DCV. My character decides he wants to block the next melee attack aimed at him. Does the opponent have to hit him first, using his new DCV and if successful do I get to attempt to block it? Or do I try to block first and if I fail then the opponent has to make a hit roll to him me using my new and improved DCV? Or are both of these false and my opponent automatically hits and I just get a block roll and the increase in DCV applies to any other attacks that come my way that phase?
  19. Re: Block Confusion Looks like everyone seems to be picking one of the 3 options for their campaigns, but no one seems to know specifically which is the correct interpretation. Anyone able to cite a quote from the book to help clarify this?
  20. What would you rate that limitation as? Basically he is invis to infra-red, but appears normally otherwise.
  21. Re: Block Confusion I'm reading it right? I gave 3 examples of how block could work. Which one of those examples do you think is reading it right?
  22. I am little unsure how block works. Let's say I have martial block, this adds 2 to my OCV and DCV. My character decides he wants to block the next melee attack aimed at him. Does the opponent have to hit him first, using his new DCV and if successful do I get to attempt to block it? Or do I try to block first and if I fail then the opponent has to make a hit roll to him me using my new and improved DCV? Or are both of these false and my opponent automatically hits and I just get a block roll and the increase in DCV applies to any other attacks that come my way that phase?
  23. Ok, so I have a toon with 20 Str, a 2d6 HKA with advantages totally +2 and Defensive strike with +6DCs. I know that extra DC for martial arts count as half when applied to a HKA. In this case that leaves me with +3DCs to apply. Are these 3DC further reduced by a factor of 3 due to the advantages down to a lousy 1 DC to my HKA with MA? If so that takes my original total of 10 DCs (4 for Str, 6 for MA) down to 2DCs? I hope not, please tell me this is not the case.
  24. Do Adders on a power, like Fine Control for TK, increase the Endurance cost?
×
×
  • Create New...