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Tywyll

HERO Member
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About Tywyll

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    Urban Fantasist
  • Birthday 07/19/1974

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  1. Even Marvel Comics has Superman analogs though!
  2. Are there any Superman 'clones' in the Hero universe? Either as heroes or villains? If so, what book do they appear in?
  3. How would you handle someone grabbing someone else who has been grabbed by a third party. Like a flyer or speedster swooping in an pulling somone out of a swarm of grabbers or something. Would the flyer get a passive strength check to shake the grabbers off the target? Say Superman flies down and sees Lois being grabbed by Wrestlers. He successfully performs a Grab By on her to pull her free. He is strong enough to carry both her and the 2 or 3 wrestlers who made Grab attackers previously on her. How does he get her free? Does he have to make individual attacks against each in flig
  4. Is it possible to use these sheets off of Roll20? I don't use Roll20.
  5. I've seen a few superman and supergirl builds but I'm having trouble finding them now. Can anyone point me to some builds for those characters or concepts that are closely related. Preferably 5th edition or previous, but I'll take 6th.
  6. I am aware of the expanded scope, but that seems to be a matter of 'zip' I'm in the next city instantly, like a speedster. Not really the causal patrol flight/run/swinging.
  7. I'm not so sure I consider that ill-considered. But I think it's based on the 'instant' travel time of the throw that makes this all wierd. I'm playing a character in a game that can throw a human sized target something like 72" I think? That breaks all kinds of other movement rules, velocity and all sorts. It seems reasonable that a flyer could somewhere along that distance bring themselves to a halt or at least slow themselves down.
  8. Is there a reason to believe it doesn't? Not trying to sound shirty or anything, genuine question.
  9. Is that the case though, or is that an assumption? I've not seen anything to that effect in the rules. The rules do have a page about figuring out your mph and I assumed that was for helping figure out long distance travel. I mean, I'm happy if that is the case but it seems a weird disconnect.
  10. Honestly I think I would allow it. Yes, you get the point break of EC, but at the same time you are only getting a power that is 1/2 as effective due to the cost of the Advantage. So I think that more than balances it out.
  11. So, as I understand it, RAW when you take a recovery you can't spend END so your powers shut down. That means it's impossible for characters to do the usual super trope of being on patrol/traveling long distances/etc with their powers active. Powers are short-lived things. I saw someone had a build with a character that was paralysed from the waist down but had flight, so assumedly flew around as a super. But...by the rules, they'd have to drop down and take a breather every few rounds which seems...weirdly unheroic. Or does the game account for this in some
  12. Thanks! This is really helpful. I wish they hadn't felt the need to change the name of some limitations (limited power has been around forever, why change it's name and make it more complicated?).
  13. So I got my book yesterday and am trying to make my way through it. I love that it includes a section on hazards that a super might want to stop (IN YOUR FACE ALL YOU PEOPLE WHO CLAIM HERO CAN'T DO THAT!). Anyway, I'm having trouble wrapping my head around using Hazards for thugs/gangs/agents. Could someone write some examples up to show how to use them this way? Like what would a gang hazard look like versus some Viper Agent style goons? Group of SWAT officers versus soldiers? I love the idea of it, I just can't quite wrap my head around the implementation
  14. Has anyone made a nice sheet for this?
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