Jump to content

radioKAOS

HERO Member
  • Posts

    1,113
  • Joined

  • Last visited

Everything posted by radioKAOS

  1. Re: CHAR: Captain America So sure, there's debate over how hard Cap should be able to hit, but let's not forget that he's got Find Weakness 13- with all attacks and 2 Overall levels to go with it. Granted the more dangerous foes will have some Lack of Weakness, but 15- is pretty damn good odds.
  2. Re: New Limitation: Charges On Multipowers Yes of course it is.
  3. Re: New Limitation: Charges On Multipowers Should the number of slots be an issue in factoring the disad? 16 charges for 4 slots is a lot different than 16 charges for 16 slots. Alternatively, 8 slots with 8 charges each nets you a cost break on the slots and 64 charges total to use. While 64 charges on the Pool cost [and therefore for all slots ot use] is an advantage??? Clearly it has to be built to the player's advantage.
  4. Re: Hero Hunt - It's Back You're welcome - I found it through these boards myself, so the credit goes to the community.
  5. Re: [interest in a HeroCentral game]
  6. Re: [interest in a HeroCentral game] Email was sent, but no reply so far... feedback?
  7. Re: (best ever...) reasons for becoming a superhero Richard D. Winters: [real life interview with Winters where he quotes Mike Ranney on how he answered a question his grandson once asked him] I treasure my remark to a grandson who asked, "Grandpa, were you a hero in the war?" "No", I answered, "But I served in a company of heroes".
  8. Re: CHAMPIONS OF THE NORTH -- What Would You Like To See? I am going to have to agree with the notion that something be said about Windsor [my hometown] during the destruction of Detroit. As far as history goes, Windsor is a great location/area for many a type of game. RumRunners, secret tunnels across the border [under the river], Cheif Tecumseh, Fort Detroit was once owned by Canada, Highest number of bars per square mile, a casino, a port, surrounded by water on three sides, the great lakes, Canadian Club is made there, lots of mafia connections, highest number of assaults per capita, Automotive capitol of Canada, the busiest border crossing in North America, Polaris Recording studio [motown greats would come across to record], first trolley system in Canada... I'm sure there's lots more that can be said of it, but all in all a great city to adventure in.
  9. Re: Hero Hunt - It's Back Try this.
  10. Re: [interest in a HeroCentral game] Interested and working on character now.
  11. Re: Skills? How many points are normal? I find a good rule of thumb is that you'll want at least 10% of your total cost on skills,, though I feel skill levels [even combat ones] count as points in that category. Obviously character types will differ, but gerenally I think characters with less than that amount of skills need more work on their backstory. It's fine to have more than that in skills obviously, though sometimes I think people get overly crazy with skills and feel they need a PS and a KS for everything under the sun related to their field of specialization.
  12. Re: New to the Hero System & Have a Question OMG, the confusion is OPTIONAL!?!?!?!
  13. Re: Playing cards as offensive weapons... Kinda limits the usefulness of the character as a hero though, no? "What's the *deal* here?" says Cardman as he whips out a card to smite the antagonist with... [picks a card] Player: "Ahh... Aid STUN, huh? Yeah... uh guys... I think we may be in trouble here..."
  14. Re: Playing cards as offensive weapons... Very nice! Here's a glimpse of the one I was working on... mind you I am looking at a set of playing cards, not specifically Tarot 30 This guy can do magic with a set of cards...: Multipower, 60-point reserve, all slots 4 clips of 13 Charges (+0) (60 Active Points); all slots OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 2u 1) To Tell the Future: Precognitive Clairsentience (Sight And Hearing Groups), x2 Range (550"), Increased Arc Of Perception (360 Degrees) (60 Active Points); Precognition Only (-1), OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 0 2u 2) A Flurry of Cards: Darkness to Sight and Hearing Groups 4" radius, Personal Immunity (+¼) (56 Active Points); No Range (-½), OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 0 2u 3) Dispel Magic 16d6, any Magic power one at a time (+¼) (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½), Can Be Missile Deflected (-¼), Range Based On STR (-¼) 0 2u 4) Nothing up my sleeve...: Extra-Dimensional Movement (Single Dimension [my pocket dimension]), Usable As Attack (x2 maximum weight per inanimate target; +1 ¼) (45 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 0 3u 5) Wall of Cards...: FW (14 PD/6 ED; 6" long and 1" tall) (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 0 3u 6) Card Sharps...: HKA 4d6 (5d6 w/STR) (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 0 3u 7) Magic Blast: RKA 4d6 (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½), Range Based On STR (-¼) 0 3u 8) Card Blast: EB 12d6 (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½), Range Based On STR (-¼) 0 3u 9) Card Blast II: EB 5d6, Area Of Effect (3" Radius; +1), Selective (+¼) (56 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 0 3u 10) Hypnotic Effects: Mind Control 12d6 (Human class of minds) (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½), Range Based On STR (-¼) 0 3u 11) The hand is quicker than the eye...: Mental Illusions 12d6 (Human class of minds) (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½), Range Based On STR (-¼) 0 2u 12) Here, and back again...: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) 0 3u 13) Distractions: (Total: 56 Active Cost, 27 Real Cost) Negative Combat Skill Levels (-4 to opponent's OCV), Range Based On STR (+¼) (25 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) (Real Cost: 12) plus Negative Combat Skill Levels (-4 to opponent's DCV), Range Based On STR (+¼) (25 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) (Real Cost: 12) plus Negative Skill Levels (-1 with Intellect Skills), Range Based On STR (+¼) (6 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½) (Real Cost: 3) 0 3u 14) The deck knows many things...: Mind Scan 10d6 (Human class of minds), +5 ECV (60 Active Points); OIF (Cards of Opportuunity; -½), Requires A Gambling Roll (-½)
  15. Re: Playing cards as offensive weapons... Please do, I've been toying with the idea of Edmond Hoyle as a super myself...
  16. Re: a noob with a question. a dangerous combo... lets try that agian
  17. Re: a noob with a question. a dangerous combo... lets try that agian Through quite the expensive variant... it makes me think of a Transfer damage shield vs. weapons only... Since the damage shield is applied before the attacker's damage, assuming you had enough dice, the attack would be transferred [in this case the SFX is 'absorbed'] to an HKA or HtH with limits on having to have transfered first...
  18. Re: Combat Skill Levels vs Martial Arts Oh and 10pt levels are some of the most useful things in any HERO game.
  19. Re: Combat Skill Levels vs Martial Arts I like this idea. I use it myself in my post apoc game. One of the characters has a power called The Strength of Ten Men! +15STR, which is no longer limited in any way [used to have rsr PRE Roll] - but it's still a power... if he were to walk into a zone where powers didn't exist, or run into an NPC who could nullify powers, I know exactly how much can be taken away from him. Not to say everyone has to have NCM, but that stats which are powers should be written out as such.
  20. Re: [Campaign] Champions of Vancouver I knew it... can't trusts them, my precious...
  21. Re: Campaigns that don't use Disadvantages??? In my campaign the players made skilled normals [75+75] in the world before the apoc happened... of course this means that most of their disads no longer affect them [it also means things like most perks are no longer useful]. I'm fine with it really, as the characters were rounded out nicely as people before the proverbial poop hit the spinning air motion enhancer. I also know that there are a ton of disads they have to deal with in this new setting for the characters, so it balances out nicely in the end. Ideally, so long as the characters are fully fleshed out, I don't really care a lot about disad points.
  22. Re: Quote of the Week from my gaming group... Quotes of the week from Post Apoc Champs... Jack Staecker after learning that he now has a mind link with his follower, Pegasus: "I'm like a flying horse whisperer... " Leo to Jack about attacking the Ceto [giant sea serpent of Greek mythology]: "Use the horse, Jack!" And the new 'everyman disad' : Psych Lim:Hates Vampires....
×
×
  • Create New...