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tiger

HERO Member
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Everything posted by tiger

  1. I working on a spell that would cause it's recepiant to become very unluck. I'm thinking of something along the lines of a transformation attack. It changes them into an unluckly person. Only problem is this causes extra work for the GM do decide exactly how it affects them. Any other ideas?
  2. When making a merchant Cargo spaceship. Do you need to pay for cargo area? I ask because the vehicle worked up in Star Hero & TUV don't. Do you just state the amount of cargo that is able to be carried or not worry about it?
  3. I use to have just about everything. moving and a split lost several. Still manage to have quite a bit including the first enimies book. Kind of funny to look at it then pull out the revised or classic enemies and compare the two. Haven't compared CKC to the first one. That should be a hoot
  4. Just a quick question I have Adventurer's Club 1-27. This is all of them Right?
  5. Re: Re: Re: Old Hero System books. I was able to actually get a copy. The big controversy was the timeline set up to get the heroes willing to go save hitler's life. The world turned out worse than it was and several people took offense to this idea.
  6. Well I do have a few books her and there. I have all the rulebooks and genre books that Hero put out, Justice Inc, Cyber Hero, DI ect. I think the thing I like the best is that I still have the complete Adventurer's Run. I realize there are other with it as well but it seems not to many do. They seem to disappear to easily
  7. tiger

    Spell Pool

    One of the players in my group came up with an idea. He has several spells that total upto about 30 points. He has asked the GM if he could do the following. He'd like to do a version of a VPP. His idea he would have 30 ponts and a list of spells do draw from. He'd have to make the usually magic roll based on the active cost. However their would be no control cost and the active cost of the spells don't have to stay under 30. Just the final cost does. So he could have 1 spell going that after limitation and advantages cost 30 or 2 that are 15 etc. It seems to me that he is trying to gain the advantage of the VPP without the restrictions. What do you think.
  8. Thanks Found a couple websites
  9. tiger

    40K HERO

    Yes I have a thread on the "other genre" group. I have a bit of what I've done so far on my website. I'm in the process of reworking a few things as well. right now it's all aimed around 2nd edition 40k. I plan on converting 3rd as well.
  10. I have a friend looking for Heo stats on the Star Wars universe. Anyone know of any web pages that may help him?
  11. I'd make it a huge suppresion. Although the limitation might work as well. In my FH campaign all magic must use mana. So in areas with out mana your up a creek.
  12. tiger

    40K Hero

    Well I figure that marines would start with a base of 15. If for no other reason than giving others a change I have gone with a approach of trying to keep stats and weapons a "ungross" as possible.Of course when I get deep into the true write-ups it may be another matter entirely. I have the weapons damage down(I think), just have to balance it against the armor and the vehicles in the game. I have worked up most of the weapons fro 2nd with good armor pen., Las Cannon, Assualt ect., with damage against vehicles. This allowed them to be able to take out vehicles but still give people a chance. It's worked well so far. The playtesting group are converts from AD&D. So the fact that you tend to get KO'd is a bit new to them. Over the next few months I plan on getting all the races weapons worked up and stats for most of the different troops and such. I'm gonna work up Tao and Dark Eldar for it. Plan on baseing their weapons off 2nd equilavants. On down the road I also plan on doing the weapons and armor or 3rd. So a person could do a update campaign if they want. The weapons have changed so they would have different stats.
  13. Well Yes and No Mind controls are quite common. Now if the user is force to do evil is another thing. If you look through CKC you find several with mind control. It would also depend on the campaign your in. I've played in several that have little or no mentalists. In a normal super world I'd say that mentalist are as common as any other hero type. Most of them do take a control of somekind. What you could do is take the Pysical limitation. This stops you from doing them. The buy mental defense that only works against being forced to do an evil act. This would be a +1 or more limitation I would think. Then you covered regardless You will need to specify what the chracter considers evil or not. This will save arguments later. All this being said. As long as your GM and group don't have problem, you don't have to worry about it to much.
  14. But to give someone the Physical limitation can do evil and then have it also act as a defense is unbalancing. While Blind or no legs could stop someone from using them in some ways. For a PC to be blind but a superhero he has other thing to offset the blindness many of which are affected by the flashes etc. Also some Mind Control's would allow someone to control a blind person to walk across the room and hit someone. Because they are not blind and can control the person's body. While it is a cool idea you also have to consider the affect it will have in game play. If you and the rest of the people you play with think it will work then have ball. As long as everyone is happy the rules can bend as you see fit.
  15. If your gonna use Extra Dim Movement you also have to add use as an attack.
  16. I Know it's in FRED somewhere but I can't find the darn thing. When firing at a Hex, did the DCV of a Hex change for 5th edition. I looked all over the place this weekend but could find it.
  17. Time Stop 30D6 Spd Suppression or Drain Area effect, AP. To this one could add continous for set phases, charges etc. On a roll off 1 it would drain 15 points from someone with harden Power Defense or 30 for those without. That would slow or stop normals or some heroic levels. An 2 would be 30 points or 60, thus stopping quite a few different levels. Add it person immunity and the caster could walk right by. One could add limitation so that the effect only works on those in the area when the Time Stop is used. Thus one could go into the area after the initial power use. While this is quite expensive it would do the job well. A large invisble entangle could work as well. The special effect would be time stop but the mechanics would be an entangle. Base it on ECV and then a Characters EGO (+1to+2 ADV.) is used to break out of the attck. This would work as well.
  18. I have links ot Surbrook's Stuff and the netbook of hero on my site. I think these are two of the best all purpose sites up
  19. It be cool to get one book listing a ton of disadvantages for each catafory. I doubt it's forthcoming, but it would be extrememly useful.
  20. You forgot to list the Adventurer's Clubs 1-27 on your list
  21. I still use the following DEMON: Updated and uses all magical weapons and equipment Demon is lead by the inner circle who answer to one hidden figure that runs demon totally. VIPER: Updated and beefed up. Not just you favorite heros punching bag anymore. There is indeed a Supremem Serpent and everyone answers to him. GENOCIDE: Now the Knights of Geneitic Purity. Much more ctive and dnagerous. KING COBRA: Changed his name to that of a snake god and is still around and causing problems. Has a host of snakemen working for him and making more all the time PSI: Use as is from CKC. They have gained a few new enemies. Until, Primus, SAT(they run the Complex, updated Stronghold) are around as are most villains from CKC
  22. W.O.M.E.N. : Women Organising Mens Elimintation or Nuetralization. Came into being when every hero decide to take won't hit/fight a women, figuring it was a safe disadvantage that wouldn't come up. Most groups that have women also have men therfore, they fight the men while someone else handles the women. OOPS All women group appeared! Knights of Genitic Purity: Took over genocide and is far maro active and deadly Dynamo: All Mutant group lead by a mutant that can explode Arrangers: A villian help group. Fences, scientist, base builders..You name it they can do it. Other than that I use several existing HG groups
  23. I've never thought of awarding points above and beyond EP. I did for a villain campaign I was/do run, but that's specific to the campaign instead of money
  24. VPP would be the way to go. I would take the time to work up some "pre-made" spells so you don't have to work them up on the fly
  25. I agree completely, I just don't see the need for going over 30. I think a base OCV/DCV/ECV of 10 is plenty. I use this in my campaigns regardless of power level. Of course I also enforce it on my villains as well, only fair.
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