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Greatwyrm

HERO Member
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Everything posted by Greatwyrm

  1. Re: Sounds like a pulp plot to me... I'd say molemen needing a large quantity of water for use in their massive Rotary Steam-Excavator. Of course, you can't rule out evil Nazi scientists testing an anti-water atom, created in their secret laboratories.
  2. Re: The President has a cronic medical condition
  3. Re: The President has a cronic medical condition I'm sure they'd account for something like that, but I don't know how far out of their standard tactics they need to go. It wouldn't really be any different than the times you see any other president take his time shaking hands on a street or something. And really, its how fast the agents act that would save him, not how fast he reacts. If you've ever seen the clip of the attempted assassination on President Reagan, he's pretty much shot, picked up and thrown into the car by the Secret Service guys, and jumped on by the Secret Service guys before he has a chance to do anything. In game terms, your Secret Service guys should just have the maximum level of Lightning Reflexes you allow normal people to have in your game. Maybe even some kind of Human Shield power, depending again on what you allow. It might be built as a kind of Damage Reduction or Armor, Usable By Others, Trigger (when you see/hear an assassin), Lim: Only When Adjacent, Lim: You Take the Damage reduced. It would only help on the first shot if you saw the assassin before he struck, but would be good after you knew what was going on. Pretty much like real life, I guess.
  4. Re: "Genetic Memory" as a power I'm no HERO expert, but I'll offer an alternative. How about a modified form of Cramming? IIRC, it gives you a 8- on a skill. Instead of preparing ahead of time, you prepare it with a night's sleep, still only usable once per adventure per purcahse.
  5. Re: Barbed Arrows My only question is, why Recoverable Charges on something that's purposely designed to be difficult to recover?
  6. Re: New Judge trying to understand Unstoppable Healing It's been a while since I've dug into the rules, so forgive me if I'm a bit off. First, I'm pretty sure Resurrection is either a Caution or Stop power. Warning you to consider limiting or excluding them from your game. The power reserve has Inherent and Reduced Endurance listed for all slots, but they don't seem to be included in the slots. The third power has Self Only and Usable by Others. Can you do that? IIRC, Resurrection says the GM is well within his/her rights to list circumstances that will cause the character permanent death. Stake through the heart, removal of the head, whatever you think is reasonable. Also, there is plenty of stuff that will ruin this guy's day. Drown him and leave him bound at the bottom of a body of water. He'll resurrect, be stuck, and drown again. Immerse him in acid and leave him there. Encase him in concrete. Really, all you'd need to do is incapacitate him (by doing enough damage to outpace the healing) and then pick something suitably nasty and difficult to escape.
  7. Re: Power: Genetic Reincarnation... How about Longevity 2 points (effecitvely immortal, but doesn't come in to play very often) and Resurrection with a lot of Extra Time tacked on.
  8. Re: So if I have 30 rPD/30 rED armor... poison your drink choke you Transform (armor to acid) push you into a hole full of water
  9. Re: [World Building] Magic System Maybe it's just the lazy GM in me. Instead of making a table and trying to account for all the armor available in the game, maybe just make the penalty = (DEF/2). Magical or specially crafted armor could include what would amount to a PSL (and priced the same). For example, you could have plate armor 8 DEF (-4 RSR), but have it specially fitted and hinged so the RSR is only -2 (for the AP cost of 2 PSLs). I've been kicking around an idea of a campaign rule that the RP you have in a spell can't exceed the RP you have in the Power skill the RSR is based on. If you're Necromancy is Int+1, then you can't have more than 5 RP in any Necromancy spell. A 30 AP spell would need -5 worth of limitations to get down to that level, but only -3.25 (approx) if you had Necromancy at Int+2.
  10. Re: fear-ability PRE is the best way to handle simple fear. If you wanted, you could also try Mind Control (issue command "flee"). If something was really terrifying, it might have a Transform (Mental) power that inflicted a semi-permanent phobia of the creature.
  11. Re: Hero Designer v2.0 - CD-ROM Just adding my $0.02 as another happy Hero Designer customer. It's easy to use and very handy.
  12. Re: WWYCD: You the Jury Fill out the jury questionnarie in such a way no lawyer in his/her right mind would keep you in the pool. 1. Do you know the defendant? A. Yes, he once killed my dog in an attempt to take over the city. 2. Do you have any particular bias against super-powered individuals? A. Yes, they are freaks of nature that must be purged from society.
  13. Re: New World Map I guess it depends on how good your cable package is.
  14. Re: New World Map I agree, but consider how many people live their real lives in that same way.
  15. Re: Magic System : Blood Magic I'm assuming you want ideas for powers. There's a lot you could do with blood as a component or special effect. --Vision Flash attack by making the target cry blood or making the blood vessels in the eye rupture --All kinds of EB or RKA, probably with AVLD or NND, by boiling the target's blood, removing it, or stopping it from flowing properly --Damage Resistance by controlling your own bleeding to reduce damage from wounds --LS: Extended Breathing by controlling how oxygen moves through your blood --Since you're fighting vampires and werewolves, maybe you could use RKA to model fusing holy water or silver with the blood of those creatures at range, probably with Obvious Expendable Focus (holy water or silver dust) --You could use Transform to inflict a Disadvantage to take extra damage from physical attacks, based on hemophelia (sp?) --You might even be able to use Transform to help a vampire temporarily stave off his hunger for blood Are there any other sorts of specific ideas you want to develop?
  16. Re: Whats wrong with Cliches ? I don't know. People put new engines in old cars and call them hot rods. Was this really a big deal for the players?
  17. Re: A Presidential candidate has MS Why not? Didn't FDR have polio? He was a good enough president. Back then the public wouln't have gone for it, but I don't think it would be nearly the problem now. Sure, some people would object, but some people always do. Some slimy political planner could find a way to make a few poll points on it. As an aside, what's the timeline you're running in? If by George Bush, Jr., you mean GWB, he wouldn't be able to run for the office again. Or are you referring to someone else entirely?
  18. Re: Running a riot? I had a similar situation come up in a D&D game recently. I basically treated it as an environmental effect. Pushing through the horde of people made movement difficult. A chance of taking some damage each round. After a few rounds, the crowd had moved on. Worked out pretty well.
  19. Re: 1d6-1 I believe it's (result) -1, with a minimum of 1.
  20. Re: Why are there no Fantasy Hero adventures / Modules I wonder if the pdf PulpHERO adventures sell well enough, if we'll see FH ones as well.
  21. Re: Sharing the Campaign ideas you can't use... yet
  22. Re: Sharing the Campaign ideas you can't use... yet Some neat ideas here. I've got a bunch in my "Before the Retirement Home" file, but here's two. 1. Alien Invasion Supers. I got this idea from an Alternity book. Little green men come to earth to take over. Someone here has developed a process that gives humans superpowers. Unfortunately, humans aren't really built for that -- no one has survived more than a year or so after having the treatment. Heroes are fighting to save the earth and should be a little more heroic, knowing they're on borrowed time already. 2. Alchemy-punk. I'm working on a campaign guide for this now. A lot of the standard cyberpunk stuff, but in a fantasy world. Magic leaves the world. Civilization nearly collapses. Alchemy comes into it's own as a science. Probably an early Renaissance tech level. Black powder weapons, alchemical body modifications, exploration of the lands lost during the crash. I just hope I get to run that one before my job/family situation forces me to move to Michigan and lose my game group. My close group of players has a ball with cyberpunk games.
  23. Re: Disadvantages giving xp Let's say you've got a 5pt Distinctive Feature. Normally, you'd get 5 extra points at character generation. In this method, you'd still have the disadvantage, you'd just get 1 bonus xp in any adventure where it actually affected you somehow. (e.g. You have a tatoo on your hand. The police are after you and have a description of a man with the same tatoo.) If it was harder to conceal (10 pts - tatoo on the face maybe) you'd get 2 bonus xp if it came up in the adventure.
  24. I had seen previously in Spycraft, and now Mutants & Masterminds 2e, a method for disadvantages giving extra xp instead of some bonus up front. I was wondering if anyone had tried something like this or had an idea for how to do it. Off hand, I was thinking (Disad. Value / 5) bonus xp points per adventure the Disadvantage comes up in, with a limit of each Disadvantage only being awarded once per adventure. Again, that's instead of the extra points you'd normally get at character creation for taking the Disadvantage in question.
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