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Greatwyrm

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Posts 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

     

    During his second term' date=' if he decides to run again, it will mutate to secondary progressive multiple sclerosis, which will cause even more problems.[/quote']

     

    I assume this comes from an existing plot I'm not familiar with. That aside, expect the Vice President to draw a whole lot of attention if this happens.

  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: FH Gripes

     

    4. IF you are running a game with typical gamers' date=' you'll have at least one or two in the group that are constantly going to be maxing skill level, speed, strength, and will look to buy custom, larger and larger weapons so that they can Sweep with a 5d6 k weapon--and their high CSL's means they'll be capable for 3 routine kills per phase (with tough consquences for END, but END is cheap). I have combatted this primarily by making each increment of 5 points in each characteristic double in price past 15. In other words, buying STR from 10 to 15 costs 10 points. To buy it from 15 to 20 costs 20 pts. 20 to 25 costs 40. Players will buy CHAR that they really want, but you will not soon have 40STR guys running around all over the place. It will keep DEX and Sppeds within a reasonable range. This screws with the "Package Deals" however and you'll have to either change point costs for them or allow normal prices to apply for CHAR bought in a package deal.[/quote']

     

    This really isn't HERO specific. You'll see this in about any game, but I think that's what you're implying.

     

    The key to this in any game is you can't just keep feeding the one-trick ponies. There are tons of ways to teach someone the benefit of not overspecializing. For example, social encounters are always the bane of the combat monster.

     

    Heck, somebody paying for 40 STR in a fantasy game probably wouldn't last long when faced with a simple INT drain. He's not going to be much of a threat after that enemy enchanter leaves him sitting on the ground, pondering his belly button. And as cheap as END is to buy, it's just as cheap to drain as well. Suck all that vigor right out of him and let him take stun damage every round just for trying to walk with all that steel strapped to him.

  5. 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.

  6. Re: [World Building] Magic System

     

    Armor will be divided into a number of catagories, with penalties ranging from -0 to -4 on the RSR roll, depending on the type of armor

     

    (Heavy Clothing and Light Leather will be -0, while Plate will be -4, Chainmail will probably be -3, Med Leather -1, Studded Leather, Scale Mail etc -2)

     

    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).

     

    The key to making Hero magic feel like magic is to heavily load each spell with limitations far beyond the usual RSR/incantations/concentrate. I'm used to routinely building spells with -4 or -5 in limitations.

     

    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.

  7. 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.

  8. 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.

  9. Re: New World Map

     

    They viewed knowledge of the wider world as irrelevant and never bothered to study the material closely that did not relate to their character.

     

    As a world-builder, I find this approach totally incomprehensible. Valid, I suppose, but incomprehensible.

     

     

    I agree, but consider how many people live their real lives in that same way.

  10. 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?

  11. 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?

  12. 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.

  13. 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.

  14. 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.

  15. 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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