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JohnTaber

HERO Member
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Posts posted by JohnTaber

  1. Baby name books or baby name sites.

     

    They are sorted by nationality and some are even sorted with descriptive words (Strong, Wise, etc). I actually looked through a bunch to find one that would work best for gaming. :) I even have a small one that I picked up at a supermarket checkout line that fits nicely in my pack. ;)

  2. Hi Gents,

     

    Got a dumb question but it came up in my game...

     

    Can mental powers work on someone who is unconcious?

     

    I would imagine ego attack would be ok in some cases based on the special effect but what about telepathy? In my session the PC wanted to dig for memories and deep secrets on a villain who they just knocked out. I could not find this documented anywhere but maybe I just missed it... ;)

     

    What do folks think?

  3. Hi JeffB,

     

    Not to scare you but in my mind running the fantasy genre using Hero (aka Fantasy Hero) might be the toughest genre to run in Hero. I said it was tough...I did NOT say I thoughr it should not be used for fantasy. In fact I think Hero works REALLY great for fantasy. I have run many campaigns in the past. :) I just think you may want to take it slow like others suggest. The problem is that FH spells need a magic system which the GM must provide and often balancing the magic with the fighting can be tough for first timers. ;)

     

    I think I recommend starting something like Blue says. Pick a genre without spells and try a couple of games with your players. Maybe make up a 1 shot spy game where the PC are provided. Once everyone feels a bit more comfortable start branching out.

     

    You could then move to a simple Champs game too to get a feel for the rules and how powers work. If you want pickup DH#9. There is a sample adventure with all the players and villains provided. Try with that...

     

    Just thinkin' out loud...as the others said...stick with it. Once you start using Hero you can't imagine why anyone would use another system...at least I can't... :D

  4. Markdoc mentioned the method I use. My first game session always involves wimpy thugs or animals (wolves?) so I can get a feel for the PCs combat prowess. After that I can judge how much villain I need. Balancing combat in FH is very tough. I've been running FH for a long time and sometimes I still don't get it right... :)

  5. Hi DrSavant,

     

    I heard a neat idea from someone else on the board about radiation accidents and mystery powers. The GM gave out EP as normal. If the player was willing to let the GM come up with a mystery power/radiation accident/etc then he could give the GM back EP. Any EP the PC gives back is at a 1.5x rate! Thus if I give back 12 EP to the GM he will spend 18! Get it? Kinda fun... :D

  6. Hi JmOz,

     

    I'll come up with a completely different method...just to get ya thinkin'...

     

    The main character is the robot. You buy the powers of the robot plus the skills of the controller and bot as appropriate. The robot then buys a Physical Limitation disadvantage that it is being remotely controlled from afar and can theoretically be disconnected from it's brain. You could also add a follower and base to the robot character. The follower is the controller and the base is where he is repaired and such.

     

    Just another idea...ain't Hero grand that you can do stuff like this...ah...

  7. Hi Fionan: Personally I would not allow attacks while the PC is Desolid especially if it is his primary attack. It is just too problematic. Here is what I have done in the past...

     

    There is a good way to get the Vision special effect without buying the +2 advantage. This method also prevent the attack while Desolid "heart burn". Just buy the attack (RKA with Penetrating or whatever) and put a limitation that the attack only works as the PC is coming out of Disolid. Get it? This way the PC is not actually attacking while Desolid. Everyone wins. The PC gets his cool special effect and the GM does not have to worry about attacking while Desolid. ;)

  8. It is not legal. Block prevents any damage from affecting the character so nothing would go to Absorption.

     

    I'm not sure how the V&V power works...I'm at work and don't have my book...but you may be able to duplicate a similar effect using a different power. For example, if the character gets stronger when he blocks you could say...

     

    Aid to STR, Only after a successful block, Trigger

     

    Something like that should be legal... ;)

  9. Hi Crosshair,

     

    Let's see...

     

    1) I'm pretty sure it is technically illegal to put Absorption into an EC. EC are not supposed to have powers that inherently cost 0 end. Of course this is allowed if your GM says it is ok. In my campaign one of the PC has TWO slots exactly as you describe.

     

    2) Yes. Separate pools.

     

    3) With two powers he can't add more than 40 points from EACH power. If both were maxed out he could add 80 points to something.

  10. Hi Yamo,

     

    1. Arcane spells require -2 worth of Limitations that can never be "bought off."

     

    2. Divine spells require -2 worth of Limitations that can never be bought off, 1/4 of which has to be the following Limitation:

     

    Limited Power: Caster Must Abide By Religious Restrictions Or Lose Access To Spell Until Proper Atonement Is Rendered (-1/4)

     

    This is almost exactly how I do it. K.I.S.S. is my middle name... :)

  11. Hi TaxiMan,

     

    Re: TK vs EB/RKA. My take here is really simple. TK is REALLY expensive. For 75 points you get 50 STR or 10d6. Also the object being used as the bludgeon will often not take this abuse and will shatter. Both of these issues are pretty restrictive. For the same points I could buy a 15d6 EB or a 5d6 RKA to simulate throwing something with TK. The effectiveness of these is MUCH greater! Simply let the PC buy it how they want...hec put all three into an EC or Multipower and go crazy. :) Get it?

     

    I don't see a problem...

  12. Hi Gents,

     

    How about some new ideas added to Starwolf's reply...

     

    1) Assmume all opponents have held prepared actions.

    2) all opponents make a dex roll (modified by lightning reflexes). The skill sleight of hand and the talent combat sense would act as complimentary skills. This determines the order of the to hit rolls.

     

    [John] What about Dex roll with Lightning Reflexes plus any or all of the the following as complimentary...

    + Slight Of Hand

    + Ego Roll?

    + Every 5 pts you make on a Pre attack? Stare em down.

    + Every 2 levels burned add +1 to the resulting roll?

     

    3) Roll to hit, roll hit location, roll damage.

    4) if any dex rolls match then fire is simultaneous and those opponents get to roll hits, locations, and damage even if the rolls inidicate kills (this could result in both gunfighters dieing).

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