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Posts posted by Spectre
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Re: what does it take to get a copy of 5ER
I could tell you, but this is a family discussion forum.Well, except for the NGD
oh baby don't tease me like that
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Re: house rule for c.s.l.
the easier solution to this is simply to restrict the nuber of CSL's a character can buy based on that individual character. that's what I do in my games, and it has never been a problem with any player, and it's easy to maintain balance among the PC's
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Re: what does it take to get a copy of 5ER
How about cancelling that order at your not-quite-so-friendly FLGS' date=' and order from the online store?[/quote']yeah about that, there doesn't seem to be any (damaged, or otherwise) in the online store. now what?
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I've put in an order for a copy of 5er at my local game store like 2 months ago and still they still can't get a copy of it in. What the heck does a guy have to do to get a copy of 5ER?
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Re: power limitations as naked power advantages?
If I go with the END drain as I am leaning toward. It will be bought with the limitations... 'cannot reduce maximum value' @-1/2 and 'can be recovered normally' @-1/2 amongst all the other advantages and limitations. This way the END expenditure increases without having the really nasty effects of long term drains. Yes, I believe that this will be the best way to represent the power, keep it affordable, and not be overly powerfull. Power defence will still be applicable against this power as there should be some form of defence against it. I considered suppress, but that really doesn't give me the effect I want.
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Re: power limitations as naked power advantages?
Ok, what I'm looking for is a way to increase the END cost of any and all END expenditures in a small area of effect. END costs should double, but any character who doesn't spend END should remain unaffected by the power. Several of the suggestions have been very good. I'm thinking either... increased END as a naked power advantage... or a limited Drain vs. END as a continous AoE damage shield.
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Re: suggestions for spy skills?
Cramming would be good for this sort of agent so he can at least gain an 8- KS or AK about the place his next mission involves. Its mighty handy to have a little knowledge about the layout of the next objective.good one, I hadn't thought of that!
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Re: suggestions for spy skills?
Streetwise and/or High Society.Social interaction skills are always good things for a spy.
this paticular character will be strictly covert. He specifically does not want to be a social spy. A 'splinter cell' kind of spy as oposed to a 'james bond' kind of spy. sort of a modern day ninja I think.
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I'm at it again, working on a new character for a new player(4 new players completely new to HERO in one week, I'm getting character creation overload ) So this charcter will be a CIA agent, with a specialty in spying, espionage, and covert intellegence gathering. The character will also be an exper sniper and skilled in demolitions, but I've got a handle on those. So I'm compiling a list of skills for the spy portion of him him. Here's what I have so far...
Concealment
bugging
KS: spy gear
lip reading
security systems
shadowing
stealth
electronics
lockpicking
climbing
my brain is fried , and I need some help with the skill list.
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Re: Skills to represent a forensic scientist
Thank you everyone, everything here has been very, very helpfull. The character will be well rounded with skills for field work, and skills for lab work. The character won't be carrying a gun and will instead rely on expertiese in martial arts. It is a superhero game, and packing a pistol just isn't very superheroic. I'm proud of the player, she came up with a very unique and original character concept, it's very refreshing from just making a HERO version of some already existing comic book super. (my last group was mostly copies. hulk, wonderwoman, daredevil, solar man of the atom, magnus robot fighter, and a single unique character)
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Re: End drain?
building an adjuster? I love adjusters. Nothing is more frustrating for the bad guys(or good guys) than a guy who just messes up all their powers.
Other nasties that you can add to this list are speed drains, END transfers, INT and EGO drains, DEF drains, ect...
Add some Aid powers in there to to jack up your compadre's at the same time you are draining your enemies.
SPD aid - cumulative, AoE radius is one of my all around favs
DEX aid - works well for bricks
STR aid - makes a martial artist really dangerous
END aid - keep those blasters, blasting away
and so forth and so on.
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Re: Skills to represent a forensic scientist
Very helpfull, I really appreciate it.
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I'm building a character for a new player, and she wants her character to be a FBI forensic investigator, and I'm working on a list of skills for the character. Only trouble is I know next to nothing about forensics. The basic skills are easy, but I would like to add more depth to her skill set. Right now I have the following skills for her...
Analyze - forensic evidence
criminology
cryptogrophy
deduction
forensic medicine
Science Skill - forensic science
I'm sure there should be more science based skills if anyone can make any suggestions I would certainly appreciate it.
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Re: Unbalanced Heroes
It's the Job of the GM to make sure there aren't unbalanced characters. There are lots of ways to keep characters balanced. I, as a GM, set standard values for the major aspects(CV, SPD, DC, DEF, ect...) I work very closely with my players when they create characters. If one guy wants to go over the DC, I make him reduce OCV and/or SPD. If a character wants to have a high SPD and/or OCV, I make sure his DC is lower. Characters with high DEF have lower DCV. Character with low DCV get higher DEF. I also closely monitor powers and power advantages. If I have a person that is creating an unbalanced combination(desolid + big attack with affect physical world), I just point out that it's not acceptable and it must be changed. If the player doesn't like it, then he can find a new game. If a player insits on having some ridiculous conglomeration of uber-effective powers, then my group will be better off without him/her. In nearly 15 years of gaming, I've never had a probelm with this. I've had to ask a couple of players to leave, and most of the time that's all it take to get them to play somthing reasonable. Everyone in my game is equal, everyone has the ability to positively contribute to the team. Everyone has different abilites and skill sets, but no one person will ever be able to do everything, and no person will ever feel like they can do nothing. Everyone has a fair shake, and that is becuase I enforce balance.
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I'm both an RPG and Miniature gamer. My first love is painting minatures and building scenery. I'd like to start using miniatures in my champions campaign. But, I'm having trouble finding some superhero mini's of good quality. I could sculpt my own, but I don't have the time nessecary to scuplt a dozen different models for characters. Anybody know of any place to get good Superhero miniatures?
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Steve,
I'm building a character for a martial arts campaign, and I'd like to have a few martial arts maneuvers built with pairs of linked martial maneuvers. such as...
choke hold linked to martial escape (only if escape is successfull)
martial throw linked to martial block (only if block is successfull)
martial strike linked to martial block (only if block is successfull)
I've been unable to find anything specifcally prohibiting or endorsing this method of building attacks. Is it possible and/or permissable to build linked martial maneuvers in the manner I have presented here? If it is legal, what would be the appropriate way of applying the 'linked' to the maneuvers?
Josh
Steve's Chat (Thursday, November 30)
in HERO System Discussion
Posted
Re: Steve's Chat (Thursday, November 30)
I'd just like to say, that I really like the fact that the big dog himself comes here to talk to us. That's somthing I don't seem to find very often in companies these days. Thanks Steve.
PS, I really enjoy this game, I'm glad it is what it is.