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spaceprincessecho

HERO Member
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  1. Re: Requires another power limitation? There's already a system like this in place for Martial Arts - in 6E1 it discusses that if you buy any Martial Arts you have to get at least 10 points worth. Additionally, HSMA talks about optional systems for ranking martial manoeuvres - essentially, the idea is that you have to buy a certain number of points of "low tier" manoeuvres before you can get higher tier ones. It's discussed as a campaign ground rule - something we, as GMs, can just enforce. That sort of thing is okay in HERO.
  2. Re: The Scale of the Universe That picture is funnier because of the typo.
  3. Re: An ability that adds to damage class? That also sounds rather similar to the Weaponmaster talent - I believe somewhere in the back of 6E1 there's a breakdown of how all the talents were constructed.
  4. Re: Impact of Multiple Attacks I've personally only ever used it either if my character was fighting with two weapons or I wanted to "sweep" across multiple foes. It hadn't really occurred to me that I could batter away at one foe with a single attack many times.
  5. Re: Poison/ Disease Inoculation Transform: Ailing person to well person seems sort of dodgy to me. Even if it's in a published HERO book. I think, depending on how diseases are defined, Aid (to a maximum of their starting value) could be best. Assuming you don't go the temporary LS route, which I'd advocate as being ideal.
  6. Re: Power Maneuvers This does seem potentially more complex than is really necessary. What about adapting martial arts to work with spells (or whatever it is that the non-martial characters are doing)? I haven't seen the book myself, but HSMA sounds like it might have advice for doing such a thing.
  7. Re: SCIENCE!! One step closer to magnetic monopoles? I'd say that basically anything you can do with magnetics, monopoles will do more efficiently. Which could make them the premier new technology - let's use magnetism for every form of propulsion or movement! And then, in come the magnetically-disruptive alien conquerors...
  8. Re: So....the Universe....Discuss! I've never really agreed with the "big problem" of unification. I think that if you treat electroweak the same as gravity, rather than attempting to force the other way around, it works much better.
  9. Re: Chuck Norris Facts as Powers for HERO? Chuck Norris' only disadvantage is Physical Limitation: Cannot take disadvantages
  10. Re: How much dark matter is there? Obviously we've annexed more of the universe as our own. It's the American way!
  11. Re: Chuck Norris Facts as Powers for HERO? Chuck Norris doesn't breathe - he holds air hostage. Martial Grab, Affects Desolidified
  12. Re: Common 6E House Rules The only house rule I regularly employ is that if you take more stun than your CON, you get a CON roll to avoid being stunned. Auto-stun just seemed problematic to me.
  13. Re: Of Healing Factors You could go with Regen and then a high REC to take care of the STUN.
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