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spaceprincessecho

HERO Member
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Everything posted by spaceprincessecho

  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.
  14. Re: Basic Rulebook Absolutely. In fact, most of the time you get way too much information (here are eight different ways to model that!) than too little.
  15. Re: [How to Build] Shotgun area of damage How about this: 2d6 RKA, no range, explosion (cone) PLUS 1d6+1 RKA, no range, AoE (1 hex), linked That way you get a bunch of damage up front, and still a little bit of damage at a distance.
  16. Re: Martial Arts and STR Possibly to represent it being harder to hit a weak spot. I don't know that I'd say it's necessary, though. I'm also not exactly sure how to model it in 6E. (Inaccurate is 1/2 OCV, I believe).
  17. Re: Collaborative World Ending… It could also be the Starfall: Pieces of the sun have descended to earth, alighting the sky and causing great devastation where they land. Worse, these are actually cosmically powerful fire elementals that proceed to rampage around the countryside, hellishly annihilating all in their path.
  18. Re: This looks legal but wrong to me I like Sean's solution. It's elegant, and the only funny tricks involved are a logical, almost natural, extension of existing rules
  19. Re: Dwarves, Elves and Hobbits Need Not Apply! My fantasy setting has dwarves and elves, of a sort, but also a number of "non-standard" races: Jotunkin, storytelling nomads descended from giants Dji, sand-magic using fox-people Himur, a race of people that are sentient dream-fragments of the gods And some stranger creatures for NPC use.
  20. Re: Group Immunity I think Selective (look under the Area of Effect advantage for that one) seems like a much simpler way to go about it. Although that does introduce the idea that he'd technically have to roll to hit against all his enemies, but you could easily GM that away if so inclined.
  21. Re: garrote If it's something doable a few metres out (as, I presume, a yo-yo would be) then RKA, OAF, NND (defence is having some sort of armour on your neck) would probably be the way to go. Continuous is good if you want to keep dealing damage phase after phase without rerolling to hit (I'd guess you do, and it fits the idea). You'd need some sort of limitation to indicate that you can't use the yo-yo while doing this, though. Lockout would work nicely, especially if you have all your yo-yo attacks/tricks in a multipower.
  22. Re: Assuage my fears about the complexity I find HERO is as complex as you want it to be. A number of character concepts (including, I'd say, the most common superhero builds) are fairly simple. Other things (say, an attack that deals damage to somebody, dispels any active effects on him, and drains his speed to increase your own) are fairly complex and should not be attempted without adult supervision and safety glasses.
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