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spaceprincessecho

HERO Member
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Posts posted by spaceprincessecho

  1. Re: Requires another power limitation?

     

    You are basically right' date=' although the martial arts rules are a bit of a special case: there's no suggestion you have to start with low-tier powers - in fact it specifically states that you could just buy two of the most powerful maneuvers and call it good.[/quote']

     

    It's an optional system mentioned in HSMA, for campaigns that desire more realism in martial arts acquisition.

  2. 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.

  3. Re: Poison/ Disease Inoculation

     

    Yes' date=' I'm not that big a fan of it either. It means its harder to heal a fit person of a disease than it is to heal a weak or sickly person. How would you go about building a long term treatment?[/quote']

     

    Without getting into specific numbers like you did, I'd say some combination of Healing and Dispel. Healing, based on the assumption that a disease mechanically is something akin to a Drain of one or more characteristics. Dispel would be necessary if the disease is somehow "ongoing", such as something that inflicts a small Drain every day.

  4. 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.

  5. 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.

  6. 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...

  7. Re: Basic Rulebook

     

    Ok, thank you very much for your help!

     

    This forum seems to be a very good source of information, I find very instructive to read the "How to build" subjects :) I'm eager to start playing with my group!

     

    Absolutely. In fact, most of the time you get way too much information (here are eight different ways to model that!) than too little.

  8. Re: Martial Arts and STR

     

    In straight-up combat that's true. However' date=' one's 10 STR martial arts master might end up regretting the cost savings if pinned under an overturned bookcase that his extra damage classes won't help him lift.[/quote']

     

    A real martial arts master doesn't need to lift the bookcase.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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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