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GoldenAge

HERO Member
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Everything posted by GoldenAge

  1. Re: More space news! HEL Guns for EVERYONE!!!
  2. Re: Champions Powers and Their Comic Book Inspiration The 6th Ed creation of Barrier seems to me to have been done in order to mimic all of the diversity of a Green Lantern Power ring. Previously, Force Wall was only capable of mimicking a small fraction of a Green Lantern's power, the rest having to be created from a menagerie of other powers. It always seemed forced and clunky (Making a simple force-bridge out of modified Flight for example). Now, with Barrier, reaching the true potential of a TK wielding superstar like GL is easy (If not slightly unbalanced).
  3. Re: Are starship deckplans with a 1 inch grid usable? Has anyone done the work to build Hero System write-ups of Ryan's ships? I'd love to see them!
  4. Re: NEMESIS SQUADRON: New Game Packet! Here's a little ditty I cobbled together for a player:
  5. Re: Help with a character: Singularity [ATTACH=CONFIG]45363[/ATTACH][ATTACH=CONFIG]45364[/ATTACH] Black Hole ideas 157 Gravitic Manipulation: Variable Power Pool, 90 base + 67 control cost, Cosmic (+2) (225 Active Points); Limited Special Effect Gravitic SFX (-1/2), Limited Power Adding Powers to the VPP Requires a Skill Roll (-1/4), Limited Class Of Powers Available No Skills (-1/4) 0 1) Area Gravity Manipulation: Change Environment 1" radius, Multiple Combat Effects, Varying Combat Effects (20 Active Points) Real Cost: 20 2 0 2) Gravitic Barrier: Force Wall (18 PD/18 ED) (90 Active Points) Real Cost: 90 9 0 3) Gravitic Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points) Real Cost: 20 0 4) Gravitic Shock: Energy Blast 6d6, Reduced Endurance (1/2 END; +1/4), Attack Versus Limited Defense (Power Defense or Certain ED Force Fields; +1 1/2) (82 Active Points); Limited Range (40"; -1/4) Real Cost: 66 3 0 5) Gravity Control: Telekinesis (60 STR) (90 Active Points) Real Cost: 90 9 0 6) Gravity Manipulation: Telekinesis (40 STR), Affects Porous (70 Active Points) Real Cost: 70 7 0 7) Gravity Surge: Energy Blast 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points) Real Cost: 90 0 8) Gravity Well: Entangle 7d6, 7 DEF, Takes No Damage From Attacks Limited Group (Physical; +1/4) (87 Active Points); Cannot Form Barriers (-1/4) Real Cost: 70 9 0 9) Hyper-Velocity Flight: Flight 10", Reduced Endurance (0 END; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (45 Active Points) Real Cost: 45 0 10) Master of Gravity: Flight 18", Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (90 Active Points) Real Cost: 90 0 11) Spatial Anchor: (Total: 60 Active Cost, 48 Real Cost) Knockback Resistance -15", Uncontrolled (lasts until makes a full move; +1/2) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 36) plus Clinging (normal STR), Uncontrolled (lasts until makes a full move; +1/2) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 12) Real Cost: 48 5 0 12) Warp Light: Invisibility to Sight Group , No Fringe (30 Active Points) Real Cost: 30 3 0 13) Center-Point Crush: Major Transform 6d6 (Objects Into Crushed Objects), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0) (90 Active Points); Limited Power Inanimate Objects Only (-1/2) Real Cost: 60 9 0 14) Darkness of a Black Hole: Darkness to Sight and Radio Groups 3" radius, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (One Turn; +1/2) (79 Active Points) Real Cost: 79 0 15) Gravitic Acceleration: Aid 2d6, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Area Of Effect (7" Radius; +1), all Movement powers simultaneously (+2) (85 Active Points) Real Cost: 85 0 16) Gravitic Shield: Force Field (20 PD/20 ED), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled ((Lasts One Minute, Plus One Minute Per Point Below Necessary Power Skill Roll); +1/2) (90 Active Points) Real Cost: 90 0 17) Gravitic Vertigo: Suppress DEX 12d6, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Reduced Endurance (1/2 END; +1/4) (75 Active Points) Real Cost: 75 3 0 18) Gravity Drag: Suppress 4d6, all Movement powers simultaneously (+2), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Area Of Effect (3" Radius; +1) (45 Active Points) Real Cost: 85 8 0 19) Relativisitic Temporal Distortion: Drain 1 1/2d6, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Costs END Only To Activate (+1/4), DEX and SPD simultaneously (+1/2), Uncontrolled (One Turn; +1/2), Continuous (+1), Area Of Effect (8" Radius; +1), Cumulative (30 points; +1 1/2) (90 Active Points) Real Cost: 90 9 0 20) Singularity Crush: Killing Attack - Ranged 1d6+1, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Reduced Endurance (0 END; +1/2), No Normal Defense (Force Field or Force Wall with Energy SFX; +1), Does BODY (+1), Continuous (+1) (90 Active Points) Real Cost: 90 0 21) Singularity-Induced Space Warp: Faster-Than-Light Travel (4 Light Years/hour), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0) (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 32 4 0 22) Wormhole: Teleportation 10", x4 Increased Mass, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) (82 Active Points); Limited Power Gate (-1/2) Real Cost: 55
  6. Re: "Neat" Pictures I can't quite make it out but I'm assuming that you're showing those two students how to get to the HERO boards, right?
  7. Re: A Thread for Random Videos It will most definitely help if SHE'S drunk!
  8. Re: Herophile Fantasy art My latest commission for fellow Herophile FrankL TWINDOVE
  9. Re: How do GMs out there handle late arrivals I plop them in equal to the lowest PC's experience level. Easy peasy.
  10. Re: What elements should a great superhero setting contain? Did anyone mention a cult? Ya gotta have a cult.
  11. Re: What elements should a great superhero setting contain? Meet Edward Draxton of Draxton International - AKA Crime Boss! (See write-up of Crime Boss upthread here)
  12. GoldenAge

    Costumes

    Re: Costumes Best costume: Tie - Silver Age Flash / Captain Marvel Each of these costumes simply screams hero to me. Worst Costume (other than the universally accepted train wreck that is Marvel's Captain Ultra): The only hero to ever take costume design advise from Captain Ultra... Kitty Pride
  13. Re: What elements should a great superhero setting contain? Heroes need to look the part!
  14. Re: What elements should a great superhero setting contain?
  15. Re: What elements should a great superhero setting contain?
  16. Re: What elements should a great superhero setting contain? INNOCENTS!!! Your setting will need REAL PEOPLE! Palpable members of society to which the heroes feel an attachment. People whose welfare is in the care of the heroes,who NEED to be saved and whose loss, should the heroes fail, will leave behind deep scars.
  17. Re: What elements should a great superhero setting contain? This!!! (and everything else posted above. Check out the Epic City link in my sig for much, much more!)
  18. Re: "Neat" Pictures Cool pic, but it has nothing to do with Sandy: http://www.buzzfeed.com/reyhan/viral-photos-that-arent-hurricane-sandy
  19. Re: Microverse : what did you do with it ? Oh, another handout about the Multiverse and Great Britain Prime (just cuz it kinda has to do with 'verses)
  20. Re: Microverse : what did you do with it ? Just a top-line view of how we use the Microverse in Epic City (see link in sig for Epic City campaign stuff) Lots of good scientific explanation mumbo-jumbo in the PDF.
  21. Re: NEMESIS SQUADRON: New Game Packet! The Crew of the SUNSTRIDER! [ATTACH=CONFIG]44985[/ATTACH]
  22. Re: "Neat" Pictures I think they're pretty neat.
  23. Re: Hypothetically and unofficially, what would you like to see in a Mecha Hero book? Sorry if this has already been mentioned... I'd like to see an in-depth hit location and result chart that is specific to the body parts of a mech and its pilot. I liked the old battletech so I guess I'd prefer mech creation and combat rules that, while based on HERO, are a bit more... crunchy.
  24. Re: NEMESIS SQUADRON: New Game Packet! Detailed map of the Feudal Demesne:
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