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CTaylor

HERO Member
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Everything posted by CTaylor

  1. Re: Opinions wanted on a custom limitation I'd have to echo others in saying that limitation does not actually limit the power and is worth no points. It limits potential, but not the power. Perhaps a disadvantage could be used instead.
  2. Re: FH Scenarios I have loads of them on my website: module conversions from D&D and Warhammer Quest.
  3. Re: [Compilation] "to Fantasy HERO Conversions & Adaptations" Up to almost 20 adventures on my site now
  4. Re: How much Megascale to cover the world I saw that and thought of square dancing, actually. The follow up spell is Dosie Doe.
  5. Re: How much Megascale to cover the world You'll want indirect to get everywhere too. Depending on your GM you might not be able to hit areas you can't see (or at least you'll want "conforming" to get in those out of the way spots).
  6. Re: Summon Singular Creatures You do, just one at a time. The 8 charges is a limitation because it prevents you from summoning more than 8 in a given time period. Ordinarily you could have as many kobolds summoned as it takes you time to finish the summoning and dismiss them. With the limitation, you can only do it 8 times. Yes. Because you're limited by how many times a day you can summon your 250 kobolds. Summoning 250 of any given creature costs you 40 more points than the base summoning cost. You already paid for how many you're summoning. If those 250 kobolds go away or die, you can't do it again that day no matter how hard you try. Summons are pretty short term, for most tasks. If you had the 8 charge summon of 1 kobold you wouldn't get your instant army... but you'd have that summon available to you 7 more times through the day, and that flexibility is worth points. The charges limitation is a separate cost issue from the summon. You already paid to summon a ton of guys, or less to summon fewer. Charges just tells you how often you can use the power.
  7. Re: Superhero Package Deals, by Genre: Bronze Age You left off Distinctive Looks: Gritting teeth in an enraged sneer constantly (always, concealable) Distinctive Looks: Feet smaller than a fingernail (always, not concealable) Psychological Limitation: Casual killer: Kills for the slightest reason without any remorse (Common, Total)
  8. Re: Patriotic Equipment Two wings, one that protects and one that attacks
  9. Re: Combat Tracker program? I like the GSPC, its old and dusty but it works great and is very reliable. It doesn't have anything fancy, it just lets you keep track of who moves when, lets you roll dice, and gives you flags you can put on people. http://www.wellington.org/champions/gspcinfo.htm Its so old its DOS and the graphics are very minimal but it will run on anything these days and its simple and small.
  10. Re: Summon Singular Creatures Depends what you mean. As I understand it, you can only have one creature out at a time per summon effect, if you want more than one you buy the doubling adder. You can buy ten different summons and summon ten things that way. Handy trick: Summon can be used as a super mind control: buy specific target on a summon and summon a person, beat them in a battle of wills, and they must do whatever you tell them to, up to the number and duration of tasks you've managed to build the summon at. Then you can try another battle of wills at a penalty and do it again. Sure, it's expensive, but it makes a nice supervillain power.
  11. Re: Starting power level for a superhero game Starting lower powered gives you more room for the characters to grow into their powers and abilities, and lets you control that growth more. It also opens up a lot of scenarios that otherwise wouldn't work (like the mob getting mad at them and sending hit men, or street gangs). I prefer low powered games. However, if you're going to use printed materials, you'll need more points in the characters, because the builds presume that power level. More powerful characters can tend to be broader and more flexible in build, with more background abilities - depending on the concept and player. They also will be able to deal with scenarios like alien invasions and huge cosmic events which street level guys have to sit out.
  12. Re: affect desolioification granads? I like Sean's solution best.
  13. Re: Bones As Armour Imagine one 8 feet long...
  14. Re: Someone Please Explain This to Me? In heroic games normal damage is usually superior for putting down targets. Put a martial artist against a swordsman and watch who does the best job at stunning and knocking out enemies some time. There's a reason for that, and it's called the stun multiple. In games that use hit locations, normal attacks can do even more damage than they usually do or are bought at because of the multiple. Killing attacks are given stun by stun multiples, normal attacks are amplified or weakend.
  15. Re: Advice on how to gm 9 to 10 players in a Superhero campaign. I agree, anything over 6 starts getting unwieldy and stressful, people start getting bored and distracted, etc.
  16. Re: affect desolioification granads? You could use dispel as well as suppress: it wouldn't prevent them from turning their power back on again, but if you made it continuous, it would keep shutting the power back off while they were in the area of the gas.
  17. Re: Advice on how to gm 9 to 10 players in a Superhero campaign. My advice would be this: Run two games. Have one be the "high power" game where cosmic adventures happen, restrict it to 5-6 players. Have one be the "low power" game where its street level adventures, restrict it to 5-6 players. Have the two intersect and interact in terms of storylines and rare team ups, but mostly have them be separate. When godzilla attacks your city, the heavy hitters deal with it while the low level guys deal with looting, street level problems (those collapsed buildings, for example) and investigating why and how it showed up. I've done this before in a game and it worked quite well. You can also suggest someone else help you run the game as well; a co-GM can handle all the mechanics and die rolling while you handle the other stuff.
  18. Re: Bones As Armour Yeah you can get shark skin boots. They buff them down pretty well though, because sharks have rough skin.
  19. Re: Bones As Armour Coral is tough but crumbly from what I understand, and fairly heavy. Underwater that's less of an issue (it still has mass, but the water's density helps lift it).
  20. Re: Few questions on Aportation Teleportation used as an attack would work; depending on your GM's attitude you might need indirect to make it go to your hand from them. Here it gets kind of neat: you can teleport objects to you, you'll need enough inches teleport to go from point A (the target) to point B (you). However, I built a "disarm" spell that has a mere 2" of teleport and a longer range: it doesn't teleport objects the full range, it just teleports the object out of their hand up to 2" distant. But remember: grabbing an item is hard; it is smaller than a full target, and has a higher DCV based on size. If the target is unaware it's less of a problem, but if they're actively dodging it can be really tough. You'll want to have some extra levels. No problem, but I agree that fine manipulation is probably a valid thought, and again the OCV will be an issue. If you want them to not notice it you'll need invisible power effects. Hyper-Man's "indirect on strength" idea would work well too for very short range, or stretching with invisible power effects and no connection.
  21. Re: Ancient Weapons and Armor Right, my thought of ancient and classic is a bit earlier than he intended I guess
  22. Re: Bones As Armour And who knows what kind of enchanted coral grows undersea, and can be shaped and grown into desired forms by the undersea creatures?
  23. Re: Ancient Weapons and Armor I guess I was thinking of an earlier "ancient" time period than perhaps the campaign is intended. Rome didn't start out with its empire, and ancient can mean as far back as the early Egyptian and Phoenician empires. He was as I understand it talking about bronze weapons, which would exclude later Greek and Roman empires, at best it would be around Alexander's time or even earlier. That's before the chainmail and double edged sword became military equipment for most people - if any.
  24. Re: Good resource for travel distances/day? That Greek boy died at the end of his run, and because the average guy couldn't do it doesn't mean no one in any condition or ability could. It's improbable, but it's also improbable that someone could swim as fast and as well as Phelps does either: he's a genetic freak. Nothing stops that greek kid from being that way either, and for all we know he was a running fanatic, ran every day for miles to keep in shape: we know next to nothing about the guy. There's a reason he was picked and decided he could attempt to deliver the message, you know.
  25. Re: Bones As Armour Real bone makes crappy armor, its light but brittle and would shatter with a single solid hit (possibly driving shards of bone into the person its supposed to be protecting). However, bones of magical creatures might be more durable and less prone to shattering yet still be light and give good protection. I would consider bone armor to be close to the same defense as metal, but with far less body and even possibly an ablative roll: shattering as people hit it. It also is pretty bulky for the protection so that might require it to be treated as higher weight only for purposes of encumbrance.
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