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Viper3220

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Everything posted by Viper3220

  1. Re: Contact help So, Just curious, what exactly is the benefit of "Member of the lower nobility"? I've read it in the book, but it doesn't go into details. As a GM what would you say are some of the perks for this 1-2 point perk?
  2. So I've got a character who's a member of the lower nobility. I want to include his father as a contact. I made him an 11- contact with very usefull skills and resources access to major institutions. Now I want this to be pretty much his noble father who can get him out of trouble with the guard, or out of jail with favors or money whenever he wants (unless I like murder the emperor or something) or even lends him money when he's in a pinch. (let's say a powerful gang is blackmailing him or something) it costs 5 points as it is, would anyone suggest anything different for this contact? Or have I pretty much hit the nail on the head?
  3. Re: Fencer Well I would have more psl's but the GM is only allowing none-2 depending on the concept. I thought there was some kind of power I could build into it to reflect the "blade breaker" or the "disarming dagger".
  4. Re: Fencer Unfortunately my friend is the only one with a copy of UMA I had a fire and well you can deduce what happened to all of my books. But My hard drive was salvagable and Hero Designer survived. Anyway I wanted a main gauche for a secondary weapon, but I can't remember how it's built, also let me know if the rapier is built correctly. (As for the stiletto, I wanted a dagger/blade that could "slip between armor" but didn't do much damage. Also, I was wondering if you had to make the extra two-wep fighting attacks with your other weapon, a friend told me that that's just for flavor or something)
  5. Viper3220

    Fencer

    So I'm having a little bit of trouble trying to make a good fencer. I'm also wondering making him a two-weapon fighter with a rapier and a main-gauche to disarm/block. Here's his file. It's supposed to be semi-realistic, lemme know if my tactics are off or whatnot. what with the block with two-weapon fighting rule and the 1/2 dcv mixed with my martial arts.
  6. So I am making a charater whom I want to be able to smell blood over miles and miles. sort of like a hyena does, how would I go about doing that? megascale? I don't think so.
  7. Re: Regeneration (sort of) question The reason I ask is because my Character is tough, but 8ft tall and like 400 pounds, He's bulky and slow (8 dex) so if I get 24 AP of dex drained, I can't move, that's fine, but I want to be able to "tough through it" sort of like a "When I get the strength to move again, you're done" or whatever
  8. Now I am making a superhero that can regenerate. nothing much basic 1 body every 12 seconds. Now I want him to be immune to poisons, but I want them to affect him at first, but when he regenerates, his body "flushes" them out of his system. I want this to work on Drains,Poisons and Diseases. Would I just like link these powers to my healing? If I did link them to healing, would they automatically get used when I regenerated? I can't seem to find a way to do this properly.
  9. Re: Character "niche" It's not Wuxia it's realistic Martial Arts... sort of. Apart from the fact that in this I'm assuming you can actually stand up and fight with someone, instead of it going to the ground after 3-4 punches. Anyway he has this idea because he read it somewhere in one of the hero books.
  10. So a friend of mine is going to start a low powered martial arts sort of campaign. Now there are 2 players. I am playing a Martial Artist The other guy is playing some sort of ninja Now the GM wants us both to pick a niche, by this I thought he meant something else but he wants us to each choose a stat that we excel at (this stat will be 15, and everything else has to be lower than that stat). Now my martial artist is a cross between Bruce Lee and Steven Seagull. Now we both chose dex and our GM thinks we both chose it for powergame reason. He even told me, he's afraid if we both pick dex, that our characters will end up to be "the same" I don't know this is frustrating me. I have already told him I want my character to be able to throw a nasty kick here or there, but I don't want him to be able to like, pick up a motorcycle. I've already told him the strongest I plan on him being is 15 strength. Do you guys think the GM is being rediculous? is he justified in his fear of us becoming "the same"
  11. What's UMA? Is it the Martial Arts Book? I know about it because my friend has it.
  12. Re: Ranged Disarm ah crap forgot to ask... what's UMA?
  13. lol after being an idiot and posting on the 5th ed rules question board I've reposted here.... and here it is. I'm a little confused on this ranged martial maneuver. It says +3DC to disarm... now it says PLUS 3... so how do you figure out what the base is? certainly not your own strength. A friend told me it'd be how much damage the gun/weapon did... so if the gun did 1d6 then it would be 3DC +3DC from the maneuver, but that seems a little beefy. What do you guys think?
  14. I'm a little confused on this ranged martial maneuver. It says +3DC to disarm... now it says PLUS 3... so how do you figure out what the base is? certainly not your own strength. A friend told me it'd be how much damage the gun/weapon did... so if the gun did 1d6 then it would be 3DC +3DC from the maneuver, but that seems a little beefy. What do you guys think?
  15. Re: Disad: Recurring Nightmare(s) Yea I am going to roleplay the dreams into his character. Dream is always a war dream, one reason is because in the war he got his legs blown off. (he has cybenrnetic legs now) So I'm going to have to find some sort of attitude for him to have after having this dream. As for the mechanical effect, a friend of mine always tells me "It's a disadvantage for a reason, it has to give you some kind of a disadvantage" so I thought that it needed some mechanical effect. Even so, I'm sure my GM will play it up
  16. Re: Disad: Recurring Nightmare(s) That would be running out of END and yes it is tough, because you know that you can't expend much more. Also I think isn't there a rule that if you're out of END and you're still doing stuff you start taking stun? anyway these are all good things guys, thanks. EDIT: I took it as a psychological limitation very common moderate I figured hey you sleep every night so there's a chance to have one right there.
  17. So I have a character who has recurring nightmares (I saw this somewhere a while ago and if not I like the idea) now what exactly happens the day after you have a recurring nightmare? It's a disadvantage, so something bad has got to happen. What do you all think?
  18. A friend and I are about to start a high powered fantasy campaign.... They're based off of 515 points.... they can have a certain amount of magic items... we can have a max of 6 combat skill levels, 25 max in all stats, magic items are 30 AP and 2 items are 70AP. Now, he has a magic item which gives him +10 dex, and one of his shortswords gives him 2 levels of shrinking with reduced endurance. Now by taking that he gets +4 DCV minus 4 perception to others rolls, but he gets +6 knockback... so let's look at this.... he is normal size.... his weapons do base 1 1/2 d6 so his max is 3d6+1, so he is regular size doing 3d6+1 now... so when he shrinks he does the same damage somehow, is at +4 DCV, has the same movement and can still hold his swortswords, which are now bigger than him. I said how this doesn't make sense to me and that he shouldn't do that much damage while he has shrinking activated or even be able to hold his swords anymore shrinking or not. He disagrees. Would any of you let your players have something like this?
  19. I was recently reading Dive for Cover and something bothered me.... You are considered to be prone until your turn.... Now this raises a problem with me... I tend to play the quick characters that like to avoid things then attack... instead of the characters that are tough enough to take it then attack... now let's say there's my character, an archer, and a mage.... I go first so I hold my action... Archer goes 2nd... he waits also... mage's turn... mage lets loose an AoE attack at me.. I dive for cover... Archer takes this as his cue to shoot at me... now since I dove for cover I am at 1/2 dcv. Mage+Archer vs my character (who Dives for Cover) basically=Mincemeat. Is there anyway I can avoid this problem? because it seems to me no matter how skilled my character is he can be outdone by this combination. Please tell me there's something I'm missing.
  20. Re: Biggest whine about HERO Dive For Cover... and it's side effects
  21. Re: Drizzt Do'Urden in HERO Umm I would say after all is said and done... that Drizzt would have a speed of 6... I think his regular speed would be atleast 4. I would peg it at a 5... if you think about it he's faster than everybody else in the party without those anklet bracers.... and they all have speeds of 3-4. Besides isn't 2 the speed of a normal human? I'd say drizzt is atleast twice if not 3 times faster than a normal human.....
  22. Re: Drizzt & Artemis Entreri Hmm well he is a drow and he can see in the dark... so wouldn't have have some sort of Nightvision? Well elves are resistant to effects of the mind so I thought 1-5 points of mental defense... and since Drizzt is resistant to spells I thought of Power Defense. Hmm as for the speed.... he's supposed to be the fastest of the group... and I doubt Regis Bruenor Catti-Brie and Wulfgar all have a speed of 3 or lower... so i think he might have a speed of 5 but 6 with his leg bracers.... Sorry I'm kind of new... FH=Fantasy Hero? if those are from FH where all can I find them? are there books out or something?
  23. Re: Drizzt & Artemis Entreri Alot of the time in the books... he has drawn his scimitars so fast that to other people it looked as if they appeared in his hands... could you do that by putting IPE on his Fast Draw? What could you do to simulate that? Well I was thinking STR 13 (just because that's his D20 strength) DEX 22+ (plus whatever his leg bracers give him) CON 16 (his D&D con) BODY 12-15 (wasn't that sure about this one...) INT 17-19 EGO 17 PRE 15-20 COM 16-18 He would definitely have alot of Enhanced Perception.. and possibly extended range on his sight and his hearing. Some sort of Defense Maneuver if not DF Maneuver IV. He would most likely have some Mental Defense and Power Defense. Also I imagine him having a base speed of 5-6 not sure how much speed his leg bracers would give him. but does anyone here know if he would have any kind of Danger Sense? oh and what's Deadly Blow and what's Evasive?
  24. Re: Drizzt & Artemis Entreri Hmm... well I didn't find any sort of Drizzt or Artemis write-up in any search. If anyone is interested I would still like to see a write up.
  25. I'd like to see the write ups for Drizzt and Artemis Entreri from the Forgotten Realms...
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