Jump to content

Nevenall

HERO Member
  • Posts

    939
  • Joined

  • Last visited

Everything posted by Nevenall

  1. Only supervillians, and your characters were Normals who belonged to a high tech organization created to stop them.
  2. No, you are absolutely right. That would be the most elegant way to do it, but it would involve buying another attack, or at least a naked advantage. I was trying to think of a way to do it without spending points.
  3. True, I hadn't thought of it from Ego's point of view. +0 makes the math easier too. I once thought about an Power Limitation for an attack roll based solely on Constitution. for posion, and radiation and things. The basic idea was you couldn't dodge the attack but you could make a Con roll to "block" it.
  4. I heard a radio advertisement for a service that would name a star after your sweetheart for Valentine's Day.
  5. This would also be useful for spells. That way mages don't need really high dex to hit with their firebolts. I think you should consider making it +1/4, or +1/2 though, for two reasons. One, Ego is slightly less expensive then Dex and this PM would really encourage people to take more Ego. Second, is that the Age disadvantage gives you an increased Ego maximum. Probably not a big deal for, but there's this one guy in my campaign...
  6. Re: martin0027@rate.ee I don't know much about medicine, but that first post looks like a seizure to me. Anyone know Latverian, Lithonian, or Estuvanian for 911?
  7. Here is how I imagine your Hapkido example going. Someone may have to correct my details though. So, you buy a Joint Lock maneuver which grabs 1 limb and causes killing damage. Then once you grab someone you can choose to throw them, damage them, or just hold them. I don't think holding someone restricts you from making other attacks against them, such as stomping their head. Normally, grab damage done after the original grab counts as a separate attack and requires an attack roll. But, if you used cover with the original grab, then you could do the grab damage to the target whenever you wanted. Though I would say the first time you did covered grab damage the cover part would be over and your maneuver would go back to being a regular grab maneuver.
  8. What about something like this. Your cat makes a multiple power attack, with front claws and rear claws. For the front claw attack your cat uses a cover maneuver, that way there is no immediate damage, and you can avoid it if you can some how distract your cat and slip your hand out. The rear claws is just an attack.
  9. Have you considered Variable Advantage? You could specify before hand which combinations of advantages are allowable. It's kind of expensive, but it gives you several spells in one without using a multipower. Just a thought.
  10. Some of my favorite game moments have come from unusual skill rolls. Like accidently stealing our powerful mage rival's entire house. Slicing my character's ear off with a misfired bow, and then casually picking it up, dusting the sand off, and placing it in my belt pouch. Critical results can add a lot to the game.
  11. I like the idea of taking average results to speed things up, or to prevent players from rolling 18 on some unimportant skill roll outside of combat. I have one player who can fail no matter what. As for natural 3/18. I come from years of playing rolemaster so a one in 216 chance of maximum normal damage is nothing. I've seen characters toasted before they even get to make one skill roll. "We don't know what his name was, but he sure distracted that orc."
  12. Huh? A green dragon. Not what I was expecting, but hey, don't argue with a dragon.
  13. For myself, I would want as many well detailed and interesting cultures as possible, and some really good information about the history of things prior to the campaign.
  14. Man, I don't know if want to get involved in all this, but I too, have a lightsaber writeup. Light saber: 3d6+1 HKA; Standard Effect (10 Body) -0, ALVD (Power Defense) +1 1/2, Does Body +1, 0 End Cost +1/2, Cannot Add Str -1/2, Focus OAF -1, No Bleeding -1/4. Jedi can use force powers and martial arts to boost damage, and to reduce damage taken. They can also use the force to reduce the OAF to OIF. Pretty much the same as some others, execpt for the standard effect. It seems to fit to me. It doesn't matter so much whether or not you get hit with a light saber, what matters is where you get hit.
  15. How about buying 1/2 nightvision? Then your guy can reduce the usual darkness penalty by 2.
  16. I like to think of the rule in terms of a duel. You can defend, or you can commit to an attack. Once you commit yourself to an attack you are more vulnerable then if you just stood back and defended yourself.
  17. Check the anime section of this amazing site. http://www.devermore.net/surbrook/index/archive.html
  18. I kind of liked the Covenant books too, but his other pair of fantasy books. The Mirror of Her Dreams, and A Man Walks Through It, are quite good. Better then most of the stuff I've seen lately. However, if you think that Covenant was a nasty guy you should try reading the first book of Donaldson's science fiction series.
  19. This is a pretty good book, and it has a HS conversion in the back.
  20. Re: re: Blub blub blub I bet we could start a really long thread with all the silly things game masters come up with when they get tired, and/or get desperate. I ran a Star War game myself. Just about every day for most of high school, which would be a perfect example. The Land of Lost Luggage. Mysterious assassin droids in cowboy hats and six shooters. Come to think of it, my friend's Star Wars campaign using the Storyteller mechanics got pretty dang weird too. Like the hive mind alien queen who's mind got melded with the Jedi, and fell in love with him, and she and all her devouring alien horde pursued him all across the galaxy. A race of hive mind aliens could be fun in a campaign. And how about something kind of equivalent to intelligent space whales. Gigantic and peaceful? creatures who roam space in large and majestic pods. Utter ludicrous from a what-do-they-eat perspective, but still I kind of dig the image.
  21. Some favorites from Terry the Crazy GM A race of potato pancake people who spoke telepathically. A race of big blue fish who kept their space ships full of water, and went blub-blub-blub whenever we spoke to them. As a side note on of the players got so tired of Terry going blub blub blub that he had his character learn their language. Sorry, you know I'm tired when I break out the weird stories. On a slightly more serious side, how about a race of three legged gray skinned creatures who have three double jointed arms and three fingered hands. With the third finger being a thumb that comes out from the middle of their palms. They communicate by manipulating gravity at each other, and they make the wackiest looking chairs you've ever seen. Maybe not much better then blub blub blub, but you never know.
  22. For my Money There is no beating Fritz Leiber's Fafhrd and the Gray Mouser stories.
  23. I could be wrong, but I think that in the latest version of the Vampire game you can only spend blood points on ONE thing per turn, so you might not need to worry about being able to activate several powers at the same time.
  24. Nice. Very nasty in the hands of a zealot. "Confess or die, my son."
×
×
  • Create New...