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Roy_The_Ruthles

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Everything posted by Roy_The_Ruthles

  1. Re: I am your NEMESIS! I'd actually suggest this might be a VPP with a limitation only to make multiforms and no Conscious Control. I don't know about other peoples games, but I mostly see characters without susceptibility or vulnerability. When I think of a nemesis, the biggest thing to me is someone who is psychologically the polar opposite. This means when you fight superman, you fight for lies, injustice and the unamerican way, when you fight magneto, you fight to oppress the mutant minority, etc. Plus that gives you the freedom to completly change character archetypes (like be a mentalist vs. a speedster/martial artist/person who is weak against mental attacks)
  2. Re: Weapons and weapon Techniques A useful trick about building the sweep as an AE is that no range AoEs will be hitting the hex you are in or are adjacent to (at 0 DCV) which lets you sweep it and still have a good chance of hitting. Or you can apply levels to damage (but you are already doubling your attack). Everyone else has already given tons of useful advice, but may I suggest some sort of moving strike? You can build it as a v/5 martial manuver, as PSLs to offset the Moveby penalty, or as a triggered attack/movement after you attack/move.
  3. Re: So, what don't you like about HERO 5th? The way CSLs apply to DCV, The lack of a defensive maneuver that increases ECV those are the two that i can think of off the top of my head, regen, missile deflect, and damage shield don't come up enough for me.
  4. Re: Relativistic Effects of Interstellar War I once put together a relativistic Military Sci-Fi game. It eventually died off, due to my inexperience as a GM, but one thing that we figured out while working on how the world would work is... There are no distress calls, or emergency beacons, there are vengeance beacons. Basically if you are in the same star system as a ship or a colony under attack, you'll probably get there on an order of hours (which means in some cases, you might be able to participate in the combat), If you aren't orbiting the same star, you'll get a vengeance beacon though. It will say something like this.. "This is base alpha omega three eight eight, year 2187 (or whatever you want), we are under attack by (derogatory name of alien), please avenge us" as by the time you get it, it will be years old.
  5. Does anyone have any links or suggestions about how to run a time travel game? I'm thinking of a short mini-series, (6 sessions probably), that starts in media res, with the heroes fighting some villains, and then they travel through time, (probably traveling backwards to set the events in motion that makes them villains) and then fight themselves again (this time as the villains).
  6. Re: ShadowrunHero game? I've played 4th edition, and at least coming from starting characters, and only playing a few games (mostly disconnected adventures, primarily pre-generated), Shadow Run seems biased towards magic. The only defense against being magically screwed is having magic yourself (or killing them first, before they do something bad, like mental drain), and with some sustaining foci, you can get a few people in the party extra initiative passes nearly all the time (so they can use their essence for other implants). Summoning is all sorts of broken, (I saw a starting level character summon a force 12 spirit, about 50% of the time he'd survive and binchslap whatever he wanted), and Detox is the most broken power (or at least to me). Hacking is also pretty broken, because you can hack from nearly anywhere (at least according to the fluff where almost everything is wireless (including cyberlimbs), and if you have some wired-reflexes you can cold-sim and be immune to black ice. I'd love to hear how a hero game set in a shadow run environment goes though, as I like the genre, but find 4th edition not what i want.
  7. Re: Is the Hero the Ultimate System? Well HERO is the ultimate gamer's toolkit, says so on the cover. So really the question, is a Gamer's toolkit = System?
  8. Re: PRE Drains Since this turned into a discussion about PRE drain, I might as well talk about the PRE drain i once had... I built a character who was supposed to be based off a humiform robot from the Asimov books, who's main attack was to grab his target and then explain to them how what they were doing was not only wrong, but counter-productive. I built it as a PRE drain with incantations and "target must speak same language", It ended up being pretty balanced. Few enemies could resist it, but it didn't stack with the damage anyone else in the party did, and I had to protect my target from all the damage my party members tried to do it him.
  9. Re: Another New Guy? Hello and welcome
  10. Re: A cheaper flashlight You could buy images if you want light
  11. Re: How to build clarsentience, as said above.
  12. Re: desolidifation is too cheep ??? The real problem is if you think of desolidification as a total defense, lots of characters (of the ones I've made at reasonably high point values) keep an effects desolid attack in the back pocket for emergencies
  13. Re: best way? I love the counter argument that being president of the US is about 5-10 points, and think how useful that should be... :-)
  14. Re: New 2 Character Design, need alittle help Being a ghost is really expensive (Desolid with persistent and perhaps inherent, as well as affects physical world on all your powers). Just a heads up.
  15. Re: [build] True Sight Funny, I once fought a team of super villians (genetic Nazi supermen actually), one of which was called "Incognito". His big shtick was not being seen (and he had a sword and gun of reasonable deadliness). He had invisibility to the regular sense groups (including mental and radio) bought outside the VPP, a detect built as “Detect: detects that are sensing me” and a cosmic VPP only for invisibility powers to cancel those detects. The end result, was any sense could sense him for a phase, but then he adjusted to it and recloaked. His special effect was Heisenberg Uncertainty Invisibility , basically if his atoms were disturbed in any way “basically sensing him” they became immeasurable (invis), yeah, rubber science, but good enough. We eventually beat him with images, useable as attack, area of effected everything, and the image stuck to him (I believe it was a rhine of frost, that left a blanket of mist on the ground he disturbed, for special effect)
  16. Re: [build] True Sight the only other thing, which was touched on briefly and I'll state explicitly, is people who have an invisibility to "true seeing" defined I suppose as an Invisibility vs. True Seeing (unusual sense group). You could always not allow that in a game though, if you wanted true seeing to be truly true.
  17. Re: Dive for Cover Depends on the campaign. I probably wouldn't allow it, but a more lenient GM might
  18. Re: Dive for Cover You can build your mega villains so they are harder to DFC dog pile. Most properly built (ie the ones that I was in, that worked well) single character vs a group of PCs encounters feature some of the following ... 1) Boss uses AoEs to hit multiple people a turn 2) Boss has higher Dex than PCs and holds actions to make them go (using optional rule that person with the highest dex gets to announce their held action last). 3) Boss Uses rapid fire, sweeps, multiple power attacks, auto fire etc to attack more than one person at a time. 4) One boss had a massive entangle that kept several PCs down for 1-2 phases while a single PC evasion-tanked it. 5) Higher speed, where if you DFC, then you are saved one round, and before the PC gets another action to recover, the boss will act. PCs can usually tell this one ahead of time, and know enough not to get DFC head stomped. Sometimes bosses don't use the options, but then they probably have other methods to avoid their target just DFCing every round. Another good one is a change environment to give penalties to DEX rolls (one boss with an Zamboni ray, and you never forget it)
  19. Re: Never GMed HERO before, a few pointers? think about how powerful you want the PCs to be relative to the world, and also if they should buy gear with points or money. In a cyber-world game sometimes the focus is to make money (Like in the beginning of Neuromancer) , and if your players think this, and then find they can't buy things with it, you'll have a problem. Decide Heroic or Superheroic and tell them up front. Also figure out if the average security guard should be a threat, or how many points he's on. I've found in shadowrun 4th Edition it's possible to make starting characters which are vastly overpowered to the world (as fluff), so be wary of how powerful a 350 point char might be if the security guards are 100pts and supposed to be a challenge.
  20. Re: Dive for Cover I've never really seen a problem with DFC, it's the ultimate in single target avoidance, as long as you can recover from prone before they stomp your head in. Against 2 people, it's far far less useful.
  21. Re: Help with a build: Binding a spirit If it's only a temporary binding, it could be a form of entangle
  22. Re: Looking for recommendations for Power Armor information Try asking this on the Star HERO boards, i'm sure someone will link something
  23. Re: build help: regen man I agree with bonedaddy, get armor and DR and call it regeneration
  24. Re: Fun with Force Fields a summoned creature with it's own body, DEF and regeneration
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