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Roy_The_Ruthles

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Everything posted by Roy_The_Ruthles

  1. Re: New advantage "Scour" I'll have to suggest scour and play around with it abit, but i'd say +1, only to a specific hit location (Because we use sectional armor and hit locations) and goes up to +1 1/2 if applied with autofire because that can get really dangerous really fast "ok guys you hold him, i'll hit him with the scour bullets" again this should be one of those things where you need more lvls of scour than they have hardend I think that the way i'd run it with FF and FW, is that you could have scour effect one of those, built when you make the char, so i could have 2 lvls of scour, one on armor and one on FF, and then if i hit someone with a hardened armor but not FF i still hurt the FF, but it's really really expensive to do so (which it should be)
  2. Re: Low-Energy State Effects Absorption Vs High Energy Attacksm, and armor linked to absorbtion
  3. Re: A Treatise On "Only vs. (X) SFX" Limitations oh, ok
  4. Re: A Treatise On "Only vs. (X) SFX" Limitations what would a pure poision attack be? i thought poison was best represented by a drain ability
  5. Re: Help with Zombie Be Gone you need the damage sheild so it happens automatically, and the force wall to keep the hits from racking up and knocking out out, which is the effect that was discribed. maybe some levels of "Lack of Weakness" for it, for those cunning "Find weakness" zombies and if you don't like "only vs. Zombies" have it be selective
  6. Re: Introducing player to the HERO System prestidigitator, that's a good conversion, but i've found that about 16 body (the equivelent of lvl 3 on your chart i think) is about sufficient for a normal tank with 75+75. The trick is that a normal tank would have some mundain and armor and combat luck (show them combat luck, and they will be impressed) and you're fairly good to go Icel, the trick with teaching them healing is the bleeding rules. I don't know if you are using them, (i'd suggest it) but make sure you explain those because in DnD, characters don't bleed until they go unconcious, and from the first point of body they bleed in HERO. Also make sure they know they don't die until -thier body, because most people start of with 10 body and DnD the kill zone is -10 so you don't quite realize that. Also teach them about stun, that's important, because a head hit can knock someone out even with good armor and body.
  7. Re: Deliberatly Abusive Character concepts this reminds me of a character i made called "carl", for iron age super heros. He was basically a "dark" version of the flash but his powers came from an incredibly over clocked mentabolism. He had all sorts of crazy things, that the GM knew about because he himself had built them for me, when i discribed them, like a 5d6 RKA that was him shooting bio-electric energy at people, and stuff well his most powerful attack was an 8d6 HKA move through where he runs into someone at 80bajillion kph, which would kill him because his defenses didn't apply to it, luckally due to his increased metabolism (and the fact they were really powerful chars (700pts)), he had a good regeneration. So the finally battle comes down to My speedster vs, Ripper, basically super powerful jack the ripper with lots of levels of combat brutality. The battle was just us circling, because if attacked him, he wouldn't go down and i couldn't abort to desolid "ie. i'm too fast to hit" and one hit from him would probably kill me, then he could kill my unconcious friends. So we just circled holding actions until my roommate (who doesn't play HERO) walks in on us. GM: "it's a mexican standoff, if either of you moves, the other gets to attack and you won't attack first becuase you'll die, and he won't attack because you'll abort to desolid" Me: "Does tactics help me any in situation?" GM: "Not really, because I can't think of any way to solve this problem" Roomate: "wait, this is only a stand off so long as he has hands?" Me: "ok, i'll called shot to the hands with my suicide attack" a few lucky rolls later, ripper has stumps for hands and i'm dead. He can't use his knife so he doesn't have a way to really hurt us, and has 36 seconds before i resurrect using my regeneration He finally gets the knife in his teeth and starts to drain the soul of another villain, when i wake up and punch him out win one for the speedster
  8. Re: A new idea for how to handle VPP's looks good, but how would it change if you made the pool cosmic? then lots of limitations arn't as limiting and it makes it harder to have a small pool with a large control on the other hand maybe i'm not quite getting the concept, VPPs have always been sorta nebulous to me
  9. Re: Devious Idea that may work once....once... i agree, it's a genre thing. If you're playing a high fantasy game where focus is on dungeon crawling (orcs in a 10' by 10' room with a chest) then they're gonna stop and loot, but if you explain to them that's not "in genre" then genre things should happen to them that prevents that like... space ion storm prevents foci they haven't payed for from using while the ship is attacked by aliens living in the storm or Pay for Focus Man -> Supress vs Foci not bought with character points, always on (-1/2) etc
  10. Re: Immunity and invulnerability right, all in good fun
  11. Re: How to...take all powers away. That assumes that you have it all or nothing doesn't it? i mean you could buy a fairly small "Transform" with autofire and just hit some one 10-15 times, (with maybe AoE one hex) and if they don't have any power defense, you can turn them into a poodle, or a powerless supermutant or whatever
  12. Re: Summoner thanks Raven. I learned about that when a player in a game i was in was trying to make a resummonable "follower" ie. basically a sidekick you can respawn. Now i wouldn't have let her do it, but the way the GM and her agreed upon is a Summon with a huge amount of tasks (a few hundred or so) and specific being, then resumoning it every morning
  13. Re: newbie - thinkin of getting these rules HERO is an amazing system, with it's only flaw is that if you want a highly lethal system, you'll have to tweak a few things (i find it fairly non-lethal as compared to say DnD) It's rough to GM because you need to stat out NPCs, Villians henchmen etc. You don't need to fully stat them out, but you need at least a rough idea of what they are capable of, how much stun they have, etc. It's a bit much for a first time GM, but for a first time player, it's easy to learn
  14. Re: Immunity and invulnerability yeah sorry i admit my mistakes. My friend who is the comics expert used to make these points and i'd sorta let the information osmos into me. I guess it wasn't all there.
  15. Re: Devious Idea that may work once....once... They idea for a combat suit gone wild is a fantastic one. I'll never forget when we went treasure hunting and my GM was busy that week, so we encounted a dungeon with no monsters, just a hat. What did this hat do? something like 15d6 of MindControl -> "Kill Everyone" so a few of us walk into the room, and then walk out and start attacking our friends. Eventually we had to break it just to get it to stop making us hurt each other before someone died. Now we don't treasure hunt as rambunciously
  16. Re: Help with Zombie Be Gone 1. You'll want to put "transparency to ED" (+1/2) or else it shuts down after taking a single point of ED (like fire), p181. Otherwise no zombie, on his own or by the dozens can deal 30PD with his straight strenght. If they had a 6 dice killing attack or something then yes, they could shatter it, but the nice thing about forcewall is that unless a single attack can break it, attacks don't stack together and stun doesn't get through 2), yes unless you are using hit locations, and the Damage shield automatically hits the body part that hit you (probably hands or arms) which would half body after defense, so making a 45PD attack would deal 30 past 15 resistant and divided in half to 15. To insure insta-kill on hit locations you need to take something like 75 damage, so you can subtract 15, and divide by 2 to get 30 3) if it's not an advantage to have the sfx be that you turn them to dust, then you don't have to buy a small "transfrom dead zombie to dust" linked to the HKA. But if it is an advantage, like if necromancers can raise defeated zombies or something (maybe dead zombie bodies polute the water like in Resident Evil) then you'll want to by a transform, which isn't too bad, because it's 1Body for 1Kg i think. You'll want to ask the GM about this. I'd say no, but someone else with a diffrent game might say yes
  17. Re: Help with Zombie Be Gone maybe throw physical manifestation on there for the attack?
  18. Re: Help with Zombie Be Gone huge area of effect radius and basically anything, you could hit the ground and send out a magical shockwave that sends zombies flying (leaping useable as attack)
  19. Re: Help with Zombie Be Gone Zombie Vaporizer - Xd6 ED HKA, Area of Effect: Radius (+1), Damage Sheild (+1/2), Continuous (+1), Costs No END (+1/2), Two Dimensional (-1/4), any of... OIF/IIF: Zombie Vaporizer Generator (-1/2 or -1/4 depending if it glows, or humms or something) Incantations (-1/4 or -1/2 if chanting is required throught), and Gestures (-1/4 for one hand, at start, -1/2 for both hands, -1 for both hands continuous, -1/2 for one hand continuous) Maybe No concious control (-1), which means he can't "shut off" the power once he turns it on i think, he can only stun himself or go unconcious. and finally: Only works on Zombies (-1) (assuming half the things that attack you are zombies) Other neat ideas are.... Extra Dimensional Movement, usuable as attack (+3/4) and damage sheild that, to send zombies that touch you to another dimension, and Transform - Zombie to Dust (Xd6) with damage sheild. You'd also want a forcefield to protect you if a zombie tries to run into you, either that or a force wall. and finally "Immunity to Zombie Spoors/Blood Infections/Other Vectors of Infection" 3-5 pts
  20. Re: How useful would Ultimate Martial Arts for other Campaigns be? I'm playing in a "space opera" game right now, and two of the characters have made fighting styles using the UMA, one to be a better brawler, and the other to have "shotgun fu" (ie, a bunch of neat shotgun attacks) and in my low fantasy game, 3 of 4 people have martial arts, the only one without it being the "mage" character because he can't get the points together. The nice thing about UMA is it lets you customize characters more it's the first supliment i'd buy
  21. Re: How to...take all powers away. well transform would be one way, but that' wouldn't be really the *right* way to do it because you'd basically do Transform: mutant power guy -> normal guy, which would require lots of transform because mutants usually have high body (at least i'm thinking the supermutants from "fallout"). Supress would be shut down powers, but if you stop paying END to sustain it, then it shuts down and they get all their powers back. Drain is probably the way to go, lots of drain, with lots of dice of drain w/ Variable Effect: all powers gained by mutations, radiation effects, drugs etc (+2) (all powers with related special effect regardless of number) and then a long return rate so they don't get them back soon, i'd probably go with drain
  22. Re: Help with Zombie Be Gone what does the shield do really? does it shunt zombies aside?
  23. Re: Uncommon Sense i agree with bob for the logical answer, but prestidigitator, has a good point as far as play balance goes. I'd suggest starting with bob's solution and if it unbalances it, switch to prestigitator's solution
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