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Roy_The_Ruthles

HERO Member
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Everything posted by Roy_The_Ruthles

  1. Re: Immunity and invulnerability depends on which superman, 60's superman where he could "withstand the power of an exploading [tank] shell" isn't too hard, a tank is only 4-5 dice RKA, and he didn't fly, he just had leaping. But if you are talking about hella-strong superman before marvel scaled him back down, where he could do things like *oh* throw planets, then yes, you're talking 1500 pts or so, this is something me and my friends talk about at dinners. The problem with invunerable characters is there is no risk. They have nothing to fear, so there is no drama. If for example they have total psychological limitations to protect the innocent like superman, then they can still be threatend by threatening innocents, but if they don't have some sort of code, then they are pretty much unstoppable killing machines
  2. Re: Value of Anti-Linked i think "lockout" is what you want
  3. Re: Summoner That's a good point, as long as monsters are kept reasonably sized and don't have horrendus attacks. Like i once made a chacter named "scandal man" (don't ask) who was a summoner who had a bunch of specialized babies for various tasks. One who was really ugly was the "bomb baby" who sold back most of his stats, and then bought a really large explosion RKA that would kill him every time but had 1 non-recoverable charge (though that might fall under the limitations that arn't limiting, i never played the char so it didn't mater to me) the bonus to duplication is you get to control the monster no mater what, with a summon the GM can control them, esp. if you order them to do things like sacrifice themselves without the appropreate disadvantages. And bewere of the number of tasks they can preform, if you summon them, a summoning bug in our party had a nasty surpise with that one
  4. Re: Introducing player to the HERO System here's what my GM did for my first hero game (and it's the best role playing game i ever played in), it was 0+50, and low fantasy-no magic. We fed him ideas for the character, and he helped us make the character sheet. I never had to touch the big black book, and ended up getting a character that pleases me muchly. If they are used to something like DnD, and if you will play in a DnD setting, then it's probably gonna be that each of them has a "class/race" idea in mind already. Use those ideas to help make characters, like if they were a human rouge, then point them to the skills "lockpicking, concealment, and stealth" a decent dex, and a version of "very deadly strike" that works when they are flanking an opponet or surpising them, maybe a version of "danger sense" that only applys to traps, and bamb! instant lvl 3 rouge. The hardest part is understanding BODY. If they think of it like hit points, then they're in for trouble, Hero-System is fairly non-lethal, but it's not like DnD where at lvl 16 you can jump off a mountain and suvive 50-50. I'd suggest Hit Locations, and maybe bleeding for optional rules.
  5. Re: Drawing END for the surroundings Try an endurance reserve with a transfer that lets you add more than the total size of the pool to it, and then have fade rate from that transfer not be bought up (so that supercharged mana will evaporate if not used) (that should help balance it), and also require any expeniture of "turbo mana" to be matched by an equal amount of "regular" endurance, so that if they over dose on the turbo mana, they'll knock themselves unconcious
  6. Re: Question on a Villain Bonus. It also depends on the villian's ruthlessness. A Villian who will kill a down PC is much more of a threat, even if built on less points because he doesn't need to beat all the PCs to win. I played in a campain where the villian was about 2 times as powerful as the 4 characters who fought it (maybe more, i haven't seen his char sheet), but has a continuing aid power to boost him up as the fight went on, and speed equal to the highest member of the party. The real danger however, came from the assumption we had (don't know if it was true or not) that he would kill us if we fell, so we had to spend actions pushing people out of the way, and protecting the weaker characters
  7. Re: ... Doing the things a particle can... i'm gonna have to be different, and just for varity suggest "muons" because of their high energy nature, they could pennetrate through matter like lead, which would explain how you can see through other matter. also, because they are highly charged particles they degrade and ionize in electromagnetic fields, which would be a pretty neat effect (ie, EM fields would show up as "dark" spots to your googles) also they're a member of the lepton group, which is the coolest sub-atomic particle group in ever
  8. My friend is trying to make the Xenomorphs from aliens' acid blood power. I'm thinking the right way to go is an unconrolled HKA with cummulative and trigger: takes body that would cause it to bleed, plus some other wierd stuff, like an Endurance Reserve just for the blood and a bunch of lvls of penetrating (so it will eventually eat through hulls) and a non selective radus, and probably some other stuff. Any comments or ideas? i'm sure she'd appreciate it
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