Jump to content

Gauntlet

HERO Member
  • Posts

    661
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Gauntlet

  1. Of course, there still is the through that cancer is actually a mutation and that in .0000000001% of the instances will actually be beneficial.
  2. But what if that brain cancer is making you much more intelligent and giving you mental powers?
  3. Even if a superhero (or supervillain) does get sick the limitations are probably rather low, maybe a 1d6 Drain. Plus, I'm not sure any GM would worry about having characters get the flu anyways unless it is something directly part of the session, and even then I would guess it would be something much worse then the flu.
  4. I apologize, it was not armor for Power Defense, it was just Power Defense bought with a OIF that was the worn armor.
  5. And also what if the attacker is using a spear??? But on a different note, Edward Scissor Hands would have an even easier time.🙃
  6. And to make things worse, what to do if the target has Power Defense through multiple different things (5 points natural Power Defense, 5 Points as part of Force Field, and 5 points as part of worn armor). Now if for some reason all of these are considered part of the group the drain is against, does it drain each one individually or only against one or split against all three?
  7. For curiosity sake, how would other GMs deal with any type of drain that may drain Power Defense as well. One big question is that if the drain is reducing the amount of Power Defense would that mean that it would then cause even more to be drained as there is not as much Power Defense to protect against it?
  8. Another option might be to give the upper entities a Variable Power Pool dependent on the fear factor in the area. This means that the more fear around the more changes to reality they can create.
  9. Though I would think that they would be able to naturally stay desolid and not have to pay endurance on it. Might not be a bad idea to have the desolid both 0 END and constant.
  10. Of course it would depend on what type of weapon is being used.
  11. Then I would say the best way would to state that the damage would need to be double the total body of the target to the head with attacks that are stating that they are to decapitate.
  12. I'm curious as well, are you still seeking an additional player?
  13. Wouldn't a Ghost always be Desolid?
  14. Of course that was standard in 80s TV.
  15. If the ghost cannot do anything other than look for things for the main character you could just do it as clairsentience with a lot of limitations.
  16. Ahhhh, so your the kind who lives with Action and not Words!
  17. True, there should be a cost, but at the same time the player should have fun. I have found that it is better to make the penalties be general about the character. I many times if a character is a spell caster then they cannot purchase martial arts as they are spending too much time learning magic to also have the time to learn martial arts. In addition, many magi have physical disadvantages or perhaps purchase down some physical characteristics. I have a tendency to keep players from making a "Fighter/Magic-User".
  18. Problem I have with this one is that it adds more work to the GM which can make combats incredibly slow, especially if you have multiple magi. Now a random side effect that is rolled by the player may be an idea. But even with this it still could make the combats long and should a magi always pay a penalty for casting a spell, why play a magi?
  19. Here is a place to put your quotes of the day. Mine to start with: How many dead people does it take to change a lightbulb? None Stupid! Dead People aren't afraid of the Dark!
  20. Like Mental Blasts that effect the caster if he/she fails to hit their target.
  21. In some cases it is a good idea to utilize an END Reserve. I think it is a good idea for END used for spells as it allows a weak individual who cannot run very far still be a great Magi.
  22. It is a good game, a hell of a lot better than Vampire the Masquerade.
  23. I definitely have overbought CON. I have one character with a CON of 68. He is not a brick, but one who has an extremely fast regeneration ability making it where he doesn't feel pain and never tires. His regeneration speed made Wolverine's look like he was a normal in his 90s with cellular decay issues.🤪
  24. When running a Fantasy Hero game I always state that all spells must have at least -2 in limitations. I also require that they have the following limitations at all times: Requires a Magic Roll Side Effects Incantations and/or Gestures Unified Power (though I do allow this to maybe only effect the type of magic that is being suppressed or expelled if the character has multiple types of magic that require different Magic Rolls) Other common limitations: Focus (many times expendable) Cost MANA (should the power type be one that does not cost END and 0 END Advantage is not allowed) I also do not have Magi use their END for their spells. I give them two additional characteristics: MANA and MANA Recovery. These cost the same as END and REC. In addition, should the Magi be using more MANA than they have, when rolling for STUN Damage, they take BODY as well (like BODY damage for a normal attack).
  25. And if you have a higher speed then the opponent who hit you means that in the case they get lucky and stun you probably can recover before they get to attack again. One thing I normally do in my games is reduce the SPEED for characters or villains. I just can't see that person, no matter how trained, have a SPEED higher than 5. I will make villains who are not speedsters or martial artists have a SPEED of 3 or 4 (and even 2 occasionally). I find it rather crazy in those games where the incredibly slow Brick has a SPEED of 6.
×
×
  • Create New...