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Erkenfresh

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Everything posted by Erkenfresh

  1. Re: Feeding a starship crew for a year Assuming said person is a "first gen". In a multi-generational colony ship it could be a bigger problem.
  2. Re: What is the strangest super power you have allowed from a SFX? Oh man, he'd get a kick out of that.
  3. Re: What is the strangest super power you have allowed from a SFX? I have a player who's superhero is a lightning elemental. One of his powers is to possess a human corpse and reanimate it, at least until it decays normally. His electrical impulses can move the muscles of the body so he looks and sounds like a normal person. It's a simple Shape Shift with an expendable focus of "corpse".
  4. Re: help with limitations Also "Can only be used when serving the god's purposes (-1/2)" and of course Incantations since they have to speak what they want. This along with Hugh's should about do it.
  5. Re: Weapon Creation: Boom'aDagger'Rang I was being sarcastic.
  6. Re: Gates and gating Can't you just push the TP power to accommodate the extra mass for a short time? As a GM I would allow it.
  7. Re: Are there ANY good plant/wood powers names? The Horticulturist Shy flower shop owner by day... shy superhero by night. His super tough bark armor protects him from energy blasts and his vine whip is a terror on the battlefield! His Miracle Grow spray causes vines to entangle his enemies in mere seconds while his Poison spray can bring the toughest foe to his knees.
  8. Re: Weapon Creation: Boom'aDagger'Rang Let's not forget Only in Heroic Identity. Gotta squeeze those points out!
  9. Re: I can't decide what to run! Which of these sounds fun? Well Damage Negation from 6e makes it easy to simulate powers that would destroy a planet but barely scratch a warrior. Imagine 100 levels of damage negation and 100 DC of energy blast for every power as an "everyman power" so to speak. In game terms, you don't bother writing this on the character sheet at all, but when you decide to fire that destructo disk at a mountain, the top of the mountain slides off to reveal that the disk did indeed split the mountain in two. Now you can have powers in the 12 DC range similar to a normal Champions game. I would absolutely love to play a game in this setting but none of my players have ever watched, nor want to watch DBZ.
  10. Re: Spider powers activate! It's probably easiest to build it as a Detect. "Detect Web Entanglement", you could attach it to Touch which makes a lot of sense then add the Ranged adder. Now someone walks into the web and the spider automatically gets a perception roll to detect the prisoner. Subtract the appropriate range modifier, which also makes sense. Perfect!
  11. Re: Enhancing weapons I should apologize. If I didn't like the complexity of the build, I didn't have to read this thread anymore. I didn't mean to be a troll. Carry on heroes!
  12. Re: Enhancing weapons I think it's gotten a lot more complicated that it needs to be. Then again, complications do give you more points to work with.
  13. Re: Enhancing weapons I think the train has derailed...
  14. Re: Gaming in the Magic: The Gathering setting Maybe each wizard has an endurance reserve. Casting spells must come from that reserve. Every wizard starts out with an Aid to Endurance Reserve to add 10 END and 10 REC, with no maximum. Every 10 END is like 1 mana in MT:G. So to cast higher level spells, a wizard will need to "charge up" first, similar to needing to play lands in MTG. The special effect here is the wizard is linking to a land in order to draw it's mana, but that link may only last for the duration of a single battle. You could even have five different reserves, one for each color of mana. Hmm...
  15. Re: Flash attack that affects self as well as target. If the intent of the character is that he will never ever lose his goggles, then you don't need to do anything extra. Buy his flash defense without OAF or OIF and call it a day. Otherwise, side effects makes more sense (you don't want to pay extra points for the AoE advantage just to end up with a limitation).
  16. Re: Enhancing weapons No problemo, I hope it helps out. Be aware though, if your player has to roll separately a killing attack vs PD and a normal attack vs ED, they may get very confused, and you might too trying to figure out the damage. If the end result is "increased damage", I'd go for the simplest solution that works. But you're the GM so go with what you think works best!
  17. Re: Enhancing weapons [TABLE] [TR] [TD=align: right]Cost [/TD] [TD]Power[/TD] [TD=align: right]END[/TD] [/TR] [TR] [TD=align: right]20[/TD] [TD]Enhance Gun: Multipower, 60-point reserve, (60 Active Points); all slots Extra Time (10 Minutes, -2)[/TD] [TD][/TD] [/TR] [TR] [TD=align: right]1f[/TD] [TD]1) Fire Bullets: Aid RKA 4d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1 1/4) (54 Active Points); Extra Time (10 Minutes, -2), Side Effects (RKA gains the reduced penetration limitation while the Aid lasts; -1/2)[/TD] [TD]5[/TD] [/TR] [TR] [TD=align: right]1f[/TD] [TD]2) Armor Piercing Bullets: Armor Piercing (+1/4) for up to 45 Active Points of RKA, Usable By Other (+1/4), Time Limit (5 Minutes; +1) (25 Active Points); Extra Time (10 Minutes, -2)[/TD] [TD]2[/TD] [/TR] [TR] [TD=align: right]2f[/TD] [TD]3) Smoke Bullets: Blast 4d6, Usable By Other (+1/4), Reduced Endurance (0 END; +1/2), Time Limit (5 Minutes; +1) (55 Active Points); Extra Time (10 Minutes, -2)[/TD] [TD]0[/TD] [/TR] [/TABLE] Powers Cost: 24 I may be missing a few details here but I think this is getting close. I get real fuzzy with how Usable By Other really works so maybe someone else can chime in on that.
  18. Re: Martial Arts Disarm maneuvers Derek, see also 5e Fantasy Hero page 155. It corroborates the text from UMA. Also consider that just because you are disarmed doesn't mean you've lost the fight. Let's first look at a simple duel. The disarmer has spent an attack action to disarm you. If the 1d3 roll comes up with a 1, the disarmee could pick up the weapon as a half phase action, otherwise it's a half phase action to move to it and a half phase to pick it back up. At worst, both parties have lost a single turn and at best, the disarmee still has a half phase action, he could even attack with it. Now when you add group dynamics, anything is possible. The disarmer makes your weapon go flying, then his ally goes and picks it up. That's just good teamwork and it should be awarded with a severe penalty to the disarmee. All in all, I think it's a fair system. PS: Also consider adding another option here. For two-handed weapons add +5 STR for resisting disarms. It's simply harder to do right?
  19. Re: Weapon Creation: Boom'aDagger'Rang Oh, also I guess you could add the Incantations limitation but that would prevent him from throwing the dagger if gagged which is not your intent. I'd say just handwave that particular problem, leave off the Incantations limitation, and say he can actually return it to his hand by thought, but he believes he needs to speak a command to get it back. (and what a surprise it would be if he gets it back while gagged!)
  20. Re: Weapon Creation: Boom'aDagger'Rang Alternatively, if you want high STR to add to the damage (which it should for thrown weapons), then make it an HKA with Range Based on Strength. Don't add any type of Charges limitation and you're all set.
  21. Re: Balancing social skills and role playing I think Derek's suggestions sound the best I've heard. +1
  22. Re: Evil PCs I just ran an evil PC campaign in Pathfinder. I felt that there were really only two motivations for a bunch of evil people to work together. One was more loot and the other was fear. The only problem with running such a group is it's hard to present any moral dilemmas. If a certain action works to the party's gain, then they'll do it no matter what the repercussions. On the other hand, the group is free to perform certain actions that a bunch of goodie two shoes wouldn't, so your players may end up having a lot more fun with it.
  23. Re: A campaign wishlist I'm looking to start a Turakian Age campaign soon too. A friend is currently GM'ing a Fallout game and I'll start mine afterwards. I'm probably going to set it in the Westerlands but I'm not sure what part just yet. Aarn seems like an interesting place and a big city is always a good place to base a campaign, at least for a while. I think the key will be to balance interference from Kal-Turak himself alongside fairly random events. In my opinion, it's boring to constantly fight against one particular nemesis. One mini-story arc might be to have one of the Champions transported back to the Turakian Age, perhaps by Takofanes himself. The party will have to help this mysterious traveller find a way home. I'm thinking Nighthawk would be a good choice for this, or Witchcraft (is that her name?). The only danger is this could be somewhat cheesy, so it's probably not a good first story arc.
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