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phoenix240

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Everything posted by phoenix240

  1. Far too late to be an entry but this popped into my head (crude character sheet included) Mold Man Str: 50 Dex: 15 Con: 30 Bod: 18 Int: 8 Ego: 8 Pre: 10 Com: 0 PD: 25 ED: 12 Spd: 4 Rec: 10 End: 60 Stun:60 Powers: Fungus Body: Life Support: No Need Breathe, sleep, eat, Excrete, does not bleed, non differentiated body (not hit locations). Immune to high pressure//vacuum Immune to Terrestrial diseases and toxins that affect animals Fungus Body: Resistance Defense: 8 PD (18 vs Crushing/Impaling attacks such as bullets). Fungus Body is Big, damp and heavy: KB Resistance -5 KB +1 Reach Walking Mound of Reeking Fungus: +20 Pre only to cause Horror Fungus Growth: Regeneration: 1 Body per turn: requires Organic material to absorb Fungus Senses: Flash Defense: 18 Pts All sense, 360 degree sight, sense: organic material: ranged, 360, works as sense, +8 Telescopic +8 Perception, Tracking Sickening Spores: 3d6 NND vs LS: fungal infections, does not effect inorganic life forms, beings with sealed systems. 1 hex AE ranged, AE: 1 hex 4 4 Charges that last 1 day, effects can be medical treated (fungal lung/GI infection) Reeking Odor: CE: -1 to Smell Per, CV, Int rolls, 1 hex, 0 Range, 0 endurance, always on. Does not effect beings with no or sheilded sense of smell or holding breath. Rot: 1/2 d6 RKA NND vs Inorganic defenses/forcefield Does Body. Dmg sheild (only vs grabbed targets), 0 endurance. Sticky: Clinging Full Strength Budding: Summon: up to x8 200 pt "Fungoids" Slavishly loyal, Extra Time: 1 hour, requires a great deal of organic material, concentrate 0 DCV through out Return to "normal": Multiform: 50 pt Normal form Skills: Sci: Botany 11- KS: Molds and Fungus: 13- KS: Gardening: 11- KS: Toxins 11- KS: Otaku Culture 8- KS: Roleplaying 11- + 3 Levls (grab, block, disarm) "Crude Akiko knowledge" Disadvantages Vuln: x 2 Body from Fire, corrosives, explosive attacks (common) Vuln: x1.5 Stun from Dehydration based Powers Susceptible: Intense cold 1d6 per minute (uncommon) Susceptible: Anti-fungal agents: 1d6 per exposure Accidental change: Miyomoto Hakashi (knocked unconscious, taken to 0 Body) Psych: Anti social, misanthropic, hatred of society (very com, strong) Psych: Obsessive, insane and prone to strange random fixations (com, strong) Psych: Fascinated with mold, fungus, slimes and decaying organisms as the dominate form of life (uncom, total) Psych: Casual Killer, cares nothing for human life (com, total) Phys: Slimy, no fingers, clumsy fine manipulation (fre, sli) Phys: No sense of Smell (infr, sli) Phys: Mute (fre, great) Features: Huge reeking humanoid mound of fungus (common sense, causes horror) Background: Promising biology major Miyomoto Hakahshi under the incessant pressure of his finals, his family's pressure to chose a more "importamt" (aka: lucrative) field, personal tradgedy (the death of his beloved grandmother and his long time girlfriend's cruel infidelity with a wealthy popular peer) snapped this talented young man who attempted to kill himself by drowning in his own fungal culture vats. It did not kill him but instead transformed him into a repulsive shambling mound of hybrid fungal and human tissue and ended what was left of his sanity. After a breif killing spree the "Mold Man" was destroyed by a local hero using corrosive weed killing chemicals. Or so was though. Miyamato survived, transforming back to human form and was mistaken for a victim of the monster's rampage and hospitalized. Recovered, he now plans how to regain and increase powers to further his plans to turn this dying corrupt world over to its true master: the things that rot.
  2. My initial reaction is that a character with Transmit for a sense or sense group could broadcast what their character was perceiving with the effected sense at the exact time in real time. But the receiver would automatically know it was broadcast information (Another Power be required to have a chance to fool them into thinking it was something else like their own senses, use it to block and impair their others senses or cover something up, Images, Mental Illusions or Flash, for example) and could shut off/ignore the transmission at will like Mind Link. Essentially, it would function as Mind Link but allow the transmission of sensory information. The Transmitter would have to have some means of perceiving their target. This does leave the question of Range. Again off the cuff, I'd say like senses, effectively unlimited as long as the receiver can be perceived which may require a Perception roll. A Transmit link can be established and maintained even if line of perception with the receiver is lost though and I'd probably treat it like a Persistent Power in that regard.
  3. I strongly prefer Hershey's. Nestle's is okay and best as a thin coating around other things though the texture makes Nestle's Crunch enjoyable. I find the expensive premium and imported brands most people rave over just more expensive not really better or worse than the more affordable domestic brands.
  4. Should we consider it a toss up at this point? If we are I would like submit this picture [
  5. Some of the issue may stem from Hero System's general focus on fairly traditional combat when it comes to Powers. You could ask similar questions about planting actions like planting a bomb in another character's car or slipping poison in their food. Action that might technically require a “To hit” roll at least against an Area though it doesn't make allot of sense.
  6. This reflects out (myself and the co gm) in the matter,. The topic is tricky since it touches on some areas like Potential Player Agency as defined by control over their PC's personality and reactions and handling emotions and the irrational emotion driven actions they can create when they are particularly intense .I've seen Pre attacks cause similar issues. But Pre attacks have some set mechanical effects that can't generally be ignored. Even of Testicular Fortitude Man wouldn't flee according to his player, he's still going to suffer whatever mechanical result comes from the Pre Attack rolling over his resistance. Emapthic Mind Control doesn't have that benefit.
  7. This almost seems like one of those abilities its better to "fake" with different powers and an Empathic Control SFX. "Scared stiff": mental Entangle. "To scared for Rational thought" Int Drain or minus to Int rolls. Stuff like that.
  8. Its not that I meant I wouldn't require Ego+30 in all but the rarest cases, something like suicidally brave/reckless:Ver Com, Total.
  9. One construct for Emotion Control is Mind Control: Xd6 -1/2 Emotions only. How would interpret this Limitation? Can the user only create emotional states or can they direct them to some extent? For example would: Run from me in Terror!" be a legimate command with this power or could the user only make the Target feel afraid and their reaction is pretty totally up to the player/gm. How would judge the required level of effect in the latter case?
  10. Wouldn't the "saving throw" effect be represented in Hero System by the roll against mental ECV (and the effect roll). Mental Power "to hit rolls" aren't necessarily to strike but to take effect. So it could be Mind Control with a Trigger "drinking the potion". There is some precedent for Triggered powers not requiring attack rolls (I'm not sure if they're RAW) but I suppose you could make AE: 1 hex, accurate?
  11. Looks like this thread and the rpg.net thread came back to life at about the same time.
  12. Looks like this thread and the rpg.net thread came back to life at about the same time.
  13. I think I would have. I found 5th to be a great improvement over 4th. Maybe I'm a freak. That said, an entry level book perhaps attached to a setting isn't a terrible idea.
  14. Should we move on to a different image?
  15. I guess it could work. It complicates things quite a bit. But it does make sense from a certain perspective. The character isn't necessarily skilled at hiding and concealing thrmselves they're hard to spot because they're small so reducing the Perception roll instead of boosting the character's Concealment/Stealth rolls makes some sense even if functionally its largely the same thing. A really small character might be hard to spot even if they're not actually trying to hide and, IIRC, CE can force a roll. I forget, are Negative Skill Levels a thing in 6th Edition? Size powers are always so problematic...
  16. Would it a be a special case for Shrinking and other Power effects or in general? If you can add Skill Levels to Familiarity Skills doesn't that encourage buying allot of Fams cheap then using Skill levels to boost them? You can only use the Skill Levels on one skill at a time but, IME, you usually only need one skill at a time unless you're going for complimentary rolls. But, this would also help with one of the issues some had with Striking Appearance.
  17. I think something like this would be very campaign and situation dependent as you say. There is a tendency for people to underestimate how difficult some things are. And mostly the information gained would be the kind of thing that almost wouldn't require a roll at all. IMO. Anyone might be able to tell the general direction of blood spatter, for example but not any other details that might be gained. Even trained professionals make mistakes. It also Feels like it sort of devalues skills especially if you allow bonuses for Extra time and help, IMO. But. OTOH, its only a sentence to add as an option. "Instead of or in addition too, Everyman skills, GM's can allow a 8- roll for any Skill they feel is appropriate." And it could be presented in setting books as an example of how to use Hero mechanics to shape the flavor of a particular game world.
  18. Maybe for you it doesn't but its helped game play for the games I've been in and has been one of the selling points that brought some players to Hero for us. They were tired WoD style skill list where 25 incredibly broad things represented all knowledge and experienced characters looked the same or fluffy "make your own skills/Facts/Traits" systems that bogged down in determining what exactly those abilities mean. Everyone doesn't feel that way but, IME, more than a few do. So while I can't answer for ghost-angel its mattered quite a bit in my campaigns. Its probably mattered little to not at all in other games. That's why the ability to narrow or pull back is such a great feature, IMO. If we're talking about some sort of beginner's version of Hero System or a Lite version, I'm okay with that but I'd hate to loose that sort of fine control in the core rules. This goes back to what I said earlier, that there really seems to have been a shift in the spirit of game and the fanbase more towards One True Way and eliminating the options that facilitate other preferences offered up as improvements.
  19. I like having both characters have PS: Physcian and Paramedic (I'd say things that like taking pulses would fall under that and both could take a pulse and get basic information from it) and they'd be better at their specialties due to complimentary skill usage and gm discretion. "The cardiac specialist could probably tell more." But really my point is, preferences aside, is that Hero can handle both ( and other) approaches right now. That's what it makes it different from most system and, IMO, a great system toolkit.
  20. I think it really comes down to playstyle. I've played and run Hero games that were very skill focused and if someone Physician character was a oncologist or a cardiac specialist (for example) made a difference. This can be particularly important in a game where the PCs all share a general profession like doctors or scientists. But there are plenty of games where PS Physcian and maybe a license to practice Perk would be enough to represent doctor. So I think ability to turn the granularity up and down is a benefit not a bug but perhaps one that can be emphasized Personally, I haven't had a great deal of trouble with players tuning out about the Skills and how they function and the enjoyed the ability to create varied characters like a doctor that mostly did research or even a quack that knows the basics but little more without handwaving a broad skill. But that's anecdotal and I tend to play with people that like granular skill system instead of broad sweeping skills. Did anyone have any thoughts on my suggestion for compilations of packages and equipment? Did it get lost the shuffle or just go over like a lead blimp?
  21. Resurrecting some of the Package Deals from 4th might help? Thinking along those lines there is a great deal of prebuilt stuff for Hero. Its just scattered around and spread out. Would there be much interest in some compiled and updated "stuff" books maybe split up by broad categories like, just spit balling, Past, Present and Future? The books might have lists with just a basic summation of what the items does, any play pertinent notes and a point cost for Superheroic games, equipment pools and similar situation, perhaps a suggest monetary cost too with more details write ups later with Power(s) Ads and Lims, etc for tinkering and inspiration. If that's not enough to fill out a good sized books they could also include relevant information for constructing items for their specific era both in Hero System terms and general information like suggested "tech levels".
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