Jump to content


HERO Member
  • Content Count

  • Joined

  • Last visited

About Ximenez

  • Rank
    Advanced Member

Recent Profile Visitors

177 profile views
  1. I don't think this is a rules question. What (if anything) does the power Drain Longevity do? I say "if anything" because "no, you can't buy that" seems like a reasonable response. But if you follow the logic, it's a really cheap way to eliminate (or perhaps incapacitate) that 600-point vampire lord.
  2. Looking for opinions: a player wants the ability to create an illusory duplicate of himself. How much of a disadvantage to Images is "Only to create a duplicate of yourself?" The two duplicates can do different things--the image could appear to attack while the real one runs off, or vice-versa.
  3. Player wants to build a character who can take three sizes: 1) The default form, a key-chain sized, tiny dinosaur who's carried around by a 10-year-old boy. 2) The second form, roughly human sized. 3) Third form, full-size T-Rex. So 0 END Growth to Huge is 135 AP, which is way over the campaign max but I'm willing to allow to facilitate a truly unique character concept. Or we could do Multiform, which would be considerably cheaper, although the character doesn't go through any mental changes and keeps the same skill set. My main concern is with campaign balance--creativity counts for something but I don't want to give the player too much of an advantage. Thoughts?
  4. Late to the party but... My rule for HERO is that if something is so advantageous that every character would do it, regardless of character concept, you shouldn't allow it...or if you think it's fair, just give every character a few extra points. So if MOCV is useless in your campaign and that every character should buy it down to 0, just add 9 to the number of points your characters are based on.
  5. In the medieval world, "wealth" was defined primarily as regular income--mostly generated from agriculturally productive land, but sometimes from other things. For a heroic fantasy campaign I assigned a specific income level for every point of wealth, and set a ceiling on the max points the PCs could spend. Every so often I'd increase the ceiling. Adventuring was a high risk/high reward activity that had boom and bust cycles...sometimes they had tons of money; a couple times they lost almost everything. Wealth gave them a steady base. Also, wealth took time to manage. Characters had to explain how they were getting the wealth, and then deal with issues related to the source--spending some time managing the store, visiting the farm, or whatever they did to get the money.
  6. How do you determine the amount of damage needed to damage a stretched "limb" that is neither a limb nor a focus? Here's the special effect: a character (super) is surrounded by rope-like energy fields that function as a damage shield. She can extend a "rope" to grab other characters at range, doing damage to them as well. Unless I'm mistaken, this is Stretching, probably with extra STR usable only with Stretching. She shoots out a "rope," grabs someone with it, zaps them. It's Stretching in part because other characters can attack the rope. But's not a focus, so what are the rules for determining how much damage is needed to break the rope? This same question would arise if Stretching was bought with an unbreakable focus--you can't attack the focus and destroy it, but how would you determine the damage needed to cut through the stretched item?
  7. If you want to be realistic about expertise in the modern world, it's better to give someone several overlapping skills that can be used as complementary skills in one area. An expert is going to have a lot of general knowledge about specific areas, and then be able to put it all together. So you might have: PS: Pianist (13-) KS: Classical music (13-) KS: Romantic era (13-) This person can sit down and play jazz or Elton John very. But if they sit down and play classical music that complementary skill pushes them to another level. And when they're play music from the Romantic period, their real specialty, it's going to be the best ever. This also reflects that any expert has to get a lot of background knowledge...someone who interprets music from a specific period is going to know a lot about the era they study that has nothing to do with music.
  8. I missed that EGO can be used like STR to break out of a Mental Entangle. I couldn't resist doing the math...a person with 10 EGO, pushing to 20, has a 15.8% chance of escaping a 3d6 Mental Entangle on the first roll. It might be cheating to let someone push repeatedly, but it will get you there. And a 15 EGO pushing to 25 has a 37.8% chance. That doesn't seem quite so unreasonable.
  9. So Mental Entangle costs 22.5pts per 1d6, and if you hit someone with it, they're trapped permanently unless they have a mental attack power of some kind. That makes it impossible for most characters to escape, and thus very unbalancing...but I haven't used it in a campaign. Am I missing something?
  10. Short answer: I don't think we have any real disagreement. This particular GM sounds like he's getting pushed around, and so I recommended some pretty strong measures to create better collaboration between the GM and the players. I don't beat up PCs just because I can.
  11. You are not mean enough. Like when you say, "I had difficulty building encounters that would prove in any way challenging for them, and when I did, they immediately spent their experience points to eliminate their weaknesses." YOU RULE THE UNIVERSE. If they defeat 10 thugs, let one escape and bring back 20 friends. If they beat your big bad villain, tell the players that his big brother has shown up--take the same character sheet, add 20 to all the numbers on it, and have at it. Assume the villains ALSO learn from their defeats. Make sure that whatever the heroes did last time won't work again. Make one player's stupid skill the one they need to turn off the 50 PD/50 ED force fields the villains have acquired. And you talk about how they spend their XP...why are you giving them XP to spend? If they aren't achieving the goals you give them--to role-play, work on background, and so on--they shouldn't be earning experience. For example, you could make a tally mark every time a player gets it right, and give out XP based on the number of tally marks each player racks up. Someone will be greedy enough to become creative in order to get ahead. Ultimately, not everybody likes the same thing. If your idea of fun and theirs are just that different, maybe you need to find other people who won't fight you every step of the way. But in my experience, players eventually do find out that roleplaying is fun, even if they end up roleplaying "the guy who gets in trouble for shooting first." Try being mean before you give up.
  12. I didn't read all 6800 posts, apologies if these have been done already. The Watchmentalist Pulp Fiction HERO Avengin' 2: Electric Boogaloo Kiss of the Amazing Spiderman Save the Last Samurai Voyager! (Pushing the rules a bit...) You Are Being Served
  13. If you're shooting at the cops, you're not the heroes.
  • Create New...