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etherio

HERO Member
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Everything posted by etherio

  1. Re: Game Maps and Counters Exchange ...and the last of them.
  2. Re: Game Maps and Counters Exchange A few more...
  3. Re: Game Maps and Counters Exchange Here are the rest of the face-shot counters I have... If any of you notices that a set is redundant, please let me know and I'll edit or remove it. As mentioned in an earlier post, these are made at the scale I prefer, which is 1/2" square. For those of you who like the 1" square kind, it's easy enough to resize them...they should look fine when blown up to that size.
  4. Re: Paranoid HERO I'm a die-hard HEROphile, but I wouldn't try a Paranoia conversion. The game would just not work well in the HERO system. Things need to stay fast and loose...realism and common sense take a definite back seat (if not disappear entirely) to humor and poetic justice. Also, HERO character creation makes characters, well...just too...good, I guess...too involved for the "darkly humorous future" of Paranoia. It's a fun, fun, fun setting (IMO, not really for my players, unfortunately), but one of the few that are not better served by HERO conversion. Try it anyway, the way it's written. It's a nice "sorbet" for your HERO-drenched palate...just enough lighthearted, zany fun to recharge you for the meatier stuff.
  5. Re: Game Maps and Counters Exchange Thanks for taking care of that for me. Good to see you're finding something useful. Let's all post and share what materials we can. We gamers are a creative bunch, and we all have something other gamers could use...pics, props, cool character sheets or Hero Designer templates, whatever. References or links to interesting props or resources are welcome also.
  6. Re: Game Maps and Counters Exchange
  7. Re: Game Maps and Counters Exchange Years ago, I got this Star Wars starship from some guy's website where he had it posted to share. I would credit him, but I don't have that info. I made the counters for the players...they are, of course, scanned from copyrighted work and retouched.
  8. Re: Game Maps and Counters Exchange More standup minis here and here.
  9. Re: Do you use the official Champions Universe? I guess I'm about a 3.5. When my supers campaign world first got seriously started, around '90, I used a lot of characters from the sourcebooks but none of the timeline. For quite a while now, it's been pretty much homegrown. As a result, there are some long-running villains and other NPCs that came from the CU, but most of the day-to-day stuff and newer stuff comes from my melon.
  10. Re: Game Maps and Counters Exchange Awesome input...links to freeware is something I hadn't thought of for this forum...keep it comin'.
  11. Re: Character for Comment: Dragon Knight As a recently-reformed smoker, I'd have to say that Social Limitation: Smoker is definitely valid. We're...I mean "they're"...like second-class citizens in some places.
  12. Re: Character for Comment: Atlas I like the character pic...you do images like that for all of your characters?
  13. Re: Game Maps and Counters Exchange Here's a good resource for those who like the BTAS art style (seems like you either love it or hate it). It's pretty easy to make pics for your characters using these templates, and they can be cool, especially compared to no pics at all.
  14. Re: Game Maps and Counters Exchange More standup minis here and here.
  15. Re: What's *your* superpower? My mutant abilities have changed over the years... When I was younger, I had the power to absorb alcohol from my surroundings and use it to power a potent bile attack. (4d6 Absorption vs. alcohol-based Drains...adds to END Reserve for my 3d6 EB, NND, Defense is Total Life Support) Now, I've lost the EB power and gained the following: (Life Support: Immunity to Alcohol...Absorption now adds to Density Increase, Always On, Adds no Characteristics -2)
  16. Re: Alternatives to the Speed Chart from DH Both points here rely on you being willing to keep track of what segment it is (1-12) or of how long each Turn-reliant effect has been in play. If you are, great...you'll have the precision you seek. I'd rather not. The point for me is to get rid of the SPD chart entirely while keeping different SPD values relative to each other and to Segment 12. I've found it works okay this way, keeps my nose out of a checklist during play, and eliminates debates about what Turn it is or how many Segments have passed. With our system, there is no "Segment 6 of Turn 2." Each Segment is equivalent to all others.
  17. How does an attack having the advantage 'Indirect' affect a target's ability to Missile Deflect it (aside from consideration for common sense and dramatic effect)? In any case, can TK (assuming it has no special Limitations like 'physical manifestations) be Missile Deflected?
  18. Re: Hero A Day...Sorta... Enforcer... You are one insanely prolific character generator. Where do you find the time?
  19. Re: Alternatives to the Speed Chart from DH Our group uses an alternate SPD system that (I think) works quite well. I've always been a bit irritated at the plodding, predictable nature of the SPD chart. Players tend to disengage from the game in segments in which they have no chance to act. I love HERO, but sometimes a little randomness is just fun. I also found that if a campaign has a typical SPD stat, say '5' for most of our supers characters, then a character with 1 pt. of SPD more has a huge advantage that's disproportionate to the difference in the stat. His phases are set apart from other characters, and that gives him more freedom to choose to Haymaker, etc. Also, if his DEX is higher (which tends to be the case), it essentially gives him 1 "free" phase a turn in which he can do otherwise risky maneuvers (reduced DCV, especially) at virtually no increased risk. Example: SPD 6 DEX 30 character can do almost whatever he wants in seg 6, because he will get to act again at the beginning of seg 8 before SPD 5 characters do. The only way of combatting these disproportionate advantages is for characters to constantly hold their actions and "metagame" with the timing of their phases. Our solution: We put away the chart- Each segment, characters each roll a d12 (I know you play HERO, but you gotta have one laying around). If a character's roll is equal to or less than his SPD stat, he gets a phase that segment, in order of DEX as usual. Characters can get a run of actions, or a run of non-actions, but statistically each gets the same number per Turn that he should. If he rolls a 12, at the end of that segment give him his Post-Segment 12 Recovery and put into effect anything for that character that goes off at the end of a Turn. Example: Wonka rolls a 12...his exploding candy with the Limitation 'Extra Time: 1 Turn' goes off on his DEX. He also takes bleeding damage and gets a free recovery at the end of the segment. If you like the SPD chart, great....but if you want to try something new with "initiative," give this one a shot.
  20. Can a character who has been grabbed use his flight power to move about, taking the grabber with him (assuming he has sufficient STR to carry his attacker)? For example: Bruiser, a normal-sized, non-flying hero with super-strength grabs Bullet, a villain with a Flight power that is not restrainable. Although Bullet is more than strong enough to carry Bruiser, he has little or no chance of defeating his attacker in a STR vs. STR contest. Can Bullet choose to fly himself and his opponent high into the air (while suffering CV penalties for being grabbed, of course) without escaping the grab or otherwise competing in a STR contest?
  21. Re: Game Maps and Counters Exchange Hey guys...hopefully we can get this thread rolling again. I posted some standup counters for my campaign here. Check 'em out if you're interested. I decided to switch to standups after being inspired by Wildcat's 3D buildings. I picked up the Dirt Cheep sets he mentioned. They're pretty cool, but they're scaled differently than HERO games and they have grid maps overlayed on them, not hexes. I edited them for my use, but I'm not sure I should post those here. If you have the inclination and ability to edit the images, I recommend them.
  22. Just wondering how everyone treats the Power Skill. Here are the parameters of it in my campaign. Please share yours. 1) The power Skill is usually defined by special effect, in the same way that one might define an Elemental Control. For example, "Unbreakable Body Power." 2) The skill can be used to do "power tricks" that would be ridiculous to build as powers because of the rarity of their usefulness combined with the complexity needed to simulate the effect. For example, Unbreakable Man (not superstrong) is being draged under a car that has hit him. He couldn't damage the car with his normal strength. He makes a Power Skill roll and jams his unbreakable arm into the engine...stopping the car cold. 3) It is used when a player wants to "develop" a power in-game that fits the special effect. Unbr. Man realizes that jumping off a skyscraper to the fight taking place in the streets below is a bad idea; he'd be Stunned by the 30d6 damage from the fall. (He doesn't have any super-leap.) He makes a Power Skill roll and is allowed to immediately buy +20" Leaping, only to avoid damage from falls. He controls his fall and lands on his invulnerable feet. 4) The skill is used for whenever a character wants to abort to a "defensive" action that is not strictly a defensive maneuver or a power that adds personal DEF. Unbr. Man's foe, Earthmover, looks up and sees his nemesis hurtling down feet-first at him from the top of a skyscraper. He wants to abort and erect his stone Force Wall over himself. He is required to make a Power Skill roll to do so.
  23. Re: Power Trick For Heat Vision In my campaign, I'd call it a Power Skill roll if it was used just for "coolness" sake or when it's a creative way to solve a minor problem. If it was for something "major," like fixing a focus or the like...something that could be materially useful on a regular basis...I'd make the player build a Transform. Remember, a minor Transform like that will be pretty cheap, and the Power Skill roll costs points, so it's not like they're so different game-balance-wise.
  24. Re: Martial Art Manoeuver Creation I posted to this thread under another title...thought it seemed a bit crass in the HERO Discussion forum. I'm dumbfounded that, apparently, this guy posted the same question to Steve Long as rules question. Shmokin' de ganja before posting is not a good idea.
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