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Anaximander

HERO Member
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Everything posted by Anaximander

  1. Whether or not Tesla would have been the first gadgeteer would depend on how far back you went in time. Da Vinci would have definitely been a gadgeteer and so would Archimedes, but I would agree that Tesla would have been a gadgeteer. He could also have been transformed by one of his experiments into an electricity based blaster. The real Sir Arthur Conan Doyle really did have gift with deduction and would make a good detective hero. Both Wyatt Earp and Geronimo have the distinction of having never been struck by a bullet. Either might make an interesting Hero System hero. It is
  2. If you are looking for background information on faeries and other concepts from legend and myth the website Encyclopedia Mythica is a great resource. There URL is http://pantheon.org/.
  3. I have been though every book I have, but I still have no idea what the unarmed combat weapon familiarity. It doesn't seem to me that it should be necessary just to throw a punch. The only thing I can think it might be used for is if a character is trying a martial maneuver that the character doesn't have. I would appreciate an answer. Thank you!
  4. I don't think any one of the other villains could carry an entire movie by themselves. A Skrull invasion that included the Super-Skrull might work, but I would be inclined to go with some sort double threat scenario including both the Mole Man and the Puppetmaster would work on the big screen.
  5. I am an old movie and TV show buff, and sometimes, when watching an old show, I wonder how that might be done in a roleplaying setting, and recently I've been renting episodes from the 4th Doctor on back. I've been meaning to check some the new Doctor Who episodes out, but I never get around to it. Anyway, I would be interested in brainstorming on how to bring the various iterations of Doctor Who into a Hero System setting, and I would be interested in hearing different ideas from those who have are considered or are considering it or have done it already. Appropriate conversations would be
  6. It seems to me that the electricity would be just some kind of special effect working off of neuro-electrical impulses rather than whatever psionics is supposed to be working off of.
  7. I think Christopher Taylor has a point. I have tried to come up with economic systems from scratch for games based on what I know from real world economics and have typically given up with a headache. The problem is that there is a difference between money and real buying power which is really far too amorphic to be applied in a static statistic for a roleplaying game system. You would probably be far more accurate determining the value of the limitation by feel than by the application of a formula.
  8. Thanks! All of those options sound good. I'll just have to toy around with them to determine which fits the mood of my campaign world best.
  9. Hi, I haven't played around with much vehicle design, but I am in the process of creating a space craft that can teleport and cross dimensions assuming a pilot or co-pilot already has either the teleportation or extra-dimensional travel power. The space craft is for an extra-dimensional alien hero in a super heroic campaign. The race is a formerly naturally powerful teleporters and dimension travels who have devolved over time to the point that most members can only teleport a few meters but have created technology to extend their powers over specially designed spacecraft. The problem
  10. Maybe, you could use a very limited kind of retrocognition. I did that for a character that could uncover complex conspiracy theories with a limited number of unrelated clues. Here is my write-up: Connecting the Dots Clairsentience: Mental Sense Group; Retrocognition (+20); Retrocognition Only (-1); Requires Deduction roll (-1/2); Extra-Time: 1 minute (1 ½); Vague and unclear (-1/2); Requires 3 or more valid clues (-1/4); Only if a conspiracy is involved (-1); Active 40, Real 6 Maybe, you could make a kind of Riddle Master power out of it.
  11. I would start would start with simple characters, avoid multipowers and VPPs, and avoid any power concepts the require more than three bonuses or limitations to build. Make the first adventure a throw away adventure to teach the basics. After it is over, give them the option of either keeping the characters they already have or to make new characters based on what they learned in play.
  12. I would go with WW. Even if their strength and toughness were equal (and they're not), WW still has SH in pure combat and tactics training.
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