Jump to content

Morgdane

HERO Member
  • Posts

    16
  • Joined

  • Last visited

About Morgdane

  • Birthday 01/27/1982

Contact Methods

  • AIM
    morgdane

Morgdane's Achievements

  1. Re: Quote of the Week from my gaming group... Personally my favorite took place during a siege in fantasy hero. The guy was playing a fire mage standing atop the gates while the attacking army charged. He stood there for a full 5 minutes preparing his biggest baddest spell. Finally he got to where he could make his casting roll to fire the spell off. His line. "Oops."
  2. What/where are the rules for using FTL for more than one person. Such as if a person with FTL had the strength to carry someone else, could they pick them up and do so? I'm assuming that would require an adder or advantage, but would it be usable by other, area of effect, or would the character be able to carry someone based on their strength?
  3. Re: Paladin Warrior of the Holy Light How about a detect evil/undead? Holy armor? Dispel vs evil magic? If the paladin is strong enough, possibly a Commune with God/Angel, (clairsentience, precognition, or retrocognition depending on what he's asking from his god, answer would probably be vague, but that's up to the GM.) Or you could have a Inspire courage (pre bonus for encouragement.) Just some ideas. Paladins can always be a fun character to play
  4. Re: Brainstorming / Help on a character concept How about the ability to communicate/control other machines/computers? Possibly bought as Mind control or telepathy?
  5. Re: Yet another "Help with a Power!" Personally I think Lord Liaden's got a good choice. This way you've got it narrowed down to one power, so its easier to decifer(sp). Also, this way the GM has control over what is actually being drained.
  6. Re: How would this be built? ok, so second part of the question, the player i'm running this for is wanting to copy more than one power at a time, currently we have a 60 active point limit on powers, as a GM, should I increase the vpp over 60 active to let him take more than 1-2 powers at a time?
  7. how would you buy Rogue's draining power. I'm not worried about the knocking the other person out, but the gaining that person's mutation. I've got an idea involving a vpp, but I really hate using those. Any other ideas?
  8. Re: They wont die Going back to the original argument, I'd like to think that while the borg were able to adapt to the early federation technology, the fed's were able to adapt to the borg technology. Such as knowing where to hit, what frequencies were more effective and such. I'd like to think this. It helps me sleep at night rather than critique the crew of USS Make some Stuff Up.
  9. Re: Teen Zombies (undead in a teen champions game) ok, drop the dex a lil, maybe 8 or so, make the romainian his everyman language (if story fits for where the undead is coming from) and give him a sword or gun. Can make a 2d6 RKA, -1 OAF, -2 Independent, 9-12 charges for 7 pts, or a enchanted blade, 2d6 HKA, -1 OAF, -2 Independent, -1/2 Str Min 10 for 7 points.
  10. Re: Teen Zombies (undead in a teen champions game) If you're just wanting to mimic undead powers, that'd be easy. First off, you can buy the Life supports seperatly to avoid the 30 active point limit. Second, You could do things like desolidification, mind control (fear), enhanced senses (detect life), claws(kinda iffy), or even necromantic force fields (screaming souls wrapped around you.) If you're trying to figure out how to summon undead, try building a new skeleton instead of using the one that's in the book. If i remember correctly the summon power works off of the starting points of what you're summoning, not the total (after disads.) I might be wrong on this, so double check first, but if that's right then you could build a skeleton that's only a little better than a regular human, and use disads to give it the automaton powers. It won't be the most powerful undead, but you're still a teen right? So you're powers need somewhere to grow. Hope this helps.
  11. Re: vehicle AI AI's are my weak point, but I would use the same rules that you'd use on an atomaton (sp)
  12. Re: VPP with XTime Keeping in mind that I'm at work right now and don't have my book to read up on this before I answer, I would say that you would get the -3/4 for the time from 1 turn to 5 minutes. My reasoning is that the limitation should cover the difference in how the power is built compared to how the player is taking it. I'm choosing the 1 turn because I'm a nice GM, others may say to start at the 1 minute.
×
×
  • Create New...