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Ndreare

HERO Member
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Everything posted by Ndreare

  1. Even active strength cannot resist martial throw. Because their is no grab contest. However Acrobatics, Break Fall, Clinging, Density Increase, Growth and Flight can. In my games I also allow Knockback Resistance. 6E2 page 82, and 92 respectively address throws.
  2. Those are done great books, and I suggest you continue the series. On to the topic, I am not sure I understand are you asking a question or for help building one if the races in particular?
  3. I will have to check this out. We normally use roll20 but I hear good things of Fantasy Grounds.
  4. For me the number one attraction of hero is the ability to customize my world. I can create a magic system or monster race and have a solid grounding in what it will do or how the world will interact with it. What you are saying Lucius is true, Hero is a tool kit for creating my own game and I love that.
  5. What? How is it people are allowed to make Hero System kickstarter's without me knowing. I will have to check this out.
  6. Steve Long wrote some really awesome gun-fu stuff up for his Storm Lords. I don't know if he ever shared then our not. Hopefully he decided to finish it as a setting book and Publish it through Elven Song Press.
  7. This is awesome, and a good word for your new layout guy. Tell him he is awesome. PS: Will we get new emails for the final pdf or should we just check in again in a couple weeks?
  8. For years I felt this way about Vampires and Werewolves. I was so fed up because of popular fiction and the RPG community wanting to go angst on me. Now I like vampires as villains again.
  9. Have you considered ablative defense as above, but instead of aid give it a single pip/die of healing with reduced reuse time? Just set the reuse time to match the repair time desired. For example per minute would allow a force field that recovers completely between battles but still is limited in battle.
  10. Why have I never thought of doing that? Your wife is a genius.
  11. We have used a Luck/Fate mechanic ever since our group fell in love with it in Fuzion. It just amazed me they decided to make it the standard assumption. The majority of Hero players I have met outside of my group have been much more into the gritty, let the roll decide side of things. How do these changes happen without us catching on?
  12. Really to get good feedback on a character in Hero you need the game master to tell you what he has planned and how the adventure should feel. What are the game guidelines for your adventures?
  13. I think you wanted your character to look like the following. Overall with 6 points it will be difilcult to get +3d6 additional damage on your strength without heavily limiting it. As a general feedback, I noticed you sold off your ECV, but you do not have any Ego based attacks, this would not be allowed by an experienced GM as it violates the rule that a limitation that does not limit is worth nothing. The character you made has a vampire feel to him, but he is missing a few key powers and he seams to be very heavily focused on combat, if your game master plans on running a normal game you will be disappointed by his inability to be effective outside of combat as he has only one non-combat skill. I would suggest dropping his abilities to something like the following and buying some non-combat skills. He is still much more combat heavy than the kinds of character I prefer, but may feel more satisfying in your game. 200 points: Val Char Base Cost Pts. 23 STR 10 1 13 15 DEX 10 2 10 15 CON 10 1 5 10 INT 10 1 0 10 EGO 10 1 0 20 PRE 10 1 10 6 OCV 3 5 15 6 DCV 3 5 15 3 OMCV 3 3 0 7 DMCV 3 3 12 4 SPD 2 10 20 6 PD 2 1 6 4 ED 2 1 2 5 REC 4 1 1 50 END 20 1/5 6 20 BODY 10 1 10 40 STUN 20 0.5 10 Total Characteristics Cost: ??? Cost Name skills 10 +2 Combat Skill levels with empty handed combat 3 Lock picking 13- 3 Stealth 13- 3 Charm 13- 3 Useful Skill 1?- 3 Useful Skill 1?- 3 Useful Skill 1?- 2 PS: Whatever he does for a living 11- Cost Name Power/Equipment 20 Life Support No Age, sleep, breathing, drink blood 1/year 1 Flight 1m Complications Susceptibility Sunlight 1d6/turn (very common) 25 Susceptibility Holy Ground 1d6/turn (uncommon) 10 Susceptibility Being withing 2m of Holy Symbols 1d6/turn (uncommon) 10 Vulnerability x2 Stun from Fire (uncommon, x2) 10 Vulnerability x1-1/2 Body from fire (uncommon) 5 Then add whatever flavor text you want or additional complications.
  14. Wow, that is a lot of material. I will read it, but it will take a little while. I will send you feedback when I am done.
  15. Sounds better and better the more you share.
  16. so I decided to sit down and read fantasy hero complete and I noticed that hero action points are presented as a standard rule. Has anyone else noticed this or did I miss something?
  17. The real challenge is, where you a good sport when you were found out.
  18. I have nothing to add, but I want to commend your work. It is an excellent resource that can easily be used by others.
  19. Illusionist are point for point the most vile and fun things to send your players against. They can sick as PC's because every game master decides to Vero them within a couple scenes. But as a GM tool they can really mess with your PC's. Even if one of the characters makes their perception roll it often still leaves him suck helping the other PC's because you cannot abandon them.
  20. Both options work, but I always preferred Variable Limitation because of the simplicity of the build for these types of powers.
  21. I would select the compound power option, then select detect and n Ray vision, but just put a -1 limitation only for soul sight. It would bundle at around 15 points and should work for you.
  22. I would say this would work best as a variable power pool. You could be looking at hundreds of options so a multi power would be prohibitively expensive. If you are looking for realism you may want to have expendable foci in each of the charges. Also not all toxins and venoms are also poisonous. You could create a simple excel sheet with xy coordinates. To help manage it, or create a dozen options in hero designer and just have him pick which ones. I recall one of my books (Equipment maybe?) Covering this in some detail.
  23. There are some real pearls of wisdom in what Spence is saying. Yes it always good to examine yourself, but sometimes it is others at issue as well.
  24. I would wing it and completely throw out real world physics. This is a case were the brick would be more likely to punch a whole in the vessel or otherwise compromise the integrity by ripping off a component changing the aerodynamic properties. If your game is cinematic then it should be arbitrarily adjusted by you the gm. Have the brick make Con or Strength rolls he takes one body damage plus his margin of failure. That will put in a suspense factor, while still allowing him to have fun. If he gets creative give him bonuses. Then have him roll for every "event" that happens during the decent. Five roll could make a good scene, with events like losing his grip, parts breaking off, or out of control flight leading it close to some other risk such as a building.
  25. I cannot endorse www.roll20.net enough. I went from a game a month, normally a mediocre one because it would lose the flavor to a game a week.
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