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Robyn

HERO Member
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Everything posted by Robyn

  1. Re: Need Clarification: Extra-Dimensional Movement For "passes through intervening space" with Teleport; it would be interesting to have a character with "Special Effect: 'afterimage' between origin and destination points". Everyone would think he was a Speedster and keep on trying to stop him by putting walls and stuff in the way
  2. Re: Need Clarification: Extra-Dimensional Movement Wouldn't it be possible to do this by Linking it to an Extradimensional Movement: Time? The second could then be done through a Limitation on the Time movement "Cannot be more or less than 1 phase per (full teleport distance)." I don't think it would be possible to teleport such a high distance for the lack of aging from moving through time in an unusual way would matter in the campaign. Or maybe the aging could just be called a side effect; "the extra push drains her energy", or something. I then asked Lucius if I had the right idea of what he meant, and he articulated it again, thusly:
  3. I used to think Naruto would be one, but from similar accounts I've been reading on the forums (about using TK and sometimes Clairvoyance instead of a really massive Summon), his Kagebunshin would be easily manageable. I'm currently pondering whether it would be possible to use Duplication within a Multiform, and have one be the superpowered (normal) PC whereas the others are five inert Foci that can nonetheless perceive events happening around them . . . yes, I'm trying to stat Captain Planet
  4. Re: How to get ideas across (GM's)
  5. Re: Heat of the Moment [continuation of previous post] I think that, by your sigline, what I'm after could be placed in the Levels of RPG Development as "Game Rules: The specific and variable application of Mechanics that define the play of the game.", so it may help to think of this as a "game rule" instead of a "mechanic". [/continuation of previous post]
  6. Re: Heat of the Moment I'm not a HERO system expert here - that's why I'm asking for help. In the old system (the one I'd be using if my players would stop moving out of town), it would be a new mechanic. I'm looking at converting to the HERO system, though. So now I need to be asking "How do we do this in HERO?". If we can already do it, great. I just want to make sure that the elements of the campaign which are, to me, the most important, can be replicated in HERO before I go ahead with a full conversion.
  7. Re: OK, now I'm beginning to understand the stats a bit... I got it now. These were the parts that were confusing me: In other words, RD and PD are different things - presumably, Resistant (Physical) Defense and Physical (normal) Defense.
  8. Re: OK, now I'm beginning to understand the stats a bit...
  9. Re: Heat of the Moment It has wheels? I've checked Lucius' public profile for links, and gone back as far as the forum Search will let me looking for his earliest posts, but I still can't figure out what the Palindromedary is.
  10. Re: OK, now I'm beginning to understand the stats a bit... Does this mean we'll get extra commentary at the end? __________________ Robyn notices that the 1 on normal attacks contradicts ghost-angel's "All Damage does STUN and BODY (unless it has Limitations that state otherwise)."
  11. Re: Quote of the Week from my gaming group... This is actually a very very old quote, but I'm putting it here because I want to change my sigline now. [new GM]: " . . . and your character is unconscious, so he can't do anything but try to wake up. It's post-phase 12, what's your REC?" [new player]: "Fifty." *stunned silence from around the table* [old GM]: "He's harder to kill than a damned cockroach."
  12. Robyn

    WWYCD: Flipside

    Re: WWYCD: Flipside
  13. Re: Heat of the Moment I keep on telling people that Kevin Smith is dead, but then they get all mad and yell at me
  14. Re: OK, now I'm beginning to understand the stats a bit...
  15. Re: OK, now I'm beginning to understand the stats a bit...
  16. Robyn

    WWYCD: Flipside

    Re: WWYCD: Flipside I think he would be a very frustrated monk. Running around the cities (not countryside), aggressively beating the crap out of civilians, but unable to kill them - and trying his darnedest to ruin the reputation of his God by telling people who he was working for, but not exactly endearing himself in the process Of course, said Deity would not be pleased with him, either.
  17. Robyn

    WWYCD: Flipside

    Re: WWYCD: Flipside I think that this is a very cool power idea. Repped when it regenerates. I'll use my character from this thread in the roleplaying forum.
  18. Re: Heat of the Moment Brittney Spears is a civilian, right? If it was your character's first encounter with Brittney, though, and you the player actually felt it was appropriate to have some sort of response, but there was nothing in the already established patterns of the character to give a clue one way or another - this mechanic wouldn't be used. It's only for those situations where the character has conflicting patterns, the player isn't sure what to do, and the player chooses to use dice to resolve the question. Now, if, on the other hand, your character had just been subjected to a Presence Attack by Brittney Spears, and was caught halfway between an urge to kiss her and an urge to puke all over her shoes for how overdone her prettiness was, the mechanic would become available as an option.
  19. Re: Heat of the Moment Note the modifier. I would accept any application where the detail was marginally significant. If it doesn't even manage that, the player is rolling for a detail that has nothing to do with the game, and is basically just rolling dice to get out of using the mechanic. That's cheating; if they don't want to use the mechanic, they should state this openly, and we can work something out (which might result in, basically, them not wanting to play the game as is; in which case, some level of cheating is understandable, but still not acceptable, on the grounds that they could have anticipated the results of being honest about it, and not wanted to stop playing). (The matrix is a 10x10 grid of numbers between 1 and 10, the player has one axis and the GM the other, each intersection is one roll on percentile dice. This lets a single matrix be used for a long time without having to worry about players learning its contents or manipulating the mechanic's outcome.)
  20. Re: OK, now I'm beginning to understand the stats a bit... Yeah, I forgot about that +1
  21. Re: Heat of the Moment Repped when it regenerates . . . what, does this thing give you 2 every 48 hours or something when you're still new?
  22. Re: Heat of the Moment I think that "true" randomness (inasmuch as dice can be random), or at least a step above and beyond what we can get from trying to decide whether our normal choice or a reverse psychology or double-reverse would be appropriate to generate "random" outcomes, must therefore evade the input of the players' (and GM's) knowledge of the character. To truly be outside their prior experiences with the character, they need to avoid letting their preconceptions affect the process of determination. (Of course, since we still have to design any tables that would be rolled upon, we're still not escaping the dilemma, but I've tried out a system where low rolls are "most likely" and high rolls are "least likely", with the exact details being improvised each time.)
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