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MarkusDark

HERO Member
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Everything posted by MarkusDark

  1. Re: Your Dream Projects For Hero Books Although not books, my dream project would be for the production of Hero based mini's - not so much the heroes themselves but such things as VIPER or DEMON agents as well as some of the more infamous villians. Yeah, I can tailor figs already out there, but still it would be fun.
  2. Re: VIPER: Coils Of The Serpent I rarely buy Hero suppliments as I find that I'd rather create my own groups and give them the personal touch and feel I want them to have. However, upon picking up the book "VIPER: Coils of the Serpent", I knew I had to get it. VIPER has been around as long as Champions/The Hero System has been around. This book breathed life into a group that was little more than 'red shirts' for the heroes to take out. The background story alone is worth the purchase of the book but as it breaks down the group into divisions, sub-divisions, nest areas, standardized weaponry, tactics and so on, it was something that I just had to get. In fact, it was so complete for me that I ran a campaign or two with the PC's being raw recruits of VIPER - taking them all the way up to the experimentational phases and into full fledged supers. Of the half dozen HERO books I own, this is the only one I bought for me and not for another GM's game.
  3. So, I know that I can make Clinging into a Damage Shield, but I am somewhat hazy on the effects it would have. For instance: Character X is attacker Character C is the character with the Clinging Damage Shield X hits C with a hand held weapon. Unless X can do more body damage with a STR only roll, the weapon is stuck on that character and cannot be used. Now, say X hits C with a punch and cannot beat the clinging strength. How does that affect X? Can he attack with the other hand? If so, what happens after he hits with both hands and both feet? Is he trapped or can he still attack? How does that affect X and C's movement and/or CV's?
  4. I am trying to come up with a character that basically stores up energy from other attacks and then can release it back out. But if no energy comes in, he can't use the power. So, I came up with the following scenario but I think someone else might have a better idea: Have a 50 point EB that uses an End Reserve. Have that End reserve have a recovery rate of 0 Use Absorption to End battery. Absorbed damage translates into End that cannot be recovered. That way, the character can only dish out what he takes. I am trying to find another way as paying 50 points for an EB that I have to wait to use until some other guy pummels me doesn't seem right...
  5. So, I know that I can make Clinging into a Damage Shield, but I am somewhat hazy on the effects it would have. For instance: Character X is attacker Character C is the character with the Clinging Damage Shield X hits C with a hand held weapon. Unless X can do more body damage with a STR only roll, the weapon is stuck on that character and cannot be used. Now, say X hits C with a punch and cannot beat the clinging strength. How does that affect X? Can he attack with the other hand? If so, what happens after he hits with both hands and both feet? Is he trapped or can he still attack? How does that affect X and C's movement and/or CV's? Am I missing anything else?
  6. So I read the FAQ, and in typical fashion, it was over explained to a point that I couldn't understand it. Let us say that my character is using a pick in FH, with a str of 10 so he just has the strength required to wield it. He would do 1d6 AP with it. I have a martial manuver that adds 2DC to the attack (which translates to 1DC for Killing attacks as per 5ed, pg 271) Do I get the full +1DC for the attack (Now making it 1d6+1 AP?) There was discussion about a variant rule for Martial Arts heavy games, but this isn't one of them...
  7. Re: Anyone trying anything with Everquest II I also was creating a Fantasy Hero game based upon the EQ2 world. Had a group of players online who just couldn't handle SOE anymore. The characters and stories we created were too good to lose simply because online isn't the viable medium for real RP. I had some very basic stats penciled out for all of the races but that was as far as it went before I found out that most of my online group wouldn't be able to make it to a bi-weekly game. Too bad, because I loved my Ratonga.
  8. Figure I don't need to bother Steve with this one. Character has 15 Str Character has a martial manuver that adds 2DC to his attack - making it 5d6 Character has weapon element - clubs with his martial arts Character picks up a 4d6 Normal Damage Club Character uses his martial manuver with the club. Overall damage from the attack is 8d6 - correct, since you can only double the damage a weapon can do? I am not including in Str minimums as I want this to be simple. Thanks
  9. Re: Stargate Hero I am currently in a Stargate Hero game - will be going Friday night to deal with it. We don't have writeups for the big 4 because the game goes that Daniels and O'Niel were captured during the first time to Abados (the movie) and we were sent in to find them a year later. They're now being deprogrammed from being Ja'fa (complete with snakes in bellies). Gotta love those alternate timelines. It's a blast - especially since we don't have to make the 'bonehead' manuvers in order to fill an hour's show (why don't they ever, or rarely ever, use ATV's? )
  10. Re: Stargate weapons My three cents are as follows: Staffs: 1) Watching the series, I have seen both O'Niel and Tealc' take staff blasts to center mass and be knocked out but survive with the use of modern medicine (Tealc' was sans symbiote at this time) However, I have also seen all three SGC Human Members each take a single staff blast and die from them (Intro to the Nox episode). It greatly depends upon hit location but basically anyone hit by a staff weapon, center mass, will drop/die no matter what armor they are wearing (well except for armor made specifically to be used against the staff weapons). I would say a 3d6 RKA would not be out of the question. Assuming the characters DO have combat luck, and that your normal NPC does not, you could probably get away with a 2d6RKA - as I have seen many 'double taps' required with the staff weapon to bring someone 'important' down (although after the first shot, they are all but out of the fight anyway...) Is there a way to change it so that the Body Multiplier on Chest attacks for the staff ONLY are 1.5? That would work as far as having it as a 2d6 RKA. 2) In fighting sequences with the staff in H-T-H, there are usually the same number of blows that are required to drop someone as there is with unarmed. My personal thought would be to give about a 3d6 HTH bonus MAX. Zat's I have witnessed a few times where the Zat had not rendered the target unconsious on the first blast - although it was usually for dramatic effect. I would say Tim's writeup looks pretty good - although I would have to change the qualifier on the RKA to "has to have been hit with the first slot attack once before" (as I have watched them use the 'killing attack' upon people who were still concious after the first Zat). and then add into the Transform "has to have been hit with the RKA once before". I am not sure how you would impose a requirement that you HAVE to use the NND first, then HAVE to use the RKA next (can't be NND again) and so on...
  11. Re: What superhero world concept are you tired of seeing? Mutants being hunted - anti mutant groups picketing this or that.
  12. I suppose so. I just got tired of every villian - even the 'crunchies' teleporting away before we could apprehend them. I have played in the game going on 3 months now (once a week and at least one fight + per session) and we have actually turned over 1 bad guy to the authorities. Guess it is more of a GM issue. Of course, in my campaigns, I allow them to catch those that I don't want caught if they are clever enough for it. Just means I have to be quicker on my feet for the rest of the session...
  13. Having played in games where the villians always teleports away to safety, I wanted to develop a tracking ability with my own teleportation. I was thinking about Detect Teleportation, Tracking Sense, 360 perception, Mega Scale. Would that work? Would I need to buy "No range modifier" so I could see them that far away?
  14. Re: hide in plain site ***Starts taking notes***
  15. BEST line from a Dr. Who episode that I use even today from the Brigadiere of UNIT: "Just once I would like to meet an alien menace that wasn't immune to bullets."
  16. Re: Re: Re: Fry's good service!? 510-739-1101 They are relatively new and their Hero stock is slowly growing (thanks to me. ) BTW, they have an 'extra' copy of FH that they are trying to unload as they have limited shelf space at this moment and like to have just single copies of each out on the shelves. I will actually be down there at 7pm running (or closing) a Champs game I run every Tuesday night.
  17. I think that you should also include a T-Port in his writeup. I have watched too many times where someone ran away from him only to have him suddenly pop up in front of them. Not to mention his appearing in places they just checked. Perhaps put a limitation on it of "Cannot T-Port to an area that is currently being observed."
  18. Oh, this is too good. FH-One-Book = FHonebook. Good one, ol' man.
  19. Re: Fry's good service!? For what it is worth, I will toot the horn of my friends comic/RPG/game center FLGS of Distant Realms in Fremont (about two blocks from Senario Games on Fremont Avenue in the Alder Shopping Center). My friend is very much into customer service, documentation and running things like a business. I watch as the store workers go wide eyed at all of the paperwork they need to do sometimes but when it comes to a question from a customer, an answer is just two mouse-clicks away. They have been musing over the idea of opening more stores in other areas and, if it happens, at least the Bay Area will have some more professionally run gaming stores. Okey, tooting over.
  20. How about toe-nail clipping at the gaming table? I think that is somewhere between fistfights and knife throwing so I'll mention it.
  21. I haven't had a chance to really read it yet, but I thought it was funny that I flipped open the book and saw "Twisting the Blade" and just had to sit and read that passage. Between reading the detail in that, and the several powers in the USPD that have various icky attacks on eyes (t-porting them out, stabbing them from behind, etc), I fear for anyone who gets on the wrong side of Steve Long...
  22. If you have a 60 strength, you can either pay the 45 points to add the Double KB to all 12d6 or you can pay 35 points for a +6d6 HA with Double KB and bump it up to 12d6 with existing strength. There is a 10 point difference. Now, if you lower your strength to 30, still able to do the 12d6 and save a total of 40 points, but you lose out on the stun, PD and other strength related areas. Note, in the case of a 1/2 advantage (such as armor piercing) it is a wash, both areas (just the advantage on 60 str or the +6d6 HA) cost you 30 points. Here's the other case in point. If I have AP on all of my strength, do I get AP if I Haymaker or use any other H-T-H attack other than the standard attack?
  23. Well that was wierd... I am using Win 2000 with Acrobat Reader 4.0 but I just switched printers here at work and BOOM! The file looks fine. Strange.
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