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Shigeru

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Posts posted by Shigeru

  1. Re: Heroes from All Fifty States

     

    Maine could be home to Pharos, the "lighthouse hero". A demi-brick with plenty of light images and flashes (radius and line area effect).

     

    Or maybe "The Moose", a shaggy brick with some bad-news antlers and growth.

  2. Re: Unique, interesting powers

     

    Some bad guy in the old Red Doom supplement had Flight - Useable As Attack and it simply messed up my martial artist's good time. Slamming him into walls, hurling him at his allies, etc. A good idea that I hated.

  3. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...

     

    Anyone have any opinions on the Black Company books?

     

     

    I liked them enough to pick up the first series again for my collection. Good, gritty fantasy with a great feel for being in a fantasy-world mercenary company. Great characters.

     

    THe downside is that, for all the grittiness, it sometimes doesn't take itself very seriously (or else Glen Cook didn't) and sometimes it almost mocks itself.

     

    My advice is pick up the first series, or at least the first book which sets everythign up nicely. I didn't get too far into the second series to be able to speak on them with authority.

     

    EDIT TO ADD - I'm not much a of a fantasy reader by and large. LOTR, Song of Ice and Fire and Steven Brust's novels are just about the limits of my fantasy reading because I find most of it self-important and boring.

  4. Re: Zodiac: Martial Artist Master Villain

     

    OK. True. Then all of those look like very viable "styles" and motifs for a lieutenant of Zodiac to use.

     

    I'm liking the sound of this quite a bit.

     

    It could be that Zodiac wants to control the martial world, like an overblown "Han" from Bruce Lee's Enter the Dragon.

  5. Re: Music to Kill Zombies By

     

    Pachabels the planets, (perhaps just the Mars song if it is separate, IE supermans theme song, though Ash would be soooo WTF!?!?!)

     

    "THe Planets" was Gustav Holst. Mars is the most recognizable (and IMO the best) piece of those.

  6. Re: A question of power level

     

    To put this in comparison, the first edition of Heroes Unlimited by Palladium games was such that characters hade ONE power. THat power made a big difference, but didn't make people into superheroes by default.

     

    THe big difference-maker in that game was education. You might have super strength, but if all you could manage to do was graduate high school and get a job at McDonalds, you had limitations. Whereas someone with Specialized Military Training,. or a Masters Degree, actually had a wealth of flexibility, even if thier power was "super hearing". It was a very different look at roleplaying.

     

    THis 125pt Supers game sounds similar. One power might be affordable, but all of a sudden the guy with Comnbat Driving or Stealth or 10 points in Martial Arts has a big advantage over those that don't. THe pints go a lot farther in defining ones strengths and weaknesses.

     

    THe test of that theory, of course, lies inthe GM. Can they promote a fun time for all players, maintain balance, give characters a challenge without rolling right over them? THat's the true experiment.

  7. Re: Your Dream Projects For Hero Books

     

    Because its a genre that continues to lurk ion the backrgoud, I'd like to take a giant stab at Sengoku Hero in the near future. It could in corporate some of the elements of GRG's SENGOKU RPG, NINJA HERO, maybe the old BUSHIDO RPG and my own spin on many of the items.

     

    There would be campaign seeds like "Legend of the Five Elements Hero", "Anthropomorphic Animal Jidai-Geki Hero", "Post Apocaypse Feudal Japan Hero" and ways to incorporate Champions, Dark Champions, Star Hero (i.e. "Sengoku Alien Invasion Hero"), Horror Hero (which needs a 5th Ed upgrade, BTW, for "Kwaidan Hero") and perhaps others.

     

    Maybe the interest level isn't terribly high, but that's what fuels my desire. To bring a new world of roleplaying to a whole fanbase. It always suprised mme how many Westerners love knight and dragons and all of those trappings, but often don't know much abotu Feudal Japan and how it had many of the same roots, but a far different culture.

  8. Re: Wraith

     

    She reminds me of a Powered Armor character, only her theme is gravitic powers and not powered armor. Her change into Heroic ID must be the activation of his Forcefield, because she becomes a badass once that's on.

     

    Lots of eggs in that FF basket. The first time it gets drained, transferred or suppressed she's going to be bumming.

     

    My only concern (as a GM) woudl be that she has so many auxillary powers (Drains, Invisibility Desolid, Teleport and a 360 degree targeting N-Ray vision) that I'd worry how well she woudl mecsh in a group. She is a great solo hero, but maybe covers too much ground to be a good "team" hero. But that's just one guy talking. She's awfully effective-looking (55 STR at 0 END and 6 SPD, 'nuff said).

  9. Re: a limited mimic power

     

    What's the special effect for this? Could you copy Iron Man's repulsor rays? What about Captain America's shield toss? Scarlet Witch's hex waves?

     

    That telepathy doesn't look powerful enough to do a whole lot. Are you okay with just picking up surface thoughts from weak-willed people?

     

     

    Good point on only being able to mimic "inherent" energy blast powers. Not technology-oriented EB's (maybe even magic-oriented).

  10. Re: DC ruleset used for modern (non costumed) gaming?

     

    Our standard for the "Aeon Flux" type of games was 75 base, 75 disadvantages and 75 equipment (including cybernetics).

     

    This still presented a lot of possible "superheroic" elements, but things were mostly kept within reason. He biggest thing we did was disssalow any resistant defenses. Everybody was working hard to maximize their DCV.

     

     

    I also ran something as close to a John Woo / Pulp Fiction game as I could. Each player was built on the same 75+75 points and each was expected to have one special ability. One guy could autofire with his punch. Another could use Teleport (only to move silently and without footprints). I can't remember the third.

     

    The idea was that theese characters were pseudovillains or antiheroes workign for an ex-CIA fellow on a robbery that goes bad. It was pretty great, with players battling cops and robbers in the USA and Japan and making some unlikely and shaky alliances along the way.

  11. Re: Set the WayBack Machine for:

     

    Loved that supplement. Used the rules so I could make my Ghost Rider ripoff character. I never got to play him becuase who wants to GM the guy on the motorcyle when everyone else is in an alley?

     

    Still have the book, though! Somehow I no longer have CHampions !, 2 and 3 though. Drat!

  12. Re: DC ruleset used for modern (non costumed) gaming?

     

    I ran an action-intensive modern game using an amalgamation of DC rules and Ninja Hero rules. I found it to be very successful in developing characters skillsets and, as SHoutybloke says, investigative game sessions.

     

    Also, experience poitns go a long way towards makign players happy with their characters' growth. 3 points to a 200 point character is a heck of a lot and can make a big difference.

     

    I love it. More than standard Champions, in fact. I've never played a d20 game, though. So I can't compare there.

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