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iena

HERO Member
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About iena

  • Birthday 01/09/1976

Profile Information

  • Gender
    Male
  • Location
    Italy
  • Interests
    GDR, Martial Arts.
  • Occupation
    Chemist

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  1. Thanks to you all guys, for your contributions and support but my party has senteced... We will try with Mutants and masterminds... It's a D20 system based quite easy to learn... I'm sorry for this but my dream is over...
  2. Hello everybody, I'm an italian fan of Hero System and since years I'm trying to introduce the system in my rpg party but without success... a part the barrier of the language (I'm the official translator of the party) the main problem still remain the speed chart. My friends can't accept the complexity of this approach (even if I understand it's the best one)... and I was wondering if a well balanced alternative exists. Have you ever applied a different approach? Looking forward to read about your experience.
  3. @Ninja-Bearwith my party we use the core rules handbook (1 and 2) plus Hero System martial arts. No advanced player guides because my friends don't want to further increase the complexity
  4. Hi Everybody, I'm happy to see the topic I have proposed is stimulating an interesting conversation. To be honest I don't have problem in building the gunting with an approach different than the classic maneuver. A maneuver would have been good because of his semplicity but even a "power like" approach would be ok for me. What is important to me is to keep everything within the limits of 6th edition rules.
  5. Many thanks for your replies. Follow this link to see what i mean with gunting:
  6. Hi to all, I would like to build (if possible) a manuver to simulate what in escrima we call gunting (scissors, basically)it is a special block (so it should have the feature "abort") combined whit a movement (like a scissors) of the "other hand" aimed to hit the arm of the opponent and to damage it. Is there in your opinion a legal way to introduce it in the hero system 6th. To be noted that an exemple of this manuver can be found in third season of Cobra kai... It is the technique that chozen teaches to Daniel Larusso to defeat Krees.
  7. Is it a matter of balance only or is there something related the fight management as well?
  8. Dears, I hope this is the right place for this kind of question. One premise: I don't want to put in discussion the effectiveness of the design of the 6th edition but just to know your preferences or your approach. In the creation of a character "martial artist" do you prefer to buy the classic martial maneuvers or do you prefer generate the maneuvers with a power framework? I'm asking this because, from a certain point of view, the martial arts as they are conceived (maneuvers that can cost 4-5 CP) seem something "separated" or not well integrated with the rest of the core rules... In your opinion which is the most satisfying approach? Thanks in advance
  9. Dears, I’m looking for some support because I’m going to start a really titanic did (at least to me): I’m going to create starting from zero a complete fantasy setting using the 6th edition of Hero System… Furthermore, I have to involve my current RPG party that don’t speak English at all and explain all the rules… Anyway, my main doubt is about the magic system. I know that “Fantasy Hero” handbook proposes a lot of different magic systems but you have to understand that I don’t have time to test the system…Once I have implemented it, I must to be sure that it works and, most important, that it is balanced. The only magic system I know very well is the one of D&D (3rd or 5th edition). In this system the wizards have two important limitations: 1) the power level of the spell based on the character level 2) the number of spells castable per day. In the magic systems presented in the handbook “Fantasy Hero” these limitations seem not be implemented (at least in my opinion). The mandatory roll on the skill “Power: Magic” seems not to be enough… If during the character creation the player put a lot of CP in this skill the result could be that the wizard could cast one single but very powerful spell (and this can be really unbalancing). Do you have introduced some house rule to limit the CP expendable for the skill “power: Magic”?? Second point: how to limit the spells per day?? Even if a spell can cost Endurance, the recovery phase would virtually allow the wizard to cast an infinite number of spells per day. Is this acceptable for you? I repeat once again, my only reference is the D&D where, with the exclusion of the cantrips, an infinite number of spells would be a nightmare. Thanks for your help and please excuse me for my poor English.
  10. Hi Everybody, I'm going to revamp this topic (Started by me, by the way) in order to ask you for some suggestion (especially from the rules point of view) for the building of a multipower. The multipower is going to contain a set of defensive powers to simulate the most mysterious defensive positions of a lethal martial art style. 1) Could I apply the "trigger" advantage to all the slots of the multipower? If yes, could the trigger condition be something like "The character aborts to block"? 2) Could the slots of this multipower be built as a compound power? Something like +6rPD/+6rED plus ​Knockback resistance, for instance. 3) The limitation "costs endurance to activate" could be applied for slot like one mentioned above? The resistant protection usually doesn't cost endurance, Am I right? 3) The resistant protection deriving from this multipower would stack with the one garanteed by other sources (like Combat Luck, for instance)? Thanks in advance for your support.
  11. Hi everybody, is quite strange but in the forums I was not able to find a build of Deadpool. Let's say that the task is in general not so hard but I would like a suggestion about a particular power I would like to build. As you know, Deadpool is the "mercenary with a mouth" and I'm trying to build a power to simulate this incredible attitude in saying bull***t to distract and confusing the opponents especially during a combat. It should be something that requires a roll in oratory or persuasion to work... But the effects much more powerful (Deadpool could daze and confuse even Thanos)... Some suggestion?
  12. Hi Everybody, In this period I'm trying to recreate with the Hero System a post nuclear-holocaust ambietation centered on the most esotic and lethal martial art. I don't know if in the USA this character is a as famous as in Europe and, most important, in Japan (the country he comes from): Hokuto No Ken. The manga is known with several different name as Ken, the warrior, the fist of the north star and others... The sacred school of Hokuto Shinken is the most powerful and lethal martial art ever seen (the style born 1800 years ago with the aim of defending the chinese emperor): the style allows the hokuto master to make the opponents explode by pressing particular pressure points on the body called "tsubo". The effects I can obtain with the pressure points are a lot: explosion, mental control, control of the body and others. How would it be possible to creat powers that match this description?. Let's focus on the mortal strikes that make the opponents explode... Should they be HTH killing attack on AVAD? In this case the alternative defense would be very rare... something "having an anathomy different that the human one". What do you think about it? Thanks.
  13. Hello everybody, in this thread I would like to collect suggestions, recommendations, opinions about martial art characters building, martial arts systems and so on. Let's start with a short introduction to the topic I would like to discuss first.In my personal opinion the martial arts approach in hero system 6th is not fully satisfying... It seems to be a "separate part" not totally matching the philosophy of the system. I have recently built a couple of 500pts. Characters and in both cases I had preferred a multipower approach to build the martial arts style instead of using the martial maneuvers...this because the killing attacks powers can be much more effective. What about you? Which is your favorite approach?
  14. BoloOfEarth, massey, bigdamnhero, ​Thanks a lot for your suggestions... I will share this with the friend I have to support.... It's funny but, as in my party game I'm the only one speaking a bit of English, I'm considered the expert of the rules... there's nothing farest from the truth... I'll do my best...
  15. Hi guys, as usual thanks everybody for your so complete answers. Now I can understand the difference between the two editions... But let me say that they are not so little... To build the same vvp in the 6th edition implies much more CP or quite weaker powers... My friend won't be really happy...
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