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Lathner

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  1. Ok. So to let you have context it is a blessing/spell bestoed by a god which will take exp to get so for a session they can work towards getting special powers from gods which are like this one shot one which will be packed for them at lower point value however they don't get points back. the other option they have is normal exp. this was helpfull and makes this much easier
  2. Working on some special abilities for a campaign want to know if this is built right. dreamer of peace blessing: Healing BODY 4 1/2d6, Can Heal Limbs, Resurrection (70 Active Points); 1 Charge which Never Recovers (-4), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1)
  3. Ok so this means that the power gain needs to be balanced by lack of some other side effect. Now deciding how that works is a problem. The problem with the pay for items in the campaign I am thinking of running they don't really get to deiced on their start powers since they will be roll playing little old Joe from the street pulled into dimension x and given powers from a "Test" the goal will to be to get home by exploring different dimensions. The item gain and quests will allow them to make the character into what they wish it to be and I have plot points and the like to give them. Now the problem is should I put value on these by using a xp/cash/or,Resource system to balance and keep them from getting op compared to the others playing
  4. Another question I have is how would I incorperate the gain of items and powers (mostly the powers part) from doing quests and them finding random game things
  5. however you can also play them to see andfandf think what you would do if this happened
  6. Well the group has some very useful skills in real life and I will be adding in use of said skills into the game and we tried the no sheet thing with a different gm and the skills and traits were all based no what little the gm knew with the sheet we have a group standard plus they are going to get some major leway from me since even the most open minded person can miss there problems and the sheet will only have skills and stats and no disadvantages written in they just have to act their self
  7. Well I was planning on a heroic with it being a creep for more advance items such as the sicfi items with randomish in counters getting stronger with time Also I was more worried about magic or tech out doing each other
  8. Hmm there is some helpful suggestions such as a scale of this is where you can be rate your self and other things wish I could have some other helpful tidbits added in
  9. also I would like to add that in addition I am thinking along the line of this book sereies for ref
  10. So I am building a campaign that is gonna start out with normal joes going through a "training mini-campaign" then they will be ported into a fantasy world already built conept. And I wanted to know if there was a good way to balance mutiple genres powers as in Guns vs. magic vs. lasers
  11. How did I come up with my 'handle.' a go to fantasy male character name What was the first RPG you played? d&d in 2005ish or hero What was the first RPG you GM'd? Hero a home brewed campaign What are you currently playing? see above
  12. Well there are some good ideas here and i just wanted to see if it would be possible to make as a way to reward players in my campaign for doing things and then getting luck Added to their character and if played long enough they would become A luck character maybe idk still in concept but this helps
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