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Tech

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Everything posted by Tech

  1. If a hero with the power Stretching can stretch either arms 6" and he holds out his arms in different directions (thus 12" total), how much stretching should be gotten total? Is the 'holding out arms diff directions' just part of having the power?
  2. Seems we're at the point where we're trying to decide what 'we' think could be a mental power. This goes back to what I said about the GM having to decide and let the player know.
  3. Another alternate is SPD is the number of times someone can do something in a turn. You can use them at any time on any PHA. Your SPD 4 wants to attack on 1's? Go ahead; you have 3 more. Of course, other people can use their 1's as well. I used this in a different game and it actually worked well, not crazy chaotic like it would be expected. It forced people to think. For those thinking that it could be a mess for everyone to take their last PHA and dodge, it gives others who've saved their moves a chance to pound on you with perhaps an AE attack, etc.
  4. They offer him the 'promise' of money and being able to push superheroes around.... until reality kicks in.
  5. Since you're looking at making Viper a minor threat, I would go with 5 or 6d6 EB. Also, don't give the blasters Autofire. Of course, this depends on the average defense of the characters that will be played.
  6. The GM and player need to talk over what can be put into the VPP. A limitation was taken so some things aren't going to be allowed in it. As was stated, Teleport is a movement power; the special effects of it are the question. Personally, I would allow TP in the VPP but how much of a limitation was taken is the factor.
  7. I've used him a couple time. Never had him fly, though. Due to an oversight on my part, during combat I forgot he had growth. So, next PHA to remedy that, I say he's grown. Oddly now, when he shows up, the players think "This is the villain who grows bigger as combat goes on." Having said that, a few changes to him for powers/disadvantages (complications) and he can be a hero.
  8. From this past weekend: Hero previously flashed can see again: "Hey, I can see again?" Villain that did it in the first place, "You can see again?" Hero replies, "Yeah, I can see again... oh..." Villain hits hero with flash attack again. 😛
  9. Reading through this, I'd go with Desolid. A problem with Teleport is you need to be able to see your destination. If the druid is passing through alot of bramble, bushes or tall grass, the destination cannot be seen. I'm just thinking Desolid is the best option.
  10. A Multipower shows at a glance what powers can be used; what have been purchased by the character. A VPP is just that- variable. Not everyone is comfortable having to decide what powers are going to be chosen during a game. This has been echoed in past previous threads. People on the boards report that some times, players whose character have VPP actually slow down the game. So, a Multipower may be an easier choice for a character with different powers.
  11. Watched "Tangled" and "The Swan Princess"
  12. Yes, still use 4th edition and alot of others editions.
  13. In our last game, I wanted to show that thugs can be learned too, and give players a laugh... Jimmy Dugan interviews a thug robbing a store, "Why are you robbing this store?" Thug replies, "Why? Well, no one's ever asked that before. I think it has to do with the precarity of financial instability in a volatile market situation." Jimmy Dugan replies, "Really?" Thug continues, "Yes. You see; the perception of appropriation inspires the person in question to dominate his thinking on said market."
  14. One of the players wants to create a Rapunzel-type character, with long hair of course. I'm not sure what to suggest other than stretching to grab things at range (her hair), or maybe martial arts. I know the Tangled tv series had given her hair addtl powers, such as a forcewall (her hair protects against dmg), and of course, healing. Any suggestions?
  15. A Flash vs Hearing, followed by an accompanying PRE attk could also work. The question that should be asked though is: will this power be used more than once? If so, the player should buy it. If it's just going to be a one-time effect, it's not necessary to buy it.
  16. Some time ago, someone posted a houserule for characters. I think the cost of the disadvantage was 1 pt. It was for some very minor thing such as "has gold eyes" or something to that effect. Does anyone remember this?
  17. I allow characters to spend 10 pts each and use the old Mastermind option (50 pts needed for that) to create superhero bases. Also, as Hey I Can Chan said, it can be given in lieu of Experience pts.
  18. Has been Hero System and apparently always will be. I've played another system but Hero System beats it. When I think Hero System, I think Champions ever since I picked up Champions 1st edition, then 2nd, then 3rd, then...
  19. The movie shows the skeletons this way: the evil king spreads out the teeth, a few at a time and then waits (as does Jason and his men). Finally, one at a time, the skeletons show up while Jason and his men are startled (and waiting). So, if it's to be done like the movie, it was not 7-at-once.
  20. Another option is to buy it as a Robot. The Robot Drone will have the senses, not you; without the Robot, you have no enhanced sight. Throw in Mind Link or something.
  21. In "The Great Supervillain Contest", one of the villains is Shadow Queen. Selfish but also helpful as the bio goes. I GM her more towards good and getting whatever she wants. I'm looking for suggestions for an episode: For this episode, her powers are greatly increased. Shadow Queen hears news of how many orphans wait long periods of time to be adopted. This triggers something in her and she decides she's going to take all the orphans (probably from one particular orphanage) to a place where she will care for them. Listen to "Children of the Night" by Kate Covington. That's the music I'll play before the episode. What I'm stumped on: a) where will she take them? I have no idea yet. b) In her planning, what will she do with them once she 'rescues' them? Again, no idea but if she did take care of them, it'd take millions. c) How will she take the orphans? d) What do the heroes do? Do they stop her before she accomplishes her plans or do they follow her? So, I'd appreciate your suggestions for the episode. Pardon the joke, but no 'dark' suggestions please - it's not how I GM the villain.
  22. We created a team and let one of the players whose never had a leader before, be the leader. The player himself was not necessarily a leader. So, we pushed his character for a Higher Presence, Higher Ego and Tactics skill. As players, when the time came for a leader to do something, then we actively waited for him to make a decision during the game. Repeatedly done, it gives actual experience - and confidence - and the player does much better now with his leader character.
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