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knasser2

HERO Member
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About knasser2

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    Powerful Hero

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  1. To reassure, my games are very seldom heroic punch-the-monster style adventures. Which I suspect many Hero games are because it was designed for comic books. My games are usually intense, twisty little things where you seldom know who your true enemy is till the end and there's genuine risk of failure. And my players know that. I do have difficulties with new groups or new players. Especially those that come from a background like D&D and use phrases like "Level Appropriate". Many players do not like playing a game on Nightmare level. But there's a type of player that needs to.
  2. Space Rome is attacked by a giant swarm of toothy monsters. Got to love 40K. But now I want to exploit a player's knowledge of the setting to scare them silly. "So what's this planet we're going to called, anyway?" "Cadia". Even if they're not familiar, they'll be getting plenty of hints. This will be the capstone mission in a (I think) trilogy of adventures. And yes, it's an Inquisitor level game. So it's more like Alien 3 where direct confrontation is very dangerous and they're thinking on their feet on how to kill it. Only unlike Alien 3 there's a creepy cult
  3. I run games where people die. I'm for players who like to have to be smart, who like to know they're up against something nasty and who like to feel they've achieved something when they beat me. It's not for everyone, but then what is? The way I figure it is if the creature could as easily kill the player then they're not any worse off if they lose their character some other way. In fact, as I've written this it's considerably harder to pull this off than to simply kill them. Their team mates will have chances to rescue them that they wouldn't if it just slit their throat. It's rea
  4. There's also simply learning the system (which I am currently doing) and that I want to share this supplement with other people. For it to be maximally useful, I want to have the powers properly written up. Actually, they're fearsomely aggressive. They're essentially the WH40K version of the Xenomorph from Aliens. Yes - they use Stealth and strike and withdraw. But not really to run away, more to just keep stalking the rest one by one, picking them up. They hide rather than run unless the odds are really against them. They're absolute monsters in HTH and use the stealth to get c
  5. Leave it to 40K to take a scenario where people are abducted, implanted with alien DNA and then made part of a creepy cult and ask themselves how they can make it even more horrible... "Oh, I know - lets add a bit of horrified realisation when they find that the star gods they've been worshiping are rounding them up for the digestion pits with everyone else."
  6. This person gets genestealers! This person gets 40K! In the 41st Millenium, lonely, steel spaceship corridors are still swabbed down by tired men with mops. This person gets Hero! This person gets my GM'ing style! Great post. Very helpful and totally the atmosphere I'm going for. 'Stealers are the Xenomorph from Alien, for people who thought it wasn't creepy enough. Presence attack is a nice touch. I'll let it use that.
  7. Thanks for this. It gives me a better understanding of the sort of things I have to be on guard for as a GM with this system.
  8. I thought this over and realised it didn't work. The effect really needs to kick in much more quickly. It would be fine if the urges to go away and breed crept up over the next couple of weeks, but the character needs to become accepting of the Genestealer far more rapidly. I'm also inclined to agree with unclevlad, whether it's legitimate, that it's far too cheap. Not so much for the effect on the victim because as I've pointed out, you could probably kill them as easily, but for the benefit to the attacker. It's effectively a way to create a loyal supporter with a uncapped level of personal
  9. At first I thought that would be far too slow for what it represents but on second reading, you mean the actual attack can be quick but the effect starts to manifest over a long period of time! It's never specified exactly how quickly this happens in the fluff but I like the gradual change. It seems quite fitting.
  10. Thanks for the full reply! I appreciate it. To clear up any misconceptions, I'm the GM. Whilst it may appear I'm trying to "cheese the points cost", it's actually just me going through the power description and the modifiers trying to work out what applies. I actually have fairly limited experience with Hero and am just trying to get everything right. I don't mind if it costs a lot - Genestealers are a very high level opponent that could solo a typical Inquisitor-tier party. Hope that context helps clarify. Regarding if the victim is aware of these changes. Yes, more or less. But t
  11. I'm porting over these lovely fellows for my epic WH40K conversion. Their reproductive cycle is giving me difficulties (and the odd nightmare). The bare bones version is that they implant their genetic material into a victim via an oviposter-like organ in their tongue. This suffuses through the body inserting itself into the host's cells. There's no cure in the fluff so far as I'm aware and it's depicted as Game Over generally. The host remains themselves in nearly all regards but their own progeny will be hybrids. Additionally they take on a few psychological compulsions. They begin to desire
  12. Well then the answer has been pretty simple all along. It's just buy "Extra Limb" and perhaps a modifier to that power to lower the strength! Thank you.
  13. Indie bands still hired recording studios, paid someone to master their tracks, mail out their marketing material. In fact, it was that they did all these things themselves rather than struck a deal with a recording label to handle it all for them that made them Indie.
  14. I was looking for a way to buy the Grab Manoeuvre. That was my original question. But there's no points cost for it which is why I started the thread.
  15. I don't think the Indie brand will help sell it (but can't hurt). It's not what people think of as "Indie". It's not small, it's not fluffy, and it has a tendency to bite. The big thing that holds Hero back - and it's also the big thing that makes it valuable - is that it's a programming language. And the market for programming languages is programmers. Most people want a finished piece of software. Maybe that's putting it too strongly. If you want to whip up a Superhero game, I guess you sort of have to take the Hero approach to make it able to cover all the different character ty
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