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JPicasso

HERO Member
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Everything posted by JPicasso

  1. Re: Degenerating Activation Rolls Yes, ablative. I with it would have been included with the rest of the limitations in 6th ed. I'll prolly use that. thx.
  2. I was wondering what your thoughts would be regarding a power that required a roll, but after each successful activation, the roll to reactivate would be one less. At first I was going to use some mid point of 13- and 8-, but with burnout being -0 and Jammed only -1/2, wondering if this is even worth an extra -1/4? Thoughts? Plan B would be to just keep the 12 or 13 requirement and put 4 charges on it.
  3. Re: Hero System Good Idea/Bad Idea... Good: Putting your powers on a focus. Bad: Putting powers on a Ford Focus.
  4. Re: Hero System Good Idea/Bad Idea... Good: Putting your powers on a focus. Bad: Putting powers on a Ford Focus.
  5. Re: Hero System Good Idea/Bad Idea... Can anyone play? Good idea: Anime Hero Bad idea: Enema Hero
  6. Re: Need Help with Low-powered supers yes, I suppose that is a logical way about it. I was perusing the Dark CHampions board and I think DC is really what I'm aiming for, but less dark and more like, mid-afternoon, party cloudy. I hope they are going to release a DC book for 6th.
  7. Re: Need Help with Low-powered supers I was hoping to get some numbers to work with. I just got 6th ed vol 1 & 2. Other books I have are Ninja hero 5th, sidekick 5th and HERO system 4th. Mostly the numbers I have to use are based on 400 point heros with ocvs 8-11, which is going to be too high for what we want to play. Thanks
  8. Re: Should Speed have a scaling cost? Agreed! This is a rule of thumb, and I did not see "fun" figured into your equations. I see your point, but it is just a guideline. HERO is not a wargame so we don't tend to get to persnickity with the limits. There are always a few in the group who try and be MR. 100% efficient, so that is what the rule is for. We had a speedster a while back with a 10 speed who was afraid to hit people. and had no attack power (who could burning END like that?) So he mostly distracted and ran around with a paintbrush and sharpie. Good times. Interesting to see those numbers though.
  9. It's been a while since I played HERO and trying to get a grasp of power levels and points. What we're looking for is lower-powered heros, basically 2nd string supers. I've played 5th 350 pt supers and that was well and good (more points than this, but fun), but trying to get a handle on how far to scale back for 6th. If 350 is about a 15% increase to 400 points, would a 250 point super in 5th be good for 285 pt hero in 6th? So if I were to run 285 points in 6th, what are some good limits on APs and ocv's? Sorry for the lame question, trying to convert some M&M players to HERO. Thanks!
  10. Re: Should Speed have a scaling cost? As with all things RPG, I think the GM has to have some reigns on spd. I've played games where we set an active point limit to 300 per turn, so 5 spd heros get 60 AP to throw around, Bricky, 4 spd heros get 75, 6 get 50's. Works well for those three cases, it can really nerf a 7 or 8 speedster, but those should get GM permission anyways. It's a good guideline to keep people from trying to "cheat" the system.
  11. Re: Another Dumb Hero Yeah, if the concept is an Ettin like being, build it with multiform, carrying over any physical disads, and possibly some mental disads. Each head has their own personality and powers but generally share the same physical attribuites. (you could boost STR and DEX for the head that had better control over the body) I would write it up that only one head controls the body at a time, and that each head has to relinquish control, which they do not enjoy doing. (figure in some Ego roll limitation on multiform) But that they agree to in required circumstances. In order to not try and cheat the KO rules, write up that if one head is KO'd the other head cannot take control until after the required recovery time. But each head could be awake and contribute memory, so that you don't have to try and remember what head saw what. This would also make managing BODY and STUN much easier. HAVE FUN!
  12. Re: Ultimate Adaptation I would consider the simplest solution possible. KISS, is a very good rule to employ with the HERO system. VPPs tend to be a lot of overhead and 'tweaking' to get the power defined. What you are describing can be simply be defined as a variable power (-1, or -3/4) "only vs current environmental attacks". Buy PD/ED or desolid(continuous) with this limitation. So, while in a volcano, you would be defended vs lava/heat/fire. While in Canada you would be defended vs Ice/cold/polarbears. While in the amazon, you would be defended vs poisonous frogs, and possibly heat(not fire) In the Midwest US, you would be defeneded vs... I dunno, Wal Mart? Also buy life support no eat/breathe only to accomodate current environment. So under water you do not need to breathe, but you would still be suffocated if someone plugged your gills, for example. This is the simplest case, not necss the best case. But you're villian is good to go with only two or three powers in every case. HAVE FUN!
  13. Re: Handling day and night on infinite plane? How about some sort of "shadow" substance between the infinite plane and the eternal light bulb. It would operate similar to the shadows one sees in clear shallow water. The shadows, or night, would be where the waves are rising and falling. There would be two "days", one where you are at the crest of the wave, and one where you are at the dip of the wave. So imagine the atmosphere as being the water... When you are in the "dip" of the waves, the atmosphere is at it's thinest, so it would appear to one standing at the bottom of the air that they are at High-day, because the light passes through, and it's thin, so your goody-two-shoes-aligned gods and spirits would be at an advantage. Then, as the wave starts to rise, it would block the sun, and you would have night. As the wave crests, you again have a "day" but it would be a different day, perhaps leaning toward some other type of gods. (if you want to keep night time for skeletons and devils, use some other identifier, perhaps the new gods vs nature and elemental gods.) The wave crests would be called "low-day" to an observer on the ground, due to the wave being thickest, and blocking out more of the good stuff. Whatever that is. As the wave drops again, night approaches and it starts all over. I've had a few beers and there's noone to talk to here, so hopefully this helps someone.
  14. Re: What's with all the points Well, I'm a little embarrassed. While I DO have 3rd edition rules, it's apparent that we used my copy of 4th edition rules to play the majority of my characters. I hadn't dug down deep enough into that dusty box of RPG games that has survived three moves and my wife's rolling eyes. Also, I'm noticing that most of my characters are 50 active points in most of their powers, and yes, about 10-15 pts in skills if you don't count combat levels. I do know we played with a lot of "tweakers" (to be polite) so I'm thinking 350 points would have been too much trouble for most of us to contnrol when we GM'd. I do like the idea of requireing an amount of points to be spent on skills to round out the characters to avoid 350 pts from being abused. Anyways, I think I'll still stick to 250 pts for a while, lower-powered supers tend to make for more fun games, for me anyways. Happy Villian stomping in 2007!
  15. I am a gamer returning to the scene after a 10-year hiatus. I grew up on 3rd edition rules and never saw the 4th edition copy. I’ve been reading a lot of these forums and it occurs to me that the heroes these days tend to be a lot more points. Now, without making this a “Back in my day, we didn’t need 350 points to make an effective character” discussion, let me start with this: Back in my day, we didn’t need 350 points to make an effective character. We got 250 points and we loved it! Our “bouncy” superheroes ran at about 250, pulp and low powered supers ran in at 200 and fantasy hero was 150. That is, if my memory is anything like it used to be. . Seriously, have the rules significantly changed to require the extra points. Or am I just running into a lot of groups that would rather play the Paladin with a +5 Holy avenger rather than the Paladin with a pointed stick. (forgive the D&D ref)
  16. Re: Bad Powers Super Strength, but only when moving very slowly and making a "chi-chi-chi" or "na-na-na" sound. (AKA, special effects from the 6 million dollar man TV show staring Lee Majors as, the 6 million dollar man!) Really, I'm not THAT old.
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