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Mr. R

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Everything posted by Mr. R

  1. Re: GMs, which character concepts did not make the cut in your game?
  2. Mr. R

    Archetype teams

    Re: Archetype teams Well first off I must thank everyone for their quick responces. However I think some people misinterpreted my question. I asked for archetypes not themes. All female is a theme. All ape is a theme (though I really like the idea of Prime 8). All mutant is a theme. To me all archetype is the following: All brick-Wrecking Crew All blaster-? All mystic-Warlock's crew mentioned above All mentalist-PSI All whatever.... So far I have seen all speedster mentioned, all power armour, all mentalist, and all mystic. Oh and all patriot. How did those specific teams work out? Good/ Bad? Anything to recommend if we decide to make a similar team of our own? Also lets try to fill in the blanks: All blaster All martial artist all weapon master all metamorphs all bricks all gadgeteer Jerome
  3. I was musing on this while walking home from school. In the old Hi-tech enemies they had the Destruction Company (all power armour). Sons of the Dragon has the Sons of Doctor Wu (all Martial Artist). Villians Unlimited had the Masters of Speed (all speedsters and the book's only real memorable feature IMHO). I have even seen references on the net to teams that are all Weapon Masters. And let us not forget PSI (all mmmmee....I forgot). SOOOOO.... what is your archetype team? How do they function? Any interesting tidbits? Jerome
  4. I usually lurk around these boards, but now I feel complelled to ask a question. Looking at all the threads, I see a great deal about magic systems and spells and etc. But what about the opposite number. I mean the warrios and the rogues. Magic is great, but how do you keep it so the warriors have their neat abilities to play with. What do you do in your campaign so that the hand to hand guys go "WOW! that is one mean ability." Jerome
  5. Re: What super hero concepts would you like to see more of? In my last campaign I gm'ed one PC had a healer type. Where the rest of the team had 10-12 dice attacks, his nastiest was a 3d6 ego blast. But he had the second highest defences on the team, including a 15/15 FF, usable by other only when touching. He would rush in the middle of fights to rescue civilians, heal the wounded and sometimes even support the other team on certain tactics (placing his FF on the team archer so he could get off an arrow while under heavy fire for example). Man I loved the concept. Too bad I had to leave town 3 months later and cancel the game. Jerome
  6. Mr. R

    Group size?

    In my last game we had 4 players, plus myself as a GM. Jerome
  7. Spectra question I just took a look at you Spectra. Interesting concept, all support (flashes, holograms) few real damaging powers. This would be a real challenge to play well. Two points however: 1) You have alot of stats in an EC with a limitation OIHID. I have no problems with the OIHID but placing stats in and EC is just too tweekie for me. But if it works in you campaign then it works and that is important. 2)You need to check that massive AE flash she has. You have the disadvantage; Only cost End to Activate (-1/4). To my knowledge this is only used for Constant powers such as growth. Flash is an attack power, and you would need to add the advantage Continuous. Thus she is getting points for a limitation that she has no advantage for. Jerome
  8. Shi'ar Magic For the shi'ar I have one idea: The gen (spell summoning familiar) is bought as a follower. It has a vpp that can only be accessed by the shi'ar. The shi'ar asks for the spell and the gen goes to fetch it. A time delay is invoked at this period (extra time limitation based on a skill role) and gives it to the shi'ar who then can cast it or hold on to it (stacking the rack) but can only hold on to one spell at a time. The only spells a shi'ar does get is to summon the gen, and later jann (low powered genies) and finally true genies. How does that sound? Jerome
  9. I am thinking of converting the Al-Qadim material I have from ADnD to Hero. Warrior/rogue types are easy, just make a template/package deal and voila. Clerics I plan to make their magic like a contact. You don't get the magic when you ask it sometimes, and when you do it won't be obvious in some cases. Wizards, here I have a problem. Not in the conversion (I will go for flavour more than exactly duplicating the spells). No it is more of a balance problem. See wizards are assumed to know their spells all the time. Place them naked in the jungle and they still have their spells. A naked warrior is in trouble till he make/ scrounges/ jury rigs some weapons and armour. The cleric can appeal to the god, but will he respond right away? So with a wizard I was thinking of taking a page from Lawence Watt-Evans Ethshar series. Wizards need to have a focus to channel the spells. It must be obvious and something that can be taken from the wizard. Has anyone tried this in their games, or something similar? How did it work? Successful:why? Unsuccessful:why not? Thank you Jerome
  10. You're not the only one who's old I remember fondly those V&V times also. Our GM never really used any of the modules, but he would freely take crooks from the Most Wanted books. Ones we got to hate: Motivator Simon Shrew (esp from a surprise attack) Crossbow Mountain man Spider I never GMed V&V, only Champs. There I liked Into the Shadows and the one where a hero is being persued by Demon. The Voice adventure also got some work but I lowered the bloodthirstyness of it. Jerome PS just out of curiousity anyone have champ stats for the Destroyers and Doc Apok.
  11. I am hoping to convert the Al-Qadim game setting to Hero. I do not agree with the cleric, here is the spells I get today setup. I want to make divine magic more mysterious. Not all preists have it, and even non-preist may get some (the gods do work in mysterious ways). I was thinking to use a VPP to model the effects, with a No Concsious Control (divine will) disad. Has anyone done this? How did it work? What should I look out for? Any advice appreciated. Thank you
  12. I'll second an old DnD world, Al-Qadim. The Arabian Knights flavour just appeals to me. I would convert just to get the flavour, as a direct conversion would be too much of a headache. But high seas, deserts, shiars and flying carpets, oh my!! (esp the shiar) Jerome
  13. Ok, so the game is VERY repetitive, but the background is good. Has anyone tried to do EQ using FH? What did/would you do if you did so? Jerome
  14. OK I came up with this idea last night as I was falling asleep. A groups of villians/agents all based around a dragon motif. However I do not want a group of viper clones, nor all the guys be all martial artist/(insert archetype) of oriental bent. Also I am wondering why a group of disparate villians would possibly agree to come together or beformed. So anysuggestions for members and background? Any suggestions welcome. Jerome
  15. Well with someone asking to flesh out one Superthug team, here is a request to flesh out a second from the same book. How would you add member to this team. As only 6 members were listed, this team screams for filling out. Members: Electra-leader, Lightning based EC with fly, FF, EB Professor Possesser-Mentalist with telepathy, MC, and Ego Attack (causes targets to fall asleep) Volt-Ancient warrior gifted with Immortality and the ability to generate an electrical feild around his hands. Has alot of sciences and is also the team Gadgeteer. Blaze-Speedster with the ability to leave a trail of flame behind him as he runs. Telefist-Brick with cybernetic arms and legs that can extend out. Basically stretching and extra running with good str and defences. Red Tempest-Power Armour with fly, laser blaster and good str and defences. So what weaknesses do you see in this team and how would you fill it? Jerome
  16. I live in a very isolated area (Northern Canada). We have a very good FLGS (anyone who can get a copy of Hero 5 to me when no one else in town plays it is good). But when I get a chance to get out of town I go to a game store there if possible. Later this month I am getting out of town, Europe. Specifically I am going to London, England Brussels, Belguim Amsterdam, Holland Hopefully I will get at least one chance to get to a store in at least one of those places, maybe two. But, I do not know any stores in any of those places. Can anyone help me with locations/adresses. Thank you. Jerome
  17. I just got CU and found an error on Page 132, the part where they describe the solar system and the various races/galaxies around us. The map is ok, but the text is not in sink with the page before or after. In fact it is areprint of page 128. So is there an errata site? If not, can anyone post what is on said page? to be specific the missing part runs from: "At first, it was believed that the aliens were in fact native to Mars." to: "...without incident, but on a few occasions a Hzeel scout has lost control of his ship and crashed." Thanks for your help. Jerome
  18. In the spirit of a previous thread that asked what organisations you used in your games, what villain teams do you use. I don't want the ones out of the books (and I have been playing since first edition so I have seen most of them). I want the ones that you made up even if it uses some of the published villains. EI your curveball to those heroes who have the books also.
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