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Toushirou

HERO Member
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Everything posted by Toushirou

  1. Re: Staying conscious and alive To divorce the effect from the mechanic, I found the Inhuman Vitality idea from Michael Surbrooki's Ashitaka write up. Maybe this way? http://surbrook.devermore.net/adaptationsanime/ashitaka.html
  2. Re: Staying conscious and alive Thx, something to think about, the power I suggested earlier was just a combination of all of his powers he wanted to have... @Daemon: kinda cool concept
  3. Re: Staying conscious and alive hmm, how about something like this: The Force Field comes up to protect his regeneration phase, if he goes below zero... 45 Healing Coccoon: (Total: 97 Active Cost, 45 Real Cost) Complete Regeneration 3 BODY and STUN (GM decision?), Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Visible (-1/4) (Real Cost: 23) plus Coccoon (6 PD/6 ED), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Two activation conditions apply simultaneously; Activates when Body or Stun go below Zero; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (27 Active Points); Visible (-1/4) (Real Cost: 22) 0
  4. Re: Staying conscious and alive Thx for the advice so far. Maybe I have to explain, why I want to allow his powers. I run a Star Hero Campaign, quite a mixture of some common known animes and Star Wars. Maybe I will introduce the story in the right forum, I think, the story is not that bad. Recently the characters "awakened" to their powers and the one player came up with the idea of a "Hard to kill"-character. All of the other chars put most of their points into destructive or psionic arts, he was the only defensive one, reminding me of the one great character of the x-men movies, you know, who I mean ^^. Near the brink of death his powers begin to work, regeneration, cheat death and so on. He wants to desperately save the group, if everything else fails. He is a formidable role-player, no munchkin or power player. I told him, if he relies on his powers too much, there will come a time, when everyone in the sector of the galaxy knows of his powers and will try to kill him as much as possible, he simply said: "Ok".
  5. One character in my group (he wants to take the "tank" role) wants to have a power, which doesn't make him immune to stun damage, but he wants to keep fighting even if stun or body goes below zero. The only idea i came up with was an aid to stun and body, persistent with a trigger, self only, delayed return rate. Since the active point cost is limited to 50 and all characters don't have too much character points, I wondered if anybody here could have a good idea, how to make this power. maybe completely different... thx a lot in advance
  6. Re: Every Myth Is Not True sounds kinda really interesting. seems like a perfect way, even for the most experienced roleplayers, to seperate character knowledge from player knowledge. one of the greatest problems a gm can encounter, but involves rather lot of preparation from the gm. to keep the players confused a mixture of still common myths and fake knowledge could be ínvolved. reminds me of dark sun, elves are still long living, but halflings are cannibals, where civilized halflings killed you before they ate you;)
  7. Re: pseudocylindrical map thx a lot, needed to install it on my notebook, anyone wanna know what i think of vista?
  8. For my running Star Hero Campaign I am in bitter need of pseudocylindrical grid maps like the ones found in Worlds of Empire (without any content of course ^^) to design my own planets. I know there are several within the sourcebook, but i want to create my own. I googled myself nearly to death to find some. Has anyone a link or a resource where I can find these? Thx a lot...
  9. Re: Instant Unluck UAA don't have the rulebook at hand and still don't have so much knowledge about the hero system, but couldn't you buy unluck for yourself with some kind of personal immunity and transfer this unluck to someone else?
  10. Re: What game would you LOVE to play in? Bleach :-)
  11. Re: New to Hero Welcome, I am just as You new to the system and will never regret it. The 5th revised is all You need, never met a system as good as this, and I've been through a lot of it. My greatest problem, I am a collector and a bookworm, I can't get enough of good stuff, and HERO provides a lot of this. Just prove what the main book is capable of and You will never need another one. And then there is this kind and helpful community, something I never met before, and then You will slowly buy one sourcebook after the other and think, why have I come so lately to this system ^^ Most of the time the guys here are so eager to help, they just forget the topic *runs and hides for cover*
  12. Re: Must-have books? hmm, what a pity, just got my order. I am planning a Hero Fantasy game, too, but never thought, the Ultimate Energy Projector would help me in Spell design, the greatest problem, IU have encountered so far
  13. Re: Hero vs D20 Future Greetings, I am also a newbie to HERO, and I also played d20 before, as others in this thread. We are still playing an Eberron campaign with d20 at the moment, but I am not satisfied anymore. I must admit, that I am sometimes lazy as a GM and was glad to see, that d20 had so many sourcebooks which made my life easier at first glance. But after some time I recognized that with more sourcebooks more problems evolved, a feat here, a spell there, a new prestige class somewhere else. Life as a GM became more complicated as I saw how unbalancing many of these options were. Furthermore I became frustrated with the whole class and level system, exp for slashing monsters and so on. Finally I wanted to start a new campaign as You are planning at the moment. A mixture of SciFi and Fantasy and I saw that d20 wouldn't suit my needs. I stumbled across the HERO system in a German online bookstore and read some reviews. At first I never thought I would buy HERO, sounded kinda complicated, but then I just bought it, began to read it and was caught in a bonfire of upcoming ideas. It was really a problem to get my players to have a start with HERO, but it was worth the effort. I set up the campaign, made some riddles about the human population in an unknown sector of the milky way galaxy and let my players get stranded on an unknown planet with some hints of their origin. The whole setting is a mixture of Star Gate, Sliders, Tsubasa Chronicles and Babylon 5 with the option of evolving the characters into Superheroes with a lot of anime-style. I found the starherofandom site quite useful, and the alien wars and worlds of empire sourcebooks. No other system qualified for my needs but HERO alone. On the other hand one thing is more important than any other, fun with roleplaying does not come from the system you are playing with. It's only a tool, not even a set of rules. Fun comes from your campaign, your adventures and your interaction with the players. If the setting is interesting the system doesn't matter.
  14. Re: Need help building a starship awesome, you are great, the babylon 5 part of the starherofandom site is just what i needed. the dying earth hints are good, too. we made the chars several weeks ago and followed your advice subconsciously beforehand. one takes the part of the pilot, another one is a mechanic, one is a soldier, but has some skill in sensors and piloting, the last one can take care of the ship guns and is a scout for surface operations. i will have a npc as a combat medic. i still haven't solved the problem with their special powers when the characters "awaken", but i think they will have a pool of about 100 char points laying dormant at the moment, but that's off topic and another matter. i know from older shadowrun experience that players got bored, when the decker made his job, so i will have them all involved in ship combat. an old joke of a comic series says, the one who cannot swim will take care of the holes in the hull , poor mechanic, he will have a lot to do... never trust a smiling gamemaster, and i am smiling already...
  15. Re: Need help building a starship First of all thx for all the answers. i thought i had to make precise options for every detail of that star ship, because one of the players made a pilot as character and i wanted him to get the chance to play his char to the fullest. but the longer i think about it, the more i am convinced that not every detail will be necessary. i am no math genius too and i think my players won't calculate distances in space and travel times either, hehe, the good thing, they are lazy . so stl travel will be just hand waving as you suggested. i own star hero now and will modify one of the star ships there according to nolgroth's and greyguardian's advices. i think the ship will have up to three decks with enough room then. thx for the other resources but i am not onassis or rockefeller , but the die roller is great, thx a lot. and the community is awesome here. as you can see, i am on this board since march and visited frequently since then. got a lot of clues and hints, it's really great. and there is another downside ^^, arriving in front of the bad guy is even more fun thank you
  16. greetings, first post here, and it's a request, i should be ashamed, but it can't be helped. i am relatively new to the system. bought the core rulebook some weeks ago. i want to start a new campaign inspired by star gate, tsubasa chronicles and, yes, some fantasy books i read. after reading some other rpg's i found that none of them would suit my needs and by searching an online shop in germany i stumbled across hero, ordered it and got overwhelmed by the possibilities, but i have to convince my players yet to share my excitement. the campaign will start in another part of the galaxy. there is a solar system similar to ours and a human race. these humans originate from earth, but that's a metaplot. the only megascale travel will be through jump gates into hyperspace, no ftl else. the jump gates were built by an alien race, but that's another metaplot , an evil one. the players are a group of mercenaries with their own star ship, but it should not be overpowered. most of the time they will solve riddles regarding their origin on several planets anyway and will discover that they are capable of developing superhuman abilities. because i don't own so many sourcebooks yet, have my problems with the star ships in star hero and the tech level shouldn't be so high, i need advice with this star ship. these are the limits: - no ftl travel, but the star ship engines should be capable of reaching a planet like neptun in a reasonable amount of time, maybe with something like cryo chambers - room enough for cargo or passengers and a crew of 25 - biotech, ai with neuronal networks, genetic engineering, simple manipulation of gravity, artificial gravity for example, g tolerance - armor, force fields, but not personal, too bulky yet - fusion reactors, no antimatter - maybe reactionless drives and whatever a star ship needs. I hope someone can help me here, later on i think, i can do this on my own, but i have to understand a lot of things of the hero system first. thx a lot
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