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About Nekkidcarpenter

  • Birthday 05/06/1964

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  • Location
    Fort Lauderdale
  • Occupation
    Carpenter. Wierd, huh?

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Nekkidcarpenter's Achievements

  1. A Captain AND a King? Satan is a real renaissance detective.
  2. Are these guns individually dangerous to your opponents so that even one of them is a threat? Because that seems more than reasonable if that's the case.
  3. Because THAT was a beloved classic? The only interesting things about the original show was that it was called 'The Kato Show' in China, and that the writers would sometimes use the same jokes in both Batman and the Hornet.
  4. This is my go to power to simulate Duplication. Physical manifestation of TK plus alterable origin point for sense groups.
  5. Welcome! I'm going to go in a different direction here and say that you absolutely do need to read all the rules. In fact, it's vitally important that you also memorize page numbers for quick, easy and fun contests you'll probably want to have with your friends in lieu of actually playing.
  6. For new campaigns of any genre, I usually file the edges off my favorite old D&D module, The Forge of Fury. Because modern adventures and especially supers ones can be so freeform with players able to traverse great distances etc, it's better imo for the starting adventure to be kind of railroady. The dungeon crawl settings work pretty well for guiding the party into learning each others abilities, etc. Of course, I have a lot of experience with HERO so it's pretty easy for me to adjust the monsters attacks and defenses on the fly. Usually my monster meter is 'one hit, two hit, many hit' indicating how many average attacks should finish one off. But don't tell anyone, especially your players that you're filing the edges off a different system.
  7. Liquid paint does require special disposal, but do you know what doesn't? Painted pieces of broken shed. Don't bother brushing or rolling it, just pour some on a dry surface and wait for the surface to dry. Repeat till the paint is gone. And don't stand around watching it dry. You've had enough trauma.
  8. 1. Theater of the mind is perfectly fine for Champions. Some people really want to measure things out and try to place their area effect powers so that they hit in the optimal position, but combats can already be time-intensive, and extra detail can be a huge fun killer. 2. There is a quick start guide available on this site. 3. If you look at the Champions GM screen, you'll see a huuuge section devoted to Presence Attacks. Read up on them, use them. Few things equal the fun of your hulk wannabe character smashing a car and stunning everyone into a momentary paralysis.
  9. And if you're trying to just add something like 5 points of Strength, just buy 5 Strength as a power with appropriate advantages and limitations.
  10. I watched Suicide Squad last night. Entertaining, but I was never a fan of the basic idea.
  11. I much prefer Burnout rolls to RSR for that reason. Yes, I will definitely be able to lightning bolt that guy right now, but if that isn't enough I probably can't try again for a while.
  12. The 'No Range' limitation is usually already -1/2, and requiring a Grab roll seems like it should be an extra limitation. Barrier 8 PD, 1 BODY (up to 4m long, 2m tall, and 1/2m thick), Cannot Be Escaped With Teleportation (+1/4), Personal Immunity (+1/4), One-Way Transparent (all attacks; +1) (50 Active Points); Feedback (-1), No Range (-1/2), Costs Endurance (to maintain; -1/2), Limited Power Must hit targets full DCV with a Grab maneuver (-1/2), Lockout (other things on this list) (-1/2), Increased Endurance Cost (x2 END; -1/2), Nonresistant Defenses (-1/4), Unified Power (-1/4) This completely stops the target from Teleporting for a phase as it must first break the Barrier, and using our Hero meta-knowledge it's highly unlikely they would have an appropriate bought power to allow them to break the Barrier and then Move.
  13. You went to a lot of effort to avoid buying a VPP. The mixture of defensive spells is interesting, though I believe RAW only allows 'Cannot be escaped with Teleportation' on Entangles and Barriers that completely enclose the target, so as a cheap way to block Teleportation I'd disallow it. Also, I disallow any purchase of Power Defense on any character that saved points with 'Unified Power'.
  14. And that brings up the question what is the basis for your magic system? Is it highly formalized with schools and professional wizards? Is it based in nature, where communing with a rock is a meaningful experience?
  15. The best way to determine whether things are appropriately costed is just look at a variety of characters from experienced players in different games. If you go through a bunch and make note of which abilities are over and under represented it will give you a good idea which powers are over and under costed. This is how I came to my opinion that Enhanced Senses just generally cost too much. Basically the only time you see them is some sort of generic radio or nightvision goggles, and very, very rarely on anyone other than a specialty character. And the same is true of Multiform or Summon. They never appear on anyone's sheet except as a slot in a framework, generally indicating they are underperforming abilities.
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