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IndianaJoe3

HERO Member
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Everything posted by IndianaJoe3

  1. Re: Hero Philosophy - SPEED You could require that the, "extra" SPD be an even multiple of the character's base SPD. They can use their even-numbered phases for any action, but the odd-numbered phases can only be used for the special action. (Yes, this can get expensive at higher SPDs.)
  2. Re: How about anime Campaigns? To finally get around to answering the OP's question... Yes, it will be possible to run an anime-influenced game under 6e (or any other version of) Hero. After all, Hero can handle any genre. However, there will probably not be an anime sourcebook like Big Eyes, Small Mouth. You'll have to either adapt from an existing genre book or create your own using the core rules.
  3. Re: Old Champs Villian Artwork Troll and Toad had a bunch of old Hero stuff listed, but I don't know if they have what you're looking for in stock.
  4. Re: Social effects Yes, going against a target's Psych Lims does reduce the effects of a Presence Attack. Good luck getting him out of there when the fight starts going badly, though.
  5. Re: Social effects ...and who is the final arbiter.
  6. Re: Social System This is a lot like the, "skill challenge" mechanic from 4e D&D. It's good when you want more depth than a single die roll.
  7. Re: Renaissance Everyman Skills I think that, "Urban" counts as a terrain type for Survival. It's all about knowing where to find food, water, and shelter. Anyways, I don't see the Everyman Survival skill as being able to live off the land, but able to stay alive for a day or two until help arrives.
  8. Re: Renaissance Everyman Skills I'm a little confused here. Are you talking about Everyman Skills or Package Deals? Anyway, here are my suggestions for Everyman Skills. Acting AK: Local Area (8-) Climbing Concealment KS: Local Knowledge (11-) Native Language (4 pts, no literacy) Paramedics (Healing) Persuasion PS: Tradeskill (11-) Stealth Survival (local climate) 1 TF (Camels, Equines, Carts & Carriages, Sleds, Rafts, Small Rowed Boats, Small Wind-Powered Boats) Anything else would be in the appropriate Package Deal.
  9. Re: How Do You Handle Machine-Class Mental Powers?
  10. Re: defense against grabs / throws, and TK grabs / throws I'd allow this. It seems like an obvious defensive use. Steve Long could give you the official answer, though.
  11. Re: Someone Please Explain This to Me? I agree that the STUN Lotto can be realistic, but it can also result in characters being 1-shot by what should be a relatively weak attack - which is not fun. I'd put the Variable STUN Multiplier in the optional rules with Hit Locations and Bleeding.
  12. Re: Quote of the Week from my gaming group... I think this falls under the Most Common Superpower.
  13. Re: Brainstorm: what should a spy's safehouse have? An Area Knowledge lab might come in handy to figure out where to go next. Ah, a Seduction lab.
  14. Re: Any interest in a Zodiac villain group?
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