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Mark Taylor

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Mark Taylor last won the day on November 27 2005

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About Mark Taylor

  • Birthday 12/13/1971

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  1. Re: Open Followup to Steve Long's answer about being sleep deprived The house rule we have always used within my group for sleep deprivation is very simple. 1 point of REC is lost after the first night without sleep, another 2 points after the second night, another 3 after the third night and so forth. Of course this does not simulate all of the effects of sleep deprivation but it does have the advantage of simplicity, and it means characters are less and less effective in combat the more sleep they loose. Eventually all when all REC is gone and characters can't recover from END loss at all they will run out of END and 'fall asleep' whether they like it or not.
  2. Re: [Review] Character Creation Handbook Good review. For me, to make it truly a one-stop shop for Character Creation it would have needed to include all (or almost all) of the new Talents and Perks from Fantasy HERO, Star HERO etc. Also the additional skills from The Ultimate Skill. IMO the most glaring omissions of all though, for a book on Character Creation, are the Size Templates. I was a little disappointed that all of the above are missing, but it's still a very useful book, mostly for all of the expanded Powers material.
  3. Re: Night's Dawn Trilogy Snap. Fortunately, none of that prevents it from being a decent setting for a Star Hero campaign (not that I have used it as such).
  4. Re: Gestalt Now Available In Color Cool. I saw the B&W version in my FLGS and bought it on impulse. It seems to have a good enough binding. I know I'm not much of a Champions fan but Gestalt seems a fascinating concept and bursting with campaign potential - it might even get me into Superhero Gaming! For those who play regular Champions and have got Gestalt, I would be most interested to know what other Champions books from HERO Games you feel would be useful to a Gestalt campaign - whilst I have around 50 (actually 49, I think, not counting multiple versions of the main rulebook and sidekick) Hero 5th Ed books on my shelf (including everything released that isn't Champions), only 7 of these books are Champions specific as I have only bought the ones I thought would be useful in other types of campaign. My regular group of Thursday night players have expressed an interest in trying some superpowered gaming and Gestalt looks like the thing that could inspire me to run the genre. Obviously I can't afford to buy all the other Champions books at once, so I'd like some pointers to know what to prioritise. So far I have: Champions Until Superpowers Database I & II Gadgets and Gear Conquerors, Killers and Crooks The Mystic World Hidden Lands I'm thinking Everyman would definitely be useful, following that I'm not sure. How about the various villains books? Are they too far away from the Gestalt concept to be useful? Input appreciated.
  5. Re: Gestalt Now Available In Color What's the problem with the binding?
  6. Re: Traveller Hero Core Books Now Available!
  7. Re: Traveller Hero Core Books Now Available! For anyone who already has the PDF editions of books 1 and 2, what kind of page count do these have? It doesn't say on the site. Book 1 in particular seems like it contains an awful lot of stuff...
  8. Re: VERY new GM seeking Powers help... I don't have time to make a sample build right now, but I think as a starting point maybe you want to look at a Telepathy based power, with the Empathy and Side Effects limitations, with the Side Effects being most likely a limited Mind Control (only to alter emotions) or Mental Transform.
  9. If a character has a Clairsentience power which is both Precognitive and Retrocognitive but cannot be used in the standard "perceive at a distance" mode, would he still qualify for the Precognition (or Retrocognition) Only (-1) Limitation at its full value, or should it perhaps be reduced to -1/2 to reflect the Limited Power guidelines? (After all, the power is now only losing a third of its possibilities instead of a half.) I'm asking the question because the above mentioned Limitation as written at the -1 value only seems to cover cases of Clairsentience with either Precognition or Retrocognition explicitly.
  10. Re: Haiku Hero This one is rubbish, I'm lacking inspiration to write a good one.
  11. Re: Haiku Hero EB 8d6, Explosion, Armor Piercing (80 Active Points).
  12. Re: Looking for FH replacements in D&D Adventure... Looks like the only thing you need now is a Kobald equivalent. Remember that for a given adventure it is the creatures' roles in the adventure that are important, not their physical forms, so you don't need a direct Kobald equivalent, all you need is a race who can fill their role in the Adventure. A degenerate and corrupt lost tribe of halflings might suffice for example, depending on the situation and context.
  13. Re: Problem with creating a FH spell. Here's a CHALLENGE for you folks. Okay, I understand all of the arguments as to why my Stolen Phantasm build is illegal, but meanwhile I have a spell which does what I want (albeit illegally). Nobody else has proposed a solution which actually models the original ability accurately. If you want to find out why, read my previous posts in which I have explained that already. It should have the following properties: 1) For an initial one-off END cost it enables the user to steal control of any active Illusion spell, up to a given active point total (say 60), whether the original caster is present or not. Ideally the success of the spell should be determined by an opposed Skill roll, or at least some kind of opposed dice roll. (Effect dice vs. active points is acceptable, though not ideal). 2) The Spell, when stolen, can be maintained and controlled by the new caster exactly as it would be by the previous one. I.E. it should have exactly the same properties in terms of END cost, duration (if applicable), Area of Effect, any other advantages (including MegaScale etc.) or Limitations. 3) The stolen spell does not have to be built on Images. It can be any valid "Illusion" concept, from Cosmetic Transform to something more esoteric like Drain PRE etc. 4) It should be done for a cost which a non-insane player would actually pay for such an ability. Obviously opinions on this one are going to vary, but if it exceeds say 50 or 60 real points (and that's really at the top end of what it's worth IMO) after the standard spell limitations (Gestures [-1/4], Incantations [-1/4], RSR [skill vs. Skill in this case; -3/4], and possibly Spell [-1/2] if appropriate for the build), I think most players, however much they want the ability, are likely to consider it overpriced. After all, they could buy two or three nice Illusions of their own and a hefty Dispel Illusion to boot for that. In fact as this spell is designed for Illusionists (and the RSR will reflect that) any player buying this spell is likely to have paid for those things already. So the CHALLENGE is: build this legally. As I mentioned on NGD I'm going to be away for a week, so that should give you guys plenty of time. If nobody can produce a legal solution, I will of course continue to feel fully justified in using my illegal one.
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