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Derek Hiemforth

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Everything posted by Derek Hiemforth

  1. And I sent the July PDF last night as well.
  2. A fair amount of Damage Reduction is probably also in order (at least PD Damage Reduction) due to his adamantium skeleton.
  3. Love the Killer Queen character! Great stuff! (The fact that Queen is my favorite band has nothing to do with it. Really.) Our campaign has featured character based on once and future members of Genesis. They've included Sledgehammer, Big Time, Red Rain, and Invisible Touch.
  4. The Emerged beat me to it. I was going to say exactly the same things. And if you want the target to lose the memory when you're done, add a Linked Transform...
  5. The Highlander Dark Angel David Dunn (from Unbreakable)
  6. Just buy it as an xd6 Energy Blast vs. PD (where x equals your STR dice plus however much more damage you want it to do), Focus (shotput balls), 4 Recoverable Charges.
  7. The nastiest I GM'ed for was a guy with TK and Mental Illusions. He was good for taking a villain completely out of the battle every other Phase. Step one: Grab villain in TK. Step two: Hit villain with Mental Illusion that they're still grabbed in the TK and can't get out. Repeat ad nauseum. The level of effect was ridiculously easy to accomplish with the Mental Illusion. It's not a major change to the environment, and the character had a reputation for having extremely powerful Telekinesis, so it was plenty believable... At least this was 4th edition... in 5th, he could do this all at once with a Multiple Power Attack.
  8. Re: Why are bricks so popular? Because, with the possible exception of DEX, STR is the best buy in the game. For every 10 points you spend on STR, you get about 25 points worth of bang for your buck:2d6 HA (7 points) 2" Leaping (2 points) 2 PD (2 points) 2 REC (4 points) 5 STUN (5 points) Misc. stuff -- +10 STR vs. Grabs/Entangles, resisting Knockback, x4 lifting capacity, extra throwing distance & damage, etc. (worth at least 5 points) Tough to beat all that...
  9. The UNTIL Superpowers Database would make running such a character much easier. Just define a VPP of a certain number of points, apply an appropriate Limitation to it reflecting the lack of control, and randomly grab powers from the USPD when needed.
  10. The minimum cost in 4th Edition was 10 points (5" of Flight).
  11. Re: Hummmmm... Sure. But where are you getting the 12 second figure from? It takes a Full Phase to change forms. Unless Colossus only has a SPD of 1, that's a lot less than 12 seconds.
  12. Re: How do you figure leaping distance in enclosed areas? Unless you're running a very realistic game, I wouldn't worry about it. There are lots of things about how leaping works in the HERO System that are obviously unrealistic, but it's kept simple for game play's sake.
  13. If you go with OIHID (or Multiform), then yes, I'd buy it as Armor as well. (Without costing END to activate, etc.)
  14. Try buying it as Mind Link, any one mind, recipient must also have Mind Link. The fact that it's "really" a radio is just SFX.
  15. Force Field, because he turns it on and off. The fact that it looks metallic is just special effect, and doesn't make it Armor. (IMO, of course. )
  16. Re: Oh, Lordie! Luckily in 5th Edition, it's very clear in the rules that Dive For Cover is allowed against any kind of attack. (Doesn't mean any particular GM has to allow it, but at least it's clear what the "official" rule is.)
  17. Re: How do you know when to Dive for Cover? IMO, that's your problem right there. I see no reason not to allow them to Dive to avoid hand-to-hand attacks. Unlike a Dodge, it has a chance of failure (however small), and it leaves them prone and hideously open to attack from any other direction. In practice, I don't think most players will have their character Dive For Cover unless it's really their only choice.
  18. I did this with one of my copies of H5E, and I love it. It was dirt cheap (about $5.00 for them to cut off the original binding and coil bind it) and now I have a spiffy FREd that I can lay flat on the table.
  19. You wouldn't have CuK: New York City. You'd have CuK: People of New York. It's not about the place, it's about the population. For example, KS: New York City would tell you things like when it was founded and that it's the third-most populous city in the world, and stuff like that. CK: New York City would tell you the fastest way to get to the airport during rush hour, which neighborhoods are better than others, etc. CuK: New Yorkers tells you about how New Yorkers are likely to behave, what kinds of music they tend to listen to, what sorts of things they think are funny, etc.
  20. In addition to his essential Starship Troopers, I'd add Heinlein's classic The Moon Is A Harsh Mistress. It deals with civilian revolutionaries instead of an organized military, but many of the themes cross over.
  21. Actually, here's the suggestion I really should have made earlier WRT the package deal. I'd suggest splitting it into a "Racial" package (things you innately have because you are physically an Immortal) and a "Cultural" package (things you learn or know from being in Immortal society).
  22. I would probably make the Regen once per Minute rather than once per Turn. At once per Turn, a normal-sized immortal with 10 BODY could regenerate from 0 to full BODY in two minutes. I never got the impression that they healed quite that quickly. You might also add "Not vs. Hits to Location 5" (or whatever you decide the neck location would be) to the Regen. This woud explain why Ramirez's cut on the Kurgan's neck never really healed, even though it didn't fully behead him. Rather than buying Danger Sense, I'd be tempted to actually make the immortals' ability to sense each other a Disad instead. Distinctive Features, Not Concealable, Only With Unusual Senses (i.e., other immortals can sense them). The whole bit with their senses spinning when another immortal is nearby would just be the SFX of the Distinctive Feature kicking in. I'd take the KS: Immortals, WF: Swords, Travler, Languages, etc. (all that stuff) out of the Package Deal. Those are all things that an immortal will learn over time if they want to survive, but they don't magically know all that stuff when they first discover their immortality. Sounds more to me like XP spent. For the flashbacks Phys Lim... does this actually cause them problems in some way, or is it just a dramatic device of the show? I'd suspect the latter, and probably wouldn't make it a Disad. I doubt the Social Limitation: Immortal is worth 25 points. It isn't threatened all that frequently, and it's not like the whole world would hunt any revealed immortal... most of the world doesn't even believe in immortals. I'd just make it the same as a Secret Identity. (Frequent, Major, 15 points). Just my .02.
  23. For DNPCs in a Standard Superheroic game, I'd say that anyone under 150 points counts as a Normal, 150-250 would be Slightly Less Powerful, 250-450 would be As Powerful, and 450+ would be More Powerful. As always, you have to apply common sense too. If a DNPC is 200 points, but the 200 points are all spent on Languages, the DNPC should still count as a Normal (albeit probably one with Useful Non-Combat Skills.)
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