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massey

HERO Member
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massey last won the day on July 25

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About massey

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    Powerful Hero
  1. Stretching and Neck as Limb

    Of course you can look around a corner with Stretching. One of the biggest problems with the Hero system is that somewhere along the way, people started thinking you had to pay a lot of points for every damned thing. I can look around a corner without buying a power at all.
  2. Stranger Things

    Finally watched season one. Great show, but they got the rules for D&D all wrong. You need to roll a 13 to hit with your fireball? You aren't trying to overcome spell resistance. This is 1983. Demogorgon rolls percentile dice for his magic resistance. Bunch of bullcrap, I say. Stupid TV show writers.
  3. WWYCD: Justifiable Homicide?

    "I saw that if I just walked up and punched him, some jackass in a costume was going to fly over and beat me up, letting the shooter get away."
  4. "Aliens" Colonial Marines Target Tracker

    As far as the special effect discussion, this is likely covered by the "real world equipment" limitation. Many times in a game, neither players nor the GM can foresee every possible limitation that might apply to a power. In these situations, special effects end up governing. Suppose I want to play a Colonial Marine, and I have my motion tracker, just like in the movie. But I didn't think about getting sight flashed, and the GM didn't think about it either. Now I'm five sessions into the game, and I get hit by a sight flash. Can I see the motion tracker or not? From the description of how the power works, no I can't. But it's certainly worth a limitation if that sort of thing is going to happen very often. But in the Aliens franchise, I don't know that we ever see a sight flash, which is probably why the player never thought about that limitation. Special effects should keep the game flowing smoothly. They shouldn't be used to give characters huge advantages or to screw them over either. But it makes perfect sense that you can start a campfire with your flame blast, or heat up a can of chili without having to buy a transform. Likewise, occasionally somebody can't see their motion tracker when they get hit by acid blood right in the face. It happens, and the game doesn't require you to be able to see the future when building a character.
  5. "Aliens" Colonial Marines Target Tracker

    It's hinted in the original movie "Alien" that the motion detector operates on some unknown principle. (spoilers for 40 year old movie) The android Ash tells Ripley that the tracking device he built keys off of "micro-changes in air density". When it then detects the cat through a closed door, Ripley says under her breath "Micro-changes in air density, my ass." The implication is that the technology was custom-built by the company specifically to pick up the alien. Now it still detects the cat, so it's not just "Detect alien". It's probably "Detect non-human lifeform" or something like that. My guess is that the tracking device the marines are carrying works on the same principle. The company knows exactly what they're sending their people to find.
  6. Weird fat hairy-footed kids.
  7. Either the cover maneuver to do a grab, or a held action would work.
  8. Access the internet & other

    Connect to internet? KS: Useless trivia, extra time (5 min) or 2D6 Entangle, based on ECV, no range, self only
  9. Honestly, I'd make it a -0 limitation. The primary character is paying for the benefit that he gets. So he's got a 15 Str, + 15 more with the armor/amulet/whatever. That's what he pays for. Then you simply define it (with a -0 limitation) as only providing a max of 30 Str. It doesn't matter if it's a friend who tries to use it, or an enemy who takes it away from you, the max they can get is 30. I'd even allow you to define it that it always provides a 30 Str. Same deal. Vinnie the Snitch, who is Str 8, steals your focus and suddenly he's a 30 Str. Or your elderly maid, Mrs Gribblesworth, can put it on and now she's Str 30. Costs are important to the person who buys the power. He has to pay for the benefits the power gives to him. Other people didn't pay for it, so cost balancing isn't nearly as important. The character doesn't have to pay extra just in case somebody who is not him steals the armor.
  10. Retro Styled Campaign

    We've done a 1980s campaign. I liked it, but culturally the 80s aren't that different from today. Other than the fact that nobody has a cell phone (ours was set in '83) and computers are more primitive, it still feels pretty "modern". And with the kind of advanced tech that you get with superheroes, even the tech isn't that far behind. Other than changing a few pop culture references, it feels the same. The 1940s are great, but it's honestly been done to death. I don't know how many times somebody has said "how about we do a WWII game?" I can't say we've had that many successful Golden Age campaigns, but we've certainly started a bunch. Even if they usually run aground after a few sessions. I'll go with the 1970s. Steal the plots of bad TV shows. Riding across the USA in a van. Go out there and find America. Help the little girl save the family farm when the evil businessman steals her prize horse. There are tons of adventures straight from the Incredible Hulk/Wonder Woman/Shazam TV genre.
  11. Dr Strange Build

    One thing that I've fooled around with doing, but haven't incorporated in the build yet, is an unusual way of dealing with Recoverable Charges. Maybe you can get some use out of it. Have your baseline level of power for the character, whatever that might be for the campaign. If it's a 12D6 game, then 12D6 is fine. But to really get the "Sorcerer Supreme" aspect, give him some extra juice that is on a Recoverable Charge, only in specific circumstances. The idea is that your wizard can really whip out the big guns when he needs to, but he usually doesn't unless it's really necessary. It's expected that sometimes Doctor Magus can wave his hands and defeat an entire team of supervillains. That's how you know he's really powerful. But you don't want him doing that sort of thing all the time -- it's quite anticlimactic and he'll steal everyone else's thunder. Not many people want to play in the "Doctor Magus and the five losers he hangs out with" game. So to prevent him from whipping out that ginormous level of power all the time, it's on Charges. He can basically do it once, unless the recovery conditions are right. The recovery conditions? He's got to be in a high magic environment, or a cosmic style, end of the world type scenario. So let's give Doctor Magus a 120 point Multipower. We're going to limitation on part of it (I think partially limited frameworks are still legal, even though Hero Designer won't let you do it). The bottom 60 points might have gestures or incantations, but the "top" 60 points all have 1 Charge, Recoverable. That's a -1 1/4 in addition to whatever other limitations it has. So most of the time, the good doctor just uses his normal, campaign appropriate attacks. But... when Dorkmammu invades from the Dork Dimension, the level of mystic energy is so high that he can recover it anytime he wants. Zap Dorkmammu with your 24D6 Energy Blast, and check to see if you're in an end of the world scenario. Yep? Okay, then the charge recovers and you can use it again! I've also experimented with using Summon as a way to get really high level spells. You'd basically be summoning a character that had just Dex and Speed and one big power, and maybe enough defenses so that people couldn't "disrupt" the spell by blasting it. This can be abusive, however, because you just need the "spell" to stay alive long enough to go off once. Summoning a fireball spell is cheap when it's a 30D6 attack with a -2 limitation for 1 charge, and then another -2 "dies when used" limitation. So this part is definitely a GM approval needed route to take. I'd allow a character like that, with the understanding that you'll be a bit less effective than your normal superhero counterparts, but in certain situations you'll be overwhelmingly powerful. And you'll get to have those grand magical duels, and you'll get to teleport cities to other dimensions and things like that, but it's probably a once-per-story-arc kind of thing.
  12. Dr Strange Build

    I've got one that's somewhere around 2000 points, maybe even higher. I don't know that it would be very useful to you. The build is heavily influenced by the writeups of other characters I've done (i.e., he needs to be more powerful than this other guy, and since this other guy has XYZ, Dr Strange must have more than that...). So the reasons for some of the decisions may not be apparent without looking through my entire Marvel character directory. Creatively, there's nothing particularly unusual about the build. He's just got a lot of stuff. Really good stats, a page full of skills, lots of mystic contacts and other perks, and then a ton of powers. I'm not the biggest Dr Strange fan, so I just copied from the Marvel Super Heroes game and converted it to Hero, then rounded him out and made sure that he didn't have any gaping holes. I'm positive I've missed things that a true fan of the series would catch.
  13. Halflings live in comfortable little holes in the ground. Gnomes are found in wishes, and dreams, and happy homes.
  14. Clairsentience question..

    I'd say that it works unless you've got a specific limitation on your Clairsentience. The Iron Executive has a power suit that lets him fly, be super-strong, bulletproof, etc. It also has a radar unit built into it. Iron Executive flies into a Darkness field. Now he can't see, and must rely on his radar. Since the player wasn't really thinking about it, he just has OIF on all the suit's powers, including Radar. Despite the fact that the special effect description is that he's looking at a heads-up display with little glowing dots on it, he didn't actually take "requires other senses to use" or any similar limitation. He can use his Radar just fine while he's in the Darkness field. Clairsentience would work the same way.
  15. How would you cause an eclipse?

    All of you who intend on using some form of real physics to do this, go sit in the corner for an hour. You're way overthinking it.
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