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mrinku last won the day on November 10 2017

mrinku had the most liked content!


About mrinku

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    Woo! Member Titles are a thing!
  • Birthday 07/09/1966

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    Hobart, Tasmania
  • Occupation
    Faceless Bureaucrat

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  1. mrinku

    80's Man

    Well, let's have some classics, shall we:
  2. Bank Robbery always goes well for me, especially with a new player group.
  3. mrinku

    Restrainable overload?

    Yeah, it's hard to even have a conversation about what's going on here without knowing a bit about the character. This might end up being a really cool and non-munchkin thing depending on what the heck else is going on. From the look of it, it's some kind of group travel spell multipower, with Gestures for the caster and Restrainable for the recipients.
  4. mrinku

    Not sure how to rule on this power

    I don't see the problem. Two 20 active point attacks fit within a 40 active point cap. As others have pointed out, Autofire allows this. You could also build it as 40 active points with Reduced Penetration. That's a classic HERO dual wield build. In ALL cases, the campaign imposed limit of 8DC means just that. In effect anyone who builds an 8DC HKA (using compound power builds or otherwise) won't be allowed to use their STR to add to it. And they would get no disadvantage for "No STR Bonus" either for that reason. Just because the Hero Maker output lists the adds doesn't mean you can have them.
  5. mrinku

    80's Man

    Costume is really a no-brainer. Just watch rock videos from the era (unless you want to go Europop...) Powers wise, there's nothing really typical that stands out from the era, though being an angsty mutant ninja is your best origin.
  6. mrinku

    Character Theme Songs

    I've been dying to do this with various characters from our old campaign but our attempts to get a Champions game up and running keep failing. In particular I'd love to run: Big Girl: Big Girls Don't Cry (Four Seasons) and Big Girls You Are Beautiful (Mika) Captain Third: Any of a number of "third" classical pieces i.e. Beethoven's Third Symphony Like wcw, I did write a theme song - for my original Champions character, Robo-bushi: Robo-bushi He flies on jets of fire He is undestructable! Robo-bushi His engines never tire His deeds are undeductable! When danger is proximity He won't turn and flee Robo-bushi Body so steel! Lead us to victory! The general idea was to go for a slightly awkward machine translation to English effect. English is, of course not Robo's first language (that would be machine code).
  7. mrinku

    Need Help - Theme Team Member

    Yeah, I like the sharing of the gloves. Good origin detail.
  8. mrinku

    I need some help on a villain

    A Guardian Angel can also be done as a Follower, or as an AI.
  9. mrinku

    About to start an Atomic Age Supers game

    Depending on tone, you could throw in an ex-Nazi scientist or two now working for the Government. Reformed? Never a real Nazi? Just hiding in plain sight while working on his master plan to start the Fourth Reich? In German or English I know how to count down Und I'm learning Chinese Says Werhner von Braun
  10. mrinku

    Let’s get Darren an award

  11. mrinku

    Presence Tricks?

    Who are these wise players and where do you find them? And naturally no GM is going to put a PC in such an awkward situation for the general amusement of the group... On a less flippant note, it's precisely because the situational modifiers can be against them that keeps abuse in check. PRE attacks are, after all free. And we've all seen Spider-Man's bad rep rear its ugly head when he's trying to do positive PRE...
  12. Likewise commercial shipping and airlines. Though they don't use or need the higher operational ranks like Admiral. Police also have a rank structure. Starfleet certainly has a law-enforcement role within Federation space, too, though in the same mode as Navies do (i.e. dealing with crimes that happen on the high seas. Actually, as far as rank structures go, any bureaucracy mirrors military structure, even if the titles differ. Team Leaders and Subject Matter Experts are NCOs, Managers are Officers.
  13. mrinku

    Presence Tricks?

    Side Side Note: Only with GM permission when appropriate to the target doing something they'd normally object to If it's a simple fear one (Hulk destroys truck and screams "HULK SMASH PUNY PEOPLE!!!") with the object of making the bystanders run away, it'll be PRE unless the bystanders have "Psych: Never Runs From a Fight" or similar. Running from a dangerous situation is something people will normally be quite happy to do.
  14. mrinku

    Presence Tricks?

    Situational matters can also reduce the PRE dice rolled - that's the flip side of the bonus dice you mention. Reputation might reduce the dice rolled if the target doesn't believe what the character is saying is in character ("Sorry, Batman, I know you'd never pull that trigger!"). Striking appearance will only help if appropriate to the situation... if Captain Monster (Striking Appearance - Hideous Appearance, Reputation - Unholy Beast) is trying to calm down a panicking crowd (PRE attack) they should get a penalty, while Golden Angel (Striking Appearance - Unearthly Beauty, Reputation - Paragon of Good) will probably get a bonus. If the PRE attack was trying to make them flee in terror, the modifiers would be different. Probably also worth pointing out that the lower tier PRE effects may have no practical effect, especially the first tier (act before the target this phase, +5 PRE to resist contrary PRE attacks). A character that loses half a phase due to PRE+10 can still attack, and "considering very deeply what the character says" will often mean little ("Throw down your guns, villains!" "Aargh! It's the Black Prowler! GET AWAY!" *bang* *bang* *bang*). PRE also defends better than it attacks - each 5 points of PRE gives 1d6 to attack, but 5 points to defense. Without modifiers, same-PRE characters are unlikely to impress each other much. Unless a character is deliberately built to be timid, PRE 15 is probably a minimum for PCs in either Heroic or Superheroic. 20 would be fine for a character whose description makes a point of their leadership, charisma or domination. PRE 15 needs about 7d6 to get to +10, around 10d6 to break +20 (where it really becomes a Power). To reliably get +20 against PRE 20 you would need 12d6 or more, which is going to either require PRE as a major power, or some very favourable circumstances.
  15. mrinku

    I need some help on a villain

    How about working it so that she has to balance Karma? That is, in order to power her selfish and destructive goals, she also needs to enable unselfish and constructive stuff. Maybe that's the REASON she does bad stuff... in order to allow her to power up good stuff? That could be done as simply as having a Secret Identity where she's good, or more game mechanically.