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sinanju

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Everything posted by sinanju

  1. Re: WWYCD:Nightmares of Past Futures Cassandra, Man-Ape, Hell's Angel, pretty much ALL my characters curse them for the ignorant, time-travelin', paradox-inflicting MORONS that they are! Of COURSE she grows up to be a dictator with a serious hard-on for wiping out superhumans. Superhumans attacked her family when she was a child for NO GOOD REASON THAT SHE KNEW ABOUT! Didn't these dimwits ever watch The Terminator?
  2. Re: Character Creation WHOOPS! How does _any_ new hero/villain know what all his powers and limitations are? "Hah! I'm Captain Steel! I'm invulnerable to----aaaaaaaaaaaaaaaggghhh! Get him off me! Get him off me!" [Captain Steel learns a valuable lesson: his character sheet includes defenses with the limitation: Not vs Canines]
  3. Re: Who's the most nearly-invulnerable... Mr. Invulnerable. He's not a superhero or a supervillain, just a minor celebrity (he's been on various talk shows demonstrating his schtick). He's an NPC who is simply invulnerable (GM fiat is the mechanism). NOTHING (including lack of air, food, etc) can harm him, but otherwise he's a normal man. No superhuman strength, no insanely high CON or BOD or PD, no defenses, no particular combat skills. Just a regular guy with 100% Damage Reduction. Bury him under the rubble of a collapsed building and he can't move until someone digs him out, but he won't be harmed in the least. Set off a nuke under his chair and he'll be flung high in the air...but he won't be hurt.
  4. Re: Need help with speedster
  5. Re: Mind Control Comments & Questions Don't forget that mind control is useful in a lot of situations other than a superheroic brawl. It's actually a lot more useful when employed subtly. An arrmored car guard, probably wouldn't mind flirting with that pretty young girl over there...which gives me the opportunity make off with a bag of cash, or steal the truck. A door guard probably wouldn't mind taking a quick smoke break...while I slip past the unguarded door. A cop who pulls me over with a dead body hidden in the trunk of my car might not mind letting me go with a warning. A jewelry store employee might not mind letting me handle something very expensive...until I run out the door with it. Think of the lowest level of Mind Control as being a way to _influence_ people rather than control them outright. They're doing things they might do anyhow, only they're doing when/where/how it serves YOUR interests. That's how _I_ see it, anyhow.
  6. Re: Good "Four of a Kind"'s... The Neutron Sisters (collectively, they can mimic a mini-nuke) Light (blinding flash) Radiation (NND gradual RKA) Heat (fire and heat) Kinetic Energy (blast wave)
  7. Re: Highlander HERO Personally, I've never believed that immortals can't regenerate lost limbs. I simply don't believe that, and refuse to acknowledge the canon stories that support it. If you can have all your internal organs removed and recover, if you can have your brains blown out and recover (including all your memories and personality, how can you NOT be able to regrow fingers, toes, arms and legs? Besides, anyone who has been fighting with swords for centuries is going to have lost a finger or two at some point. I'll accept that they may regrow limbs _slowly_. But not at all? Sorry, no sale. Otherwise I like the write-up. Although.... I think it would be interesting to play Immortals as seen in the original film. Series immortals could be killed, if only briefly. Immortals in the (first) film JUST DON'T DIE. EVER. Except if they're decapitated. Connor never actually died after being spitted on the Kurgan's sword; he lay at death's door for a while, then recovered. They can be machinegunned at pont blank range and fall down for a moment, maybe be stunned, but that's it. They can fall many stories and leap up (with the snap, crackle and pop of bones resetting). Movie immortals were much more killing machines than series immortals. This has other consequences too. Series immortals can arrange to die publicly, where their deaths can be witnessed. Even if they escape from the morgue later, nobody really doubts they were sincerely dead. Movie immortals can't do that. They never die, they just fall down and are stunned briefly. They're still breathing and clearly alive. That makes it a lot harder to fake your death when you're being actively investigated or hunted.
  8. Re: So, what would be the impact of... I don't think the question is answerable as given. It depends on a) what powers these supers possess and what they do with them. Unless their powers and defenses are limited by the GM, however, I suspect that they're mostly going to be able to do whatever the hell they want (barring interference by their peers), since most governments won't have the firepower to stop them. If you're 750 points worth of hard to hurt _and_ you have any kind of serious movement power, whatever you can't shrug off you can probably escape.
  9. sinanju

    Goofy Villains

    Re: Goofy Villains I played a werewolf (Loup Garou!) in a short-lived supers game once. I had an annoying DNPC girlfriend. She was _really_ annoying; when she discovered my secret identity--a bad guy threw a car at me and I wolfed out to defend myself--she was THRILLED! I (the player) muttered, "I could kill her to keep the secret, I suppose....) but then reluctantly concluded that, no, my character was a good guy so he wouldn't. A couple of years later in a subsequent campaign, the GM resurrected that character as a villain...based on my murderous musings.
  10. sinanju

    Goofy Villains

    Re: Goofy Villains You've reminded me of some villains from one of my old campaigns (same campaign that spawned the Man-Bear). They were THE NEUTRON SISTERS, based on the Pointer Sisters (and "Neutron Dance"). One sister could generate immense heat and light, one could generate blasts of radiation, and one could produce kinetic blasts. They were all immune to one another's attacks. When the three of them joined hands, they could do a credible imitation of a micronuke.
  11. sinanju

    Goofy Villains

    Re: Goofy Villains Well, if you change the name, just tell me what you change it to so I can see.
  12. Re: Supers without costumes I played in a "supers without costumes" game for years...without realizing it. We were nominally playing Traveller. But over the years we'd added lots of extra weapons, armor and technology, psionics, mutations from Gamma World and Metamorphosis Alpha, as well as things we cribbed from tv, comics, movies, novels, etc. It was insane by the time we were done. It was also a hell of a lot of fun. But because we never _thought_ of it as "Supers", we never considered putting on costumes and striking poses. We just played (amoral, ruthless, murderous as often as not) mercenaries and adventures who possessed a wide variety of godawful mutant powers and/or psionic abilities, fighting other gangs of mutant adventurers. The bodycount tended to be appalling; creating a nifty character (mutations and psionic powers were randomly assigned) was both good and bad. Good because you'd be king of the roost...for a while. Bad because you _knew_ he was gonna buy it in the not too distant future.
  13. sinanju

    Goofy Villains

    Re: Goofy Villains The Murderous Man-Bear! - A nasty-tempered, obnoxious, amoral man was hunting one day when he was attacked and mauled by a radioactive* Kodiak bear. He gained bear powers from the incident. He became huge and hairy and super-strong and bear-like, with nasty, sharp pointy teeth and huge claws. He also has a peg-leg--he was bitten by a Kodiak bear, not a spider, dammit! The peg-leg is high tech, with modular components, including a jumpjet for superleaps or various weapons.
  14. Re: Highlander HERO There's a Highlander fanfic story entitled "It's Just A Game!" that runs with this premise. In the story, Duncan is explaining the Rules to a newbie immortal while Methos listens...and thinks about the real story. The Four Horsemen (Methos, Kronos, Caspian and Silas) used to invent contests by which they would decide who was in charge for the next few years. At one time they decided to have a headhunting game--whoever took the most heads in the next 20 years would be the winner and get to be in charge. They scattered across the continent. Methos and Silas run into one another a few years later, and they meet a newbie immortal. They argue about who gets to fight him, citing the rules of the game (Silas refused to fight in a cemetary for superstitious reasons of his own, among other things); Silas fights the guy, wins, but they have to flee before he beheads the guy. Twenty years later, the Horsemen reunite. Kronos won, and he's in charge for a few decades. Time passes. Methos runs into a strange immortal decades later, who challenges him. The guy talks about the Game , and how the winner will win the Prize . Methos tries to explain the truth, but the guy is having none of it. He knows the truth because his mentor taught him. Turns out the original guy Silas fought took what he heard of Methos and Silas's argumetn as gospel Truth. He taught his student, who taught his student, who... By the time centuries had passed, Methos gave up trying to correct everyone. The Game was too well known, too thoroughly entrenched in Immortal lore. It had become a self-fulfilling prophecy. So...the Game, the Rules, all of it is a lie. But Methos isn't about to fess up at THIS late date....
  15. Re: The Meta X MR Wild Card Gene Syndrome Virus is Female Dominant! Yeah, the cliche is some overweight socially retarded fanboy playing a female character as an oversexed bimbo with huge breasts. And there's some truth to that--I've seen it myself. But it's no more a cliche than that same fanboy playing a massively muscled Barbarian Swordsman who thinks every problem can be solved with his sword. I've seen that too. It has a lot more to do with the individual player and his willingness or ability to try to play a character realistically than with his gender. I've played a few female characters over the years. I'm playing a couple online now. One in one of your games, another in the Global Guardians universe. I've also got two male characters in online games. Which, unless the GM objects to cross-gender PCs, strikes me as about right--half the world is female, and about half the character concepts I come up with are likely to be female.
  16. Re: When caught in a time paradox, what happens?
  17. Re: Scoffing at Magic: What do people think in your game world?
  18. Re: Things I'd like to see more of in fantasy gaming If there's any kind of reliable mind-control magic, what I think you'll ultimately end up with is rule by an unbreakable guild of mages. Sooner or later they're going to wrap the kings and nobles around their little fingers; once the mages in charge start compelling obedience (truly binding oaths, for instance) from would-be mages as the price of joining the mana-ocracy, it becomes self-perpetuating. This works best if magic requires extensive instruction. But even if new mages simply "pop up", the mage's guild will spend a lot of time chasing down potential mages and drafting them.
  19. Re: GGU Email Server Down... Again Ah. I thought when you said that the mail address was viable again that the lists were up. In the immortal words of Emily Litella, "...never mind."
  20. Re: GGU Email Server Down... Again
  21. Re: Magic-Noir (Pulp?) Hero They wield "coincidental" magic. Nothing overtly magical is allowed, but if they can justify the effect, they can get away with a lot. For instance, Healing. Given a moment to "examine" a wound (their own or someone else's), they can discover that it wasn't as bad as everyone first thought it was. A heavy coat, a whiskey flask, etc. impeded the knife or deflected the bullet, etc. Armor/Forcefield/Missle Deflection--the attack either misses entirely or does remarkably little damage even if it hits. As above. Dispel Device--the bad guy's gun misfires, or he forgot to load it. HTH or HKA or RKA attack: The character has a remarkable ability to carry concealed weapons or to'find" useful weapons in the strangest places. Any "super-skill" bought with powers (there's a whole thread on the forums here somewhere describing a bunch of these). This could be done with a multi-power, but I think it would work better with a (fairly small) variable point power pool, changeable on the fly. This would contrast (I assume) with the considerably larger but not as flexible multi-powers of the more traditional magical schools. This style of play requires the players to think on their feet, but it's favorite because, well, I _like_ playing a game where I have to think on my feet this way.
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