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Super Squirrel

HERO Member
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Posts posted by Super Squirrel

  1. Re: Converting Players to HERO

     

    There is one tiny little gem about Hero System I really enjoy.

     

    When I was in college, Saturday night was "D&D Night" and, I thin, Tuesday night was "Shadowrun Night" in the collective circle.

     

    But now, it is Via or previously, Sophia's Barbarians. The name of the night is based on the campaign now, not the system. It just shows, again, how much this system truly allows a GM to focus on the game itself and not the rules.

  2. Re: Teen Champions - Sacramento

     

    Here is an actual picture of Rancho Saco (the name of the nuclear reactor). The next pic in the set is someone wind surfing on the lake next to it. The lake and immediate area is a popular family recreation area. Picnic tables' date=' gazebos, swimming, etc.[/quote']

    Um, what pictures? :)

  3. Re: Building a Giant: the Checklist

     

     

    3. What hat did you pull a "Dispel Growth" power out of??

     

    Lucius Alexander

     

     

    Yeah, as soon as I posted the question I realized that was the most likely hat.

     

     

     

    I don’t question it’s mechanical legality; of course it’s within the rules. I was questioning its SFX justification.

     

    And while we’re at it; assuming you have an appropriate hat to pull it out of and a reasonable SFX, can you tell me why it should work on someone with Growth as a persistant power, but NOT work on someone built with a “size template?”

     

    My question cuts both ways, really.

     

    Lucius Alexander

     

    The palindromedary notes that questions usually do, and can we go out and buy a couple of hats?

     

    Dispel Growth isn't Shrinking though. Dispel Growth is the ability to dispel a power that allows you to grow. A Growth power with Always On is still a Growth power. A Fire Damage Shield Always On can still be dispelled by a fire extinguisher, it just turns back on when the dispel wears off.

     

    A character with Fire Damage Shield, Always On and PhysLim: Always Surrounded with Flames does not gain the ability to have his damage shield go undispeled. He needs Inherent for that. Otherwise all that happens is that the power of the Damage Shield is gone but the flames are still there. It doesn't do "fire" damage when hit but might, per GM ruling, still set things on fire from the contact.

  4. Re: Building a Giant: the Checklist

     

    Because it forces the target to return to their natural size. If you have the size template, that's your natural size. If you had Inherent growth, that would also be your natural size. The Dispel Ray would work on neither of these targets.

     

    If you're looking for a Shrinking Ray that wouild make a 60' Giant shrink to about 7 6", or a normal man shrink to about 9" tall, it should probably have three levels Shrinking UAA and some stat suppression all linked together.

    The power was built as Growth, Always On.

     

    The Great Suppressor has one special power, he can suppress any ability he concentrates on. The power simply stops working while he has that power chosen to be suppressed.

  5. Re: Teen Champions - Sacramento

     

    SS? What style is that? (Though if SS is SuperSquirrel, then um, nevermind.)

     

    If you're by chance running this on HeroCentral, I'd love to apply. :yes: If you're teasing us with a home game, then shame, :tsk: shame on you.

    You could always move to the Asheville/Arden area. :)

     

    I never thought of a Hero Central game. It is worth considering doing at some point. Though it wouldn't be Sacramento if I did though. :)

  6. Re: D&D Spellbooks as Bases

     

    I'm relatively new to the game and have considered running a Fantasy Hero game as a GM. Because of the lack of adventure writing experience, I'd like to convert a D&D campaign to Hero.

     

    Although a lot needs to be done to convert all the possibilities over to Hero, I've been having difficulties with the Spells. To keep the system as close to the D&D feel, I thought of using Bases for the Magic System. As some of the spells in D&D can have some considerable costs, I think that this might be the easiest way to go.

     

    I'd like to see any input as to the pros/cons of this type of Magic System, outlined below. This is just some ideas that I have, by no means a "finished product".

     

    Any help is appreciated!

     

     

     

    Of course, this will depend entirely on the cost of the spells that I convert over. Higher level spells may cost more than the Spell Level MP and require more Base points.

     

    I don't like the use of a Base and a Multipower at all. Bases getting a 5 to 1 cost and then a multipower for even less points is a lot.

     

    Personally, I think you would be better off doing the following:

    A Spellbooks costs 1 point per 3 pages. A spell takes 1 page per END Cost and all spells must use Endurance to be valid. Treat those spellbooks as independent.

  7. I'm back to running again. After nearly a year's hiatus of Gamemastering and nearly three years since I touched a Superheroic game, I'm gearing up to star a new game. . . with a twist.

     

    Teen Champions - Sacramento is a campaign set in the Champions Universe. For several years, the Chester School for Teens has secretly trained one or two superpowered teens at the private school. Now, the City of Sacramento (or a Private Investor, I'm not decided on this yet) is funding the school so that a superhero group can be formed.

     

    The school's superheroic program has 15 students (12 NPCs and 3 Players) in addition to its normal student body of approximately 3,000 students. The Superheroic program is a two year program for Juniors and Seniors where they will be given in depth training to be a proper superhero with superb control over their powers.

     

    The campaign itself is being run in a very interesting way. The game is run completely on Sidekick. There are four semesters to the game each semester is a different Act. The final session to the game is "Graduation Day". After graduation all players get to rebuild their characters to the full Hero System Rules and continue as a full fledged Superheroic character.

     

    The four acts are:

    - A New School Year Begins

    - Teamwork Drama

    - The Downfall of XXXXXXXX.

    - Countdown to Graduation

     

    Yes, the third act's title is intentionally concealed. :)

     

    Watch this site for updated information:

    http://teenchampions.googlepages.com/home

  8. I'm trying to build a power correct characters in Side Kick. The power I'm trying to build is the act of making a flirtatious motion to make someone fall in love with the character. In 5th Revised, Telepathic is used when the command isn't spoken. The problem I'm running into is the wording of Mind Control in Side Kick.

     

    Page 56 of Side Kick, it states:

    the character must have some way to communicate the order to the target, such as his voice or Telepathy; otherwise he cannot establish Mind Control

     

    And the example of Mind Control is Cupid's Dart:

    Mind Control 12d6 (60 Active Points); OAF (-1), Only to Control/Inflict Love (-1)

     

    Question 1:

    I assume that the correct usage of Cupid's Dart is that the character uses a "dart" and throws it. The ECV Attack determines whether or not the "dart" hits. If it hits, the attacker gives the command of who to love and effect roll is made. Is this correct?

     

    Question 2:

    Can a Seduction Roll be used as a non-verbal method to communicate a command in Mind Control?

  9. Re: Building a Giant: the Checklist

     

    I think the advantage of Growth' date=' 0 END, Always On[/i'], is that everything's already been done for you except the math. The recommended way of building grown characters who are inherently huge is just a different way of doing it. In my own campaigns I'd leave it open as an option.

    I counter that with:

    20d6 Dispel Growth

  10. Re: VILLAINS, VANDALS, AND VERMIN -- What Would *You* Like To See?

     

    Master Villains:

    I'll second the notion of a Lex Luther kind of bad guy. We need someone unaffiliated with groups like VIPER or DEMON because it is beneath him. He must have no powers of his own and uses his genius to make himself a high powered baddie.

     

    I also wouldn't mind seeing a Master Villain that runs his own country. It is a villain who once succeeded and is enjoying in his victory before he takes that next step to a neighboring country or the world. This and the one above could be connected but it isn't a requirement.

     

    Finally, it won't happen, but I can't go buy without mentioning it. I'd love to see a "Super Squirrel" style villain. The powers are almost a cheesy as the origin itself. But at the same time, the vilain isn't a complete and total loon like foxbat.

     

    The concept behind Super Squirrel, in case you repressed the memory, is that he discovered the ancient text of the squirrel that revealed secrets squirrels had hidden from the world. The squirrels decided to follow him as only Super Squirrel could lead them to total global domination.

     

    Again, it doesn't have to be Super Squirrel but something along those lines. :)

  11. Re: Building a Giant: the Checklist

     

    I really don't understand why that was gotten rid of...

     

    I find building Growth characters to be prohibitively expensive under the new rules.

     

    EDIT: I mean always grown characters, of course.

     

    It is because they are easier to build and less complicated on paper.

     

    I mean, if you wanted to build a Paper Giant it would be Growth, Always On and then selling STR and Knockback Resistance back. And even then the powers aren't naturally inherent. On the sheet, you write your characters base STR and then the STR when you add in the Growth. Repeat for BODY. The Physical Limitation makes it your natural state as well. So you don't have to worry about a Dispel or Drain taking away all of your bonuses at once and taking away your size.

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