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Ghost Archer

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Everything posted by Ghost Archer

  1. Re: How can an Napoleonic Era frigate fire a broadside every 12 seconds? This probably captures my problem with the whole idea of a 1 turn reload. Everything seems to be gear toward the Superhero. I can see a superhero reloading a cannon in a turn, after all it takes about six actions for a reload. 1. The cannon is back from the recoil after the first shot, so drawing cannon back from the port doesn't count after the first round. 2. I think worming the cannon to remove anything left from the last charge is next. 3. Swab the barrel. 4. Ram in the new charge. 5. Ram in the cannonball. 6. Run out the gun. 7. Fire. Of course it usually takes an extra person to 'tend the vent' but a speed 6 Super could manage after the first round is fired. A NORMAL, on the other hand . . . following those steps at speed 2 will take considerably more time. Also it would take a couple of phases just to run out a few tons of cannon even with block and tackle. Hmm . . . say seven steps, with three extra phases for run out . . . come to a much more logical minute or so. Some steps might require a bit more time so a minute and a half for a 'normal' works for me, if you break each action of a reload down. Sorta suggests HERO is still pretty much Champions oriented still.
  2. Re: How can an Napoleonic Era frigate fire a broadside every 12 seconds? Let's see . . . USS Chesapeake was taken by HMS Shannon in what? Fourteen minutes. Seventy turns . . . According to the Vehicle Resourcebook, that's 70 broadsides. Both ships would have vanished by about broadside twenty. Seventy broadsides from both ships is something like 6000 rounds. Color me impressed. Imagine Trafalgar.
  3. After reading 'Why does the USS Iowa only have a 10 Defense?' thread I have to ask. How can an Napoleonic Era frigate fire a broadside every turn (@12 seconds)? At least according to the Vehicle Sourcebook. As I recall, a frigate that could fire three broadsides in five MINUTES was considered 'Crack'. Are we sacrificing realism to speed up the game?
  4. Re: Hero's and Villian's If you don't want to have to go through the huge Hero a Day thread you might want to try S Chad Riley's Collection page at http://www.realschluss.org/chad_riley_npcs/index.html I think most, if not all, of his Hero a Day work was posted there. BTW, outstanding job, Chad!
  5. Re: Need help with Teen Heroes Valley of the Dolls is too late, 1967. So was The Graduate. As for The Birds, since it is 1963 it will give you a nice view of Bodega Bay at the time, which is north of San Francisco on the Marin County side of the Golden Gate. Also 1963 was about in the middle of the Beach movie craze. If you want a few films that will give you a little perspective on the times, try: The Manchurian Candidate Days Of Wine And Roses Lolita Fellini’s 8½ The Hustler Splendor In The Grass Fail Safe Now. . . as for this hippie/beatnik thing. . . A beatnik was a non-conformist for the sake of non-conformity. They did share a certain Bohemian outlook on life with the later hippies and of course the drugs, although hippies took that one to a far higher level. A hippie was an activist and protestor. They where against the government, the war in Vietnam, corporate America and were otherwise at odds with traditional middle class Western values. They were anti-establishment. Remember, never trust anyone over 30. They also embraced aspects of Buddhism, Hinduism, and/or Native American religious culture. Don't tell anyone, but hippies still exist.
  6. Re: Need help with Teen Heroes Wow, even as old as I am I was only 9 in 1963 but I was raised in the Bay Area. As for Stanford, I have been there a few times but never as a student. I think your best bet is not some much Stanford but the general feeling of the Bay Area in 1963. As a nine year old, I remember JFK's assassination, duck and cover drills, the coming of the Beatles, the general sense of 'Suburban life' in California but it is AS a nine year old. I doubt there is anyone on these boards that can tell you the feeling of Stanford in 1963 from the point of view as a student. The cold war was very hot, the Soviets where a boogie man, Castro was a threat to our nation, Kennedy had just faced down the Russians in Cuba and not long before, really screwed the pooch at the Bay of Pigs. The space race was just getting going good. Seven astronauts were the hope of the nation and the idols of millions of kids my age. We didn't watch TV much, we preferred baseball or riding our bikes. We played tag and hide n' seek. We didn't have to worry about getting kidnapped if we were out after dark. I think, even at a college age, there was a great deal of innocence you'd never find today. The world was a scary place but it was all because of Communism. We still had years to go before Vietnam entered out conscious and free love and grass. Cars, cruisin', frat parties, parking, drive in movies, maybe a little surfing, beach parties, panty raids and the Red Menace. I'd suggest you watch movies from that time. Look for movies about college and the cold war. Believe it or not, watch something like Animal House even though it was made years later and done for comedy. It might give you a little idea of the 'innocence' and simplicity of the time. If you're looking for conflict, look for biker movies or 'rebel' movies. If you're looking for mundane villains, think about the Hell's Angels that roamed the central valley. Don't look for integration, don't look for equal rights. California was always ahead of the rest of the country but even there, in 1963 it would be rare to find an African American or Asia or Latino in Stanford. San Francisco has always been and will always be a unique city, look for those things that accentuate that quirkiness. Alcatraz was still a Federal Prison, maybe the era's Stronghold? The Navy was still at Hunter's Point. Enterprise was still about a year away. The San Franciso Giants where alone in the Bay Area. San Jose was a small city. Look into the success of Stanford's football team. J. Edgar Hoover was still in control of the FBI and he thought nothing of investigating anyone he felt was a threat and to hell with their rights. Look into the populations of San Francisco and Palo Alto, see how many people were going to Stanford . . . I wonder how many women even got in there at that time? Read On the Road by Jack Kerouac. The Beat generation was still going on. Beach Boys and surfing music was hot. In general, life was easier. . .
  7. Re: Sex and the Single Superhuman Ghost Archer: Married, been with her for about three years. The problem is the love of his life is another woman who has 'ascended' to become the Avatar of a Goddess and well never return to him. He tries to find happiness in his wife's arms but the operative word is 'tries'. She is totally committed to him and tries very hard to make him happy but . . . (All three are PCs) Icehawk: Billionaire playboy, that went through women like ties and remembered very few. Fell for a stripper and paid her for a private gig to last a month. She found that he was far more then a rich ass just trying to buy her and he found out she was far more than he could ever hope for. They are now married and have a little girl. (PC/NPC) Probe: Wanderer seeking a lost member of his family. Very much a hedonist now having a secret and very torrid affair with the team's office manager who happens to be the lost family member (2nd cousin) he has been looking for. (PC/NPC) Goliath: In love with one girl, loved by another that had his child after having sex with him while he was in a coma. Now trying to explain it all to the girl he loves and waiting patiently for her to figure out her feelings while he tries to cope with his new daughter and his disgust for the baby's mother. (All three are PCs)
  8. Re: Anyone have a writeup for a super archer? Good to see an updated version of you, Red Eagle. May I change the older version on my site for the newer or do you want to keep the older you around for nostalga's sake? http://the-wild-hunt.org/seattle/redeagle/redeagle.html GA
  9. Re: Anyone have a writeup for a super archer? Argh! Why does this thing insist on changing the name T h i s t l e to ******* when I type in on one line? That's the only why I can get the name out. Anyone? Hello?
  10. Re: Anyone have a writeup for a super archer? An archer? Right . . . um . . . I think I have one someplace. Oh, how about the one I have been playing for twenty-two years? Probably not the level you're looking for but what the heck. Ghost Archer Player: Phil Val Char Cost 45 STR 35 35 DEX 75 40 CON 60 15 BODY 10 33 INT 23 18 EGO 16 38 PRE 28 16 COM 3 9/29 PD 0 8/28 ED 0 6 SPD 15 20 REC 6 80 END 0 58 STUN 0 6" RUN02" SWIM09" LEAP0Characteristics Cost: 271 Cost Power END 34 Bow and Arrows: Multipower, 112-point reserve, (112 Active Points); all slots OAF (-1), Requires two hands (-1/2), Does not work in water (-1/4), Cannot be spread (-1/4), Real Weapon (-1/4) 3u 1) Air Jet Arrow: Energy Blast 18d6, Invisible to Hearing Group, SFX Only (+1/4); 8 Charges (-1/2) [8] 3u 2) Electro Arrow: Energy Blast 18d6, STUN Only, Invisible to Hearing Group, SFX Only (+1/4); 8 Charges (-1/2), No Knockback (-1/4) [8] 3u 3) Flare Arrow: Sight Group Flash 18d6, Invisible to Hearing Group, Source Only (+1/4); 8 Charges (-1/2) [8] 3u 4) Molecular Scrambler Arrow: Energy Blast 12d6, Invisible to Hearing Group, Source Only (+1/4), Affects Desolidified Any form of Desolidification (+1/2); 12 Charges (-1/4) [12] 3u 5) Air Soldiification Arrow: Energy Blast 9d6, Invisible to Hearing Group, Source Only (+1/4), No Normal Defense (Any Rigid PD; +1); 12 Charges (-1/4) [12] 3u 6) Air Concussion Arrow: Energy Blast 9d6, Invisible to Hearing Group, Source Only (+1/4), Area Of Effect (6" Radius; +1); 12 Charges (-1/4) [12] 3u 7) Air Entangle Arrow: Entangle 9d6, 9 DEF, Invisible to Hearing Group, Source Only (+1/4); 12 Charges (-1/4) [12] 3u 8) Rocket Arrow: Killing Attack - Ranged 6d6, Invisible to Hearing Group, Source Only (+1/4); 12 Charges (-1/4) [12] 3u 9) Shape Charge Arrow: Killing Attack - Ranged 4d6, Invisible to Hearing Group, Source Only (+1/4), Armor Piercing (+1/2); 12 Charges (-1/4) [12] 3u 10) Smoke Arrow: Darkness to Sight Group 9" radius, Invisible to Hearing Group, Source Only (+1/4); 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc] 20 Katana: Killing Attack - Hand-To-Hand 2d6+1 (4 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +1 OCV 4 16 Wakizashi: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4) plus +1 OCV 3 10 Earplug Comm Unit: High Range Radio Perception (Radio Group), Encrypted (+1/4); Does Not Work In Water (-1/4), IIF (-1/4) 0 60 Cosmic Powers: Variable Power Pool, 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1); all slots All Powers Must Cost END (-1/4), Power Cannot Be Pushed (-1/4) 40 Molecular Control: Elemental Control, 140-point powers, all slots Powers Do Not Work In A Vacuum Or At High Altitude (-1/2), Powers Do Not Work In Water (-1/4) 40 1) Molecular Dispersal: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Sight Group (+1/2), Usable Simultaneously (up to 8 people at once; +1) 0 40 2) Molecular Direction: Flight 30", x8 Noncombat, Invisible to Sight Group (+1/2), Reduced Endurance (0 END; +1/2) 0 40 3) Molecular Shield: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible; +1) 0 40 4) Molecular Polarization: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Spatial Awareness and Detect , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) 0 22 The Joining: Mind Link , Any Member Of His Family, Any Dimension/Any Distance, Number of Minds (x16), Psychic Bond; Only With Others Who Have Mind Link (-1) 0 16 Walk the Road: Extra-Dimensional Movement (Any Dimension, Any Location, Any Point in Time), x256 Increased Weight; Increased Endurance Cost (x8 END; -3 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; Must make an INT roll or lose memory; -1 1/4), Extra Time (Full Phase, -1/2) 80 16 Strength of Will: Mental Defense (20 points total) 0 15 Toughness of Body: Power Defense (15 points) 0 10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0 10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory 0 10 Elvish Eyes: Sight Group Flash Defense (10 points) 0 5 Elvish Lifespan: Life Support (Longevity Immortal) 0 5 Lungs of a Sea Elf: Life Support (Can Breath Water) 0 5 Elvish Physiology: Lack Of Weakness (-5) for Normal Defense 0 Powers Cost: 484 Cost Martial Arts Maneuver Martial Arts Mastery of The Blade 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm roll 4 4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 5 6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove 5 7) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 5 8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 55 STR to take weapon away 4 9) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 55 STR 1 10) Weapon Element: Bind, Block, Disarm, Evade, Takeaway Only: Empty Hand 0 11) Weapon Element: Blades Martial Arts Mastery of the Bow 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 5 4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 5 6) Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike, FMove 0 7) Weapon Element: Bows Martial Arts Cost: 67 Cost Skill 3 Acrobatics 16- 3 Acting 17- 2 Animal Handler (Equines) 17- 3 Breakfall 16- 3 Bribery 17- 3 Climbing 16- 3 Combat Driving 16- 3 Combat Piloting 16- 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 16- 3 Concealment 16- 3 Conversation 17- 3 Criminology 16- 3 Deduction 16- 3 Demolitions 16- 3 Electronics 16- 3 Fast Draw: Blades 16- 3 Fast Draw: Bows 16- 3 Fast Draw: Hand Guns 16- 3 Forensic Medicine 16- 3 Gadgeteering 16- 3 Inventor 16- 3 Jack of All Trades 1 1) PS: Dance (2 Active Points) 11- 2 2) PS: Fletcher (3 Active Points) 16- 2 3) PS: Musician (3 Active Points) 16- 2 4) PS: Private Investigator (3 Active Points) 16- 3 Linguist 4 1) Language: English (idiomatic) 1 2) Language: French (completely fluent) 0 3) Language: Quenya (idiomatic; Native) 0 4) Language: Sindarin (idiomatic; Nativer) 0 5) Language: Westron (idiomatic; Native) 3 Lockpicking 16- 3 Mimicry 16- 2 Navigation (Dimensional) 16- 3 Paramedics 16- 3 Persuasion 17- 3 Riding 16- 3 Scholar 2 1) KS: Ballads of the Green 16- 1 2) KS: Cooking 11- 2 3) KS: Dimensions 16- 1 4) KS: Genocide 11- 1 5) KS: Herbology 11- 2 6) KS: Music 16- 2 7) KS: Paranormals 16- 2 8) KS: Songs of Lothlorien 16- 2 9) KS: String Instruments 16- 2 10) KS: Way of the Bow 16- 2 11) KS: Way of the Sword 16- 2 12) KS: Wind Instruments 16- 2 13) KS: Wood Lore 16- 3 Scientist 1 1) SS: Ballistics 11- 1 2) SS: Botany 11- 1 3) SS: Chemistry 11- 1 4) SS: Criminal Psychology 11- 2 5) SS: Electronics Engineering 16- 1 6) SS: Pharmacology 11- 1 7) SS: Toxicology 11- 1 8) SS: Zoology 11- 3 Security Systems 16- 3 Seduction 17- 3 Shadowing 16- 3 Sleight Of Hand 16- 3 Stealth 16- 3 Streetwise 17- 12 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 16- 7 Systems Operation (Communications Systems, Medical Systems, Radar, Sensor Jamming Equipment, Sonar) 16- 8 TF: Common Motorized Ground Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles 3 Teamwork 16- 3 Tracking 16- 3 Trading 17- 3 Traveler 2 1) AK: Bay Area 16- 2 2) AK: New York City Underground 16- 2 3) AK: Northern California 16- 1 4) AK: Sherwood Forest 11- 2 5) AK: The Road 16- 1 6) CK: Berkeley 11- 0 7) CK: Cinnabar 11- 1 8) CK: New York City 11- 1 9) CK: Oakland 11- 2 10) CK: San Francisco 16- 1 11) CK: Seattle 11- 10 Two-Weapon Fighting (HTH) 5 WF: Common Melee Weapons, Small Arms, Bows 3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 16- 50 +5 Overall 24 : +8 vs. Range Modifier with All Attacks Skills Cost: 308 Cost Perk 50 Base 2 Fringe Benefit: Concealed Weapon Permit (where appropriate) 1 Fringe Benefit: International Driver's License 5 Fringe Benefit: International Police Powers 1 Fringe Benefit: Passport 2 Fringe Benefit: Private Investigator License 5 Money: Well Off 6 Reputation: Grim Crimefighter (A large group) 14-, +2/+2d6 6 Reputation: Leader (A large group) 14-, +2/+2d6 3 Well-Connected 4 1) Contact: Charles Driscole, SFPD Police Captain (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11- 5 2) Contact: Director of the FBI (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) (6 Active Points) 11- 6 3) Contact: Golden Avenger (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (7 Active Points) 11- 2 4) Contact: Jessica Lorenzo, Reporter, San Francisco Chronicle (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 11- 1 5) Contact: Raymond 'Stoney' Jackson, Information Broker (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11- 1 6) Contact: Taurus of the Zodiac (Contact limited by identity) 11- Perks Cost: 100 Cost Talent 9 Ambidexterity (no Off Hand penalty) 37 Danger Sense (general area, any danger, Function as a Sense) 16- 3 Lightsleep 20 Universal Translator 16- Talents Cost: 69 Total Character Cost: 1299 Val Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 0 Dependent NPC: The Fireoak Children 8- (Incompetent; Group DNPC: x9 DNPCs) 10 Dependent NPC: Sue Freschi 8- (Normal) 5 Dependent NPC: Fire Witch 8- (Slightly Less Powerful than the PC) 25 Hunted: Genocide 11- (Mo Pow, NCI, Harshly Punish) 25 Psychological Limitation: Protector of Innocents (Very Common, Total) 15 Psychological Limitation: Code of Chivalry (Common, Strong) 10 Psychological Limitation: Vengeful (Uncommon, Strong) 0 Psychological Limitation: In love with Raven (Common, Total) 0 Psychological Limitation: In love with ******* Grey (Uncommon, Total) 0 Psychological Limitation: Will not shoot a 'normal' in the head (Uncommon, Strong) 15 Reputation: Dangerous, 14- 15 Social Limitation: Secret ID: Aaron Wayne (Frequently, Major) 10 Vulnerability: 1 1/2 x STUN Sonic Attacks (Common) 10 Vulnerability: 1 1/2 x BODY Sonic Attacks (Common) Disadvantage Points: 150 Base Points: 200 Experience Required: 949 Total Experience Available: 949 Experience Unspent: 0
  11. Re: WWYCD? Quantum Leap moment Ghost Archer: "D-Day, huh? Let's see, I was working with Marie Renault in the French underground trying to gather up the scattered 82nd Airborne on the evening of the 3rd. On the 4th we were acting as guides and translators for the Division near Ste. Mere-Eglise. As the future me would know this, I would try to keep my platoon alive, no mean feat, and meet up with my earlier self to get some help. Of course if this had happened, my earilier self would remember so my later self would know where to be and when."
  12. Re: How to create water Outstanding research! Hydroman will be so disappointed his dastardly scheme to destroy the surface world is doomed to failure! Now what do you get when to combine Nitrogen and Oxygen? Nitrous Oxide? Why do I hear gear heads all over ther world cheering for this one?
  13. Re: How to create water We can always add Gestures, Incantations and an OAF . . . heck, make it a magic item and give it Independent. 2 Suck All the Oxygen Out of the Atmosphere and Make a Whole Lot of Water: Major Transform 1 point (Free Oxygen and Hydrogen to Water, Evaporation), Area Of Effect (One Hex; +1/2), MegaScale (1" = 100,000 km; +1 1/2), Autofire (5 shots; +1 1/2) (22 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Everything Requiring Oxygen To Live, Dies; -2), OAF Expendable (Extremely Difficult to obtain new Focus; Dreaded What'zits of Death; -2), Independent (-2), Extra Time (Extra Phase, Delayed Phase, -1), Requires A Water Sucking Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Gestures (Requires both hands; Complex; -3/4), 5 Charges (-3/4), No Range (-1/2), Incantations (Complex; -1/2), All Or Nothing (-1/2) Didn't I see a thread once on how much it takes to destroy life on the planet? I think we found it. Where's our Munchkin God Award?
  14. Re: How to create water I see a fearsome new villain, Hydroman: 19 Suck All the Oxygen Out of the Atmosphere and Make a Whole Lot Of Water: Major Transform 2d6 (standard effect: 6 points) (Free Oxygen and Hydrogen to Water, Evaporation), Area Of Effect Nonselective (8" Radius; +¾), MegaScale (1" = 100,000 km; +1 ½) (97 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Everything Requiring Oxygen To Live, Dies; -2), 1 Charge (-2) [1]<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /> Of course I can see an arguement for only a single d6 of effect as I am sure a single BODY of water created over the entire surface of the planet will more than adequately extract every single atom of free oxygen from the atmosphere. I wonder how much it would raise the level of the oceans? Then there is the marked reduction in the thickness of the atmosphere which would probably lead to a raising of the temperature of the Earth, causing increased evaporation, creating huge storms but then no one would be around to care. Interesting alien bomb idea . . . we don' need no stinkin' nuclear weapons or space-based energy rays. For 19 points, wipe out the planet.
  15. Re: How to create water I'd use a Minor Tranformation as the only thing you are actually doing is combining two very common elements, hydrogen and oxygen, into a new form. Heck it might even be only Cosmetic. 10 Create Water: Minor Transform 1d6 (Free hydrogen and oxygen into water (H2O), heals by evaporation) Add appropriate disads.
  16. Re: How to encourage role playing I have had wonderful roleplaying sessions with a wide variety of people and characters. I have to admit that as a GM, it is often my fault I cannot engage some players in ab RP but I also have to say this is generally because of a lack of character developement on the player's part. Some of my players can come up with a great background and design a great, rounded character, the trouble is, they don't know what to do with them. For about five years, I have had a player that I have tried over and over again to engage in a true RP session but all he really wants is a fight. You sort of lose interest in a character if they never develop past the character sheet and stop trying. One of the way I have fostered more RP is placing the team headquarters in a very isolated location where the only contacts they have is each other. Recently, however, this has been alienating some characters. Note that is 'characters' and not players. They want more interaction with people other then the team. Hmm...maybe the isolation did work after all. They want more RP outside of the HQ. I have also found many players respond better to RPing when alone. I use NPC's or my own characters to bring out the hidden actor in them. Most of the time it works but also many times I find players that can only RP one on one. I don't know really if they are shy or just attention junkies. While my solo games generally work out to be the best RP experiences I have, I end up neglecting other players and that leads to discontent. Its a fine balancing act. Over the last year or so, combat for my players has become an extremly rare thing and even then it generally is more cinimatic combat then actual nuts and bolts HERO System combat. HERO defines the character for us but HERO combat does not rule the story.
  17. Re: Marvel / DC Hero Writeups Or the direct route http://x-men.the-wild-hunt.org More than a few are still 4th but I am working on it. And thanks, LL
  18. I know how to do this in Hero Designer even though it says it is not legal . . . I want to make an energy blast that has an Area Effect: Cone and that is an Explosion at the same time. Something like a Claymore mine that applies full damage to anything in the first hex but gradually loses damage the further the target is from the center of effect. Hero Designer says I can use Explosion OR Area Effect, not both. Why not? In the case of an AE, HD says Explosion cannot be added to a power that already has AE and trying it the other way is just the opposite. Also since the power I want has No Range, HD will not allow me to use Reduced By Range to try to simulate the reduction of damage at a greater distance. Why not? Do I have to make up my own Power Advantage: Explosive Cone +1/4? Come to think of it, that was a PA way back in an old AC.
  19. Re: Most powerful man in the world I think if it comes down to the ability to wield enormous power, then yes, the holder of the OFFICE of the President is the most powerful man in my campaign. With control over the greatest military force on the planet, I have to wonder why there are any supervillains. Most be "comic science' or something. But just because someone holds the office, doesn't mean they know how to use it or have the will to do so. My universe, like the official CU, has been rocked with the distruction of a city, in my case, most of Washington DC. Maybe it put the fear of megavillains into the President since he doesn't seem able to summon the will to set the military loose on paranromals. Or maybe he has. I have been wondering where Genocide gets the money for those damned Minuteman robots. If you start talking personal power, inherent power, as in a super being, that would be Tsarsaidor aka Nick in my campaign. I figured it out for fun one day and he could actually destroy the known universe if he wanted to. Hail megascale. It works out ro a nice little RKA to EVERYTHING.. Ouch.
  20. Re: Genre books. Danger International Justice Inc. The old Dark Champions Maybe Super-Agents?
  21. Re: What variation of Champions do you play in? 5th Ed rules, total mish-mash of 4th, 5th and my own universe. Well...not so much 5th CU, I didn't care much for it. Heck, some stuff is as old as 3rd ED.
  22. Re: I' m in a philosophical mood tonight. One man's Heaven is another man's Hell. I've always believed this and for Archer to find himself is a world free of crime would be Hell for him. He is not driven by events in his past, like Batman and Punisher, he is driven by his nature. It is built into Archer to battle crime and injustice and to help people in need. Utopia is nice for a visit but then give me strife and crime. It sounds a little selfish to wish a hostile world on all of humanity and if he were given the choice of his world as it is or a world of total peace, he would take a peaceful world, even if he was forced to live his life out miserable and for someone immortal, that is a very long time.
  23. Re: Alternate Earth #22—World of your Dreams Ghost Archer: Archer would find himself traveling again with Thistle Grey, the soul mate he lost when she sacrificed herself to save him. Together they would relive her quest to become the avatar of her goddess, Ishtar, and this time it would not end with her death. It was the most perfect time in his life and the ending of the dream would leave him devastated.
  24. Re: The Greatest American Hero (book). The Zodiac Conspiracy has probably been the single most influential book in my HERO library. Over the years Zodiac has become THE villain team in my universe. They have evolved both as a team and as individuals even to the point that a couple of them became major influences in the lives of my heroes. My Leo is the aunt of one hero, Taurus an ‘old’ friend to another and Capricorn the father of a third’s child. We had battled side by side against Genocide and battled team against team. We have saved each other’s lives and attended funerals together. At times we are more friendly rivals then enemies. Zodiac, to me, is the greatest Champions supplement ever.
  25. Re: WWYCD #115: Xerox Paradox...Baby Blues! Ghost Archer: "It would solve the problem of all of Raven's clones being in love with me. Now they could each have their own copy. As for the facilties, destruction is a given. Once that was complete it would be a good way to prove the nature or nuture question but that would depend on how long the clones had been under the Clonemaster's influence. I have always known that by nature, I am a force of good, I never had to learn that. Could that 'natural' tendency be altered by Clonemaster?"
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