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Ghost Archer

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Posts posted by Ghost Archer

  1. Re: Inherent, does anyone use it? How?

     

    FYI:

     

    Energy Blast 10d6 plus Power Defense (50 points); Only Provides Defense for this power (I'd have to give it a -2 because it's pretty severly limiting a power that normally affect the entire character; -2) costs 67 points, 75 if you reduce the limitation to only -1

     

    Energy Blast 10d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) costs 112 points.

     

    How's that? Is it my turn to get all munchkiny?

  2. Re: Inherent, does anyone use it? How?

     

    It seems to me that Inherent is trying to make Common Sense a game mechanic. As a GM, I am not going to allow someone to Drain a ghost's Desolidification. Why? Common sense. Nor am I going to allow someone to Drain a monkey's tail because it's an Extra Limb. That's all Common sense. They are BODY parts. Buy a Transform! Come on, I know the human race totally lacks common sense as a whole but damn!

    If you build an energy blast with no limitations, to me that's Inherent. If you don't want it Drained, buy Power Defense! The more I think about this thing the less I like it. Can't anyone give me a common sense justification?

     

    On another note:

     

    Originally Posted by David Johnston

    Well of course as of current editions, Drain Running isn't a particularly good way to represent slippery ice sheets. Never really was of course, but it was the only available alternative in the past. However the beefing up of Environment Change represents such things much better than the clumsy workaround of a Power attack.

     

    To me Change Environment was never supposed to have any real effect on combat. This is one of those 'using one power to create the effect of another power' things. Drain and Suppress are designed to do just that, Drain and Suppress. That isn't Change Environment's purpose, it is supposed to simulate minor effects a character can have on the surrounding area. The key word is minor. By taking an CE that provides a -6" of Running to an area, you effectively stop the movement of anyone with only 6" of ground movement no matter how powerful they are. Is that a minor effect? I don't think so. It's just a cheap way of duplicating an existing Power.

     

    For example:

     

    Change Environment 16" radius, -6" of Running costs 40 Active points

     

    Drain Running 4d6 (standard effect: 12 points), Area Of Effect (16" Radius; +1 1/2) costs 100 active points.

     

    Does Change Environment seem like a minor effect at that point? No. Seems pretty major to me. 60 points worth of major. I smell Munchkinism.

  3. I don't use it but I have gotten a huge case of heartburn over this advantage. What I have is a newbie player/GM that wants to add it to everything and I can't make her understand why I don't use it. She is so worried about someone draining her Life Support. BTW, I am talking Superhero.

     

    The example I used against the whole Inherent thing was this:

     

    I have an ice-based character with a Running Drain. A sheet of ice that covers an area. Now I know you will all understand the concept. My thing is, my legs are inherent, inherently, so why buy Inherent? And if I buy my Running Inherent, does that mean I can run on that ice without penalty?

    When do you use Inherent? Can someone give me an good, logical example? I mean, am I the only one that thinks this should just be tossed out of a character build in favor of Power Defense?

  4. Re: An Old Quiz, But A Nice One.

     

    You scored as Method Actor.

     

    You think that gaming is a form of creative expression. You may view rules as, at best, a necessary evil, preferring sessions where the dice never come out of the bag. You enjoy situations that test or deepen your character's personality traits.

     

    Method Actor 100%

     

    Storyteller 100%

     

    Tactician 67%

     

    Specialist 33%

     

    Power Gamer 0%

     

    Butt-Kicker 0%

     

    Casual Gamer 0%

  5. Re: Flyboys: WWI pilots, dogfights, and zepplins!!!

     

    The tagline for the movie, boasting of its affiliation with the dreadful films Independence Day and The Patriot, does little to encourage me to set foot in the cinema wherein it is presented.

     

    I will be very surprised if this film is even screened for critics.

     

    I gotta agree with this. The past movies do not inspire me to rush out to see this one. And did anyone see ANY DR1 that WASN'T red?

  6. Re: Wwyd ????

     

    Yeah, like there's a difference :rolleyes:

     

     

     

     

     

     

    Anyone else get the feeling I'm really going to regret that joke?

     

     

    I just want to take the satisfaction away from Mr. Bush.

  7. Re: Wwyd ????

     

    Given the powers of my character Ghost Archer? Would I take the chance? Hell, my doctor has already told me the cancer is probably going to kill me anyway. And I am 52 already. Yes. I'd take the power and do all the good I could in the time I had. First I'd deliver Ben Laden to the UN, NOT the US mind you. Then I'd go to work on every tin-pot dictator and mass-murdering slime I could find. With a five year life span, culling the evil out of mankind would be worth it and I wouldn't have a problem with doing it in the most permanent way.

  8. Re: WWYCD: Your hero needs your help

     

    I've never really though much about it but Ghost Archer has never had a hero. It wouldn't be his father as the man was pretty hard on the boy and never really displayed any interest that didn't involve teaching him how to fight. On the other side, his mother wouldn't have anything to do with him since he never displayed any aptitude for her magic. His older brother disappeared before he was born and returned to try to kill the whole family. His older sister has the same wanderlust Archer has and disappeared while he was about five. By the time he was eight, all that remained of his family was his younger sister and they were on an entirely new world.

    Now on this new world, his adoptive parents WHERE killed and he did hunt down the Viper agents that did it and then the Nest leader that ordered the hit. Since he is a detective not only at heart but as a profession, he'd surely help anyone in this situation.

  9. Re: Teen Champions PCs vs Minuteman.

     

    Depends on what kind of result you want. I used a villain, always a single villain, that was obviously way more powerful to try to instill in my new players the concept of TEAM work. I never actually worried about cutting back my villains since I liked using that big stick to beat a point into their collective heads. It never really worked, sadly.

  10. Re: Teen Champions PCs vs Minuteman.

     

    Genocide, like every other 'company' has a bottom line. Sometimes ya just can't afford to upgrade every piece of equipment ya got in the warehouse. And why send a state-of-the-art MM Mk10 after a couple of low level mutant kids? You know how much it costs to build a new one? Send out a couple of the older models to take care of the light-weights. They are just some kids, right?

     

    Heck, I work for the government and I JUST got rid of my NT computer . . . the P1, 300 meg with 128 meg of RAM . . . now I have Windows 2000 and a 750 mhz cpu!

  11. Re: Teen Champions PCs vs Minuteman.

     

    If you are just starting your campaign, I see no reason to assume the MM are the latest and greatest. When I began a couple of decades ago, MM were at the Mk5 level and supers were 250 points. As the power of my players increased, Genocide simply upgraded to the Mk6, Mk7 and so on. Also as a particular hero's weaknesses where determined the MM were refitted to affect that hero i.e. for War Eagle in my campaign there was a MM Mk7a that used cold powers. Start your MM as MK1 and build them up as your PCs grow.

  12. Re: WWYCD: Hi! We're your Sidekicks!

     

    Ghost Archer: Ghost Fletcher! How have you been. Aren't you getting a little long in the tooth to be trying to pass yourself off as a teen?

     

    Ghost Fletcher

     

    Player: AJ

     

    Val Char Cost

    10 STR 0

    20 DEX 30

    10 CON 0

    10 BODY 0

    20 INT 10

    10 EGO 0

    10 PRE 0

    14 COM 2

     

    15 PD 13

    14 ED 12

    5 SPD 20

    10 REC 12

    30 END 5

    20 STUN 0

     

    9" RUN 6

    3" SWIM 1

    10" LEAP 8

    Characteristics Cost: 119

     

    Cost Power

    25 Bow and Arrows: Multipower, 50-point reserve, all slots OAF (-1)

    2u 1) Shock Arrow: Energy Blast 10d6; 8 Charges (-1/2)

    2u 2) Gas Arrow: Energy Blast 5d6, No Normal Defense (Self-contained breathing or gas mask; +1); 12 Charges (-1/4)

    2u 3) Bolo Arrow: Entangle 5d6, 5 DEF; 8 Charges (-1/2)

    25 Lucky as Hell: Luck 5d6

    11 Sword, Broad: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4)

    10 Bow Block: Missile Deflection (Any Ranged Attack); OAF (-1)

    8 Tough: Damage Resistance (8 PD/8 ED)

    Powers Cost: 85

     

     

    Cost Skill

    0 Acting 8-

    0 AK: Bay Area 8-

    3 Breakfall 13-

    1 CK: San Francisco 8-

    0 Climbing 8-

    0 Concealment 8-

    0 Conversation 8-

    0 Deduction 8-

    1 KS: Ghost Archer 8-

    1 KS: The Wild Hunt 8-

    0 Language: English (Idiomatic)

    1 Language: Sindarin (basic conversation)

    0 Paramedics 8-

    0 Persuasion 8-

    1 PS: Bowyer 8-

    1 PS: Fletcher 8-

    0 PS: Superhero Sidekick 11-

    0 Shadowing 8-

    0 Stealth 8-

    2 Survival (Mountain, Temperate/Subtropical Forests) 8-

    0 TF: Small Motorized Ground Vehicles

    24 +8 with Bow and Arrows

    Skills Cost: 35

     

    Cost Perk

    11 Contact: Ghost Archer (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-

    2 Base

    Perks Cost: 13

     

     

    Total Character Cost: 252

     

    Pts. Disadvantage

    10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

    15 Enraged: If Ghost Archer is attacked (Very Common), go 8-, recover 14-

    10 Enraged: If Ghost Archer is ridiculed (Uncommon), go 11-, recover 14-

    20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)

    15 Hunted: Rainbow Archer 8- (Mo Pow, Harshly Punish)

    10 Psychological Limitation: Hunts Rainbow Archer (Uncommon, Strong)

    20 Psychological Limitation: Will take a blow for Ghost Archer (Common, Total)

    15 Psychological Limitation: Worships Ghost Archer (Uncommon, Total)

    15 Social Limitation: Secret ID (Frequently, Major)

    20 Vulnerability: 2 x STUN Armor-piercing attacks (Common)

     

    Disadvantage Points: 150

    Base Points: 100

    Experience Required: 2

    Total Experience Available: 2

    Experience Unspent: 0

     

    HISTORY:

     

    Eric met Ghost Archer through an incident involving Genocide. The mutant hunters had sent a team to pick up the newly emergent mutant and found instead a very hostile Ghost Archer. No five agents have ever been more then a minor bit of excercise for the bowman but the display of firepower put out by the five Genocide agents was impressive as hell to the young teen. Archer shrugged every bit of it off then easily defeated the entire team. Eric was overwhelmed. Ghost Archer had come to save him!

     

    PERSONALITY AND MOTIVATION:

     

    Hero worship, plain and simple. He's a good kid with a good heart but overly enthralled with Archer and his exploits.

     

    QUOTE:

     

    "We gonna pound 'em now, Ghost Archer?"

     

    POWERS AND TACTICS:

     

    Eric is a low level mutant with a remarkable leaping ability and a decent toughness of skin. He is still young and may not be finished growing into his full power.

     

    APPEARANCE:

     

    Eric is an attractive looking teen with sandy blonde hair, which he wears long with braids at the temples, and hazel eyes. He prefers to wear black and when he gets a bit older he will probably be able to pull it off but for not he just looks like so amny other 'Goth' wannabes. At one point he begged Archer to give him the elvish ears but was turned down. Tsar eagerly granted Eric's wish just to irratate the bowman.

     

     

    As you can see, I have already had one of those.

  13. For some reason my mind is not working today. What I want to do is design a power that sort of replicates how a vampire passes vampirism on to a victim. The first part would probably be a Major Transformation. The second would be the new powers granted. Those I can do. How do I make the new powers permenant or does the Transform do that? What Advantages and Limitations should I put on it all? Any ideas? TIA

  14. Re: Yet ANOTHER WWYCD: Against your team

     

    Ghost Archer: "I know just the jerk to do this and he'd better come up with some help because I WILL kick my team's collective butt then I swear, this time, I WILL cut his tree down, drag him out of the branches and find a way to kill his scaly butt no matter how much his Lady begs."

  15. Re: W W Y G M D ??

     

    What would your game master do, if....

     

    Your character approached an NPC talent agent about doing nude pics (Yes, your character has to be a human or else the publication might be Popular Mechanics or Astronomy magazine and it would loose the flavor of the question)?

     

    This has happened, sort of. The one that posed turned out to be an evil clone, who's still out there someplace. The PC took it very well since she has no nudity taboos and will even autograph the centerfold if asked. It didn't bother her PC lover any either as he has the same lack of taboos.

     

    What would your GM do if you came up with a solution using your powers or buying a new power that solved a major world problem that would change the environment of the game (i.e. "I just solved world hunger by using 5 pts. Do I get the Nobel?")

     

    This is one thing I have always tried to avoid, no fusion power, no teleporters, no advanced medicine, all that, since I believe it would change the complexion of the game from Champions to Star Hero

     

    What would your GM do if you choose to have your character decide to go "Rogue" and begin a life of crime?

     

    This was a very long running story in my own game. The player of the rogue hero played it with glee and it produced some of the best storylines I've had. Even now, that character, though the player is long gone, is an important villain.

     

    What would your GM do if your character (one without Code VS. Killing) decided that a villain was just too dangerous to live with that much power and prison obviously couldn't contain him? What if your description was good enough to make it look like self-defense? What if it was a private killing' date=' no witnesses?[/quote']

     

    I have done this myself. Just once and though it might be against the grain of the other members of my team, it is well within my character's psychology to do so again. No, he does not feel remorse even for an instant.

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