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Mr. Negative

HERO Member
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About Mr. Negative

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  • Birthday 09/14/1970

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  1. Re: Cthulhu-esque suggestions? Chiming in a bit late here, but instead of focusing on 'which big icky caused the hurricane', you might have an interesting campaign instead focusing on the effects of the hurricane and their relation to the Mythos. You have an event where social order breaks down almost completely, with people being forced to live like animals, and other people treating them like animals. You have a social situation where an entire society is dislocated and displaced, perhaps never to return. You have disaster survivors who are forgotten, shuffled off, and marginalized. You have the elderly and ill abandoned to die, and not even being recovered for burial. The social unweaving implied by the mythos ("living and killing freely and unbound") has a very strong resonance with the Katrina tragedy. Volunteers, rescue workers, or social workers could discover not that the King in Yellow is actively pulling strings, but that the trememdous moral and social disruptions caused by Katrina is echoed in the rising influence of Hastur and the other gods. Discovering that your work to help others isn't just morally important, but is working to shore up the fabric of reality doesn't sound like Lovecraftian horror, but discovering that every single failure, every single lost soul or crushed dream, works to wear down the walls between us and Them could easily be a good horror tale. Of course, to be really Lovecraftian in a 'indifferent universe' way, you would need to instead set up Katrina as being a casual by-product of an action or machination of Something Man Was Not Meant To Know. If you have a good group of role-players, discovering that the massive disaster and human tragedy WASN'T part of a master plan to seize power, but rather an inconsequential ripple effect caused by intelligences so vast and labyrinthine as to be incomprehensible, might be an interesting gaming experience. "It's not enough to thwart their plans! We can't even understand their plans! We have to counteract the consequences of plans we can't even fathom! Aaaaaaaah! My head hurts!"
  2. Re: I could watch him get slapped around all day I don't know, I'd kind of like to have about 94% of both the DC and the Marvel Universes smacked down by "Super-hero Deflation Man". I mean, I really like supers like Spidey, Luke Cage, etc. which have a strong, consistent conception, and a basically static level of "bad-***-ness". I'm so totally tired of the constant power expansion, and the convenient powering up (and down) of heroes to allow certain story lines to be developed. My biggest pleasure in the new Avengers series (other than Jessica Drew--wow!!!) is the constant reminder (not just by Spidey) that Wolverine isn't the be-all and end-all of superheroes. He's a scrapper, he heals quick, and he has sharp things. That's it. Nothing to prevent him from getting tossed out a window, or smacked across the neighborhood by someone. I was never a fan of cosmic story-lines in the first place, but what's really bugging me is the constant intrusion and intermixing of cosmic/epic characters with relatively normal/street level ones. I don't mind the "crime fighting detective" Batman, nor, truth be told, do I mind the "plan for every eventuality" Batman that is on the League (I kind of like it). However, pick one or the other. If the guy has implemented plans to defeat/monitor every superhero on earth, then he's NOT going to get smacked around by some loser with a bag on his head. I'd LOOOOVE to see every single hero/villain in both Marvel and DC engage in an epic bout of "pecking-order" smacking. All the guys who are going to be operating on "street level" get smacked back down to that level, and all the guys who are going to be on planet-cop duty do the smacking. If I had to name names: Wolverine-he's basically a short guy with knives who heals up quick. What couldn't a flame-thrower handle? Zantanna--what's it going to be? Sorceress Supreme of GNIKLAT SDRAWKCAB, or cute magician? I like her; I love the fishnet hose. However, when the spell-casting hottie becomes the crux of the Justice League's soul searching, something has gone horribly awry. Deathstroke--He uses most of his brain. So what? What's he got that gets through bullet-proof skin? Does using more of your brain make you immune to magic AND telepathy? Hulk--look, if you can change into your alternate ID quicker than a bullet can leave a gun next to your head, you shouldn't get the points for "Only in Hero ID", should you? Batman--If you're the world's greatest detective, you don't really have to beat up supervillains (or your friends) yourself, do you? Just figure out their weaknesses, and hand them over to your pals. "Flash, here's some Kryptonite. Drop it into Supe's shorts if he gets uppity. I'm outta here." Given that superhumans have tagged you more than once, how are you still ambulatory anyway? Green Arrow AND Hawkeye. I love Ollie, I hate Clint. Fact remains, they shoot freaking arrows! That's it! Put them up against the villains and threats that are appropriate, or get rid of them. We might as well have Hand Grenade Man (yes, Tick reference).
  3. This is an old one, rather than a current one, but still one of my favorites. I'm playing in a friend's superheroic game, but my character has two decidedly unsuperheroic powers. He can "duplicate" himself, projecting the duplicate somewhere else, and then recombine. He can also store objects behind his back (in a timeless zone), so he can project himself home, pick up a tire iron, store it behind his back, and then recombine, and pull the tire iron out. So far, he has used his powers to be on vacation while being at work, and clean up his apartment. We are fighting an tremendously powerful superhuman, apparently from the future, who is trying to travel backwards into time to prevent humans from ever evolving, and thus preventing us from ruining the ecosphere. The other PCs, who are much more combat oriented than I, down the guy. I insist on binding his wounds and transporting him to the mainland to receive care at a hospital. He returns days later to thank me for saving his life, and then reveals that he still intends to travel into the past to prevent humanity's existence. My character loses it. I yell at him, "So I saved your life just for you to wipe humanity off the face of the earth. You are such a jerk!" I proceed to completely lose it at him for being such a selfish, arrogant bastard. The entire party nervously cracks up, as this guy nearly wiped the floor with us before, and now the non-combatant geek is mouthing off to him. The greatest thing was that the GM actually took it in stride, and the villian actually broke down and got all emotional. My little tirade punctured his egotism and made him realize how selfish his goals were. Preston, one of the other players, ends this with something like: "Wait a minute. I can't believe you just defeated him with a lecture!"
  4. I'm considering starting a new FH campaign, either in Lankmar, or in a "fantasy" medieval setting, and one of the things I wanted to do was create a relatively low magic feel without preventing spell-caster PCs. Although this was never overtly part of the Lankhmar mythos (either in the books or in the D&D conversion), I noticed that, other than gods and absurdly powerful spell-casters, virtually every spell cast in Lieber's works is cast through a device. Aha! My idea is to only allow "wizards" to purchase their spells through magic items. All spells must have a Focus, though it does not have to be expendable (although potions and the like should be, or have expendable charges). The focus should be personal, to reflect that the item is used to direct the power of the wizard himself. Universal Foci, usable by everyone, are acceptable, but must be Indepedent as well (these are really more for things like Magic swords, etc that will more commonly be acquired by the PCs than enchanted by them). In play, this would mean that a wizard would whip out his wand to cast lightning bolts, or perform a ritual with his brazier to summon a smoke demon, rather than simply casting a spell on someone. This would mean that actual spell-casting was done as a form of enchantment or ensorcelment, and was done in advance of using the magical power you were imbuing. The actual use of magic would be separate from the "creation" of magical devices. It also would mean, for my game world, that enchanting something so that it could produce magic was a difficult and time-consuming task (as you are spending character points to do so), so that you don't often encounter trivial bits of magic (like enchanted hairbrushes and the like). It also means that magic will be relatively cheap (as everything is at least an IIF, before any other limitations), but that you can neutralize a magic user in much the same way that you would neutralize a fighter, by removing his equipment. It also finally renders the alchemist a viable adventuring class, as instead of having wands or rings or bracers or a staff, he has potions and powders. In normal FH, as the regular spell-casters can just produce their effects, the alchemist seems kind of pathetic, as he needs to make everything in advance in the kitchen. If every wizard has to have his props, then the alchemist shines, as his "spells" while having fewer, expendable charges, can be much more varied and flexible. Has anyone else tried a system like this? Do you have experience with the problems/pitfalls of such a system? Even if you haven't played with such a system before, I'd welcome any comments and ideas. As a final aside, I was also thinking, for those villians who needed the extra edge, and those players who simply had to have innate magic, of allowing wizards to "enchant" their own bodies as well, either through tattoos, ritual scarring, or powerful magic. Thus, a nekkid shaman might have defensive tattoos, or a vile sorceror might have a stare of submission, or a wicked enchantress might have a kiss of domination. Of course, these powers would not qualify for a focus limitation, and so would be more expensive than normal wizardry. Would this dilute the idea too much, or might I want to limit it only to the most powerful of wizards?
  5. For the older, wiser Kid Cyclone, you might try "Hurricane", which has a meaner, and less poetic, ring to you (and echoes Hurricane Carter, the black boxer). In your weird mystic, you said you wanted a "good man as monster" stereotype, so perhaps you might like: Yeti, a fur-bound semi brick with eastern meditational powers (astral projection, etc) The Pharoah (mystic with Egyptian flavor, perhaps able to split into the traditional egyptian "soul distinctions" (ka, ba, etc). a heroic vampire (in the mold of vampirella or Morbius). No name for this one, but fairly easy to write up. the Apparition, normally desolid, but able to manifest and affect the physical world for limited periods of time (buy the +2 affects physical world advantage on your strength, but limit the advantage to cost End. This would make an interesting "Deadman" type hero who doesn't have to possess others (of course, Deadman himself is cool). some sort of witch. This gives you a female character, and someone with a repetoire of many spells. She's a pagan, rather than a satanist, so she can both clash with organized religions, and combat demonic evils. (Note that I've done a bigfoot, a mummy, a vampire, a ghost, and a witch). For outcasts, consider an alien very strongly. Especially if you pick an obvious, but not overtly threatening looking alien (say a traditional Grey, or a Rom, Space Knight type), this seems to fit the seventies very well. You really want the outcast to be able to function as the conscience of the group, much like the Martian Manhunter does at times. His/Her/Its ability to comment on the foibles of humanity seems particularly 70's. A grey (little alien, big head) with telepathic powers, or some sort of space paladin (like Rom) seems really appropriate.
  6. This has probably been posted before, but I couldn't locate it with a Forum search, so: More for my own edification than for game use, how DO you write up Wolverine's regeneration? Most specifically, I'm looking for the X-Men "movie regeneration" rather than that from the comic books. Let me lay out what I perceived as it's defining characteristics, so that anyone with a good idea might be able to model it. Logan regenerates rapidly, but not immediately, from his wounds. The bullet to the head takes some time to heal. Logan recovers from every individual injury quite rapidly. It doesn't appear that multiple "minor" injuries are as threatening as a single major injury. He loses consciousness in the wreck, in the Sabertooth fight, when impaling himself to escape, and when shot in the head, but the many, many cuts inflicted by Deathstrike seem to heal very rapidly (during the course of the combat), and any injuries caused by the soldier's shooting were gone by the time the combat was over. This is the most difficult part for me to simulate, as HERO normally represents BODY healing as recovering points of total BODY lost, rather than healing every single BODY injury. Logan is susceptible to stunning (and seems to recover stun slower than Body). He remains unconscious for quite some time following his first fight with Sabertooth, and his "brush" with Rogue. However, he does recover much more quickly from normal attacks than others. Lady Deathstrike's claws and the soldier's bullets pain him, but don't seem to inconvenience him severely. He recovers from toxins quite rapidly. The paralysis darts used on the others don't seem to work. This might simply be bought as immunity to "this, that, and the other", but I'm unsure if his resistance is that quick, or if he should recover attributes from Drain Attribute attacks. He doesn't seem to tire easily. He seems to wake up from unconsciousness and have plenty of energy (e.g. END). He grabs Jean immediately upon awakening, and then strides down the halls of the mansion. He certainly doesn't appear winded (although little of this uses END). Healing (BODY & Stun) doesn't seem to work too well, as there appears to be no upper limit of body damage that Logan can heal (as all of his injuries heal until they are gone). From the movie it is unclear if he would actually recover from death, but as Lady Deathstrike has apparently similar abilites, and was apparently killed, it would appear that he does not. In addition, Healing, even if always on, is apportioned out between injuries, rather than healing every single injury simultaneously (it would appear, for example, that Logan heals from 6 3 point wounds faster than 1 18 Body wound, but just as fast as from 1 3 BODY wound). Note that his cigar burn takes at least as much time to heal as the presumably more lethal attacks of Deathstrike. Regeneration doesn't seem to work, as it also applies to total BODY lost, rather than per wound, plus, getting it up to heal Logan rapidly would require an ENORMOUS amount of regeneration, as he can evidently heal from what would otherwise be mortal blows in a matter of seconds. Any solution that seems to reflect Logan's abilities seems ridiculously high-powered, but Logan's regeneration doesn't, on the surface, seem too powerful. He can be hurt, easily (like with a cigar), he can be rendered unconscious (with a single bullet, no less), he can be knocked unconscious for a substantial amount of time (at least the travel time from the site of the Sabertooth ambush to Westchester), and can evidently be killed by sufficently deadly attacks (like molten adamantium, so possibly even by burning or caustic agents). Can you think of a way to represent this without a total boatload of points?
  7. I'm more interested in this as a survey than as a complex justification, but... I've noticed a lot of official HERO supplements using the "Dispel Device" power to represent breaking a device (such as a motorcycle helmet in UMA). To me, this seems unnecessary and a bit finicky, as any attack capable of doing BODY damage should be capable of breaking a breakable Focus (or any other object), given enough damage. I realize that sometimes the power may be written up to reflect an ability to rust/melt/mutate/fold/spindle/mutilate an item, but it seems often written up simply to reflect smacking something until it breaks. Do many GMs actually require their PCs to pay for this sort of power, in addition to normal attacks capable of exerting force on objects? I mean, regardless of how often the PC breaks stuff, unless he wants to be really, really efficient at breaking things, isn't a use of an attack sufficient? It almost like requiring Teleportation (must cross intervening area) to allow PC's to open a door and walk through. Do any GM's find that allowing PCs to simply break things with their own Strength, rather than possessing "breaking things" powers is unbalancing to their campaign? Is there some reason for writing this power up that I am not seeing (i.e., not a "breaking things" ability that doesn't depend on force, or generates more force than the PC's strength and attacks would suggest)?
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