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incrdbil

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Everything posted by incrdbil

  1. Re: Wwycd: They Blew It!! Hornet stays. Secret Identity enables him to not worry about this. The Groups local popularity is enormous, and would probably be an effective shelter against the feeble federal efforts to discredit them. Perhaps coming up with a method to negate the fallout might do a bit on the PR side --but maybe only after giving a blistering speech that the morons should be blaming the villains, not the heroes, and that without the help of heroes, the Government can't stop routine villiains, much less now declare war on every hero as well. He might also commission a lawyer to challenge the easily unconsitutional groundings of this decision. The team might lock down the headquarters for a bit and work from the covert back up facility. In fact, so outrageous the reaction, Hornet begins to suspect an even more sinister plot, that the device was remote detonated to blame the Champions, defame superheroes in general--either by anti-metahuman factions in government, or a villian influencing the government. Blaze (and temmates) laughs, and goes about buisness as usual. What are they going to do..arrest them ? (Overconfidence and a Cosmic power pool go hand in hand) Ranger definitely goes undercover, trying to figure out the massive brain failure in the government. Becoming a vigilante really doesn't bother him, and in fact frees him from some of the constraints that annoyed him while operating in the public view.
  2. Re: Champions Universe If you can't handle the responses generated by your comments and opinions made on a public board brings.....
  3. Re: Champions Universe That one sentence is so sad, in a d20eque sort of way. Campaigns might play differently! Nooooo! the seventh seal has been broken! All of Dr Destroyer's, Viper and Demons activities weren't statted out. Noooooo! Considering his write up says 'as many as needed, you just might get the idea that not all of them will ever be written out. As for doing work, the CU universe does a lot of work. Superhumans and the law? Plenty of good information, with universe specific rulings included. History of WW II? It is there. worldwide population levels, and national policy towards supers? Done. General technology effect of supers? done. World organizations dealing with supers? Plenty of info. Superhero influence on culture, entertainment? Discussed and explored. Metahuman registration? Lots of info. Plot hooks, uncountable. Map to all of Foxbats hidden bases? Not done. Thank heavens.
  4. Re: Champions Universe You've demonstrated it didnt meet your personal expectations. It's the Champions Universe sourcebook. Not a sourcebook about 'The Champions' superhero team. The universe setting isn't named after the superhero team. Champions was the name of the game for some time, and a certain setting was suggested, if never implicitly set out in one book in the colelcted supplements. The Chammpions Universe setting book reflects the latest incarnation of that setting; it is not a product centered around a specific team. The character write up of that one team does not make that book any more, or less, valid as a setting sourcebook. So, what no win situation do you prefer? The Champions team not be priinted as characters in the genre book 'Champions'? Let's hear the complaints about that book now, a genre book without a sample super team. Print them in both--ok, here comes the 'filler material, I'm running for my group, I dont need any generic NPC team' and "I already bought that" crowd, Combine the genre and setting book? Cue the "I just want a genre book" group, which is a pretty valid complaint, considering the system. Oh well, one complaint about the lack of the Champions in CU. Considering gamers and the nature of the internet, that is a roaring success.
  5. Re: Rip it to shreds pt. 2 The way ypou have it written, whenever your speedster moves at least a half move, he's got that modifier until the strt of his next action. His base DCV is 10--then 12 levels. A very accurate character with a 10 OCV and 5 levels would have a whopping 4 or less to hit you. Pretty much no one will even try to hit you with a normal attack, but you'll get a steady diet of AE attacks that will keep you diving for cover a lot. Or you'll meet up with a mentalist who dopes somethign nasty, like change your perspective of where solid obstacles are 3 feet to the left, or make a very conveininet cable appear in your mind, connecting one hi story building to the one he is standing on. Please be sure to practice your Wile. E. Coyote catchphrases for such moments And again, the construct itself would require GM's approval due elemental control rules. Buying up recoery more than a few points isn't too common--your recovery rate is well in excess of many Bricks. I'd bump your con up, and settle for a healthy recovery of around 10. If you want, have a 9 I'ld save the references to nine as part of the character background. (Your max speed is mach 9, you once went on 9 dates at a time... ) Buying a few levels of those only for DCV outside of the EC would be ok, You could even make them cost endurance, or apply only when you are moving. You might not get very much, if any of a cost break for the 'only while moving" as you are a speedster. Life is moving to you.
  6. Re: Rip it to shreds pt. 2 Just a few notes. As a Hero player, the 19 con just drives me nuts, Make it an even 20 19 con 18 I'm assuming a 10 presence as well? YOur speedter, while new, is just..scared silly. Agents can presence him. Not a criticism, just somethign to be aware of. Wow, thats a fast starting SPD. GM may knock it down to 8, even 7, just to give you something to work foreward to. Yikes! Bricks dont have this kind of recovery. If you are looking to simulate some quick healing, an aid or healing power might be called for. I'd divert the majority of these points that way. and maybe just buy your CON up. Buy some sunnglasses. Seriously, in the name of points, and the fact that its not that essnetial to the fx, take your flash defense oout of your force field. It doesn't cost end for Flash Defense normally, which is a reason I hate it anyway. Just some OAF or OIF shades will do you well. That may help you take off the must make a half move each phase limitation. 18 Missed Me: +12 DCV CSL Only while moving(Must Make a half move each phase, -1/4) 60 active points Umm, Wow. Besides skill levelks not being normally legal for elemental controls (has ot be a power, and an end using onbe at that)..12 levels..yikes! Your normal moving DCV would be 22. I dont know your GM, but I'v very sure that they will say no. another option is to buy that as Missle Deflection that costs endurance with a lot of 5 point levels (that being the cheapest you can buy) with GM permission. Of course, it consumes an action making you go so defensive, wont help vs AE attacks..hmm, maybe move the desolidification up here instead? no need for the super recovery. Be prepared for the innuendo I'm PM'ing one of my players experienced speedsters.
  7. Re: Need help with my PC Edited because I should not respond to (multiple choice mode to cover all possibilities) a--to those who ask for help then act in such a manner b--trolling
  8. Re: Champions Universe Plot Hole Plugging Thats more of a genre thing than a plothole. Why isn't that being done in every superhero game, not just the Champions Universe.
  9. Re: Let's make a Grue! Seems Grues were more of a disadvantage. I dont know if it would be a hunted (14-, more powerful, limited area --only where its dark)--but then you have to stat the thing up anyway. Physical Limitation (Character Dies if they travel in the GUE w/o light)?Susceptibility (6d6 Body per segment when travelling w/o Light)?
  10. Re: Need help with my PC Wouldn't invisible on desolidified only mean you coulodnt immediately tell if the image you see of the character was solid or intangible? If all desol does for a visible effect is make your normal image somewhat hazy--and invisibility makes your norrmal image not there..what would you see, a hazy nothing?
  11. Re: Need help with my PC Wow, I just stayed up hours on a work night helping someone with an attitude like this. I feel pretty stupid. I'll say right now you won't be getting any more help beyond this from me--but this last bit may be help you need, and it has nothign to do with a particualr character. You need to READ our posts. We know YOU dont care about the camapign settings, but why should we contribute to the building of a character when we dont know the trigger points that get it rejected. People help you with a character on monday. Tuesday rolls around--"My GM rejected it. SPD too high and this power he wont accept"--Rework. Wenesday "My GM said my DCV and defenses in combination were too high one, or both, have to change", and we see you've made an illegal build, or one that horribly cripples you. Rework Again. Friday "He said I'm over the active point limit" ...see what people would want to avoid yet? Don't expect us to not care about not knowing the campaign limits becase you intend to to try some song and dance or bully routine on the GM to tell him why he is 'stupid' for trying to make a balanced game. Since the people here sweat out more HERO game knowledge in a day than you'll acquire in a year, maybe you might want to listen to them instead of insult them. The book doesnt decide if your character is decent. your GM (its a GM, not DM thank you) decides what is appropriate. It's not his job to rewrite his campaign based on whatever abusive munchkin build a player comes up with. It's his campaign. You conform to the limits HE sets, he doesn't rewrite the universe around yours. Don't like it, run your own game. I'll gladly help your ex GM make book legal, points limits compliant characters that will destroy the balance of your game and leave your villains gasping on the floor in a turn. If you need help in the future, this is till the best place to go; try and be a bit more politer about it though when someone else spends their time helping you.
  12. Re: Need help with my PC ok--long post. I took a swing at your character, as you initially wanted, eliminating the illegal focus+ OIHD builds, the lineked structure. I also didnt use the 'doesnt work in water limitation' having not seen any explanation a gM would approve. I cant think why mutant/mystic powers dissolve in water without a very specific fx. I also dropped the power defense, since I saw no reasonto have it other than to protect your character from the potential negative effects of having your strength drained due to the improper use of the linking disadvantage. Naturally, it comes in over points, about 395, but then, as a GM, I'ld say theres a lot of completely inacceptable parts to dump, so no problem. I kept the multipower as part of a focus, everythign else went to a HIDO build. Charactersistics are normal ID/heroic ID. Yes, I gave you some above normal stats in normal ID. Sue me Val Char Base Points Total Roll Notes STR 10/30 11- / 15- HTH Damage 2d6/6d6 END [1/3] DEX 15/30 13- / 15- OCV 7/10 DCV 7/10 CON 13/23 12- / 14- BODY10/15 12- INT 10 11- PER Roll 11- EGO 20 13- ECV: 7 PRE 10/30 15- PRE Attack: 6d6 COM 20 13- PD 2/21 PD (0/15 rPD) ED 3/20 ED (0/15 rED) SPD 3/6 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 REC 5/11 END 26/46 STUN 27/42 Running 6 12" Swimming 2 2" Leaping 2 14"/18" 61 35 Total Skills Cost POWERS Cost Power END Heroic form Powers, all slots OIHID (-1/4) 36 1) Armor (15 PD/15 ED) (45 Active Points) 0 10 2) Running +6" (12" total) (12 Active Points) 1 10 3) Leaping +12" (14"/18" forward, 7"/9" upward) (12 Active Points) 1 16 4) +20 STR (20 Active Points) 2 36 5) +15 DEX (45 Active Points) 16 6) +10 CON (20 Active Points) 8 7) +5 BODY (10 Active Points) 16 8) +20 PRE (20 Active Points) 16 9) +2 SPD (20 Active Points) 41 Mystic Weapon: Multipower, 62-point reserve, (62 Active Points); all slots OIF (-1/2) 4u 1) Darkness to Sight Group 5" radius, Personal Immunity (+1/4) (62 Active Points) 6 4u 2) Sight, Hearing and Touch Groups Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (1/2 END; +1/4), Mobile (+1/2) (61 Active Points) 2 3u 3) HA +6d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 0 4u 4) Flight 20", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2 24 Mystic Powers: Elemental Control, 60-point powers, (30 Active Points); all slots OIHID (-1/4) 24 1) Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points) 0 17 2) Transfer 1d6+1 (Stun to Stun), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (60 Active Points); Always On (-1/2) 0 24 3) Invisibility to Sight, Hearing, Smell/Taste and Radio Groups and Detect , No Fringe, Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2 297 Total Powers Cost I guessed on the transfer, The points you have in it gets you 1d6+1 vs one specific target--to do more, you have to add disadvantages that weaken it, I got rid of the costs end to activate, mainly because I didnt like it, and replaced with reduced endurance. Ok, as a GM, I'ld look at the transfer and say "why bother' you dont have the points to do a Rogue, it makes your life suck. Slot gone, points saved. If you're pure sneak..maybe the invisibility, but honestly I wouldnt allow thge versus detect ability, or radio..the smell bits getting carried away. Ad din the images and darkness with personal immunity-..the thing is, you have terribly little, if no offensive power, as going to hth mode reveals you. (Maybe invisibility instead of affect desolifdified--besides, if you want to affect desols--go desol yourself. Or, as many people do, look at your first write up as a goal, a destination of where you want to get to--but maybe it will take some experience. Look as these powers as a goal you want to reach, but havent. Strip down and weaken the Invisibility and the desol, forget the transfer, drop a few extras like the leaping, and you have the core of your character. Take a look at this build. Yes, some things are missing--but on the multipower slots, you can add those abilities back quickly with experience. the points in the multipowwer are fewer..but just say you havent masters the full effects of the weapons. Also note I made it just the HIDO limit, not a focus in this build--meaning you lose access to the powers far less--only when you are already relatively helpless from not being in your HIDo in the first place. It's 2 points over. trim 2 points where you like. The EGO dropping to 18 might be a good place to start. 30 Presence s pretty high. Drop to 20, and you get a good chunk of points to put in fun places. (maybe martial manuevers?) Note I used the expensive pure EC way to do it. some may frown--with good reason, for the hodge podge of powers in there, but then shrug it off because I didnt go the old EC/multipower route. Ok, I'm sleepy now. Goodnight. Val Char Cost 15/35 STR 5 20/30 DEX 30 13/23 CON 6 15 BODY 0 10 INT 0 20 EGO 20 30 PRE 0 20 COM 5 3/22 PD 0 3/20 ED 0 3/6 SPD 0 6/12 REC 0 26/46 END 0 30/45 STUN 0 12" RUN 0 2" SWIM 0 3"/7" LEAP 0 Characteristics Cost: 66 Cost Power Heroic form Powers, all slots OIHID (-1/4) 4 1) Nightvision (5 Active Points) 36 2) Armor (15 PD/15 ED) (45 Active Points) 10 3) Running +6" (12" total) (12 Active Points) 16 4) +20 STR (20 Active Points) 24 5) +10 DEX (30 Active Points) 16 6) +10 CON (20 Active Points) 8 7) +5 BODY (10 Active Points) 16 8) +20 PRE (20 Active Points) 16 9) +2 SPD (20 Active Points) 16 Mystic Powers: Elemental Control, 40-point powers, (20 Active Points); all slots OIHID (-1/4) 16 1) Desolidification (40 Active Points) 16 2) Invisibility to Sight, Hearing and Mental Groups , Reduced Endurance (1/2 END; +1/4) (37 Active Points) 16 3) Sight and Hearing Groups Images 1" radius, +/-4 to PER Rolls, Mobile (+1/2) (40 Active Points) 24 4) Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points) 17 5) HA +5d6, Reduced Endurance (0 END; +1/2), Invisible to Sight Group (+1/2) (50 Active Points); Hand-To-Hand Attack (-1/2) Powers Cost: 251 Cost Skill 35 Custom Skill Skills Cost: 35 Total Character Cost: 352 Base Points: 200 Experience Required: 152 Total Experience Available: 0 Experience Unspent: 0
  13. Re: Need help with my PC Oh, I hope my tact vitamin is working. If you mean you keep your powers even if you dont have your staff (its been taken away from you), then it's not a focus, its a special effect. Many things that look like a focus in comics dont have to be a focus. for example, if you are creating a character with a gun, but you want to simulate someone who always has the gun, never lsoes, has extras, backup, then you don't take focus. You might take a restrainable limitation on whatever powers the GUN FX provides, or HIDO (representing something that obviously puts you in a Heroic identity, meaning it screams 'superhero gun) because its difficult and not that common its taken away, or you are prevented from accessing it. Some other guy might runa Gun wielding character, with the same exact powers, but decide his weapon can get taken away like any other weap[on, and makes it an OAF focus. I think HIDO works as the limitation best for your statistics and powers from what I can make out of your character, no focus limitations. Sounds just like an FX of the HIDO ability--seriously, its not a focus limitation if you maintain your powers 24 hours after its taken away from you. IMHO, having disadvantages sort of helps with roleplaying. Still doesn't explain the doesn't work in water limitation--it looks just like a points saving manuever. Drop it. Trust me, with the team of people answering this thread, you dont need it. This group can make 350 points do terrifying things. Well..ok. You do have to designate somethign to drain..even if its all mutant powers (which requires a hefty advantage). In the terms of clear character concept, you probably will be happier losing it. It's not uncommon for someone who likes a lot of various characters to build them all into one..but its like ice cream. One flavor, fun. Two, ok. 57-you get a big melted mess that tastes funny, and you relaized you would have been happy with vanilla.. Linking really doesn't work for that effect that way. The powers arent linked to the strength, they are all based on the heroic identity. The way your build works (if all the illegal aspects were removed), a simple strength drain turns you back into Jane Doe. A cheap dispel power could make you really vulnerable at a bad time. Nobody was worried that its a magical item, mutant power. What they were responding to was, the way you described it, you seemed to be suggesting you take a normal item for free, and the powers you enhanced it with would stack onto the item. (Ie, You buy a magic staff, and give it 6d6 hth damage. You dont take the description of a normal staff, with 4d6 damage, add 6 to it, and get a 10d6 total hth attack. ) They thought you may be expecting damage classes of a power for free due to a misunderstandign, that was the concern. System has nothing to do with it. why wont her powers work in water. Was she cursed by the Priestess of a Water God? Child of a Fire God? by taking the doesn't work in water limitation, you are almost obligating your GM to stick you in water..along with the situations that the Hero ID only limit would trouble you. Trust me, you can probably live without the doesnt work in water limit. I think you might want to take the opinion of very experienced players--powergaming is certainly possible in a roleplaying game, and its been the bane of many a game since they were made. Chapters of books, many threads in many forums are filled with the tales, and advice to prevent powergaming. Heck, columns exist in magazines to tell people how to powergame, for that matter. Actual capability isnt measured in points, its how you spend them. Give me a 250 point character, and I can give him a power that will kill about everyone on earth. He only gets to use it once in his life..but hey, once should do it. Give me 400 points, and I can make an amazingly skilled, flexible guy who can only handle agents in combat. the way champions GNM's set power limits isnt primarily through points. Total character points is a tool, but as many GM's found out, that is no guarantee of controlling your power level. Active point limits, Damage Class limits, and balancing out things like your total OCV/defenses vs what the DM looks as a baseline. Being book legal and within total character points has nothing to do with campaign permissable. It's a matter of routine for a character to go through revisions and editing before being accepted, even if the first version was legal and at the set point limit. You aksed nicely, but yes, in the basic superhero genre, if you dodge, your DCV goes up against everyone. Of course, there are situational modifiers that may give an opponent a bonus that makes the dodge ineffective. Now, limits on dodging may be genre specific..but how many times do you see the super-martial artist fight a horde of thugs, none laying a finger on him? Pretty regularly. That said, dodging only makes it harder to hit you. If a bunch of people swing at you, odds are someone connects eventually. If you want to make a dodge that fits what you think combat should be like, buy some DCV levels, only versus one target that you declare a Dodge action against, and maybe see if the GM will give you some ype of disadvantage for not ever using the base dodge rules. Someone call the Batman writers. There are rules in the heroic genre, for being attacked by multiple attackers. There are base rules for attacks by suprise, etc. You may dodge, but a gang of attackers, based on the genrea and what optional rules the GM may be using, that dodge may be useless--or only helpful against the first guy or two, before the other bonuses the attackers are getting due to the situation make the character a punching bag. . No, it reflects the difficulty of hitting the character. if the GM has decided its genre appropriate for an attackers overwhelming a defender, they will get an OCV bonus that will, eventually, result in them group pummeling him. If it isnt genre appropriate, like a martial arts camapign of most superhero games (maybe not the street level ones), then the group can still find ways to get the PC. (Choosing attacks carefully, getting one in that knocks the player down and reduces their DCV, hititng them with an entagle or flash that blinds them--or the first guy who gets a grab manuever on him that holds him brings him right to "Beat me like a punching pag" street. Sounds like you want a damage shield, not a transfer. how about this, tell us your camapign limits. Maximum Damage classes, active points, defenses, what the average values are, dex ranges, speed limits, etc. That might help us fit your vision of a character inot what the GM is looking for.
  14. Re: what to do with a psychic gorilla ::must resist bad pun.,.ack, rolled an 18 on Ego roll!:: He starts a banana republic? Ok I'm terribly sorry. But, back to the basics here, for super gorilla there's all sorts of ways he can go, but the ending I keep thinking of is totally from "Flowers for Algernon" as really the only way he'll be happy, barring creating a permanent society of intelligent apes, or totally disassociating himself from other simians. Hmm, now there's another option--he takes the 'algernon option" after consulting with those who once hel;ped..and right after, now that hes back to 'normal and happy' some type of problem comes up only Supergorilla coudl solve--they ave to find him, but this time, they are pretty certain the process will be irreversible. Or just steal book, have the process reverse, and have him trying to get help..maybe from Telios, or ARGENT, or whatever super-bad scientist you like.
  15. Re: 5ER review I do research now--maybe not as much in my youth, but now..I research every purchase. Well, to be specific, I heavily research entire new games, or genres of a product. I refuse to make impulse purchases into a new game. I'm giving the new Honor Harrington space combat game an intense review right now, and so far, I'm not being convinced. Once I'm into a game, I may be more trusting, but still I try to listen to advance word and reviews to sense out the product. I guess I'm cautious.
  16. Re: 5ER review To be honest, looking at the review it seemed focused on pretty inconsequential, or subjective problems, and maybe had a little less of the meat and potatoes a new consumer want. It read like a protest aimed at those already familiar with the new book. Some parts of the review didnt ring true to me. Inadequate organization? To me, maybe a few trivial advantages only appear with powers, but in comparison with most other RPG's, the organization is not inadequate at all, if not above average. It wasn't perfect by virtue of those specific advnatgaes/limitations, but inadequate? Well, I'm not trying to chellenge point by point...just pointing out how a lot seess said about little things, or debateable things, while a lot of the good was glossed over..and maybe more of what review readers would most want to know about could have been deloped more. If I was soemone wanting to know about Hero system in general, All I'ld gather from the review is that someone doesn't like the paper, the length, and although they like the index, the powers/advantages aren't really organized hardly at all, which isn't the situation. I'ld alsop get a vague understanding thats its a multi-genre game, but not much else. The paper issue is a just..tired. So and so says its hard to read. So and so says it isn't. A few low resolution phots really don't provide any proof the paper is hard to read, or dingy or anything but a readable book. So the presentation of fact, as it is called in this review, is simply opinion. And its fine for a review to present opinion, but I don't think its fair to call any one view about the paper issue 'fact'. It has been read, without problem in conditions other than bright, direct sunlight. Now, I'll tangent off into my opinion In the realm of art..well, I simply am not concerned. I buy a book for rules, not pretty pictures. Sometimes I feel the main reason to include more than basic black and white art is to appease role playing critics acquire who take on the persona of the first critic in history as depicted in "History of the World, Part I". I can't remember art being talked much about in reviews for quite some time..about the time gamers and gamer reviewers started taking themselves way too seriously. As for me, I can honestly say artwork never has influenced a decision in buying an RPG supplement. I believe many people say art is important, then buy on reasons that art has nothing to do with. (In a similar fashion how players always complain about cost, while buying as usual) I could be terribly wrong, and we're all unknowing slaves to art. It's a lose-lose situation maybe for game publishers--spend too much money and pages on artwork, you've wasted money, and people complain about filler, and no matter what, someone doesn't like the art, and spends days talking about it on every forum they can find. Concentrate on product, and minimize costs by simple artwork, black and white, the legions of the art critics unleash their wrath. I think, ultimately, the Hero folks made the right call, substance over pointless color plates or pages of filler material. Truthfully, they could be stickfigures for allI would care. As for too long/boring on length, here's another no win situation. You are afraid to scare off newbies with too massive of a tome, but then you have your fans (who are often your lifeline in terms of exposing the games to other players) who can be demanding, who have bombarded you with questions, and requested errata. What do you do? End opinion. Now, I understand some factors in the review. BBlackmore has high expectations for the hero system. Fans often do. His review does stand out from many other online reviewers, who often fall into a predictable cycle of praising products more by who makes them, than what they are about.( or the preence of a d20 logo) BB expects good stuff from Hero, and holds it to a high standard. In fact, I'm sure many of us would write for more forgiving reviews of d20 supplements than you would think, simply because many of us expect d20 products to suck in a major way. If a d20 product only sucked in a minor way, it would be very hard not to lable it a major achievement and lavish praise for it when compared to other d20 products. (I say this as the author of published sucky d20 content. At least now I think it sucks. At the time, I thought it was ok. Oh the cruel clarity of the lens of time). Acknowledgement must be given for a lead comment in the review "Caveat: Reviews are bunk. Trust no one’s opinion but your own." I'm suprised the secret legion of RPG reviewers hasn't convened a tribunal against BBlackmoor for his heretical statements.
  17. Re: Aid...still broken? Well, I have a question for you. What is your campaigns active point limit on powers? If you have one, Im pretty confident that this one exceeds it. If you don't..well, there is a wonderful example of a reason to get one. To be nitpicky, the continuous nature of the power seems to negate the disadvantages of concentrate, extra phase--or reduce them to a mere .25. I'ld probably not allow 'cannot be pushed' as a limitation either--whatever amount he would get from pushing is trivial (if any at all..), thus cannot be pushed really isn't limiting the power. And then, after all of these rule based reason to say no to the power (and driving its real cost up), there is the most important reason to veto this particualr power. It's not aid is broken--the players being a munchkin. If you just allow advantages to pile on without limit, heck, some megavillain gets a megascaled attacks affecting the universe with personal immunity, does body on a AVLD. "Phase 12. You start taking 1d6 Stun, 1 body damage unless you have resistant smell flash defense. The attack is coming somewhere 40 light years away. Your action." (Ok, I'm sure somewhere there is somebody out there with that defense. Well, Mr Villain just thinned out the opposition. Or the planet of the stuffed up nose people just established an empire.) Silly example, but despite the valid rules concerns about the power you describe, the basic premise that no system is perfect, and the GM is the first, and best line of defense against game breaking player antics still holds true.
  18. Re: WWYCD: Power Loss I'm guessing that things like INT drop to normal human levels.. Hornet..well, after a fruitless effort to determine what happened, would simply try to be the best scientist he still could be..and take on problems that he can meet. Ranger--well, back to the FBI counter inteeligence unit. Schaister would probably revert to being a small time con artists, instead of a a metahuman con artist. Demon would rejoice at having the demon part of his soul gone...then promptly start a life as a human 8 year old. Blaze, without powers, reverts to the base personality--who just lives a normal life as a computer geek. With no powers, comes very little responsibility, since the base personality is sort of a fraidy cat. Well intentioned fraidy cat, maybe... Eclipse..back to NASA. And actually pretty happy. Sanction..well, would proobably pack up, move to Hudson city, and be a heroic level vigilante--just using 'real world' weapons to eliminate criminals beyond the laws reach. So basically he would go from a high level vigilante setting to a heroic level one. And die sooner.
  19. Re: Disadvantages giving xp Other than at gunpoint, or for a one shot game, do you imagine anyone evertaking that disadvantage?
  20. Re: a PC OOPSED Let me put it this way..if you really do execute the first thing you said their (two failed per rolls and a character is dead), you'll be committing a GM oops. Except this one might cost you as player. The player might never make things right with the dad--but maybe he can demonstrate his 'healing arrows' in public, or rework the effect to be less worrisome to others. . But whatever you do, don't run the 'two per rolls and he's dead" scenario--death isn't a particualrly fun way to respond with this, when you can have a lot of good Roleplayed scenes where the Pc wrangles with this furious parent. Another note--just because the dice say the kid died doesnt mean you have to have th kid die. Just hurt real bad. Heck, there's little reason to roll attacks against innocent bystanders with no defenses; decide as GM if, for your campaign, if lots of randomly killed innocent beings happen, or if its not genre. Then make a rulign without wasting dice rolls on a child NPC.
  21. Re: Here it is....rip it to shreds.... here is a stab at it--pretty basic, but serviceable. Needs a SPD increase. Player: Val Char Cost 15 STR 5 30 DEX 60 23 CON 26 10 BODY 0 15 INT 5 13 EGO 6 15 PRE 5 12 COM 1 5/20 PD 2 5/20 ED 0 7 SPD 30 8 REC 0 46 END 0 30 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 140 Cost Power 30 Elemental Control, 60-point powers 43 1) Flight 23", x8 Noncombat, No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4) (84 Active Points); Only In Contact With A Surface (-1/4) 30 2) FF (15 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (60 Active Points) 50 Multipower, 50-point reserve 1u 1) Quick Healing: Aid 2d6, Body or any Drained Physical characteristic or Power (+1/2) (30 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2) 2u 2) Getting my Second Wind: Aid 3d6+1, [two powers] simultaneously (Stun and Endurance; +1/2) (49 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2) 1u 3) Turbo speed: Flight 1", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (5 Active Points) 3u 4) Fast Punch: HA +8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Hand-To-Hand Attack (-1/2) 4u 5) Wind Blast: EB 6d6, Explosion (+1/2) (45 Active Points); Gestures (-1/4) 4u 6) Vibrating Punch: HKA 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points) 3u 7) Move Through Objects: Desolidification (40 Active Points); Restrainable (-1/2) 2u 8) Run You Over Like a Freight Train: (Total: 40 Active Cost, 25 Real Cost) HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 20) plus +10 PD (10 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Move Through/Move By Damage; -1) (Real Cost: 5) Powers Cost: 173 Cost Skill 3 Scholar 2 1) KS: Computer Hacking (3 Active Points) 12- 1 2) KS: Education and Colleges (2 Active Points) 11- 1 3) KS: Movies (2 Active Points) 11- 2 4) KS: Video Games (3 Active Points) 12- 3 Computer Programming 12- 2 PS: Teacher 11- 3 Oratory 12- 3 Electronics 12- 5 +1 with HTH Combat 5 +1 with DCV Skills Cost: 30 Cost Talent 3 Lightning Calculator 4 Speed Reading (x10) Talents Cost: 7 Total Character Cost: 350 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0
  22. Re: Here it is....rip it to shreds....
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