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Christougher last won the day on April 14 2015

Christougher had the most liked content!

About Christougher

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    Incorrigeable Tinkerer
  • Birthday 10/24/1972

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  1. I think I took one level in each...
  2. What is the rules-official way to buy levels with successive hits of an autofire attack? Specifically, I'm trying to get to one additional hit for every single point (not two points) without raising my base OCV to insane levels. Can PSLs be used? If not, do I need 2 point levels for each successive 'attack'? Could I use levels for a larger 'group' of attacks?
  3. Not nearly often enough. Guy was advertising free GenCon attendance for GMs willing to run City of Heroes related adventures. Was going to run t a team saving DATA's digital archives from Arachnos thieves, through zone-wide disasters, ending at in Peregrine Island, where the DATA core goes through a Portal, and the PCs wake up seven years later... Wanted to run an Avengers game, Loki Unbound, where the Avengers find out what happened after Loki disappeared with the Tesseract and usurped Thanos' quest for himself to bring about Ragnarok... ... sigh.
  4. My character has Darkness to Sight with Personal Immunity, Reduced to Zero END and No Range. Combat starts and he activates it and wants to fire his Energy Blast. 1) Darkness is a Constant Attack power. Can I use my Energy Blast as a separate attack while the Darkness is active? 2) Would Uncontrolled and/or Persistent change that answer to "Yes" if it was "No"? 3) If still "No", what would be needed to allow the Darkness and Energy Blast to both be used? 4) Do the previous answers apply if the power is Change Environment or Images (or other non-attack type powers)? 5) Do the previous answers apply if the power is an Area-effecting, damage causing power like Dispel, Entangle or Energy Blast?
  5. I don't recall being at 0 DCV reducing the hit location penalties. Yes, I know last step is reduce to 0, but that might be another tool to balance things.
  6. Go for three mages of different types as fast as possible, but keep one "pure" until max, then cycle him through all of the mage classes. Replace the others with same when you can.
  7. Pardon the snark.. If the point is to simplify the system, why have Killing Attacks at all? Ok sure, Defenses would have to adjust. Or would they? For a Convention game aimed at non-Hero players, I changed the definition of Resistant to mean that it could stop Body damage. none-resistant defenses were stun-only. Worked fairly well and simply.
  8. Isn't he a little too old for a kid leash?
  9. That's no moon! Oh wait, the little one behind it might be...
  10. For my Fantasy world, the four gods representing the classic four elements (Air, Earth, Fire, Water) came together and created the world. Each created their own chosen races, and gave their race a distinct style of magic. All magic takes the Requires Skill Roll limitation, and Costs END if it doesn't already. Each style of magic requires an additional -1/2 limitation based on the style. Air magic is Thaumaturgy*, and often deals with things unseen or intangible. It requires some form(s) of Incantations. Temporary Air magic items are called Charms, activated by blowing through a hole in the charm. Earth magic is Enchantment* and often defensive in nature. Each Earth magic spell requires a distinct, permanent Focus. Temporary Earth magic items are dusts or powders activated by sprinkling or rubbing them on something. Fire Magic is Sorcery* and often offensive spells. Casting Fire magic requires the sacrifice of (oftentimes expensive) expendable Components. Temporary Fire magic items are incenses activated by setting them on fire. Water Magic is Alchemy* and often healing in nature. Casting Water Magic requires movements and/or Gestures. Temporary Water magic items are potions activated by drinking them. Other non-exclusive Limitations can still be applied. *These words have different meaning in my Fantasy world than in the real world. I used cool sounding names for the magic. Deal with it.
  11. No no no, he must be a ship captain. Groj Sale, remember?
  12. Found and read some of the resources referenced. A lot of it runs right in line with what I was thinking, but I'm still percolating on others.
  13. Its things like this that are why I posted. Didn't know that existed. I was going to post more of my thoughts on those subjects, but pesky eyelids kept blocking my vision. I think I'm gonna follow through on my thoughts before reading Autoduel Champions. Chris.
  14. I'm looking to create (or steal) some rules to make vehicular mayhem more entertaining than just opposed Combat Driving rolls. Some points I'm considering: Separate movement from SPD for vehicles, let vehicles move every segment and handle driver ability separate. Revisit acceleration, braking and turn modes, allowing for 30/60/90 degree turns or even finer. Consider a number-of-wheel based modifier so motorcyles handle better than semis. Examine martial maneuvers as an option, including things like spinout braking, cross-lane turns, PIT maneuvers, and half of the Fast and Furious movies. Create a new look at smooth vs rough terrain and suspension to handle it - why you drive a dune buggy and not a sedan in broken desert. Make a race/pursuit jockeying system so it isn't always the fastest one wins. Look at adapting these ideas for dogfighting, space combat, and foot pursuit / parkour.
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