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SteveZilla

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Posts posted by SteveZilla

  1. Re: What fundamental thing would you change about the Hero system?

     

    In the Conan/Samson/Hercules examples above' date=' I would make them all pay NCM on the extra strength, no matter howe it was purchased. Buying your STR as a power just to fulfill a SFX is rules raping.[/quote']

     

    I agree with Keith. It's always been my understanding that if going above the NCM limit, the power must be external to the character (like a focus). Like Jump-Boots that give +20" Jumping, or an exoskeleton that gives +20 Strength.

     

    F/X alone isn't enough of a reason to avoid paying double from NCM. The power must no longer be a part of the character (IMO).

  2. Re: What fundamental thing would you change about the Hero system?

     

    Exactly the reasons I like the idea. Nightshade and I have talked about using this method, but we have yet to try it either.

     

    In a way it is and in a way it isn't. It doesn't change the way those rolls work fundamentally, but moving from d6 being the only die used in the system to using a different die for a large number of rolls seems pretty fundamental to me.

     

    Wouldn't one also need to change how Skill Roll numbers are calculated? Just doubling everything isn't mathematically correct. For an extreme example, on 3D6, a 3- roll wouldn't translate to a 6- on 3D12.

     

    Here's the two charts for comparison:

    3D6	##- Roll %		3D12	##- Roll %
    ----	-----------		----	------------
    3	0.462962963		3	0.05787037
    4	1.851851852		4	0.231481481
    5	4.62962963		5	0.578703704
    6	9.259259259		6	1.157407407
    7	16.2037037		7	2.025462963
    8	25.92592593		8	3.240740741
    9	37.5			9	4.861111111
    10	50			10	6.944444444
    11	62.5			11	9.548611111
    12	74.07407407		12	12.73148148
    13	83.7962963		13	16.55092593
    14	90.74074074		14	21.06481481
    15	95.37037037		15	26.15740741
    16	98.14814815		16	31.71296296
    17	99.53703704		17	37.61574074
    18	100			18	43.75
    			19	50
    			20	56.25
    			21	62.38425926
    			22	68.28703704
    			23	73.84259259
    			24	78.93518519
    			25	83.44907407
    			26	87.26851852
    			27	90.45138889
    			28	93.05555556
    			29	95.13888889
    			30	96.75925926
    			31	97.97453704
    			32	98.84259259
    			33	99.4212963
    			34	99.76851852
    			35	99.94212963
    			36	100

     

    So instead of 9+STAT/5, to get roughly the same chances, it'd have to be 17+STAT/2.5. That way, a stat of 10 which makes a 11- roll on 3D6 (62.5%) would make a 21- (62.3%) on 3D12. And a stat of 20 would make 13- on 3D6 (83.79%) would become (83.44%). Close enough for government work.

  3. Re: Did the palindromedary eat the title?

     

    This was part of what I was aiming for. After all' date=' if we have to HAVE two different classes of attacks like we do, they ought to have demonstrably different functions – rather than one being a superior option at an equivalent cost, which is what we have now.[/quote']

     

    I also believe that Killing attacks should do slightly higher BODY and slightly lower STUN damage than normal attacks.

     

    Currently, killing attacks do +1/6 more Body, and -1/8 less Stun than normal attacks (on average).

     

    I wouldn't want them to do any more Body than that, otherwise we start to unbalance the system.

     

    And given that I keep hearing that killing attacks are the way to go against automatons' date=' entangles, force walls, and the inanimate, I hardly see how my proposal “weakens” them more than the availability of killing attacks already does.[/quote']

     

    I wonder if people who favor killing attacks for damaging inanimates do so because of the (IMO) "cheat" using a 1 php KA + Penetrating? Just such a construct came up in a (4th ed) game I was in, and despite being touted as "It's a 60 pt power" (+11 total advantages), it was overly effective.

     

    I successfully argued that a 1 pip killing attack is effectively the same as a 1D6 killing attack that always rolls 1. And as such, cannot penetrate. Using the 1pip+PEN also takes one of the primary factors of RPGs (IMO) out of the mix -- the variability of damage.

     

    But all told, I see no real problem with the price of killing attacks. For one thing, while one has to pay for resistant defenses, everybody starts out with some normal defenses for free. And another factor is that killing attacks do 3.5" less knockback on average, and thus less knockback damage than normal attacks.

     

    And there is the "metagame" aspect that IMO the GM is supposed to enforce. That being that using a killing attack is more noticed by people, and that people will tend to react negatively to people who use them frequently (i.e., it's much less heroic to use a 4D6 RKA than a 12D6 EB, despite being equal, points-wise).

  4. Re: What fundamental thing would you change about the Hero system?

     

    It there wasn't a section for falling damage' date=' a zero STR move through is exactly what you'd be doing. It would be like you were flying at that speed and hit an invisible wall. Take all velocity damage with no STR behind it.[/quote']

     

    I have to point out that the difference between falling and hitting the ground and doing a Move-Through (regardless of the STR used) -- is control. To execute a move though, one has to be in control of their movement. Falling is because one is not in control of their movement -- gravity is.

     

    But if you can do a Move-Though, why not a Move-By? :sneaky:

  5. Re: What fundamental thing would you change about the Hero system?

     

    I would do a couple of things:

     

    1. Make Flight cost 3 pts per Inch. It's much more versatile than Running because of one word: Altitude. Turn modes, on the rare occasion a GM uses then, don't offset the benefit.

     

    2. Double the cost of everything (and the point returns from disads) so that there is no kludge from having END and COM "cost" a half-point each. Endurance Reserve, being a power, is defined as "spending 1 CP gets you 10 END or 1 REC", so I don't see it as part of the "half-point" problem. After a doubling, it would just be 1 CP gets 5 END or 2 CP gets 1 REC. Or we could keep it uniform and make it 2 CP for either 10 END or 1 REC.

     

    In a point based system, there shouldn't be anything that "costs" less than a point as a base value.

  6. Re: Speedster trick, would you allow this?

     

    I like and use the Teleport version. It speeds up gameplay in appropriate situations.

     

    However, it's not 100% effective. Not all focus-like items have to be bought with focus (ex: Thor's hammer) making them subject to this variant. Also, otherwise slower characters could still use their focus before it's 'grabbed' if they have saved a held action (the optional Cover rule would also work in their favor).

     

    With the Teleport version, there is that whole pesky "The character must define a reasonably common set of defenses that cancels out the attack." that I've seen many players conveniently "forget". Also, I would expect the "set of defenses" to be chosen in line with the F/X of such a power -- which IMO restrics the choices a good bit.

  7. Re: The Silver Age - a new Guardians' campaign

     

    There's been some slight changes to this campaign's requirements. Here's the re-done call for characters:

     

    The Artful Dodger struggled against the ropes that held him to

    the crane's arm. If he could just... get... his hand... loose... he could

    reach his utility belt, cut the ropes, swing to the ledge, use his pocket

    laser to cut through the lock on the door, and be free before the crane

    could finish its deadly task of lowering him into the pool full of

    crocodiles.

     

    As he wiggled his hand free, the Dodger couldn't help but thank

    his lucky stars that Doctor Evil left him in here all by himself!

     

     

    ****************************************************

     

    The Silver Age! is looking for six (8) players, and I am now

    taking submissions.

     

    The campaign page is officially on the Campaign index page. For simplicity, here is a direct link to the campaign:

     

    http://www.globalguardians.com/campaigns/silverage.php

     

    Read that page! I say this, because characters that don't fit the attitude and the times will not be accepted into play!

     

    Starting in 1948, and continuing for the ten years, the heroes

    of the Golden Age (and, surprisingly, the villains they fought) began to

    fade away. Some died in World War II, of course. Others died of causes

    unrelated to their crime-fighting, or were injured, or retired to be with

    their families or for any of dozens of possible reasons. By 1956, the

    number of confirmed metahuman incidents around the globe was less than 10. Such incidents were so few in 1957 that the year has since been dubbed "the year without metahumans".

     

    In 1958, a new generation of heroes (and villains) began to make

    their presence known. It didn't take too long for experts in such things to

    figure out that this new generation tended to be more powerful than their

    predecessors, as well as being less provincial. These new heroes were

    facing threats far greater than the fancily-costumed gun wielding criminals

    the heroes of the 30s and 40s tended to face.

     

    Its now June of 1963. The player characters all made their

    debut sometime between the start January of 1958 and December of 1960 and have been making a name for themselves ever since. Six months ago, they were each contacted by a man representing U Thant, the Secretary-General of the United Nations. Three months ago, the Secretary-General presented you to the public as the Global Guardians.

     

    Characters created for this campaign must be stereotypically

    Silver Age in nature, and when I say stereotypical, I mean stereotypical.

    Characters that would be fully approved of by the Comics Code Authority and

    that would fit into the time period like a hand fits into a glove.

     

    All characters in The Silver Age! should follow these guidelines:

     

    Starting Points: 250

    Maximum Disadvantages: 150

    Maximum Points From Non-Psychological Limit Disadvantage: 50

    Maximum Points From Psychological Limitations: 75

    Maximum Active Points for Any One Power: 60

    Maximum DEF (Resistant or Not): 25

     

    Special Restrictions, Requirements and Exceptions:

     

    It is advised that the player make use of all 150 points of

    Disadvantages.

     

    All player characters are required to purchase Fringe Benefit:

    International Police Powers for five points.

     

    All player characters are required to take the 20 point

    Psychological Limitation: Code vs. Killing. There will be no exceptions to

    this requirement.

     

    Each character is allowed a single exception to the Active Point

    Cap of 60 points; for a single power, the character may take up to 75 active

    points. Each power so taken must be unique to the individual character.

    (For example, if someone takes 75 active points of Energy Blast, no other

    character is permitted to take 75 points of Energy Blast.)

     

    This is an international team. Characters should thus be from

    countries all around the globe. That being said, no character from any

    Communist country (as of 1963) will be accepted.

     

    As far as power sets are concerned, I am looking for the

    following. If your character doesn't fit one of these character archetypes,

    it will not be considered:

     

    A Superman-style flying brick.

    An Aquaman/Sub-Mariner-style aquatic brick.

    An Atom/Ant-Man/Wasp-style shrinker

    A Flash/Quicksilver-style speedster

    One flying energy blaster.

    One Speedster

     

    As far as the sources of each character's powers, I would prefer

    that players use some of the classic origin sources from the Silver Age.

    These include, but are not limited to being an alien in exile, being

    connected to real world mythology in some way (European, naturally enough), wielding a gizmo of unknown origin, having an encounter with something mystical, inheriting your powers from a parent or mentor who himself was a Golden Age hero, and gaining your powers through a science experiment (especially if the experiment was sabotaged by the Commies!).

     

    I am looking for a single female character. No more, no less.

     

    Submissions will remain open until March 19th. Positions will be

    filled on the merits of the character rather than on a first-come-first-served basis.

     

     

    A Note On The Setting

     

    In comic books the Silver Age was that period between the late

    1950s and early 1970s. In my opinion, the Silver Age began with DC Showcase

    #4, the first appearance of Barry "The Flash" Allen, and ended with either

    Green Lantern/Green Arrow #76 (the beginning of social relevance, one of the

    big hallmarks of the Bronze Age) in 1970, or The Amazing Spider-Man #121

    (the Death of Gwen Stacy... the first death of a major non-villain character

    in any comic book, ever!) in 1973

     

    Silver age comics differed from their Golden Age counterparts in

    that the characters were more rounded and well-conceived. Most Golden Age

    characters in the comics were cardboard cut-outs with powers. Bruce Wayne,

    for example, was a millionaire playboy who put a suit on and fought crime.

    Nothing else. In the Golden Age, the writers never bothered to go into *why*

    he did it other than the rather shallow response "oh... because his parents

    were killed by a mugger". They never actually delved into what precisely

    that sort of experience would do to a person. Granted, the Silver age didn't

    delve *too* deeply into character development. But it was a start.

     

    The characters began to have conflicts that weren't related to

    their crime-fighting careers. They suddenly had girlfriends (or very rarely,

    wives, though that was more common in the Bronze Age) who wanted their

    attention, and who interfered with their crime-fighting appropriately. They

    had jobs which they had to attend to and actually perform, lest they get

    fired, and this interfered with their crime-fighting. All of this was

    something you never saw in the Golden Age. I mean, really... in the Golden

    Age, Superman might have been a reporter in his Secret Identity... but Clark

    Kent never seemed to ever be shown typing at his desk in the newsroom.

     

    Believe it or not, one of the biggest changes between the Golden

    Age and the Silver Age was the origin story: the greater majority of Golden

    Age characters never had their source-of-power explained, or else the

    explanation was a secondary consideration to the fact that they had these

    powers and nothing else really mattered.

     

    So while Silver Age characters never got as rounded and deep as

    Bronze Age (1970s to early 1980s)/Gilded Age (1990s to present) characters

    (and the Iron Age... the 1980s to early 1990s for the most part... was a

    return to cardboard cut-outs) were, they were better explored than their

    Golden Age counterparts.

     

    The Silver Age was heavily based on science fiction, which is

    understandable given the times... it was the beginning of the Nuclear Age,

    the Space Age, and the Computer Age, all rolled into one. Extraterrestrials

    abounded as both heroes and villains. Characters gained their powers through

    intentional application of science and technology, or else gained their

    powers in some sort of scientific accident (the term "radiation accident",

    for a sudden gain in power, dates back to this period because so many heroes

    gained their powers from exposure to radiation). Huge monsters were commonly

    fought by the heroes (at Marvel Comics, the heroes fought so many monsters

    they actually created a place called "Monster Island" to explain where they

    were all coming from). Aliens invaded on a daily basis. It was fun!

     

    Also, and this was a direct result of the Comics Code Authority,

    stories tended be light-hearted when compared to later ages. Villains were

    corny and their crimes even more so. Heroes never faced tragic situations

    which shook their world-view to the core, no matter how dastardly the

    villains plots were. The threat of imminent death of the hero, his friends,

    or his loved ones just was never there. I mean, sure, the heroes were "in

    danger", but he wasn't going to die, and neither were the innocent

    bystanders around him. In a lot of cases, the stories were actually played

    for laughs (go watch the old Batman TV series starring Adam West and Burt

    Ward... you'll see what I mean). As a result, the heroes tended to be a

    little bland and vanilla, but that was okay because vanilla was okay back

    then. (And besides, the Bronze Age... which I think of as the greatest

    period of character development in the history of comic books) was just

    around the corner.

     

    Give you a good example: these days, the Joker is a psychotic

    madman who kills at random. In the Silver Age, he was an inventive genius

    who was more of an eccentric but harmless prankster and thief than a

    murderous psychopath. (Ironically, the Joker was more murderous in the

    Golden Age than he was in the Silver...) Sure, he might tie Batman down to

    the Unnecessarily Slow Dipping Mechanism in order to drop him into the vat

    of acid, but it was going to take that thing an hour to finally dunk Batman

    anyway, so everybody knew Bats would escape. This is not the Joker that

    nerve gases a theatre so he can watch "The Bicycle Thief" by himself. The

    murderous psychopath stuff didn't start up until the 70s when Batman was

    written by Denny O'Neil.

     

    So let the fun commence! :celebrate

  8. Thought I'd share the opening announcement here.

    -------------------------------------------------

     

    Reflecto, criminal master of mirrors, stepped through the dressing room

    mirror as if walking through the front door. He had come to Llewellyn's

    Finery that afternoon on the pretext of looking for an engagement ring. In

    actuality, it was to case the joint. He knew exactly what he wanted...

    everything in the front jewelry cases, plus the stuff in the storeroom in

    the back. And while he was there, he'd find a nice engagement ring, and

    maybe a fur coat. Mathilda would love it.

     

    He knelt behind the front counter and took out a small mirrored disk. The

    special mirror focused the lights of the display into a tight beam that cut

    slowly into the glass. Wisps of smoke rose toward the ceiling as he worked,

    slowly and patiently. He had almost managed to open the case when the lights came on. Reflecto looked up, suddenly, at the brightly colored figure

    standing in the front door of the shop.

     

    "Well, well, well... looks like the janitor forgot to take out the trash.",

    the voice was strong and confident, and Reflecto recognized it immediately.

    "The store's closed, Reflecto... you going to come quietly, or do we have to

    do this the hard way?"

     

    Reflecto scrunched his eyes closed, as if against the sudden onset of a

    headache. "Aw, fudge!"

     

     

    ******************

     

     

    The Silver Age! is looking for eight (8) players, and I am now taking

    submissions.

     

    The campaign page is not officially on the Campaign index yet, but it is on

    the website at:

     

    http://www.globalguardians.com/campaigns/silverage.php

     

    Read that page! I say this, because characters that don't fit the attitude and the times will not be accepted into play!

     

    Starting in 1948, and continuing for the ten years, the heroes of the Golden

    Age (and, surprisingly, the villains they fought) began to fade away. Some

    died in World War II, of course. Others died of causes unrelated to their

    crime-fighting, or were injured, or retired to be with their families or for

    any of dozens of possible reasons. By 1956, the number of confirmed

    metahuman incidents around the globe was less than 10. Such incidents were

    so few in 1957 that the year has since been dubbed "the year without

    metahumans".

     

    In 1958, a new generation of heroes (and villains) began to make their

    presence known. It didn't take too long for experts in such things to figure

    out that this new generation tended to be more powerful than their

    predecessors, as well as being less provincial. These new heroes were facing

    threats far greater than the fancily-costumed gun wielding criminals the

    heroes of the 30s and 40s tended to face.

     

    Its now June of 1963. The player characters all made their debut sometime

    between the start January of 1958 and December of 1960 and have been making a name for themselves ever since. Six months ago, they were each contacted by a man representing U Thant, the Secretary-General of the United Nations.

     

    Three months ago, the Secretary-General presented you to the public as the

    Global Guardians.

     

    Characters created for this campaign must be stereotypically Silver Age in

    nature, and when I say stereotypical, I mean stereotypical. Characters that

    would be fully approved of by the Comics Code Authority and that would fit

    into the time period like a hand fits into a glove.

     

     

    All characters in The Silver Age! should follow these guidelines:

     

    Starting Points: 250

    Maximum Disadvantages: 150

    Maximum Points From Non-Psychological Limit Disadvantage: 50

    Maximum Points From Psychological Limitations: 75

    Maximum Active Points for Any One Power: 60

    Maximum DEF (Resistant or Not): 25

    Special Restrictions, Requirements and Exceptions:

     

    It is advised that the player make use of all 150 points of Disadvantages.

     

    All player characters are required to purchase Fringe Benefit: International

    Police Powers for five points.

     

    All player characters are required to take the 20 point Psychological

    Limitation: Code vs. Killing. There will be no exceptions to this

    requirement.

     

    Each character is allowed a single exception to the Active Point Cap of 60

    points; for a single power, the character may take up to 75 active points.

    Each power so taken must be unique to the individual character. (For

    example, if someone takes 75 active points of Energy Blast, no other

    character is permitted to take 75 points of Energy Blast.)

     

    This is an international team. Characters should thus be from countries all

    around the globe. That being said, no character from any Communist country

    (as of 1963) will be accepted.

     

    As far as power sets are concerned, I am looking for the following. If your

    character doesn't fit one of these character archetypes, it will not be

    considered:

     

    One Aquatic Brick.

    One Archer With Trick Arrows.

    One Super-Strong Brute With A Heart Of Gold And The Looks Of Ten Miles Of

    Bad Road.

    One Flying Brick Who Also Possesses Some Kind Of Energy Blast.

    One Martial Arts-Using Gadgeteer Whose Gadgets Are All Themed.

    One Shrinker.

    One Speedster. Note: By "speedster" I mean "someone who runs really fast",

    though I might take a variation if its an interesting enough character.

    Super-teleporters need not apply.

    One Flying Energy Blaster.

     

    As far as the sources of each character's powers, I am looking for the

    following. If your character doesn't fit one of these categories, he will

    not be accepted.

    One Alien In Exile.

    One Character Based In Real World Mythology. Note: As racist as it sounds,

    the mythology in question should be restricted to a European culture so as

    to better fit with the Silver Age setting.

    One Character Wielding a Gizmo of Unusual Origin.

    One Character Who Had An Encounter With Something Mystical And Gained Powers From That Encounter. Note: the character need not be a wizard.

    One Second-Generation Hero Who's Powers Are Similar If Not Identical To

    Their "Ancestor" Hero.

    Three Men-of or Two Men- and One Woman-of Science Who Gained Their Powers Through Experimentation or Their Own Technical Brilliance. Note: At least one of these three characters must have gained their powers because of an accident caused by Commie sabotage.

     

    I am looking for a single female character. No more, no less.

     

    Submissions will remain open indefinitely until either all the positions for

    all desired archetypes, in combination with the desires sources of power and

    the single female character, are filled or it becomes obvious that not

    enough interest exists for this campaign to proceed. Positions will be

    filled on the merits of the character rather than on a

    first-come-first-served basis. Once an archetype and source of power has

    been filled, I will make an announcement to that effect. Players who submit

    a character for a position that is filled by someone else will be offered

    the opportunity to submit for another position.

     

    All submissions should be sent to jbutler@globalguardians.com

     

     

    A Note On The Setting:

     

    In comic books the Silver Age was that period between the late 1950s and

    early 1970s. In my opinion, the Silver Age began with DC Showcase #4, the

    first appearance of Barry "The Flash" Allen, and ended with either Green

    Lantern/Green Arrow #76 (the beginning of social relevance, one of the big

    hallmarks of the Bronze Age) in 1970, or The Amazing Spider-Man #121 (the

    Death of Gwen Stacy... the first death of a major non-villain character in

    any comic book, ever!) in 1973

     

    Silver age comics differed from their Golden Age counterparts in that the

    characters were more rounded and well-conceived. Most Golden Age characters in the comics were cardboard cut-outs with powers. Bruce Wayne, for example, was a millionaire playboy who put a suit on and fought crime. Nothing else.

     

    In the Golden Age, the writers never bothered to go into *why* he did it

    other than the rather shallow response "oh... because his parents were

    killed by a mugger". They never actually delved into what precisely that

    sort of experience would do to a person. Granted, the Silver age didn't

    delve *too* deeply into character development. But it was a start.

     

    The characters began to have conflicts that weren't related to their

    characters. They suddenly had girlfriends (or very rarely, wives, though

    that was more common in the Bronze Age) who wanted their attention, and who interfered with their crime-fighting appropriately. They had jobs which they had to attend to and actually perform, lest they get fired, and this

    interfered with their crime-fighting. All of this was something you never

    saw in the Golden Age. I mean, really... in the Golden Age, Superman might

    have been a reporter in his Secret Identity... but Clark Kent never seemed

    to ever be shown typing at his desk in the newsroom.

     

    Believe it or not, one of the biggest changes between the Golden Age and the Silver Age was the origin story. The greater majority of Golden Age

    characters never had their source-of-power explained, or else the

    explanation was a secondary consideration to the fact that they had these

    powers and nothing else really mattered.

     

    So while Silver Age characters never got as rounded and deep as Bronze Age

    (1970s to early 1980s)/Gilded Age (1990s to present) characters (and the

    Iron Age... the 1980s to early 1990s for the most part... was a return to

    cardboard cut-outs) were, they were better explored than their Golden Age

    counterparts.

     

    The Silver Age was heavily based on science fiction, which is understandable

    given the times... it was the beginning of the Nuclear Age, the Space Age,

    and the Computer Age, all rolled into one. Extraterrestrials abounded as

    both heroes and villains. Characters gained their powers through intentional

    application of science and technology, or else gained their powers in some

    sort of scientific accident (the term "radiation accident", for a sudden

    gain in power, dates back to this period because so many heroes gained their

    powers from exposure to radiation). Huge monsters were commonly fought by

    the heroes (at Marvel Comics, the heroes fought so many monsters they

    actually created a place called "Monster Island" to explain where they were

    all coming from). Aliens invaded on a daily basis. It was fun!

     

    Also, and this was a direct result of the Comics Code Authority, stories

    tended be light-hearted when compared to later ages. Villains were corny and their crimes even more so. Heroes never faced tragic situations which shook their world-view to the core, no matter how dastardly the villains plots

    were. The threat of imminent death of the hero, his friends, or his loved

    ones just was never there. I mean, sure, the heroes were "in danger", but he

    wasn't going to die, and neither were the innocent bystanders around him. In

    a lot of cases, the stories were actually played for laughs (go watch the

    old Batman TV series starring Adam West and Burt Ward... you'll see what I

    mean). As a result, the heroes tended to be a little bland and vanilla, but

    that was okay because vanilla was okay back then. (And besides, the Bronze

    Age... which I think of as the greatest period of character development in

    the history of comic books) was just around the corner.

     

    Give you a good example: these days, the Joker is a psychotic madman who

    kills at random. In the Silver Age, he was an inventive genius who was more

    of an eccentric but harmless prankster and thief than a murderous

    psychopath. (Ironically, the Joker was more murderous in the Golden Age than he was in the Silver...) Sure, he might tie Batman down to the Unnecessarily Slow Dipping Mechanism in order to drop him into the vat of acid, but it was going to take that thing an hour to finally dunk Batman anyway, so everybody knew Bats would escape. This is not the Joker that nerve gasses a theatre so he can watch "The Bicycle Thief" by himself. The murderous psychopath stuff didn't start up until the 70s when Batman was written by Denny O'Neil.

  9. Re: Favorite Abuse

     

    Only if its a gadget. The reasoning is that having two of the same gadget isn't all that much more useful than a single one. However' date=' in the case of an extrememly flexible gadget, the logic kinda breaks down, doesn't it?[/quote']

     

    Technically, you could consider an entire battlesuit to be a gadget... :eg:

     

    Go, Go, Powerd-Armor Rangers! :snicker:

     

    Just think, you can give everybody else on your team a suit -- like the speedster, and the mentalist, and the brick, etc., etc., etc.

  10. Re: Favorite Abuse

     

    However' date=' it is a barrier that has no effect on NND and Drain attacks which do not do body. Once you are down to negative numbers on STR, DEX, INT, EGO or CON, or STUN, you are pretty helpless.:fear: Negative SPD is harder to manage, but leaves you completely helpless, with the exception of already-on Persistent Powers.[/quote']

     

    Why is negative SPD harder to manage? Perhaps if the target is a Speedster it is, but not if it's a lumbering Brick. ;) And the only effect negative SPD has over having a Zero SPD is it takes the character longer to recover to a positive SPD score.

  11. Re: Favorite Abuse

     

    Make them rings. Double 8 times and you have one for each finger. Make a separate MP for defenses and make them thumb rings. Double once.

     

    Then buy Extra Limbs defined as 64 arms. Buy 6 more doublings so you have 8 finger and two thumb rings for each hand.

     

    If you go with Inobvious, Inaccessible, I don't think they even need to be worn any more, just carried on the person somehow. Which means you don't need Extra Limbs then.

     

    "Hey, let me show you my bag of 4,096 magic pebbles!" :ugly: (4096 = 12 doublings = 60 AP) :D

  12. Re: Life Support: How much is "Intense"?

     

    Lets say I want to run DBZ style game (with DBZ characters that can throw planet-vaping attacks). Lets say that I'm considering running it in HERO. And lets say that I go to you for advice on how to set that up. What would you tell me?

     

    Would you really suggest that I allocate 50,000+ points for each PC? Or would you just suggest that HERO can't handle those power levels?

     

    IMO DBZ is a bit extreme (from what little I've seen), but not totally undoable. If you make a minor adjustment to the "game world", it becomes much easier:

     

    Dirt: 0 DEF, 2 Body

    Rock: 1 DEF, 4 Body.

    (or just take *all* scenery and divide the DEF and Body by 5)

     

    --and--

     

    All Attacks by characters have (for free) Does Double Knockback Distance.

     

    The values of the environment aren't written in 5 DEF 19 Body stone. ;-)

     

    At least, that's my take on modeling a DBZ game-world. :-)

  13. Re: Comparing starship speeds.

     

    i have nothing to back this up' date=' but to me the new BSG's FTL is a megascaled teleport.[/quote']

     

    I agree. BSG's "FTL drive" IMO functions not as a "speed magnifier" like in SW or ST, but as a "jump drive". Little if any time is spent "in transit", though you did go from point A to point B in less time than light took. Thus it's called an FTL Drive.

     

    I missed the last episode, so this may have already been resolved, but I have to make the following comment:

     

    Galactica vs Pegasus? I'll put 20 on Galactica!

  14. Two questions, both raised after reading the FAQ section on Desolidification:

     

    Q: Can a Desolidified character make Presence Attacks?

    A: Yes — though in the case of Presence Attacks involving threats against tangible beings, the GM should consider subtracting dice if the target knows the character’s Desolidified and thus probably can’t do anything to hurt him.

     

    Would it then be valid to argue for the *addition* of Presence Attack dice if the Desolid character *can* affect the target while desolid, and the target knows this? :eg: Or would that require buying extra Presence with "Only for Attacks", "Only vs targets that know he can be desolid and still affect them", and either "Linked to Desolidification", or (more likely) "Useable only while Desolid"?

     

     

    Q: Does being Desolidified protect a character from suffering from the effects of a Susceptibility?

    A: No. Susceptibility automatically affects an intangible character the same way it does solid characters.

     

    What about a Desolid character's Power's Side Effects -- either those that affect him, or those that affect the environment (or both)? (Sorry if this was covered in the Revised book or elsewhere -- I thought it important enough to ask explicitly.)

     

     

    Thanks!

  15. Well' date=' personally, I usually just cross out the Disadvantage and put an entry in the Powers section of the character sheet, 10 points -- bought off such-and-such Disad. That works for me and keeps the credits and debits balanced. Other people may have other methods. As long as no one's getting cheated of any fairly-earned points, it's all good, methinks.[/quote']

     

    I'm sure no one is being cheated of XPs, but I was considering how to classify the character. Since Total Points (Base + DIsads) is the first thing looked at to compare two characters, would two that started out the same (200 + 150) no longer be considered equals, despite each spending 10 XPs?

     

    BTW, the method above would make a character appear 20 pts "heavy". Up 10 in expenditures, and down 10 in "income". ;)

     

     

    Thanks!

  16. I understand that a 200 Base + 150 Disad (350 total) character who spends 10 XP to buy/improve a stat/skill/power/etc. becomes a 360 point character (200 Base + 150 Disad + 10 XP).

     

    But when a character spends XP to reduce/remove a Disad, how is it normally handled?

     

    1. The character gains an entry in the Disads section, stating how much was spent on Disads (thereby keeping the "Disad" points even -- but these points don't get listed elsewhere). The problem(?) here is that the total points doesn't change despite spending XP.

     

    2. The character gets the "XP spent on Disads" entry as well as counting those XPs for the character overall. This would show that the character has grown since creation (I.e., his total points have gone up).

     

    3. Something else?

     

    Thanks!

  17. Normally, when using the +5 pts to double the number of a particular equipment, you get a whole other (or more) of that equipment. Would it be legal to apply this +5 doubler to just a portion of an equipment's powers (say, one of it's frameworks)?

     

    I'm thinking this may be a way for a Battlesuit to have "redundant systems". That way, when Ace, The Helpful Hardware Man :dyn gets hit, his entire Weapons Array/Flight Pack/Life Support/whatever doesn't go kaput on the first damage.

     

    If so, this raises a second question. Normally, it's possible for a character with multiple duplicates of an Equipment to use both/all of them simultaneously. I.e. a second pistol bought with the +5 doubler could be used simultaneously with the "original" one. Would a Battlesuit's redundant system also be useable simultaneously with the "original" one?

     

     

    Thanks!

  18. I saw this limitation, and wondered if it was legal:

     

    4 clips of 1 Continuing Fuel Charge lasting 1 Hour (Increased Reloading Time; +0)

     

    Specifically, the Clips and the Increased Reload Time. The way the revised 5th ed. is worded, I always thought that 1 (fuel) charge meant only one charge, not one charge per clip, and take as many clips as you like.

     

     

    Thanks,

  19. A charcter wants to not be better at something, just quicker than those at the same skill level. I suggested buying skill levels with "Only Vs. Time Penalties", referring to the Rev. 5th ed. book, p 45. That way, with three levels bought this way, the character can choose to take one step less on the time chart, from the "average" time the GM says the job takes, without any effective loss in Skill Roll value. Kinda like the way Range (Penalty) Skill Levels only offset range penalties.

     

    First off, do you see any problem with such a construct, and second, can you offer any guidelines on what value to set such a Limitation to?

     

     

    Thanks!

  20. How does one determine the Mass of a Focus?

     

    Is there an acceptable "range" that this Mass must generally fall inside of?

     

    If a player wants his character's OA Focus to be unusually heavy (like a couple of tons :eek:) would it be just an F/X, a Limitation (he has to use END for STR every Phase, for instance), or an Advantage (almost nobody else can move it, once it is taken away from the character)?

  21. Re: New Global Guardians PBEM Campaign Looking For Players

     

    The lineup for the GG4 campain has been announced. It is as follows:

     

    PC: Amy Amazing

    Player: Donald Stone

     

    PC: Barrier

    Player: Zen Fairborn

     

    PC: Elementalist

    Player: Miq Millman

     

    PC: Mr. Slink

    Player: Thomas Lundin

     

    PC: Slave

    Player: Jack Butler

     

    PC: Spectrum

    Player: Mark Ayen

     

    PC: Twilight

    Player: Kristopher Gruner

     

     

    So if you were one of these players, please subscribe to the GG4 mail list. The link can be found on the campaign page.

     

     

    Steve / F.o.J.

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