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Merrick

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Everything posted by Merrick

  1. Not to derail, but out of curiosity, how do you handle materials that are 'lightsaber resistant,' such as Cortosis or Mandalorian Iron?
  2. Sounds like a Transform (6e) with a Focus to me. "Transform body with soul into Souless Vessel, reversed by breaking soul container (focus) or breaking curse/dispelling the other host body"? As for the Astral Projection, might look into Duplication (6e) that way you can leave your original form behind and build your duplicate as a spirit with dimensional travel and all that good jazz.
  3. I tend to make Armor Piercing my go-to unless the special effect of a power calls for something else. The idea of something being Armor Piercing is much more common than the other two. From an anti-material rifle to Wolverine's claws, one or two applications of Armor Piercing get the right feel for those things being able to tear right through armor as it reduces defenses by half. Now, Penetrating, I always thought would be an excellent way to simulate something like a Lightsaber. The energy swords generally about to, eventually, burn through anything given enough time and effort. By that same token, you put Penetrating on it and some damage will always get through, almost regardless of defense (there are some counters to Lightsabers, but let's not obscure the issue). As for Damage Negation, eh, I personally don't use it. It's too much of a pain for me, as a GM, to calculate on the fly how many Damage Classes are lost when an attack has things that up the DCs, such as Armor Piercing, since we're on the topic. So, to summarize: Armor Piercing - Punches through armor Penetrating - Eats through armor slowly Damage Negation - gives me a headache, so I don't use it. Hope this is helpful!
  4. I actually just recently built a power for a PC of mine who, through an extraordinary set of circumstances, can feel no pain or pleasure. So I purchased him the 15 Point "Cannot Be Stunned" to simulate that in addition to selling back his sense of touch.
  5. Perhaps I'm mistaken, but I always thought that the doubling rule just meant you'd get two of the same kind of vehicle... Have I been wrong about that all this time? >.> And while I haven't played this specific setting, perhaps if your street heroes know a tech type, or if they ARE a tech type, they can build their own vehicles and equipment for half price in a D&D crafting fashion? Just my two CP.
  6. After Steve's comment, I got to thinking. I also reviewed the Bestiary and checked with the Vampires they had built in there. After doing that, I did my own little spin on the build. (Total: 61 Active Cost, 29 Real Cost) Killing Attack - Ranged 1d6, Attack Versus Alternate Defense (No Blood or Similar Vital Fluid, Hide or Clothing too thick to bite through; All Or Nothing; +0), Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Does BODY (+1) (41 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Target must be restrained or willing (Grab, Entangle, Mind Control); -1/2) (Real Cost: 20) plus Entangle 1d6, 1 PD/1 ED, Alternate Combat Value (uses OCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (20 Active Points); Mental Defense Adds To EGO (-1/2), No Range (-1/2), Linked (Vampire Bite; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 9) I also intended to have a third element in there, Throat Rip, in which at any point during the actual blood drinking, the character could do an additional 1d6 killing plus strength as they push the proverbial table away and essentially spike their dinner plate. I wasn't able to add it due to this particular character's point constraints, but I'm much happier with the way this build synergizes with the special effect. It lacks the invisible power element due to point constraints, but could be easily added.
  7. Y'know, it occurs to me that you could skip half this rigmarole by simply dropping the HKA. I mean, unless you want your vampires tearing people's throats out, there's not much reason to have it. You could just buy a Body Drain, with however much you deem appropriate, tack on No Range and an LP for "requires Grab." Then the whole thing of having to worry about the wound closing is more semantic. Something like... this? Drain BODY 1d6, Attack Versus Alternate Defense (Neck Guard; All Or Nothing; +0), Constant (+1/2), Invisible Power Effects (Inobvious to [one Sense Group], effects of Power are Inobvious to target and Invisible to other characters; +1) (25 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Must follow Grab; -1/2), Restrainable (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must have Blood or similar vital fluid; -1/4) Real cost winds up being 9 points per d6, so not a bad deal! This seems like it might fit more of your needs in one power unless, like I mentioned before, you want your vampires to be able to rip people's throats out. Also, for the euphoria, there's a write up in the Powers book for Emotion Control built as Mind Control but only to create one emotion. Hope these musings help! Regards, Merrick
  8. I built one as a Compound Power for a player in my latest game. Hope this helps! Vampiric Kiss: (Total: 65 Active Cost, 30 Real Cost) Bite: Killing Attack - Hand-To-Hand 1d6-1, Penetrating (+1/2) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Requires grab; -1/2), No STR Bonus (-1/2) (Real Cost: 7) Drain Blood: Drain BODY 2d6, Constant (+1/2) (30 Active Points); No Range (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4), Limited Power Power loses about a fourth of its effectiveness (BIte must cause damage; -1/4) (Real Cost: 15) Euphoria: Entangle 1d6, 1 PD/1 ED, Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (20 Active Points); Limited Power Power loses about a third of its effectiveness (Mental Defense adds to EGO; -1/2), No Range (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4), Limited Power Power loses about a fourth of its effectiveness (Bite must cause damage; -1/4) (Real Cost: 8)
  9. I have built a similar power two ways. One using the Retrocognitive methods suggested and the other using the optional Extraordinary Skills rule in 6e which allowed for 18- skill rolls to function in incredible ways beyond the scope of what's considered "normal" by taking a -10 penalty on the roll. I had the character in question take extra levels of Forensics as a power with the Concentration limitation. Hope this helps!
  10. As in the title, I am attempting to write up the Cimmerian Sibyl for a game I am running for some friends. She will become something of a permanent fixture in the party and is a major object in the overarching plot of the story. In this build, I am attempting to build a younger girl who just had the mantle of Sibyl passed on to her before she was snatched away from her home by the BBG. One thing that has been stumping me is simply coming up with powers to give her, so any suggestions that anyone wants to toss my way would be appreciated. Also, I'm looking for advice on building a specific power for her. What it would essentially be is a pronouncement of defeat against a single enemy target. I'm thinking something along the lines of Self-Fulfilling Prophecy in which she basically flings the skein of Fate at an enemy and makes him substantially easier to beat because his defeat has been foretold. The power should be limited to perhaps a single use per day, so either charges or a side effect that's too harsh to make her suffer repeatedly. I am also thinking of something along the lines of Ill Fated Curse, where she makes a small, innocuous statement, but it has real game effects. For those who've seen the cult classic Surf Ninjas, think Iggy. For everyone else, she says "Wow, this bridge sure looks rickety. I hope no one falls!" *someone falls.* I figured this could be bought as Unluck, but I just don't want to go crazy with it. The basic theme I'm going for is that, as a Sibyl, her prophecies, even the unintentional ones, have power. Things to bear in mind with suggestions: This is an NPC. She should have little to no offensive powers except a debuff or two. She is meant to be protected by the party. The great majority of what she foresees needs to be left to my GM discretion. I want her to be helpful, but not hand-holdingly so. I don't want the party to turn to her and be asking things like "Where do we go now?" She is a plot device and an object of interest to the story. This is my write-up so far. Thoughts and opinions welcome and appreciated! It's a 275 CP build with 50 points in Complications. Also, since I haven't built with Clairsentience much, feel free to double check any of those builds. Thank you in advance! Player: Val Char Cost10 STR 010 DEX 010 CON 012 BODY 218 INT 823 EGO 1313 PRE 32 PD 02 ED 03 SPD 106 REC 240 END 425 STUN 312m RUN 04m SWIM 04m LEAP 0Characteristics Cost: 53Cost Power17 Defensive Foresight: +6 DCV (30 Active Points); Instant (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Carmen expends some of her energy and gains a burst of insight of the very near future and can take steps to avoid attacks that occur within that time frame.]11 I Know You...: Retrocognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Only Through The Senses Of Others (Sees through the eyes of others to exeprience their past; -1/2), Blackout (-1/2), Instant (-1/2) [Notes: Carmen looks at an individual and is given a flash of insight into their past from their own eyes, seeing significant events that have taken place that greatly affected the person, but cannot seek out specific events.]38 Oracle: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups), MegaScale (1m = 10,000 km; +2), Cannot alter scale (-1/4) (192 Active Points); No Conscious Control (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Carmen falls unconscious for a time, then awakens in a fugue state for several minutes.; -1), Blackout (-1/2), Vague and Unclear (-1/2)16 Sibyl's Understanding: Universal Translator 13- (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Channeling her power gives Carmen insight into the words, writings and gestures of those around her.]Powers Cost: 82Cost Skill0 Acting 8-0 Climbing 8-0 Concealment 8-0 Conversation 8-3 Deduction 13-0 Language: Latin (idiomatic) (4 Active Points)3 Language: Greek (Modern) (completely fluent)3 Language: French (completely fluent)3 Language: English (completely fluent)0 Paramedics 8-0 Persuasion 8-5 PS: Dance 14-0 Riding 8-0 Shadowing 8-0 Stealth 8-Skills Cost: 17Total Character Cost: 152Base Points: 275Experience Required: 0Total Experience Available: 0Experience Unspent: 0
  11. So, this is my rough second build. I decided to simulate size scaling in the classic method used by too many games to count. An assload of hit points. I'm still moving some points around. I realize it's not capped yet. My control scheme shall be a single pilot linked to a 'living' machine brain through a Synthesis type process. I do intend to give the machine a sort of complication that grows worse based on how many pilots the Mecha has had in the past, as fragments of former pilots are left behind, but the pilot can buy it down through experience or if they've a talent for ignore the white noise in the background. Thoughts or suggestions and any holes that need filling, let me know. Also, if there is a more forum friendly format for posting from HeroDesigner, do let me know >.> Beta TitanPlayer: Val Char Cost90 STR 518 DEX 075 BODY -2525 PD -325 ED -33 SPD 1084m RUN -120m SWIM -284m LEAP 0Characteristics Cost: 15Cost Power100 Combat Systems: Multipower, 100-point reserve5f 1) Built to Destroy: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Restrainable (-1/2), Hand-To-Hand Attack (-1/4)10f 2) Arm-Mounted Chain Swords: Killing Attack - Hand-To-Hand 4d6-1 (8d6+1 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (96 Active Points) [Notes: (x2 number of items)Blades extend from forearms of either arm. x2]5f 3) Killing Attack - Ranged 7d6-1 (100 Active Points); 8 Charges (-1/2), Restrainable (-1/2) [Notes: (x2 number of items)Shoulder-mounted of StarShooter Plasma Cannons x2] Colossal Construction, all slots Unified Power (Colossal Construction; -1/4)18 1) Colossal Size and Weight: Knockback Resistance -22m (22 Active Points); Unified Power (Colossal Construction; -1/4)19 2) Colossal Extremities : Area Of Effect (4m Radius; +1/4) for up to 90 Active Points of STR, Reduced Endurance (0 END; +1/2) (33 Active Points); Restrainable (-1/2), Unified Power (Colossal Construction; -1/4)28 3) Colossal Robotic Muscle Fibers: Leaping +84m (84m forward, 42m upward) (42 Active Points); no Noncombat movement (-1/4), Unified Power (Colossal Construction; -1/4)38 4) Colossal Limbs: Stretching 63m, Reduced Endurance (0 END; +1/2) (94 Active Points); Restrainable (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Unified Power (Colossal Construction; -1/4)60 5) Long Legs: Ground Movement +84m (84m total), No Turn Mode (+1/4) (105 Active Points); Restrainable (-1/2), Unified Power (Colossal Construction; -1/4)60 6) Colossal Skeletal Structure: +75 BODY (75 Active Points); Unified Power (Colossal Construction; -1/4)75 7) Titan Armor Plating: Resistant Protection (25 PD/25 ED), Hardened (+1/4) (94 Active Points); Unified Power (Colossal Construction; -1/4)34 Vernier Boosters: Multipower, 84-point reserve, (84 Active Points); all slots 8 Charges (Recovers Under Limited Circumstances; -3/4), Restrainable (-1/2), Unified Power (Vernier Jets; -1/4) [Notes: Jet vents can be covered, Charges recover while Titan stands completely immobile.]3f 1) Vernier Speed Boost: Ground Movement 84m (84 Active Points); Instant (-1/2), Restrainable (-1/2), no Noncombat movement (-1/4), Cannot Move Backwards (-1/4), Unified Power (Vernier Jets; -1/4)2f 2) Controlled Burst Jump: Leaping 84m (42 Active Points); Instant (-1/2), Restrainable (-1/2), no Noncombat movement (-1/4), Unified Power (Vernier Jets; -1/4)13 Vernier Maneuvering : +8 DEX (16 Active Points); Unified Power (Vernier Jets; -1/4) T.A.C.T.I.S. (Titan Adaptive Combat Tactical Information System), all slots Unified Power (T.A.C.T.I.S. Unit; -1/4)16 1) T.A.C.T.I.S. Offensive Program: +4 OCV (20 Active Points); Unified Power (T.A.C.T.I.S. Unit; -1/4)16 2) T.A.C.T.I.S. Defensive Program: +4 DCV (20 Active Points); Unified Power (T.A.C.T.I.S. Unit; -1/4)16 3) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Unified Power (T.A.C.T.I.S. Unit; -1/4)12 4) +10 versus Range Modifier for Sight Group (15 Active Points); Unified Power (T.A.C.T.I.S. Unit; -1/4)4 5) Infrared Perception (Sight Group) (5 Active Points); Unified Power (T.A.C.T.I.S. Unit; -1/4)4 6) Nightvision (5 Active Points); Unified Power (T.A.C.T.I.S. Unit; -1/4)19 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)Powers Cost: 557Total Character Cost: 572Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0
  12. Perhaps it is just my inexperience with Damage Negation (My players usually don't get access to it without a REALLY good reason), but isn't 40-some-odd ranks of Damage Negation a bit.. excessive? Perhaps I am misunderstanding the 3-ranks per double mass thing, but with only 18 DCs of normal damage off a punch, it seems like that many ranks of DN wouldn't have anyone doing much of anything. If I misunderstand, please enlighten me!
  13. I had planned on using several of those suggestions already, actually! The control scheme will be something like an exoskeleton suit that interfaces with the control pod and the pilot. The pilot's fighting skills are what will make the mecha powerful. It's a massive extension of the pilots body, so having them become fatigued while moving it around (because they will actually be walking/running to get it to move) is quite reasonable. Any martial technique the pilot knows can, potentially, be used by the mecha. Some of the more acrobatic moves may require the suit to have special equipment, like maneuvering jets or the like, but generally whatever they can do, they can try to coax it out of the mecha. I only have one player for this game (just running it for my wife) so I'm having "mechanics" maintain and outfit her mecha for the moment. Generally unless something special happens, the robot will not be changing much at first. All the points she gets will go to upgrading her pilot's skills in combat. One thing I am doing right now is buying up the attributes of the vehicle to be roughly proportionate to those on the growth table. The only thing I'm not sure on how to simulate is the greater reach. Do I need to buy it Stretching?
  14. It seems I missed a crucial point of clarification, in that I am currently using 6e for this campaign. Following the flavor of Pacific Rim and nearly any other kaiju/Godzilla style setting, usually an individual human is going to do squat. Now, massed fire from smaller vehicles might eventually take down one of the Mechas or one of the monsters, but it's going to take a great deal of time or some really lucky shots. That said, I'd like to avoid arbitrarily ruling that anything not mecha sized is useless, 'cause you never know! Dice fall where they may, and sometimes a hero gets stranded without their machine. Right now what I'm trying to see if I like the feel of it is just building it to scale, stripped of equipment, to see how it lines up point wise. The machines themselves will be in the Very-High Powered range of 500-650, while the pilots are only Heroic characters. Thank you for that damage to resistance scale, Sean. It will prove very useful in scaling my armor and damage up in size. And thank you Nadrakas for those bits from the 5e book. I did one more quick comb-over through the 6e books in regards to size and its interactions, but those bits seem to have been left out. However, they do make sense based on what I have planned, so I will likely just use the 5e rules in this case. As far as size variation, there will not be a significant amount of it. Most of the monsters are either going to be same size or larger, and the OCV scaling penalty for their larger-than-their-opponent size would kick in at that point. Thank you all for the tips thus far! Any more thoughts or ideas, do keep them coming!
  15. Good day, Hero boards! It's been some time since I've been musing over questions that required community input, but I seem to have stumbled upon one now! After finally getting around to seeing Pacific Rim with my wife the other day she turned to me (a huge mecha fan since forever) and asked that I come up with a game in similar style to the movie for her (not a fan of mecha at all). Once the tears of joy cleared enough from my eyes to be able to boot up my HeroDesigner I got to work on building her a solid Jaeger knock-off based on the star robot of the film, Gipsy Danger, which I felt was a fair baseline. I'm using a Size 14 vehicle, and fudging the dimensions slightly to get 11x79x79, which are roughly proportionate for a 260 foot tall humanoid robot. As I am building, though, one question did come to mind in regards to the OCV-to-hit bonus from the size: should this bonus apply when you are confronting an opponent of similar size? As I am basing this build off the film, the Jaegers are seen to grapple and box and dodge with some fair amount of dexterity, but only when compared to what they're fighting. Might anyone have any thoughts on this? At the moment, I am considering negating the bonus in melee, but keeping it for ranged attacks. Also, any general input, ideas or otherwise for the build would be appreciated!
  16. Re: 6E 1 out of print? I also ordered a damaged cover volume copy after I couldn't find a new one. I've been pleased with it. Gaming books tend to get kinda torn up anyway, so it wasn't going to look like anything I wasn't going to do to it myself. I can understand the reasoning behind a condensed volume (those two books make for a weighty gaming package), but losing the comments and examples would seem a big con to me. Even if the examples are wordy, they help me understand the power with pratical implementations.
  17. Re: Duplication Hijinks Anyone else find it funny that this was double posted? Anyone? Hellooooo? <.<
  18. Re: Ctrl+V Let's give this a try... 64453.57 Wow, that's kinda boring. Stupid excel spreadsheeting.
  19. Re: Adversarial Answers As I am only running my first true HERO campaign (was having trouble getting the players on board for many of the reasons that Egyptoid and phoenix240 mentioned), I also make my players' characters for them. They're slowly learning the system, but I'm still doing the lion's share of the building and math. I've really only had problems with one player in particular who is a pretty serious munchkin and doesn't seem to get the whole "theme" idea very well. He'll often state ideas for powers and things that he wants me to build and I often find myself talking him out of them, simply because they do not make sense. His character is a badly scarred, former adopted native American tribesman who became touched by the ancient Spirits and gained an ability to channel their power and see/communicate with them. He walks up to me last week and says "I want to be able to travel between dimensions." Me: "..... wut?" Cue a 15 minute circular conversation of me telling him that it doesn't make sense for his character and him saying he still wanted it. Ultimately I just had to say 'no.' Because if I didn't, the game would never have gotten started. I consider myself a fair person, and I want my players to have fun, so if they have a great idea for a power that makes sense, I'll try to make it work. But not everything makes sense or works with the game/setting. A lot of times, the flexibility of Champions is it's strength AND weakness. Especially when you're in certain settings. e.g. There likely wouldn't be any futuristic space blasters in a Fantasy HERO campaign. Not saying it's impossible, but it's very, very unlikely in about 90% of such campaigns I've ever read. With VPPs, though, I saw the argument that a power should at least be tested before it is outright vetoed, and I agree with that. However, if I remember that section of the Vol 1. right, VPPs have that little stop sign next to their listing for a reason. They're difficult to use and potentially game breaking, and that's from the developers who built the game. A GM would not be out of bounds to be extra cautious when dealing with any VPP. For the power in question... Eh, I wouldn't charge for it based on setting. Modern day, no way. Anyone can use the internet to learn basic information. Now trying to apply complicated concepts learned from the internet is going to require time and some roles. Just because you can look up how to build a rocket on the internet doesn't mean you can actually build one. Now there are cases when this may not apply. For example, there are detailed videos online (not saying I watched them, but I have seen certain episodes of CSI: Las Vegas) which give detailed instructions on building a pipe bomb from normal, everyday substances. Ultimately, my case for the internet power is that defining it is trying to make something reliable out of something that really isn't in many situations. I would just adjudicate internet use and use it as a plot device. Why have characters spend points on something modern day children can do? If what the character is looking for can actually be found on the internet, I'll let them have it. Adding mechanics and rolls when not really serving a dramatic purpose just bogs the game down, in my opinion. ... I rambled a bit, apologies. As I am only running my first true HERO campaign (was having trouble getting the players on board for many of the reasons that Egyptoid and phoenix240 mentioned), I also make my players' characters for them. They're slowly learning the system, but I'm still doing the lion's share of the building and math. I've really only had problems with one player in particular who is a pretty serious munchkin and doesn't seem to get the whole "theme" idea very well. He'll often state ideas for powers and things that he wants me to build and I often find myself talking him out of them, simply because they do not make sense. His character is a badly scarred, former adopted native American tribesman who became touched by the ancient Spirits and gained an ability to channel their power and see/communicate with them. He walks up to me last week and says "I want to be able to travel between dimensions." Me: "..... wut?" Cue a 15 minute circular conversation of me telling him that it doesn't make sense for his character and him saying he still wanted it. Ultimately I just had to say 'no.' Because if I didn't, the game would never have gotten started. I consider myself a fair person, and I want my players to have fun, so if they have a great idea for a power that makes sense, I'll try to make it work. But not everything makes sense or works with the game/setting. A lot of times, the flexibility of Champions is it's strength AND weakness. Especially when you're in certain settings. e.g. There likely wouldn't be any futuristic space blasters in a Fantasy HERO campaign. Not saying it's impossible, but it's very, very unlikely in about 90% of such campaigns I've ever read. With VPPs, though, I saw the argument that a power should at least be tested before it is outright vetoed, and I agree with that. However, if I remember that section of the Vol 1. right, VPPs have that little stop sign next to their listing for a reason. They're difficult to use and potentially game breaking, and that's from the developers who built the game. A GM would not be out of bounds to be extra cautious when dealing with any VPP. For the power in question... Eh, I wouldn't charge for it based on setting. Modern day, no way. Anyone can use the internet to learn basic information. Now trying to apply complicated concepts learned from the internet is going to require time and some roles. Just because you can look up how to build a rocket on the internet doesn't mean you can actually build one. Now there are cases when this may not apply. For example, there are detailed videos online (not saying I watched them, but I have seen certain episodes of CSI: Las Vegas) which give detailed instructions on building a pipe bomb from normal, everyday substances. Ultimately, my case for the internet power is that defining it is trying to make something reliable out of something that really isn't in many situations. I would just adjudicate internet use and use it as a plot device. Why have characters spend points on something modern day children can do? If what the character is looking for can actually be found on the internet, I'll let them have it. Adding mechanics and rolls when not really serving a dramatic purpose just bogs the game down, in my opinion. ... I rambled a bit, apologies.
  20. Re: "Elevator Pitch" your campaign Title: The Gathering of Exemplary Persons (tongue-in-cheek play off League Of Extraordinary Gentlemen). GM: Me Setting: North America circa 1861, the outbreak of the Civil War, Alternate History The Hook: The American Civil War is bad enough without aliens, demons, wizards, evil shaman and the undead mucking it up, but some people just can't catch a break. The party has been hired on by a mysterious benefactor who promises them riches beyond their dreams if they can find him a rare relic which is hidden in Boston called "The Orb." The Orb, he claims, can change the very face of the world and expell all of the outside influences forever. But at what cost? Facing down every supernatural foe they encounter, the party must find the Orb, and unlock its secrets. The fate of the world might depend on it. The Team: Elibeta Dragomir - Biological daughter of Dracula born from Mina Harker before she was completely turned. Damphir type character with many of the Vampire Strengths but fewer of the weaknesses. Kirby Jensen - Former southern landowner's heir apparent turned native. Joined a local Apache tribe and becomes a Spirit Hunter (think YuYu Hakusho) who is a master marksman and can channel spirit power into his shots. Emily Granger - A stagecoach robber who knocked over the wrong wagon. Stole a belt with a keypad on the buckle which, after she put it on, she could not remove. It gives her gravity manipulation powers and is of alien origin. She is wanted by northern government authorities. Nova aka James Normalman - The resident alien, Nova is essentially a Starfire clone with a busted ship stranded on an alien world by a hostile invasion fleet which sits poised in orbit. Tom, the Misunderstood Bigfoot - Left nature and joined the circus as their "wolfman," Tom now travels with the party after being hired on to help them in their goal. Plus, it beats the circus? Especially since the next character burned it down. Kai Pao - Chinese genius and utterly mad scientist with a set of Reactive Pots'n'Pans armor and more explosives than you can shake a stick at. He is followed around by his dutiful, unpaid Mexican intern/pack mule, "Steve," who is a bit like his Sanco Panza. The last two are late joiners were recently added in. They're now in Boston searching for the Orb (The Auricalum, as they learned it is called). They know where it is, but they now have to get it out of the hands of a deranged college professor who has murdered a score of people using its powers.
  21. Re: How do you feel about House Rules? Having run a few different styles of campaigns and games over the years, I've often found house rules to, not only smoothe out rough patches for a group, but also to add fun. Before I ran HERO I ran a Scion (Whitewolf) game where the whole of the party is made up of demi-gods. From that game evolved one of my most consistant house rules. The Rule of Cool. Nine times out of ten, even if what the character suggests should be practically impossible, IF it's cool enough, I'll let it slide. My groups have had fun with that ever since and it's led to some particularly fantastic moments. Otherwise, I find house rules take something that you or a player might not identify with and make it your own. If a group doesn't like a rule, or if it seems unresonable, change it! HERO goes out of its to leave so much flexibility up to the GM to tailor the game that they want. So I say: why not make it yours?
  22. Re: He's not Bigfoot! He's just a really tall, hairy guy! I did end up going with a reduced cost Distinctive Feature. It seemed to be the best option and the player seems really happy with it! She also opted not to have the monster hunter style person chasing her, and instead went with Claustrophobia... First place her new character went was the sewers beneath Boston...... Well, I tried to warn her. Tom the Misunderstood Bigfoot about wrecked the second strongest person in the party in one blow when she tried to stop him from panicking. Hilarity ensued. ... Tom also has an unhealthy interest in beef jerky. Take of that what you will
  23. Re: He's not Bigfoot! He's just a really tall, hairy guy! I hadn't looked at Shapeshift as an option, I'll have to check it out when I get home. I considered the "Ninja Turtle" special e.g. trench coat and fedora conceals all, but I do rather like that approach. We hadn't discussed it, but I'm curious to see where you're going with this
  24. I'm running a League of Extraordinary Gentlemen during the American Civil War game and I'm adding in a new player who wants to play "Tom, the Misunderstood Bigfoot". The Distinctive Features complication is fairly self evident, but through our discussion we had an interesting idea for a power come about. Another complication we discussed was that he is constantly chased by an investigative reporter who seeks to prove his existence with his old timey camera. Then the idea hit us that it would be pretty funny if everyone who saw Tom (the reporter and Big Bads excluded) all saw him as just a really big hairy guy and not "Bigfoot." As this really cuts down on the negative reactions of everyday folk that they pass by all the time, it only seemed fitting to me to buy it as a power, but I'm not quite sure how. I was thinking Invisibility with some custom limitations and a little handwaving might do it, but I was hoping someone might have a more... concrete idea. I want to try to keep the cost fairly low as it's not making Tom unrecognizable, just making it so people don't think he's a bigfoot.
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