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farik

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Posts posted by farik

  1. First night Husky would bust in and DEMAND! to know what is going on. Since the person's explanation would fall outside Husky's black and white worldview of good and evil he would leave simply stating "This ISN"T over." After changing back into Kenneth, Kenneth would start collecting evidence using security systems and observation robots. He then would compose a detailed letter referencing any relevant criminal codes and court rulings informing the person he can do what he likes in private but if he tries to profit from his "ability" he will find himself listed on every sexual offender database in the world whether he "deserves" it or not. The letter will be anonymous and Kenneth will take great pains to make sure the letter is clean of tracking potential ranging from forensic science, to psychic probing methods (magic might work).

  2. One thing to consider is whether powers are organic. For instance do fire projectors create flammable chemicals via glands and special pores or do they agitate molecules using "controlled energy" causing them to combust?

     

    With organic powers it's harder to explain things like mutant control collars but it's usually easier to come up with a specific way to control that power.

  3. I also think it should just be a physical limitation it shouldn't cost you any points if you can't (or won't) trigger the explosion. Even if a character can't activate a NCC power of their own free wil NCC powers are still assumed to be useful. If your GM thinks you're going to use the explosion to finish off an attacker then suggest the character's impending explosion be visible (you start to glow) giving opponents the chance to flee from you before the blast happens.

  4. This may seem a little too straightforward but I'd say just handwave this. Treat the character's EGO as BODY apply defenses normally but instead of reducing the BODY score just reduce the EGO score and follow the rules for negative EGO scores. If you want the character to have a lack of motivation just give them a very common minor psych lim: unmotivated EGO-5 to resist. That dropping EGO score will kick the psych lim into effect. Sure the character can't die technically but they could become a vegetable since how many people have heal EGO in their first aid kit? Even if they recover EGO as quickly as body REC/Month if they don't have a high recover (REC 3 for instance) it's 2 months before they get a +1 to their attempt to resist their psych lim.

  5. The the next question is

    "why can't he trigger the machine?"

     

    If there is some reason he can't activate the machine himself then at most I'd give a -1/4 limitation "only activated by trigger" since the trigger will cover the most needed/useful application of the power.

  6. Husky would be crushed and return to the lab to change back into Kenneth. Kenneth fearing legal repurcussions will construct an elaborate plot to make the Intimidator appear more dangerous than he was and try to convince the world that Husky had done the right thing. It will take longer but once Kenneth rationalizes his actions it will just be a matter of time until Husky puts the incident behind him.

  7. Husky will approach the new guy and genuinely speak in reverence of his father's promiscuity and just as matter of factly inform him that if he's going to be a Hero he'd love to team up but if he's planning on doing any villainy he'll have to intervene. After changing back into Kenneth, Kenneth will rail at his stupidity as Husky and swear for the 100th time to build an AI with his own personality to advice Husky while in Husky form. After changing into Husky, Husky will throw the AI away thinking it looks tacky and think to himself what a dumb idea it was to build he deosn't need any help with his judgement.

  8. I would give the house a "Watched" with a high frequency and when the disadvantage activates that when the poltergiest becomes the most problematic. UNless the poltergiest actually wants to harm the occupants in which case make it a "Hunted"

  9. Husky will congratulate the villain on his change of heart and help him plan a new Heroic Identity he'll then (with Kenneth's help) orchestrate the public defeat of the "old villain" by the "new hero" (holograms and pyrotechnics most likely but maybe some robots will be used) in the battle the "money" will be recovered, Husky won't sweat the missing money. Kenneth will place tracking and other monitoring tech into the "new" costume just to keep an I on the new guy. Husky may be trusting but Kenneth is paranoid.

  10. I'd encourage you to use the alien biology/tech and mystical origins as well both of these are by their nature removed from the standard parameters of life as we know it so you don't have to dive into the specifics because the player either a) simply accepts the powers without questioning or B) doesn't understand the power themselves.

     

    In Gen13 (Back in the late 90s) the characters got thier powers by drawing from their unique connections to different dimensions with different physical laws.

  11. For weeks you're team has been showing up too late to stop the villain dubbed "The Intimidator" (who dresses like an armored Viking) and every time they arrive he gets away because he scares everyone with his mere presence allowing him to escape while everyone is momentarily stunned.

     

    This time your group has snuck up on the scene and the most impulsive member has done a move through on The Intimidator killing him instantly as it's revealed the armor is fake and the guy was a wimp with nothing but a single limited but powerful trick "intimidation."

     

    Your team has just murdered a man and nobody's life was really in danger how do they respond?

     

    (If you can't imagine a character intimidating your character apply advantages like penetrating and armor piercing to power levels of PRE above the normal campaign limits this power was a plot device not a balanced combatant)

  12. Originally posted by lemming

    Reminds me of the time Ice Pirate and Cat broke into a Neo-Nazi headquarters, made it all the way to the computer. Then turned to each other and said

    "Ok, get the info"

    "What do you mean you don't have Computer skills"

     

    Both characters had tons of skills, no computer stuff though. The team leader made both characters go take some computer classes. :D

     

    Our groups similar experience happened when we were hired for a mission by an employer who didn't know our computer guy had gone AWOL. When he hired us to steal files we were all thinking manilla folders and film negatives. Until we got to the file room full of computers. We solved the problem buy having the speedster take the computers apart and we just ran with the hard drives.

  13. Originally posted by Vanderbilt_Grad

    IMO the best way to do ‘brand’ new powers in a MP slot is to require that they be limited at first and slowly let the player ‘buy off’ the limitation as he practices the new power. For instance that Force Wall might be bought with Requires Skill Roll, Full Phase Activation, 1/2 DVC Concentration Throughout. After a game session or two let him buy off one limitation. Then after a while they will have the power they wanted & will have role played learning it.

     

    I don’t think that players should be limited to just buying skills all the time.

     

    I've got to agree with this. I'd suggest a maximum of 1 real pt being spent on a new reasonable but previously untapped power option slot per adventure. That way the players has to limit the power while they learn how to use it and while theit learning that new power usage you as a GM can demonstarte through adventures other places they might want to spend those points.

  14. Husky suffering from the conflict of not being able to pummel the villain will try to take the current dolls and flee the scene to let Kenneth return the girls to normal. After turning back into Kenneth, Kenneth will find a way to reverse the process then he's going to call a meeting with other Supers as Husky. Husky will strongly encourage a solution which includes training the girl to use her powers for good.

  15. Originally posted by Supreme Serpent

    Cartoon Network stuff:

     

    Samurai Jack

    The Justice Friends

    Powerpuff Girls

    Monkey

     

    We're not including Animated characters since there would be way too many.

  16. Don't forget Postcognition requires Deduction roll (maybe extra time) so you can walk into a room and tell everyone what happened based on the "evidence"

     

    Also something I thought of for a John Doe (guy who knows everything) character

    A ranged discriminatory "detect statistics" this allows you to avoid taking a ridiculous number of KS's instead you look at something and can easily recite all the information published on it (detail based on how well you make the roll).

    You might take other discriminatory detects as well to replace Science Skills. I never really thought of a replacement for Area Knowledges except taking AK:Earth at such a high level you could make rolls for nieghborhoods with a huge penalty (like -10) and still make the roll 50% of the time.

     

    my $0.02

  17. Golden Years was based on a Stephen King Story in fact I think it was originally titled "Stephen King's Golden Years"

     

    As far as the Trickster being based in comics yes he was. He was the Flash's cheap version of the Joker the character has even been revived in the last year (of the comic) when a punk kid stole his gadgets from the Flash museum and adopted his crime legacy.

     

    In reference to Time Trax his superhuman ability was due to "evolution" physical and social. He repeatedly explained it by comparing how much "healthier" 20th century people were than 19th century people. By the way I think he would still belong on this list since I mentioned the contempoary setting is one of the criteria I use regardless of origin setting.

  18. Kenneth (who must have been collecting scientific samples since he doesn't "enjoy" the outdoors) will hurry over to wear the creature transformed and collect as many samples as he can he'll then hurry home and start analyzing the data he collected after figuring out where the swampboy might be he'll change into Husky and start shadowing him not caring if he's noticed it's just important he stay in the proximity of swampboy until swampboy does something whether it be good or evil. Hulking furry Superheros don't judge people on appearance.

  19. In our Fanatasy campaign we don't use a multiplier and don't allow power frameworks either; the effect is an abundance of low powered spells we call household magic. 1 character point may not build you a D&D fireball spell but it can make life alot easier for the simple peasant folk. We emphasize advantages like "variable special effect and variable advantage" on things like EB and Entangle to make a versatile variety of spells out of a small number of "powers".

  20. Originally posted by Vanderbilt_Grad

    The biggest problem I have with EDM is that you move back in time & now there are *two* of you. One who has lived the next 5 seconds & one that hasn't.

     

    What happens when the 'past' you decides not to travel back since everthing worked out this time?

     

    That's only a small sample of the kind of paradox that EDM can lead to.

     

    Precognition is cleaner IMO.

     

    There wouldn't need to be two of you theoretically the old you could be supplanted by the time traveling you as they are tossed into an alternate world where they are suddenly thrust 5 seconds forward from their perception with no knowledge of what happened in fact you could have the character suffer from these "blackouts" during combat to simulate the alternate version switching places with them as a Disadvantage but again this would require a skilled role player who you could trust to disregard what they learned over the previous time interval.

  21. Originally posted by McCoy

    Oh, and can we define "superhuman?" Jeanie, Samantha, Uncle Martin, and Spock all had powers and abilities far beyond mortal men, but technically were not human. But neither was Kal-El.

     

    Jeanie, Samantha, and Uncle Martin would count since they were in a contemporary setting primarily Spock and the Aliens of Alien Nation would not since they're more about a different "setting" than about "powers"

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