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phydaux

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  • Birthday 08/25/1965

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  1. Say I have a VPP, and one of the limitations is Mental Powers Only. So you get the usual - Ego Attack, Telekinesis, all the rest. You can hand wave Flight as "I'm using my telekinesis to lift myself." All standard stuff. Would Teleport fit? I only know of one instance in lit/rpg where Teleport was lumped in with psionic powers - Classic Traveler. And even back in the 70s I felt it didn't fit. If you were GM would you allow it? If you were a player would you try to justify it?
  2. Check out the Wearing the Cape series. C- & D-level supers work in these "support" roles.
  3. I remember UNTIL from our campaign back in '86. That was Champions I-II-III days. Hell, I didn't even have grey hair.
  4. The question should be do we ever have then INTENTIONALLY.
  5. I ran a version of the old Island of Dr. Destroyer ages ago as a one-off at my FLAGS. I posted a game report. Here it is:
  6. d20 has critical hits, Hero has Called Shots.
  7. Quasar - Clearly the technology-based threat is the largest one. "We've got to intercept that Mech-Turkey before it reaches downtown. Non-flyers, to the Hoverjet! The rest of you, form up on me!" A few kinetic blasts should bring it down. After all, it can't be tougher than Mechanon. Can it....? Shadowhunter - "That asshat Quasar just flew off with all the heavy hitters! How the hell am I suppose to handle a giant, mutant turkey all on my own? sigh.. Same way I handle everything ELSE all on my own - Hide in stealth, observe to find weakness, ambush from behind, called shot to the giblets!" The opening shot would be an HE blast. Follow that up with a bolo entangle while it's stunned. Flash attack to blind it while it can't dodge. Then more high explosives. Finish it off with knockout gas. Pick a tail feather as a trophy, because it pisses off the original Shadowhunter SO MUCH. Mystica - "Cultists! Feh! Eat by turkey demon is small price for foolishness! Mystica would no have been so kind. And now, gobble-devil, I send you back from where you came. I send you, and I charge you - Tell the turkey demons. Tell your story. Tell them you saw THE WRATH OF MYSTICA!!!!!" Then the 4d6 RKAs fly until one of them is dead. Summoning demons, that's kind of a hot button with this one. (She actually has a limited Code Against Mercy, and a Reputation - Slayer of Morbanes.)
  8. Frank Miller likes that, too. But it was a girl named Carrie.
  9. So modernize it. It's not a boxing glove, it's a tiny airbag with a proximity fuse. Fire it at a person, and just before impact the airbag deploys, spreading the impact surface area across their entire face and, for game purposes, making the attack do Stun Only.
  10. My personal favorite take on the Trick Arrow Archer is to take everything with Range Based On Strength and say they're thrown weapons - Bolos, flash bangs, gas grenades, etc.
  11. Quasar As a professor of physics at Millennium City University, Quasar recognizes an invitation to paradox when he sees one. He answers with a polite but firm "No." Shadowhunter He is actually Shadowhunter II. He would use this as an opportunity to go back and talk to Shadowhunter I during his prime. Before he can leave, though, Shadowhunter I wheels himself in on his powerchair. "Don't bother going. You were a dumbass then just like you're a dumbass now." Shadowhunter II decides not to go. Then can't figure out how Shadowhunter I could know to tell him not to go if he decided not to go. He travels to Millennium City University and spends an afternoon talking to Quasar about paradoxes. Mystica She would go back to Russia to before her grandmother died. She would take to her about what it was like to be the Archmage's apprentice, and ask if they were really lovers. She would want to talk about magic theory & spell formulae, but instead they would spend the hours cooking kasha & pirog, drinking vodka, and gossiping about what the Archmage was like in bed. Mystica would come back and spend the next few weeks both happier and sadder than she usually is.
  12. Monster Hunter: Memoirs are three books co-authored by John Ringo, and IMO are the best in the series. And well separate from his "Everyone is a Chosen One" series, taking place ~20 years before the events in Minster Hunter: International. So feel free to dive right in without worry of spoilers. And yeah, 3 & 5 were the best because they WEREN'T about Owen. Also, check out Bubba the Monster Hunter by John G. Hartness. Books 1 & 2 are good. Book 3 starts to go off the rails, and book 4 is a head first dive into a privy trench. But 1 & 2 are good.
  13. And Hitler loved his dogs. But yeah, it's a -1/4 at best.
  14. Only read about half the OP. Your player wants a Variable Power Pool. A VPP is a power framework that has been a part of the game since around 3rd edition. IMO you shouldn't let him have one. Not because it's overpowered (although right/wrong hands it totally is). Because it's a logistical/rules nightmare that will slow your play sessions to a dead crawl, and suck every last iota of fun out of the room. As a GM I only allow VERY experienced players to buy a VPP, and even then I make then write out a "spell book" ahead of time with every power they think they might ever possibly need, its limitations, it's active points cost, and it's real cost. But this doesn't ever happen because, in my experience, it's only lazy players who don't want to bother learning the rules or adhering to genera who ever want to a VPP because it lets them set the rulebook aside and say "Well, my character can do anything, so he does this..."
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