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Fedifensor

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Everything posted by Fedifensor

  1. I've been working on various things for my campaign over my week-long vacation, without anyone to give me feedback. So, I thought I'd submit this to the boards, to see what people think. [b]Armadillo Armor - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13/30 12- /15- HTH Damage 2 1/2d6/6d6 END [1/3] 11 DEX 3 11/18 11- /13- OCV 4/6 DCV 4/6 13 CON 6 13/20 12- /13- 13 BODY 6 13 12- 10 INT 0 10 11- PER Roll 11- 11 EGO 2 11 11- ECV: 4 13 PRE 3 13 12- PRE Attack: 2 1/2d6 10 COM 0 10 11- 4 PD 1 4/18 4/18 PD (0/14 rPD) 4 ED 1 4/18 4/18 ED (0/14 rED) 3 SPD 9 3/4 Phases: 4, 8, 12/3, 6, 9, 12 6 REC 0 6 26 END 0 26 27 STUN 0 27 7 RUN 2 7" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2"/5 1/2" 2 1/2"/5 1/2" forward, 1"/2 1/2" upward [b]CHA Cost: 36[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 20 [b][i]Offensive Weapon[/i][/b]: See Equipment (20 Active Points) 20 [b][i]Movement Mode[/i][/b]: See Equipment (20 Active Points) 14 [b][i]System Upgrades (2)[/i][/b]: See Equipment (14 Active Points) [b][i]Armadillo Suit[/i][/b], all slots OIF (-1/2) - END= 20 1) [b][i]Powerplant[/i][/b]: Endurance Reserve (120 END, 18 REC) (30 Active Points); OIF (-1/2) 8 2) [b][i]Exoskeleton[/i][/b]: +17 STR (17 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (uses END Reserve) - END=2 10 3) [b][i]Combat Computer[/i][/b]: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7 4) [b][i]Biofeedback Systems[/i][/b]: +7 CON (14 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7 5) [b][i]Reflex Enhancers[/i][/b]: +1 SPD (10 Active Points); OIF (-1/2) 28 6) [b][i]Armored Suit[/i][/b]: Armor (14 PD/14 ED) (48 Active Points); OIF (-1/2) 7 7) [b][i]Sealed Suit[/i][/b]: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 3 8) [b][i]Gyro Stabilizer[/i][/b]: Knockback Resistance -2" (4 Active Points); OIF (-1/2) 3 9) [b][i]Heat Sensors[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 3 10) [b][i]Polarized Visor[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 11) [b][i]Protective Ear Coverings[/i][/b]: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 7 12) [b][i]Suit Radio[/i][/b]: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 4 13) [b][i]Rangefinder[/i][/b]: Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OIF (-1/2) [b]POWERS Cost: 164[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] DDI Standard Training 4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 4 1/2d6 / 8d6 Strike 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 / 6d6 +v/5, Target Falls [b]MARTIAL ARTS Cost: 15[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 8 +1 with All Combat 3 Breakfall 11- (13-) 3 Mechanics 11- 3 Power: Armadillo Armor Training 11- 3 Streetwise 12- 3 Systems Operation 11- 12 12 pts of Miscellaneous Skills [b]SKILLS Cost: 35[/b] [b][u]Cost[/u] [u]EQUIPMENT[/u][/b] Offensive Weapon (pick one), all slots OAF (-1) 1) [i][b]Blaster: [/b][/i]Energy Blast 9d6 (vs. ED) (45 Active Points); OAF (-1), Beam (-1/4) (4 END, uses END Reserve) 2) [i][b]Pinpoint Blaster: [/b][/i]Energy Blast 6d6 (vs. ED), Armor Piercing (+1/2) (45 Active Points); OAF (-1), Beam (-1/4) (4 END, uses END Reserve) 3) [i][b]Mini-cannon: [/b][/i]Killing Attack - Ranged 3d6 (vs. PD) (45 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4) 4) [i][b]Taser: [/b][/i]Energy Blast 4d6 (vs. ED), No Normal Defense (ED Force Field or being fully insulated; +1) (40 Active Points); OAF (-1) (4 END, uses END Reserve) 5) [i][b]Tangler Gun: [/b][/i]Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (50 Active Points); OAF (-1), 12 Charges (-1/4), Cannot Form Barriers (-1/4) Movement Mode (pick one), all slots OIF (-1/2) 1) [i][b]Jetpack: [/b][/i]Flight 15" (30 Active Points); OIF (-1/2) (3 END, uses END Reserve) 2) [i][b]Sprint Module: [/b][/i]Running 7", x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (30 Active Points); OIF (-1/2) (uses END Reserve) [Notes: 14" Running (112" noncombat) - costs 1 END each from personal END and END Reserve] 3) [i][b]Power Jump/Glider Combo: [/b][/i](Total: 30 Active Cost, 20 Real Cost) Leaping 15" (15 Active Points); OIF (-1/2) (1 END, uses END Reserve) (Real Cost: 10) plus Gliding 10", x4 Noncombat (15 Active Points); OIF (-1/2) (Real Cost: 10) System Upgrades (pick two), all slots OIF (-1/2) 1) [i][b]Radar Package: [/b][/i]Radar (Radio Group) (15 Active Points); Costs Endurance (-1/2), OIF (-1/2) (1 END, uses END Reserve) 2) [i][b]Kinetic Dampening Plating: [/b][/i]Armor (7 PD/0 ED) (11 Active Points); OIF (-1/2) 3) [i][b]Energy Diffusion Plating: [/b][/i]Armor (0 PD/7 ED) (11 Active Points); OIF (-1/2) 4) [i][b]Force Screen: [/b][/i]Force Field (5 PD/5 ED) (10 Active Points); OIF (-1/2) (1 END, uses END Reserve) [Notes: Incompatible with armor upgrades (Kinetic Dampening Plating and Energy Diffusion Plating)] 5) [i][b]Exoskeleton Upgrade: [/b][/i]+10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 6) [i][b]Combat Computer Upgrade: [/b][/i]+5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 7) [i][b]Reflex Enhancer Upgrade: [/b][/i]+1 SPD (10 Active Points); OIF (-1/2) 8) [i][b]Inertial Compensator: [/b][/i]Knockback Resistance -5" (10 Active Points); OIF (-1/2) 9) [i][b]Wrist Blaster: [/b][/i]Energy Blast 8d6 (vs. ED) (40 Active Points); Increased Endurance Cost (x3 END; -1), OIF (-1/2), Beam (-1/4) (12 END, uses END Reserve) [Notes: Takes both picks] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 0 Normal Characteristic Maxima No Age Restriction 30 30 pts of Psychologicial Limitations (varies by agent) 15 Social Limitation: Subject to Orders (Frequently, Major) 20 Hunted: Federal, State, and Local Law Enforcement 8- (Mo Pow, NCI, Capture) 5 Watched: D.D.I. 8- (Mo Pow, Watching) 10 Reputation: Armadillo Armor suit capabilities, 11- [b]DISADVANTAGES Points: 80[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 250 Background: Originally created by the now-defunct Defensive Design Industries of Amarillo, Texas, Armadillo armor is a modular powersuit with several different weapon options. In the hands of a trained user, the armor makes the wearer equivalent to a low-powered Prime. Defensive Design Industries sold several of these designs to private security firms before being served with an injunction by the U.S. Government. The company declared bankruptcy shortly thereafter, and was dissolved in 1997. Despite this, suits of Armadillo armor continue to make their way into criminal hands to this day. It is believed that some criminal agency stole the original plans and is mass-producing the armor for sale on the black market. Fortunately, the technology is high-maintenance, and few individuals can afford to keep a suit of Armadillo armor in combat condition for more than a few months. Armadillo Armor requires significant training to use properly. Any agent wearing it has gone through an intensive 12-week course learning the skills necessary to operate the suit. For those acquiring the suits illegally, the agents are trained in tractor-trailer rigs with the trailers converted to classrooms. The rigs are driven to remote locations where the suits can be utilized without risk of discovery. Powers/Tactics: Armadillo Armor gives the wearer increased strength, speed, and durability, to the point where they can survive being hit by an attack from the average Prime. The armor is also designed with modular components for easy customization. The default configuration includes a blaster, a jetpack, a radar package, and the force screen. This provides the ideal combination of offense, defense, movement, and sensory capabilities. Other standard configurations include the Bruiser (mini-cannon, power-jump/glider combo, exoskeleton upgrade, and kinetic dampener plating), the Scout (taser, sprint module, radar package, and energy diffusion plating), the Immobilizer (tangler, sprint module, and wrist blaster), and the Leader (pinpoint blaster, jetpack, combat computer upgrade, and reflex enhancer upgrade).
  2. Re: Integrating "normal" things into a "Super" world Working on some paramilitary guys today, I found the weak spot in these rules. None of them will give supers a chance against the typical heavy weapons used by the military. As written, a LAW Rocket is a 6 1/2d6 AP RKA Explosion with a +1 STUN multiplier. That will turn most supers into a smear on the ground - 23 BODY versus 1/2 resistant defenses, with a minimum 46 STUN assuming an average BODY roll (or 69 STUN assuming a roll of 3 on the die). Granted, it takes an extra phase to fire, but even a near miss is going to drop anything short of a brick with hardened defenses (and the brick will probably be stunned). I understand the need for the high BODY and AP to blow through a tank, but the Increased STUN multiplier is simply overkill. I had to tone down the LAW when working up a paramilitary guy - dropped it to 6d6, stated that the AP portion only works versus the target hit (not everyone else in the radius), and removed the increased STUN multiple. Even so, I pray that the supers see the guy and stop him before he fires... So, what do other people do to address this issue? Change the stats on the weapons? Let the chips fall where they may? Just avoid using realistic heavy weapons altogether?
  3. Re: GMing for a new group So, when you say 'big guns', how big should I go? Submachine guns? Assault rifles? Grenades?
  4. Re: STRONGHOLD -- What Do You Want To See? Probably a bit late, but here are my suggestions: Under "using SH in your campaign", I would like to see a discussion of using Stronghold in worlds with different legal systems. For example, if there is a law preventing a supervillain's identity from being revealed until his appeals are exhausted, how does Stronghold accommodate this? Is incarceration in a cell without time in the prison yard considered cruel and unusual punishment, even if the villain's powers can only be contained by the cell? Are there scanners that can be calibrated to a prisoner's DNA to track down escaped villains? Basically, a page that tackles legal scenarios that are different than the default environment of the CU. Where is confiscated power armor held? In the genre, power armor villains eventually get away and recover their armor - something that is hard to do if the armor is a thousand miles away at some secret government laboratory. And what happens if someone gets arrested for the specific purpose of having their armor captured? One good timer system linked to a suit's nuclear power plant, a bit of high-tech wizardry...and the entire facility could blow up. The part of the original Stronghold that still stands out in my mind is Ripper. At the time, the concept of extra Strength limited by charges, which he could use to force his way out of a cell, was quite innovative. I'm not asking for Ripper to make a return appearance (though I wouldn't mind if he did), but having a similar innovative villain would be good. For robots...I'd like to see the high-end security robots take STUN. It allows them to have higher defenses versus being destroyed, while still allowing foes to take them down.
  5. Re: Is your character religious? My wife just created a character named Miracle, who has a 15-point distrust of religious organizations. Her character is a former police officer who was paralyzed from the waist down after being shot. She gained her powers while being honored at a 'Hometown Heroes' event, and the microphone fell right in front of the character's very religious mother, who exclaimed, "It's a miracle!" So, she's kind of stuck with the name at this point... Generally, I avoid overly religious PCs in the same way I avoid political characters, though my game world has a vigilante NPC named Avenging Angel (who has sword, wings, and telepathy used to find out if a person is guilty). An important facet of my game world is that I don't want to show proof that God exists. Demons are fine - they could just be dark creatures from another dimension. However, if I prove the existence of God, then that really throws the whole faith thing out the window. Anyone can claim to gain their powers from God, and those powers may detect as magical, but there's no way to prove the source of that power.
  6. (The following is for my Catalyst campaign running in Brighton, CO - my players may want to stay away to avoid spoiling the plot) Hello, everyone. I just started my new Champions campaign (my first in 10+ years), and the origin session seemed to go pretty well. One player wants to change characters after belatedly realizing that he doesn't want to play a character in high school - too many bad memories. Aside from that, things are going pretty well. However, I'm trying to decide where to go from here. For the first session, I spent my time dealing with the origin of each of the characters, followed by a short combat. Now I need to decide where to go next. Two of the characters (Fidget and Luminescence) have a link to the high school - one is a teacher sponsoring the Math Club, and the other is a student in the club. After winning the county math competition, the club got a tour of OmniCorp's new experimental physics laboratory. The teacher sweet-talked the tour guide into a tour of the partially-completed particle accelerator, which ended up turning on (thanks to an 'oops' moment from the PC student). That ended up giving powers to two of the characters. The other two characters both have a Public ID. One (Ironfist) gained his powers a few weeks earlier, and the last one (Miracle) gained her powers during the fight. The battle was against a high-power villain named Hiroshima. The characters were able to hold him off until reinforcements arrived, driving him off. They have not become a group at this point, though they have fought together (for the most part). So, the next adventure needs to be something to get all the characters together, and hopefully convince them that working as a group is better than working apart. Here's the cast of characters: Fidget is the 'B' student of the math club. She's a speedster (33 Dex, 7 Spd) with a top speed of roughly 400 MPH and a few speedster tricks. The player is new to HERO. Luminescence is the math teacher, with light-based powers. A pretty standard energy projector, though she does have Desolidification. The player has played a Champions campaign with a different GM, so she has experience with the system. Ironfist is a hybrid brick/martial artist (40 STR plus boxing). Gained his powers from the destruction of a mystical amulet that permanently turned him into a metal form. Full Life Support, fully resistant (but not hardened) defenses. New to HERO, but likes digging into rules. I just gave him my old 5E (non-revised) book. Miracle is a brick (55 STR) with a small (15-pt) multipower that lets her boost her capabilities in one area at a time. If her multipower is in armor, she has more PD and ED than Ironfist. If it is in Dex, only Fidget surpasses her. If it is in strength (raising it to 65), she does more damage than any other character. The player is my wife, so she's a veteran of multiple HERO campaigns (though not one to dig into the rules). (Player X) Has not decided on his new character, but will probably have it be the tour guide that took the math club to the particle accelerator. The player has played a Champions campaign with a different GM, so he also has experience with the system. Right now, I'm thinking of a more mundane situation for the second session - a simple bank robbery by thugs with guns, or something similar. However, I don't know if that will be a sufficient incentive to team up. Any ideas?
  7. Re: ideas/name for my character? How about 'Boomer'?
  8. Re: In which Chad thanks those who probably will never read this. Well, I'd like to thank my old gaming group (Zac, Tim, Chris, and Kathy) for helping me create the superhero game world I've just started using once again after a 10+ year break. They were in both of the first two campaigns I ran, including one that was a round-robin game where we took turns GMing. While I doubt any of them will read this thread, I still keep in touch with two of them (Zac is a City of Heroes gaming buddy, and I married Kathy...). Specific mentions: Zac for Ace of Spades, the cybernetic archer., and Apparition, a powersuit-wearing version of Batman with desolidification. Ace's nemesis, the Dealer, now heads the most prominent villain organization in my game world. Tim for Lightstrike, the first superhero I've ever seen with "landing lights". Also known by the group as "Captain Whitebread". I think his character developed the most of any in my first campaign. Chris for several angsty characters, including Kodiac (a werebear) and Mobius (an OIHD teleporter that was a living impossibility in space/time). Kathy, my lovely wife, who usually played nonhuman characters. There was Amber, the dragon whose human form was 9 years old (strongest kid EVER!), and Huntress, a werecat who couldn't speak in her hero form. One of Amber's hunteds, the dimension-spanning organization known as The Third Eye, is the biggest mystical organization in my game world (the equivalent of DEMON).
  9. Re: Reconciling Manga & Batman Another great blast from the past! Personally, I think the original comparison isn't a good example. Batman scales from street-level to cosmic-level simply by improving detective skills and cranking up his immense gadget pool. If Batman really needs to take on a Superman-level foe, he uses his secondary gadget pool (Changes Only In Lab) to whip up some power armor. He's done this on multiple occasions (Frank Miller's The Dark Knight Returns and Matt Wagner's Trinity are the two that spring to mind), and had no trouble putting up a good fight. As many people have stated in this thread, human potential goes farther than many people realize. And when the best non-Chi martial artist has hit the limits that a Chi-using martial artist ignores, it's time to whip out gadgets, magical items, or the like. Sure, Shang Chi can't punch through tank armor, but give him a mystical katana that can slice through steel like butter and suddenly he's competitive again.
  10. Re: Cool characters you'd never use
  11. Re: What were: the best Marvel titles of the 80's? I have fond memories of most of the titles people have listed so far, but my favorite comic of all time was X-Men #175, where the team is convinced that Madalyne Pryor is actually Dark Phoenix...when it's actually Mastermind (who makes Cyclops look like Dark Phoenix, turning the team against him). Best use of the Danger Room EVER! Simonson's run on Thor, plus Power Pack, the Psi-Force and DP7 runs of New Universe (hey, it counts as Marvel)...ah, I really miss the comics of the 80's. Both Marvel and DC are in a serious downturn these days, where the best things they can come up with involve killing characters off or having issue-long fight scenes. I'd vote for Teen Titans (the Judas Contract run), but that's DC, not Marvel.
  12. Re: [Review] The Ultimate Energy Projector I only looked through this at my FLGS, but I'm leaning towards Transmetahuman's opinion on this one. The special effects section didn't really do much for me, as I generally just adjudicate such things on the fly rather than refer to a book to resolve the interaction. Personally, I don't see a reason to charge extra for multiple special effects - yes, you can hit more vulnerabilities, but you can also have your powers drained via either special effect. There was significant space devoted to how special effects interact (which is worth a few pages, but not the amount given to them in the book), and a lot of power writeups (which I don't need, especially when I own the UNTIL Superpowers Database), but the things I was really looking for just weren't there. From what I can tell, the chapter that the review says is the shortest (Adventuring With Energy Projectors) is the one I feel should have been the longest one. Maybe I missed them, but some genre staples seemed to be absent. Do they talk about the classic bit of a energy projector's powers increasing out of control or fluctuating wildly? What about using the Power skill to do things like slowing your momentum in a fall (by firing at the ground)? Finally, I was quite disappointed by how thin the book was. Ultimate Speedster was next to it on the bookshelf, and was twice as thick (and a few dollars cheaper). Since I have both a speedster and an energy projector in my new campaign, I bought the speedster book and left UEP sitting there... So, anyone want to sell me on UEP? Did I just browse through the wrong sections when I flipped through the book?
  13. Re: Integrating "normal" things into a "Super" world
  14. Re: Integrating "normal" things into a "Super" world I think it would be a great Digital Hero article. Personally, I'd probably skip using the Instant Kill rules (as my campaign has a low lethality), but the Super Attacks and Super Defenses rules fit pretty well.
  15. Re: Integrating "normal" things into a "Super" world Revisiting this topic to see if Lord Liaden has made any additions to these house rules, as I've finally started running a Champions campaign (for the first time in many years)...
  16. This question is regarding the Endurance cost of a power with noncombat movement. I posted the following on the HERO Designer discussion board: Simon responded: Now, I searched through the HERO System Rules FAQ for 5E Revised, and could not find anything addressing this issue. So, to ask directly - is the text I quoted from 5E Revised incorrect?
  17. Re: Are Defenses to low? Okay, this is some serious thread necromancy, but I'm interested in seeing if the perception of the Champions standards for attacks versus defenses have changed over the last four years....
  18. Re: Quote of the Week from my gaming group... We did an origin session for my first Champions campaign in several years. It's going to be an interesting group. (My memory isn't great with quotes, so I'll probably edit this post after my players correct me...) The math club is getting a tour of OmniCorp's new theoretical physics laboratory as a prize for winning the county math challenge. They manage to convince the tour guide to give them a peek at the partially-completed particle accelerator. As they walk into the room with the particle accelerator, the tour guide has a heart attack. Fidget, for reference, is a hyperactive 14-year old. GM (me): (to Fidget's player) "Ok, your character Farrah sees the tour guide fall over. You see a big red emergency button. And, I believe you have the Impulsive psych lim. What do you do?" Fidget: "I push the button!" GM: "Suddenly, the safety doors drop down, closing you off from the group. You see that they're trapped inside with the particle accelerator. Oh, and you realize that the button isn't an emergency help button...it's the activation button..." Fidget: "Oops. Um...sorry?" One of the players (who decided to change his character after the session) gets stuck in the decontamination chamber when the safety doors drop down, and the decon process starts. Player X: "I look for something to shield me from the water." GM: "There's several suits...on pegs outside of the decontamination chamber." Player X: (curses repeatedly) Fidget: (grabs a suit and holds it up to the window of the sealed chamber) "Here you go!" Player X: (holds up a middle finger to the glass...) Luminescence's player sees that she can shut down the particle accelerator...if she reaches her hand inside to disconnect some wiring. Luminescence: "Oh well, I think they can heal that..." (reaches in) A few days after the accident, the math club meets at school. Fidget writes a little too quickly with her pencil, and sets her paper on fire. This is the first time Luminescence has seen Fidget do something extraordinary. Luminescene: "Here, dear, try this ballpoint pen. Less friction..." Later, the group is at an event called "Hometown Heroes". The secret ID characters are all part of the Math Club, which just won the county contest. One of the two Public ID characters, Ironfist, is being honored for stopping a hijacking, while the other is a former cop in a wheelchair (she hasn't gotten her powers at this point) who is being honored with a medal for being shot in the line of duty. During the event, the son of the now-deceased supervillain Hiroshima goes after the person who killed his father... Luminescence ducks behind Ironfist's massive chair (the only chair on stage that can support his weight). Not having a costume yet, she peeks out and fires an Energy Blast at the new Hiroshima, getting a massive 51 STUN on the roll. Fidget (OOC): Ironfist's chair is attacking Hiroshima! Ironfist (OOC): And I haven't even gone yet! (Ironfist only has an 18 Dex) Hiroshima fires a pushed 16d6 EB at his intended target, but the cop in the wheelchair manages to throw herself in the way, gaining her powers (her character will be called Miracle) just as the blast hits her. She's blasted into the wall at the back of the stage. As far as Ironfist knows, Hiroshima just killed someone. However, Ironfist's player is a bit sleep-deprived... Ironfist: (to Hiroshima) "Don't do that again!" GM: "Don't do that again? Yeah, that's going to play well on tonight's news." (fortunately, Hiroshima's EMP field messed up the cameras...) Fidget runs over to help out Miracle, who is in the process of pulling her face out of the wall. She pulls Miracle out of the wall (with a 25 STR) and stands her up. Keep in mind that until a few seconds ago, Miracle was paralyzed from the waist down and in a wheelchair. Fidget: "There you go! All better." Miracle, now standing for the first time since she was paralyzed, flies toward Hiroshima. Miracle: "Hey, thanks! You're under arrest." (tackles Hiroshima) Hiroshima eventually flies off, and Miracle reaches the roof of the auditorium before she turns and looks down at Ironfist. Miracle: "Hey! How do I get down from here?" Ironfist: (who doesn't have Flight) "How should I know?" (Miracle begins to float down to the ground) Miracle: "Oh, nevermind..."
  19. Re: Hyper Intelligence Actually, there are some older threads on these boards that I would love to see dredged up again for a second round of discussion. I was just thinking about an extremely intelligent NPC for my home campaign, so this is good timing!
  20. Re: Politics or not I avoid putting real-life politics into my game at all costs, as I think they can really derail a game. That said, I will have politics when it fits the plot, and I'll even reference real-world events, but I will make sure to avoid situations where players are tempted to bring "baggage" into the game. I *might* make an exception if every member of the gaming group has similar political beliefs...but that hasn't happened yet. The President is never referred to by name - only as "the President" or "Mr. President" (or Ms. President, for reasons of gender equality). Real-life political figures are not used, either, instead substituting a fictional figure. So the Senators for Colorado won't be Senator Salazar and Senator Allard, they will have different names. Whenever possible, I avoid mentioning a politician's political party. I may use terms like "warmonger" or "social crusader", but I try not to use "Republican", "Democrat", or even "liberal" or "conservative". Polarizing real-life events may be in the game, but are likely changed. For example, in my game world a telekinetic named Teke gave his life to hold up the Twin Towers long enough to evacuate nearly everyone (he finally had a heart attack from overuse of his powers). The event remains, there was loss of life (including a famous figure), but it wasn't nearly as huge of a loss of life as occurred in real life. Basically, my goal is to milk the potential plot hooks without having the game fall apart due to political arguments.
  21. Re: City of Heroes - Online Hero Game
  22. Re: [Request for Help] Proofing For Gestalt What is the planned release date for Gestalt: The Hero Within?
  23. Re: College of Blademagic Since these spells were originally written under 4th edition, I may pull the Expertise limitation (once I can find my 5E FH book). However, 4th didn't have the Spell limitation, so the costs of each spell probably won't change that much. UltraRob: The Expertise limitation in 4E was a -1/4 to -1 limitation, depending on whether 10, 20, 30, or 40 points of spells in the college were required to be able to use a particular spell. It was basically a discount based on how much of an investment you were making in spellcasting, which kept players from cherry-picking 2 or 3 spells. So, instead of a storm mage just taking 3 spells, such as a lightning bolt (Energy Blast), wind shield (Force Field), and wind riding (Flight), they'd have to be a bit more diverse and get other spells in the college.
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