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ghost-angel

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Everything posted by ghost-angel

  1. Well, we're still sketchy on the "what is a soul, exactly" part .. It is a plot hook of sorts, but it is a very major plot hook (read: ongoing). Theoretically my poor little PC has a subconcious inhabited by 8.5 Billion souls (it gets noisy sometimes). Any of which can be called upon (brought out) and used. In that function the soul operates exactly like the being (all powers, knowledge, skills, etc..) at the time the soul was "taken". In game the SFX have gone from no change in the physical being, the physical being turning to dust immediately or the physical being getting sucked in in its entirety and disappearing (very handy body disposal...) Here's what we used: Subsume Soul Spell: Summon: Soul (from in front of character to in character's subconcisou), (500-pt "soul") [100 Active points]; Extra Time: Full Phase, Character may take no other actions. (-1); Real Cost 50. The interesting bit is summon normally involves you bringing a creature from somewhere vague to somewhere specific. The "Subsume Soul" can only be used on something right in front of you. We went against the "Usable as Attack" and "Summon Specific Being" because that seemed inherent in the SFX, you could never use this spell to summon random souls. We initially went with a Transform:Spirit but Transform didn't really do what we needed (put the soul somewhere). That and because Summon has a point cost associated with it and we have an active point cap to work with it would become useless in game terms with those massive advantages. The GM decided all we needd was the above. Though it might change. We're still unsure and are playing it "fast and loose" right now - not letting mechanics get in the way of the story too much. But we needed something to go on to get limits in the characters ability.
  2. I'm curious as to how any of you might construct a power designed to "Take your soul" in a very literal sense. The campaign in question has established that the subconcious is not only a place you can visit in a metaphysical sense but in a physical sense as well - it's a kind of dimension, after a fashion. (Also, of note, the campaign in question is psychotic, intense, emotionally charged, mature and a really good game..) back to questions.. Certain powerful beings (and one of the PCs due to the medling of aforementioned powerful beings and the GM underestimating what the player/character would do) can literally take all, or some, of your soul and "store" it in their subconcious mind. I used Summon as it seemed most appropriate. But before I post how I constructed it exactly I wanted someone elses take on the whole thing.
  3. In our games supers go from 4-6, Speedsters start at 7 and tend to go to 9. Most of us don't much higher than 9 unless we're playing a high-powered game that night (450+ points). In fact we don't even consider them a "real" speedster unless they have a speed of 8 or higher. It rarely creates game balance issues for us, simply because the point cost involved in a SPD9 character reduces their versitality in other areas .. just assume they went to 20DEX and 9SPD they spent 90pnts one basically one effect whose only combat result is to go more often. Outside of combat usually means that they also have less skills to work with. It balances itself out in the end most of the time in a point based system where everyone has the same points to play with. Of course, if your games fearture more than 50% combat then the Speedster will get more air-time than the others, but I'd say that's an issue of the game not the player/character.
  4. Normally summoning something like equipment is a special effect instead of a full power. but I can see it working like the DnD spell that summons various chunks of equipment if that's what you're after. (I forget the name of the DnD spell in question..) Though, I wouldn't think that it needs the "Slavishly Loyal" Advantage unless it's a sentient x-bow that might turn on you once you summoned it from it's nice resting spot. I wouldn't make you use that advantage personally as it infers summoning something intelligent.
  5. Probably done because ppl with SPD over 12 just made combat so much more complicated than it needs to be. You get twelve seconds, twelve possible actions to take and that's it. If you want to keep going first buy a higher DEX. If you want to go second just hold. If you want to go both .. well, considering that ppl with 12SPD are generally twice as fast as most other Supers you kind of do go before and after everyone.
  6. one of my GMs characters: Gummi Bear. He was an eight foot tall Green Gummi Bear. very creepy in and of itself. His powers involved a bucket of Absorotion into a Transform. The Transform turned the enemy into a Gummi Bear, not like the character but like the snack food. He turned all his enemies into Gummi Bears. He shows up as an NPC every now and then.
  7. Telekinetic. Really, that's the best word for it. He's projecting some form of Kinetic force into the world. From increasing the kinetic force or reducing it by creating a counteracting kinetic wave. He just has more options that the "Telekensis" power. If you really need different verbage maybe "Kinetic Manipulation" or "Kinetic Projection" or "Inertial Projection". Those help?
  8. Our group of players is about 1:2 gals to guys. Our "core" group (ppl who show up regularly) is 1:1 ratio, most of us are married. about half the time, maybe a little more relationships come up. We have one game which is very intense and involves the least number of players in our group (overall we have around ten+ people, but can't get them all in once place at once time) and all the PCs have a romantic engagement of some kind. In fact, they tend to play very important roles and plot motivations for the characters. Then there's the "one shot" world, this is what gets played when we can't think of anything else for the night. Most of us have one or more characters for this particular world and the adventures rarely run more than two sessions. That one is an interesting game for sure .. the romantic/sex aspect bounces all over depending entirely on the characters. I've got one I play that's a Hedonistic Thrillseeker. Then, just the other day, we're sitting around and pull out some new characters and I'm sitting there playing my character (female) and the GMs wife is playing her (male) character and not two minutes into the game her char. is hitting on mine. I think we set a new record with that one. All of us are mature enough to know the difference between in-game and out-of-game situations. Nobody has jealousy issues. And, honestly, all of us are open enough people that roleplaying romantic and/or sexual situations has ever been a problem.
  9. the mind reels ... can I have some of your spare time Nightmask, I seem to have run out of my own. I like the names though, but I have a hard time remembering their Normal Names some days .. imagine a post with those. "Well, I was cross referencing Scotty with Wilma the other day and ran across a passage that confused me so I pulled out Mirror and realized my answer was in Barney the whole time...."
  10. Some more pulled from music and movie references: Ghost and Darkness (hey, I actually liked that movie.) - Desolid and a Sesnory Interuption (darkness, flashes, Images..) duo. The Angel and The Gambler (Iron Maiden reference, Up The Irons!) - no solid ideas, but I'd assume they'd be good guys. Possibly Old West themed. More & Faster (KMFDM reference.) - A duplicating Brick and a Speedster. Stars & Stripes (more KMFDM) - patriotic duo (well, maybe.. depending on if you modeled them after the song or not). Some other random references .. Sick & Twisted Slash & Burn
  11. Personally, if you're going to pay points for it then I'd go with actually building a machine. If you're just wanting the effect of having a computer available to him when he needs it, then I'd just give it to him. That way you won't feel as bad when you have the antagonist blow it to bits mid-adventure and they can't get a new one for a while... but that's me. but as a perk "Computer Link" is what you're looking for most likely.
  12. Buying a computer works exactly like buying a Vehicle or Base. check p312 of the rule book. It's a 1 to 5 cost (1 character point = 5 computer points). As for the wireless net connection that's just High Range Radio Perception bought in the computer.
  13. concealment works both ways because if you're good at hiding stuff you're usually good at finding stuff to. It works on the principle that if you know how to hide things well then when looking for hidden things in other places you know where to look by virtue of you know where you'd start hiding things. There's no reason to split it out into "Conceal" and "Search" rolls. And of course "Concealment" and "Stealth" need to be seperate. You don't use Stealth to hide stuff in a room, you use it to be quiet-sneaky-ninja-like. And you don't use Concealment to be all quiet-sneaky-ninja-like and bonk the guard on the head from behind, you use it to hide stuff in a room. Any player who is trying to combine them needs to be scrutinized for Munchkinness. I suggest being Stealthy and sneaking up on them then Concealing the body when you're done.
  14. I found my notes... we ended up having the bonuses on both. I vehicular combat in Hero you use whichever is lower the SPD/DEX of the pilot or the SPD/DEX of the vehicle. A Rigger link that increases a pilot's SPD/DEX when jacked in only helps when their SPD/DEX start lower than the vehicles inherent SPD/DEX, if they go higher the the vehicle doesn't react to it.. The rationalization is that the vehicle can only be so responsive no matter how twitchy the pilot is. Adding the stats to both can make them match out with the requirement of "Computer Link purchased" by the character and a requirement of "pilot must be jacked in" by the vehicle. This is adhering stricly to Hero rules however. You can make whatever house rules you see fit.
  15. Up and Down (one airborn, one .. not.) I didn't see Zig and Zag (speedsters probably, or at least utterly unpredictable). maybe Worry and Wort (mentalist and ... dunno). I personally like Sturn und Drang, I like a duo that means anxiety or aggrevation in some form.
  16. The standard order for suits is Spades, Hearts, Clubs, Diamonds. The suits are derived from Tarot and they do have a specific order of Pentacles, Swords, Wands, Cups in certain instances. You can choose whatever order you'd want however. And, of course, if they draw the same suit of the same card then it all comes down to the All-Mighty-Roll-Off.
  17. purchase all the enhancements in the vehicle, not the character. Then add limitations of "Only availble to Rigged characters". Additionally if you want to go the "level" route of it then the power because even more limited: Level 1 "Rigger Jack Required" (-1/2) on SPD +1, Level 2 "Enhanced Rigger Jack Required" (-3/4) on SPD +2, etc. On the characters the Computer Link is bought at levels "1 point ComputerLink is a Rigger Jack"; 2 point CL is an Enhanced Rigger Jack. I would not put limitation for characters taking STUN when the vehicle is destroyed, just make that a game mechanic instead (if EVERYONE takes it then its a feature not a limitation) If you want to simulate someone who's Rigger Jack does not allow that kid of feedback increase the cost by a point. I can try and find my old Rigger Cyberpunk Hero and get what I did off of him, no promises I forget where my binder of characters is (I've been keeping my char. on the computer for years now...)
  18. Anne Rice's "Tale of the Body Thief" had some very well done gay male sex scene in it. But that's one of the only places in any Fantasy book where gay sex scenes were done both tastefully and naturally (ie without going "ooh that was wrong" right afterwards). But I can't think of any Sci-Fi instances off the top of my head.
  19. NPAs can affect as many different powers as your GM will allow you to get away with. One at a time only. No extra cost for an NPA to affect Flight and Growth for example, but the character can only apply it to one or the other when activated. No splitting either.
  20. yikes! yeah, I probably wouldn't have played with them long either. Thankfully our GM doesn't allow the overlapping speeds or Mentalists would be way the hell overpowered.
  21. GM Approval. Special Effects Justification. They are rather powerful powers and how they are handled is difinitely up to the GM. Some options to limit them: 1. Can only be used on powers you paid for. (will work for most cases) 2. Must define exactly what power(s) it works on when bought: Only RKAs defined as guns (clip of armor piercing rounds), Only certain Movement powers (Megascale on Spaceship Engines), something like that. 3. Only works for one specific power (the most limiting). This way a character can fire off the Exlopsion EB or the Normal EB, their choice. The application of NM is way into GM Discretion Land, I'd say act like it has a Yield Sign and a Pair of Stop Signs on it. Take a careful look at what the special effect of the NM itself is and how the character wants to apply it within the concept of what they do.
  22. Another thought popped into my head, regarding Mentalists. We've got a Mentalist Player (they love the character type...) who routinely buys SPD with "For Mental Attacks Only" Limitation ("My brain is faster than your body"). So they have Physical SPD 4, and a Mental SPD 6. Any phase which the MentalSPD and PhysicalSPD overlap they have to choose one or the other to do, but they get extra "Mental Powers Only" phases when that SPD goes and not their Physical SPD. For the purposes of the Deck Method I'd say they pull extra cards for the difference between PhysicalSPD and MentalSPD (two in the above case) but can only apply them to Mental Attacks. sound right? [bTW, does anyone else do this? I've never seen it with any other groups I've played in, though I've never been in a group so in love with Mental Powers.]
  23. Since a Naked Advantage becomes a Full Power in its own right, the cost and the Active Point are not always the same. The cost is based off of the value of the advantage if it were applied normally and the active cost of the power you want to apply it to. The Active Cost of a Naked Modifier Power will equal the maximum Active Cost to which is can be applied. Naked Modifiers do not always have inherently matching Active and Real Costs. So yes, a 50 Active Point "Affects Real World" Modifier Power will cost 100 Real Points. and a 50 Active Point "Reduced END: 1/2 END" Modifier Power will cost 12 Real Points (12.5 w/o rounding). They are both still 50 Active Point Powers for the purposes of Drains, Transfers, Dispels, Suppresion and the like, or for calculating any advantages or limitations you want to apply to the Modifer Power. And they can both only be applied to 50 Active Point Powers, such as a 10D6 EB. I hope that makes more sense.
  24. I would assume the "Post-12" still exists and Regen and Post-12-Recovery would kick off normally. I also think that the Ace should be removed to keep it at "12 segments". Other than that this is a freakin' cool idea. It now takes Combat and shakes it up so the same character isn't going first/last every single time which makes combat boring after a while. "Oh, the speedster ran up and smacked down the bad guy again? Ok." Faster just means they can do more in a Turn not just ness. before everyone else all the time. And it also makes it so combat might last a turn which is a proble in our games. We've gotten into a bad habit of "If combat took more than four phases we're outgunned" and then we run away. This keeps the random element of combat a little better off. I'm gonna suggest this to my GM if you don't mind and see how it works with our group. Damn, the idea so cool. (just an aside, the SPD chart as it stands is definitely NOT broken, but it could use a little spice)
  25. From my understanding you could apply the Naked Modifier to any power which qualified for the advantage to begin with, as long as the active cost was equal to what the Naked Modifiers Active Cost would be if applied to that power. I don't think that made sense. Let me illustrate. My character turns Invisible to Everything. But, that's for the character, not for any attacks. Now, I want to extend that invisiblity to objects I'm using (weapons for example). Instead of buying Invisible Power Effects for everything, especially since I want to be able to use it on any gun I pick up, I buy a Naked Modifier of IPE. If the IPE(fully) has a cost of 50 Active Points .. that means I could apply it to any power with 50 Active points or less. the Active Points of a NM = the Active Points to which it can be applied. Think of NM as a kind of adjustment power - they adjust whatever power you apply them to "take on" the advantage which you bought as a NM. It's also a great way to simulate Rounds for a gun or bow or anything else using ammo. Explosive Rounds Clip = Naked Modifier on "Explosion" with charges equal to number of bullets. Hollow Point Clip = Naked Modifier on "Penetrating" with charges ... etc.. This way Mr. Archer can buy one bow (say a 1D6 RKA) and lots of arrows: Six Explosion Arrows is NM "Explosion" with six charges that he can apply to his 1D6 RKA Bow. But if he just want to use normal arrows he doesn't apply the Explosion Arrow Naked Modifier. It's a better way to simulate things like that than trying to buy Variable Advantage or the same bow over and over again.
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