Jump to content

The Mind Master

HERO Member
  • Posts

    41
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://

The Mind Master's Achievements

  1. Ah...triggers one of your psyche lims eh? I know the feeling...
  2. Like many others, I suspect, I always thought that "anime" referred to the particular artistic style of the "big eyes, small mouth". Even if the literal meaning is simply "animation", it surely has taken on a more specific meaning in usage in the USA. When I say that "anime" has never been of interest to me, I'm talking about that particular artistic style and the few cartoons I've seen that utilize it. I have a player who is playing a character inspired by some anime feature, but it's played under regular Champions rules, and there are no problems or special considerations. I would have a problem with any kind of special convention (such as "no attacks while powering up") based on anime features and not on the rules of the campaign.
  3. I have had some players who brought in characters inspired or ripped-off from Anime, but so far none who somehow thought this would allow them to do things outside the rules or change the tone of the campaign. I have to admit, I'm not very familiar with it, never caught my interest.
  4. Re: Thanks I'm not normally a game mechanic, and I think you pegged the players correctly as over-the-top, but I do have a minor caveat about the damage from the 70 STR attack. I don't know exactly how you calculated the added damage, but it seems a bit excessive to me that it doubled the average BODY that would normally be rolled on 14d6. The only reason I bring this up is because I had a very high STR brick player in one of my games who found it very frustrating trying to figure out exactly how much STR to use against opponents. He wasn't a "killer" PC, but he wanted to be able to take out weak agent-types quickly with a single punch. It was a high-level campaign, and that was certainly in the genre. In the end, we figured out some rule mechanism (I don't recall exactly what, now) so that he could be confident of taking out a low-BODY character without having to be afraid of badly injuring him. This wasn't your situation, but I usually draw a pretty big distinction between normal attacks and killing attacks...even if the normal attacks are high-level.
  5. Interrogating thugs in this campaign was not only a useless waste of time, it also engendered more "bad stuff" for the PC's, for in spite of our best efforts to be private some bystander would inevitably happen by and take the thug's side. Usually it would be a reporter who would write up a scathing story about the PC's brutality. This campaign had its very good points, but interaction with NPC's wasn't on the list.
  6. I despise NPC's who are always, continually uncooperative in spite of PRE, Persuasion, Seduction and even appropriate situation. In one campaign I was in, you automatically knew that NPC cops would be hostile to the heroes, that NPC bartenders would be close-mouthed and suspicious, and that NPC bystanders would be afraid and mistrustful. No matter your reputation, your great deeds of valor, or your characteristics, this was just the tenor of the campain world. And don't even mention NPC reporters...
  7. Heh. He may, but that's not one of them. The name is just a goof I pulled out of the air.
  8. Hmmm...sounds interesting. Hope you find a way to make this work.
  9. Heh...then the GM might wind up meeting the evil twins of the players themselves. I've played all kinds of versions of this...direct clones; counterparts with the same powers but different names; counterparts with exactly opposite powers or powers designed to take advantage of your weakness; magical evil doppelgangers who even took over the lives of the PC's including their relationships and secret identities (which was actually one of the best versions and made for some interesting roleplay); and evil versions of other super-hero groups. Don't think we ever did one with evil robot versions of the PC's...but I think I'll give that one a pass...
  10. Got a good laugh on this one. I've seen this happen so many times. For some reason a player gets it into his head that a character should be a pushover, and cannot understand how this character winds up beating him...even feels demeaned and humiliated. I know a player who likes to play bricks. For some reason this player assumes that any opponent who uses martial arts should be a weakling. "Hey! He actually HURT me with that strike? But he's just a puny martial artist! How can a wimpy martial artist hurt Bulging Brick man? "
  11. Thaks for the reply, Steve. I understand this isn't an enemy book and has a different purpose. But for long-time players like me the value of the book increases with a few of those kinds of additions. Stuff that's not just conceptual, but actually provides some nuts-and-bolts stuff to work with. That would help it appeal to those of us who've been around awhile (like ages!) and have already played through several different variants of these basic plots. Obviously, the focus of the book is on scenario-seeds, but I'd buy it anyway if it had a few specific GM helps along this line I could use.
  12. Not to belabor the point, but I still don't understand how 70 STR did so much body in one hit. Even if he threw the car across the mall and it smashed into the wall, it would still be 14d6 normal attack. Falling damage could be applied afterwards, I suppose, if they fell a few hexes when the car was destroyed, but that shouldn't do much BODY to the occupants of the car. Just curious.
  13. Let me second this!!! As a hero player of many years, I've been through almost the plots listed and variations on them. (PLEASE, no more evil versions of the heroes! That's usually the second or third adventure of nearly every campaign I've been in. If you must list it, fine, but it doesn't need anything in depth.) But if the book has some other useful aspects, like new characters, I would buy it anyway. Or if the adventures are given extra detail like maps, villain tactics, stuff that makes a GM's job easier and not just the seed ideas, I'd find it useful. What would not be helpful would be simply a book with only outlines of plot types we've all read in the comics ourselves.
  14. This, in my experience is not uncommon. I keep extra character sheets on hand because some players inevitably come without their sheet. Doesn't really bother me any more, because I've learned to prepare for it.
×
×
  • Create New...