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Laundry Knight

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  1. Re: Parry. A third defense option. When I was still studying MAA, a block merely stopped an action from occurring, but a parry caused an opponent to reduce his defenses so the counter-strike more effective. I think the best way to do that is linking a short-term Drain DCV to a successful dodge maneuver. I'm not sure the best way to build it, but something like that would reflect the parry I was taught. (Though in martial arts, what a word means in one system may not mean the same thing in another.)
  2. Re: Wish List: Other Licensed Content I actually have a copy of Space Opera and a couple supplements also. The system is too cumbersome for much gaming, but I agree the background is fantastic. For that reason, Villains and Vigilantes was good also.
  3. Re: Superhero settings vs People with Powers settings Besides what was mentioned, the motivation for going out and doing good deeds is different. Super heroes tend to be genuinely more altruistic where the mere presence of powers is sufficient to go and save the world. Whereas, people with power are usually a little more selfishly motivated. The frequently have to cajoled and manipulated into heroism or they are merely responding to a personal hurt and the fact that they take down bad guys is just a bonus as they work out their pain.
  4. Re: Create a Villain Theme Team! The Maestos are 7 theme based villains who share a similar motif. They are all inspired by art. The can be based on particular art movements, particular artists, different media such as sculpture, painting, music, architecture or anything else that would be considered art.
  5. Re: Psych Limit for Spellcasters in Non-Magical World I like that. I would actually like to keep the real nature of magic a secret until I expose it a big reveal. I am doing the magical community like DC and Marvel comics where they operate as their own community within the super community and magic is as about accepted as magic is accepted in the Big 2. I do have a division within the mystic community between those that take a more old fashioned approach to magic who practice traditional magic who feel that magic and technology are rivals, and a new breed of mage that blends magic and technology who are called technomancers. Many technomancers do have high backgrounds in technology, engineering, and science, especially the more esoteric sciences like hacking, information theory, quantum mechanics, and so on. Some technomancers suspect the truth but any who say so out loud are even further ostracized by traditionalists than normal. My idea for the computer is based on a rough understanding of the Mother Box in DC's fourth world comics and is the secret source of a great many super power classes. It also is its own dimension which intersects with the cyberspace in most technologically advanced worlds and universes. Another analogy would be the central world computer in Jack L. Chalker's Well World series.
  6. Re: Create a Villain Theme Team! The Spartan was originally designed as a mindless mechanical man by ancient Greek artificer Xydophanes using ancient Greek artifice in his attempt to take control of the Hellenistic Empire and to exact vengeance against Alexander the Great. In a cataclysmic batter, a band of Greek heroes manage to kill Xydophanes and trap the mechanical man in a lava flow where they assume it was destroyed, but it was not destroyed but was preserved instead, and due to some unusual crystalline formations within the lava the mechanical man develop a rudimentary sentience. A few years ago geologists were excavating the site of the now dormant volcano. The menace quickly killed the scientists and created much havoc until it was captured by member of the New Punks who brought up its education teaching rudimentary understanding of language and social development and dubbing it The Spartan. it a rudimentary understanding of language but still maintains the intellectual capacity of a smart animal or child.
  7. I am creating a multiverse with no magic but does have spells, but the spells are actually hacks into a cosmic computer. Many spellcasters do genuinely believe they are magical and I think that should be a delusion in the form of a psychological limit, and I would like to make the limit so that the cost would be relative to how badly a characters world would be rocked if they were to discover the truth of how spells worth. I figure a spellcasters who assumes that their spellcasting is based on oneness with nature and the eschewing of technology would have their world rocked rather badly. The same would be true of spellcasters who believe their powers come from a spiritual being of some sort while spellcasters who believe their spellcasting comes from some kind of artifice would only slightly be rocked if at all. If they learn the truth, they may either keep the the delusion, replace it with something more appropriate, or use it as an excuse to buy off the limitation. As an example, I have PC character who thinks his powers come from alchemy which I assume an alchemist with be on the lower end of world rockiness. The question is, how many limitation points should be applied?
  8. Re: Pre Attacks On a related note, I've seen crime dramas where the good guys would take turns interrogating a prisoner and slowly wearing the culprit down. How would you do that?
  9. Re: Wish List: Other Licensed Content I would love to do more experiential gaming, but most of the people I game with are in side of the box people who think they are out of the box. I would love something like that or old 50s monster movies. I would even want to do the cheesy dialogue.
  10. Re: Cool characters from goofy concepts Not a personal favorite but Deadpool has a dumb concept but is quite popular.
  11. Re: Cool characters from goofy concepts Most elastic super heroes. Elongated Man Plastic Man Mister Fantastic
  12. Re: Small Town Superhumans? I have thought about using a hyped up version my native city of Bartlesville, OK though in the campaign I am now developing I using a made up coastal city. One reason is that I want to use certain archetypes and tropes that wouldn't work in my town, and I wanted a coast, darn it. I can't have a coast in Oklahoma unless I wanted to do a post-apocalyptic story, and I don't.
  13. Re: Tiered Equipment or "How to fit Arrows and Antimarter in 60-90 AP" GURPS used to have something about differing TL levels. I no longer remember the specifics, but perhaps, it can be used in determining advantages and disadvantages, say the root TL is +0 and is made positive or negative depending on the radiation and apply the tech difference in skill contests, defense, and offense rolls as appropriate.
  14. Re: Small Town Superhumans? Central City of the 70s Flash had a strong suburbanite feel to it, or at least, Barry and Iris's home was situated in the suburbs, but then, with his speed, Flash's adventures could occur anyplace and anytime.
  15. Re: Teen Mystics or Magical Girls For CHAMPIONS campaigns I don't know anything about the Magic Girl genre; so, I have no idea how they would react to traditional heroes, but I would assume that each such character would have her own perspective on the issue. As far as how the super community would react with Magic Girl community, that would depend on the campaign world. In a world that already has a super-mystic community, they would probably just be another sub-community within the over-all community. If there is no definite difference between the regular super community and the super mystic community, Magic Girls would probably just be another super hero in the eyes of other supers and the general public.
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