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Kirby

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Posts posted by Kirby

  1. Re: Heroes

     

    I've seen spoilers for Season Two and it's going to suck like a black hole. There's not even a convincing bad guy. One looks like the human equiv of Homer Simpson' date=' the other looks like a harried overworked office jockey. Sod that.[/quote']Aside from a very lackluster rant, I wanted to inform you that Season Two is over and Season Three is coming up next.

     

    Except for the last episode, I thought Season One of Heroes was superb. Season Two was disappointing and I hope it doesn't follow the Lost trend, which happens to be a show I originally enjoyed and each season became worse. I stopped watching Lost about 3-4 weeks ago. If they kill off Juliette, I might start watching it again.

  2. Re: Quote of the Week from my gaming group...

     

    The Gunney ( Iron-man clone' date=' Billionaire industrialist and, secretly, power-suited hero )[/quote']I like how after you inform us that the Gunney is an Iron-man clone, you explain what an Iron-man clone is. You know, for those of us on a superhero RPG site who wouldn't know one of the Marvel staple characters. :D:winkgrin:
  3. Re: Loved at home hated by the world.

     

    HERO's would and could be extradited in this world, the year is 2034 and the New World Order is in the process of becoming a serious reality. Thus there was and is in this world a need for strong international laws on meta-humans. This would follow under treaties with the respective nation in question who returned to Sharia Law post treaty. Because the HERO's were non-Muslims and their actions did result in the death of Islam believers the country in question is seeking the Death Penalty (evil infedel even if you did save the city it's obviously a western trick). Your country does not hold to Sharia but supports the ideal of a nation of Law. It is the current policy of the United States in this time to be a protector of Law, even if that Law does not make sense to those living in the United States.

     

    "We are a nation of Law who support the use of Law" has become a form of propaganda world wide in this time line. (Yes there are some "Law vs. Lawful" ties to the reality of the Supers in their time line. Supers are slowly becoming the target of the state do to the ideal of upholding what is lawful and right vs. the laws made out of fear of meta humans, of their time line. Real or not this is not an uncommon theme within the bounds of comic books.)

     

    Furthermore at this point in history Islam is the predominant religion of the world (actually it is now) and Shria Law has become popular world wide because of social steins upon the nations who are influenced by the threat of Jihad & turmoil upon them if they don't.

     

    Disclaimer-The events are for a backdrop story arch I am writing, not actual in game events with real players - yet.

    Yeah, that's a lot of background information that should have been qualified if you're expecting us to have had that in mind.

     

    As has been said by another, I also wouldn't be playing in that game. Not my style at all.

     

    And for the record:

    hero - singular

    heroes - plural form of hero (person)

    HERO's - possesive form of HERO (HERO GAMES?)

    heros - plural form of hero sandwich

  4. Re: Loved at home hated by the world.

     

    Did you even read the second paragraph? It states that this was an obvious accident.

     

    As for "International Law," if these are our characters, then they are in our campaign and thus "International Law," would be as it is. This "WWYCD" thread isn't about "Why has 'International Law' changed, but "there was an accident and now you're sentenced to death before your trial begins," also known as GM railroading and screwing you over. :straight:

  5. A Quote worthy of LotR

     

    Scene: One Demon morbane, two supervillains and 10 demons (not agents, but infernal beasts) in a room versus one PC.

     

    Demon morbane: One versus thirteen? I think I like these odds. Have you any last words?

     

    Ronin: I think you overestimate your chances....considering I'm the one...and you're the thirteen, but if this is my final battle, then I shall not enter the afterlife alone!

     

    :thumbup:

     

     

    Ronin OOC after the scene (in greater detail) is described to him: HOLY [bLEEP]-ing CRAP!!! Hoo boy...

     

    Ronin's thought bubble after his speech: oO(Nice talk, Ronin, but without backup, you ARE as good as dead.)

     

  6. Re: Quote of the Week from my gaming group...

     

    A poster seen outside of Volt's room in the base and promptly copied by all: "I'm lost. I've gone to look for myself. If I should return before I get back, please ask me to wait." The next week in addition "I'd like to help you out. Which way did you come in?" later (the first one never disappears) "Bad planning or a mistake on your part does not create an emergency on my part." Continuing "Expert. Someone from out of town." "If it sits on your desk for 15 minutes you are the expert." "Expert: from ex: has been or used to be. and spurt -Drip under pressure. Therefore an expert is a has been drip under pressure." " I can only handle one thing a day. Today is not your day. Tomorrow doesn't look so good either." "Never let anything mechanical know you are in a hurry." "Please take your silly problem to someone who cares." "I only have one nerve left, and your'e getting on it."

     

    They are starting to wonder what is next. Volt says he'll run out .... eventually.

    Those aren't exactly unique quotes, though. I've heard of at least half of them from over 20 years ago. :nonp:
  7. Re: Quote of the Week from my gaming group...

     

    That is an entirely legitimate tactic and one that my Dwarf character used to great effect in a High Fantasy campaign. Very few Wyrms think to defend themselves from creatures inside their mouths. And it's much easier to get a headshot!
    Bad DM! Bad! :whip:

     

    Don't they know that all dragons learn early on to chew your food? Bite it, chew it, then swallow! For those still wiggling after a couple of teeth gnashings, it's bite, chew, breath weapon, swallow. :yes:

  8. Re: inversely proportional powers

     

    I would buy each character the total number of extra strength you want them to have when all are present. Do you have four total (original +3 duplicates) with +15 Str? Give all four of them +15 Str (-1/4, only 5pts STR per extra duplicate). With a possible side effect for the Intelligence. As a GM, I'd be leery of the Intelligence drain aspect. Do you lose 1pt of INT for every 5pts STR gained (which is not a big deal) or is it 1 pt of INT for every 1pt of STR gained? (And then, how smart is he to begin with? 20 INT? Is he a scientist/thinker type?)

  9. Re: WWYCD: Tee Vee Comes to Town

     

    1) American Gladiators' date=' only a bit more dangerous! At least one of your hunteds will be there to fight also.[/quote']This seems to fit Juggernaut. And while she is female, chances are that Bulldozer would be there and possibly Foxbat as the interviewer.

     

    3) Star Trek (The Original Series) rerun- Or a parody version of it. Your character is cast into the niche normally filled by another character' date=' and things are twisted. If you are in the part of Kirk, everyone will treat you like a lecherous ego maniac, if you are Spock, folks will demand you know all sciences and get panicky if you show emotions convinced you've been possessed. If you are one of the female parts, you find yourself being patronized, or told to fetch space coffee (of course, a female superhero could find herself as Captain instead)...and so on.[/quote']Duo would be here and probably as the Captain as opposed to Spock.

     

    I can see Duo enjoying his new role much more so than Juggernaut.

     

    Now, if there was only a way to logically have Juggernaut's change to the following:

  10. Re: Quote of the Week from my gaming group...

     

    With the Shadow Queen and her attempts to change MC into a dark faerie tale kingdom twharted, Mole explains to Diamond just what happened...

     

    "A quick summary? We got taken down fast, imprisoned, some of us worse than others as you probably can guess... I managed to get free with the help of Bravo's rope and... well, another victim of the Shadow Queen who became a friend. " He swallows, "She didn't make it, but she...she was freed of her curse at the end. I managed to find and free Witchcraft though she was aged for a time, and Ember broke free from wherever she was sent. A dead unicorn helped Ember, Witchcraft, the others and I take the Dragon down....did you know the Queen could turn into a dragon? A really BIG dragon. Huge. But I think it was the unicorn's spirit's last hurrah, so to speak, so I feel like I made two friends only to lose them. " Another pause, "I'm sure there's all sorts of mystical nuance that went straight over my head too."

    Hmm, that sounds familiar. Ah, yes, this post!

     

    Just another teen super's vacation to Millennium City...

     

    (Mole is talking to Diamond, from CU:NotW)

    :D
  11. Re: Quote of the Week from my gaming group...

     

    While I don't like the character as stated, I must say the following made me think of Bulldozer and Guy Gardner.

    "Yankee Daring is on a different level than the others... and that level is the gutter. Sure I pulled off the 'Queensgem Caper' right underneath his nose. All I had to do was distract him by having two of my duplicates make-out for awhile. I may have made off with the loot but I still feel dirty about the whole thing."

     

    Lady Dozen

    Mistress of Multiplication

  12. Re: Quote of the Week from my gaming group...

     

    Yankee Daring sounds like a rougher Guy Gardner.
    Yankee Daring is probably the meanest sunnuvabitch you'll ever meet.
    Hmmm Sounds like he'd fit in perfectly in either of our champions games.
    This is a PC? :ugly: Sounds like a cross between the Punisher and a grade-A jerk, like Wolverine: another villain who considers himself a hero.

     

    Definitely not my playing style. YMMV.

  13. Re: Soviet Superheroes

     

    Area affect growth only usable on plant life.

     

    Always has a club or spear available, even got a decent RKA area effect by growing spores that people had breathed in, or seeds that they'd eaten but had not been digested. Nothing worse that having a tree/ vine/ bush erupting from your bowels to ruin your day as well as that of the paramedics rescuing you. Try that.

    Off-hand, it sounds like a limitation given for a power that's not limited if digested food is a new weapon (not to mention always carrying something wooden).

     

    If it's just an SFX bought with advantages (such as indirect) then that could be less-cheesy. It just rings of Magneto's metal limitation not being limited and Aquaman's "fish only" powers used to give a guy a heart-attack by "controlling the ancient fish DNA" inside someone. But that feeling may be just because I've seen people take "requires [x]" and always packing [x] with them where ever they go, including a PC who had plant-only powers.

     

    Aside from that, it sounds like a fresh/rarely used concept.

  14. Re: You know the GM has it in for you when...

     

    Your Cherokee group is trying to save a bunch of Navajos from Minotaurs, but every time you try to attack, a Minotaur (without die rolls) blocks your attack, disarms you, or wraps up your weapon, telling you that you have to leave. When you leave, a Navajo woman a hundred feet below the cliff you're on comes out of her home and yells "Heartless bastards" at you. Only when another player (who was absent on the previous game day) is back is it discovered that we can now attack them because Minotaurs can only be hurt with silver (which everyone in the party has). Why? Because the GM wanted all players there for the battle.

     

    You're playing a Dark Alliance (WW Werewolves, Mummies, Vampires, Mages, etc.) game and your group has finally figured out what needs to be done and where to stop the evil people from doing what they want. However, every time you head into the direction you need to go (driving on the highway) helicopters start chasing/following your vehicle and don't pull away unless you head back the way you came. This goes on for an hour (real time) until the players decide to call it quits for the night since they can't figure out a way past the helicopters. The next gaming session, you try the same thing (showing the absent player what was going on) and there are no hinderances. The GM stated he wanted all players there for the big battle.

     

    You want your WW Werewolf to leap from point A to B and are given a target number. You score so many successes and critical successes that the GM says you overshot your mark and fell down the chasm you were trying to avoid.

     

     

    He goes on and on about the virtues of playing an Indian game where there's no desire for money and that the Indians were skilled shots at hitting bison behind the third rib for one-shot kills. When you agree to play the game...

    • You have to roll a natural 20 to hit the bison, regardless of your THAC0.
    • Your reason for adventures are based on acquiring gold
    • As Indians, you're hated by all the surrounding Elves, Dark Sun beasts, and other Indian tribes.
    • Every time you hunt bison, they stampede in your direction even when you're hiding behind a boulder on hill.
    • Every time you hunt bison, someone gets broken ribs, and it's not the bison
    • The chiefs scorn you for never bringing back a bison and always getting ribs broken in the stampedes
    • Every time you hunt bison, some stranger is found that leads to "an adventure"
    • The ONE time you score a 20 and kill a bison, you're chided for not bringing back more than one

     

    Your campaign takes place in central Texas but your latest adventure requires you to travel to save a city that's being attacked in southern South America. You know this because of a wounded man who traveled from there and you found him on your bison hunt. He promises to guide you safely.

     

    Everyone you meet on your journey to the southern South American city either attacks you or tells you "you can't win; turn back now." No one is friendly.

     

    You have to role play traveling through every country on your journey.

     

    After three months of travel and being told "you can't win; turn back now," you decide to turn back. Suddenly everyone you met previously tells you "you're they're only hope." The stranger/guide whom you're carrying with you begs and pleads for you to help.

     

    When you're one day away from his city, your *guide* asks "What? You're taking me where? I don't want to go there!"

     

    The city you're sent to protect/save is on an island in the middle of a lake. The inhabitants don't like you. To prove you're worthy, you have to go kill a beholder on a neighboring island.

     

    The city you're sent to protect has 50 people left alive. When the night raids come (from Drow), the citizens beg for your help. The priests of the city sacrifice other priests (those who have run out of spells) of the city to cast down flamestrikes on the boats of invading Drow.

     

    The next day, with only a dozen or so city inhabitants left alive, the high priest demands you go attack the Drow hideout. To help you with this, he tells you where you can recruit 100-200 Amazon warriors (why they wouldn't help the city, we never were told).

     

    The Amazon warriors are tougher than your PCs.

     

    When investigating the Drow caverns, the Amazon women are abducted one at a time until it's just the PCs left, regardless of where the PCs are stationed amongst the Amazons and no matter what methods you use to try and prevent the abductions (which you never see happen and only "notice" when you do a body count and there are always less Amazons than before).

     

    A Wish spell of "I wish all the Drow would explode into flames" is enough to kill off the enemy.

    In case anyone is curious, these are all the same GM. Good friend, cruddy GM.
  15. Re: You know the GM has it in for you when...

     

    Wow' date=' that is one campaign I am glad that I have never played in.[/quote']I wish I could say the same. The first three paragraphs are about two different campaigns (two other GMs). The rest are about the same campaign. The guy didn't understand why we never wanted to play that game again.
  16. Re: You know the GM has it in for you when...

     

    You're playing a fertility priest in a D&D game and the DM tells you that you have to daily try and get someone to procreate. You try once per day per PC, but when you get to the GM's wife's PC, he tells her that her (gnome or halfling) has a 35 year courting ritual before mating can commence (another male player is playing the same species).

     

    He tells you you can't have Find Weakness for Martial Arts and Armor Piercing for your shooting knives because that's too powerful; only one or the other. Then you discover that his GMPC has Find Weakness with her HKA Claws and Martial Arts because that's "character concept."

     

    He makes a big speech to the players about how our nemesis villain will no longer be used after this plot line and whatever happens, happens. If the villain dies, he dies. If he's captured, he'll be captured and put away forever, if he escapes, he'll go elsewhere. When the battle is over, the NPC is beat and captured. And shows up two plots later with higher defenses (though lower Speed and Strength).

     

    He goes on and on about the virtues of playing an Indian game where there's no desire for money and that the Indians were skilled shots at hitting bison behind the third rib for one-shot kills. When you agree to play the game...

    • You have to roll a natural 20 to hit the bison, regardless of your THAC0.
    • Your reason for adventures are based on acquiring gold
    • As Indians, you're hated by all the surrounding Elves, Dark Sun beasts, and other Indian tribes.
    • Every time you hunt bison, they stampede in your direction even when you're hiding behind a boulder on hill.
    • Every time you hunt bison, someone gets broken ribs, and it's not the bison
    • The chiefs scorn you for never bringing back a bison and always getting ribs broken in the stampedes
    • Every time you hunt bison, some stranger is found that leads to "an adventure"
    • The ONE time you score a 20 and kill a bison, you're chided for not bringing back more than one

     

    Your campaign takes place in central Texas but your latest adventure requires you to travel to save a city that's being attacked in southern South America. You know this because of a wounded man who traveled from there and you found him on your bison hunt. He promises to guide you safely.

     

    Everyone you meet on your journey to the southern South American city either attacks you or tells you "you can't win; turn back now." No one is friendly.

     

    You have to role play traveling through every country on your journey.

     

    After three months of travel and being told "you can't win; turn back now," you decide to turn back. Suddenly everyone you met previously tells you "you're they're only hope." The stranger/guide whom you're carrying with you begs and pleads for you to help.

     

    When you're one day away from his city, your *guide* asks "What? You're taking me where? I don't want to go there!"

     

    The city you're sent to protect/save is on an island in the middle of a lake. The inhabitants don't like you. To prove you're worthy, you have to go kill a beholder on a neighboring island.

     

    The city you're sent to protect has 50 people left alive. When the night raids come (from Drow), the citizens beg for your help. The priests of the city sacrifice other priests (those who have run out of spells) of the city to cast down flamestrikes on the boats of invading Drow.

     

    The next day, with only a dozen or so city inhabitants left alive, the high priest demands you go attack the Drow hideout. To help you with this, he tells you where you can recruit 100-200 Amazon warriors (why they wouldn't help the city, we never were told).

     

    The Amazon warriors are tougher than your PCs.

     

    When investigating the Drow caverns, the Amazon women are abducted one at a time until it's just the PCs left, regardless of where the PCs are stationed amongst the Amazons and no matter what methods you use to try and prevent the abductions (which you never see happen and only "notice" when you do a body count and there are always less Amazons than before).

     

    A Wish spell of "I wish all the Drow would explode into flames" is enough to kill off the enemy.

  17. Re: You know the GM has it in for you when...

     

    You're new to the game and the GM allows you to take "Berserk: when innocents harmed," because you think it's your PC being stronger than when Enraged, then he has innocents harmed in the first plot. Then he has you roll your attacks, but only he gets to roll your recoveries -behind a screen. Strangely enough, you roll 11s or less throughout the fight and he rolls 12s or higher for your Recovery throughout the fight.

     

    Your Cherokee group is trying to save a bunch of Navajos from Minotaurs, but every time you try to attack, a Minotaur (without die rolls) blocks your attack, disarms you, or wraps up your weapon, telling you that you have to leave. When you leave, a Navajo woman a hundred feet below the cliff you're on comes out of her home and yells "Heartless bastards" at you. Only when another player (who was absent on the previous game day) is back is it discovered that we can now attack them because Minotaurs can only be hurt with silver (which everyone in the party has). Why? Because the GM wanted all players there for the battle.

     

    You're playing a Dark Alliance (WW Werewolves, Mummies, Vampires, Mages, etc.) game and your group has finally figured out what needs to be done and where to stop the evil people from doing what they want. However, every time you head into the direction you need to go (driving on the highway) helicopters start chasing/following your vehicle and don't pull away unless you head back the way you came. This goes on for an hour (real time) until the players decide to call it quits for the night since they can't figure out a way past the helicopters. The next gaming session, you try the same thing (showing the absent player what was going on) and there are no hinderances. The GM stated he wanted all players there for the big battle.

     

    You want your WW Werewolf to leap from point A to B and are given a target number. You score so many successes and critical successes that the GM says you overshot your mark and fell down the chasm you were trying to avoid.

     

    You're stuck in traffic for two hours and the gaming doesn't start, not because they wanted to wait for you to play, but because none of the other players wanted to make a "critical" decision in the game ("do we head towards A or B?") and voted you as team leader while you were stuck in traffic.

     

    Yeah, all true stories. The "leaping" was the only one that didn't happen to me. :(

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