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JohnTaber

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Posts posted by JohnTaber

  1. Hi Guys,

     

    A REALLY simple way to build a power that allows the character to step out of the flow of time is teleport with a limitiation that the character must be able to climb or walk to the target location. This version means that when the character is out of the flow of time they can't interact with the real world BUT if you link in some overall levels you can get a but of cool effects.

    + I go out of the flow of time and study the lock really closely. I then go back into the flow of time and pick it. (Combat TP with levels put toward a lock picking roll. The levels would offset penalties for taking little time.)

    + I go out of the flow of time and move behind Green Dragon. I study his position then start moving again and let him have it. (Combat TP with levels put in OCV.)

     

    Depends on what effect you want...you don't have to get complicated. If you want more complication you could add Change Environment only objects the time traveller is holding. This way watches stop and such. Again...only if you want that level of complexity. ;)

  2. Hi Gents,

     

    I think Geoff has the right approach (i.e. speed up the combat instead of arguing about speed differences). I have been running campaigns of all types over the years and I have never had an issue. In fact right now 2 out of 4 PC in my game have 4 speeds and the others are 6 and 7! The trick is to keep everything moving quickly and not let things sit. Some things I do that help...

     

    + I got a big foam d12 that keep track of the segment. This way I don't have to responds to the question of what phase it is every 10 seconds.

    + I ask players for their actions. If they hesitate at all I start counting down from 5! 5...4...3...2...1... If they don't respond then they save their phase. Bam. Move along. This also has the effect of making snap judgements in combat. I think that's cool and fun!

  3. Hi Everyone: I think I might try SAS based on everyone's comments. Is there a difference between the d20 and TriStat versions? Is one preferred over the other?

     

    Hi Tom: Thanks for the Inquest info! I'll look for it... ;)

  4. Hi Gents,

     

    I sold some of my older RPG junk on eBay now I have some money to spend on new RPG stuff. I was thinking of getting either M&M or GOO.

     

    Which product would Hero fans recommend?

     

    WAIT WAIT! I'm a total Hero fanatic...BUT like many other intelligent and well informed gamers who prefer Hero I'm always looking at other systems to keep myself apprised of the superhero RPG industry at large... ;)

     

    Thanks.

  5. Hi Guys,

     

    Got a rules question.

     

    One of the players in my game has an Ego Attack with IPE (+1/2). According to the book this makes it invisible to all senses. Now my questions...

     

    1) Does this still mask the source of the attack? In other words, could said mentalist hide out in a crown and Ego Attack without being detected by the target OR anyone else with mental powers.

     

    2) Is there a way to mask the source of the attack without masking it from Mental Senses? For example, said mentalist can sit in the crowd and Ego Attack without being detected. If someone in the area has Mental Senses they can see the attack and it's source.

     

    Hard to describe in an email...hope this is clear...

  6. Is Champions / Hero the best system to address a somewhat serisous yet light and enjoyable superhero campaign?

     

    Just wanted to make one comment here. You used the word "light". If you mean "light" referring to the genre and game style play then yes...FREd is fine. That stuff depends on the GM IMHO.

     

    IMHO Hero is not "light" in terms of the rules (literally and figuratively). The 320+ page FREd book is pretty scary if the GM and players have zero experience with the system. If there is someone who know a fair amount...like maybe you with the 4th ed experience...or you guys tried it at a Legion of Heroes demo or something...then FREd is fine. I'm a Hero fanatic but I'm not sure I would recommend it to folks who have no RPG experience as a place to start cold...

     

    Just my take...

  7. I guess if you used the current rules and wanted that it would cost what...

    +1 PD = 1 pt.

    +1 ED = 1 pt.

    +1 Power Def = 1 pt.

    +1 Flash Def = 1 pt. <- We'll be nice and not worry about all senses right now.

    Total = 4 points.

    Then tack on a limiation only vs given special effect. The frequency of the special effect would drive the value for the limiation.

     

    Assuming a uncommon special effect I might give +1 for 2 pts. Maybe for a more common special effect (i.e. fire) I might give +1 for 3 pts.

     

    Is this logic roughly ok?

     

    Forgot...[added with edit]...personally I would not invent a power for this and just use the existing rules but that is just my take...

     

  8. Hi Gents,

     

    I wanted to do something similar in a game that I just ran. In my case a little girl was used as the vessel for an Egyptian goddess. Both minds are in the same body and both can "act" on their own phases. The result would be something similar to what you are after...drat...I don't have the sheet at work but I recall building this using Duplication (same body...similar to the hydra in Bestiary) with IPA (fully invisible to everthing EXCEPT mental senses). In my case it was DIRT cheap as the little girl is an incompt normal so it hit the 1 point min cost then adding all the advantages, limitations, and such. I may have used other Duplication adders but I don't recall. It costs more for the Psionic Bond Mind Link with Feedback than it did for anything else. The Egyptian goddess even had disads based on the fact that the little girl could distract her.

     

    It sure worked neat in the game. There is this IPA mentalist PC who I have been wanting to restrain in my game. He always hits everything with max dice and telepathies everyone in sight the first time he meets them. It gets really annoying. Anyway...he opens up on the goddess and easily KOs the little girl. All of a sudden the goddess has her wits about her and wipes the floor with the PC. Boy were the other PC upset with him...hehehehe...[evil GM snicker]... ;)

  9. Hi Qelan,

     

    Since I run 100% of the time and since you did not specifically say this chracter had to be a hero I'll describe my favorite villain. ;)

     

    My favorite villain is a guy called Mad Merc. He is sort of a Bullseye like character except he is a bit more madcap. As his name suggests he hires out for pay but only takes bids from someone who has an original job. Money is no longer an attraction. He has been know to use the following objects to dangerous effect depending on the venue for the fight:

    + Teddy Ruxpin dolls.

    + Garden hoses (imagine whips and grabs).

    + Two tunas (imagine nunchuks).

    + Leg warmers from a super heroine (image garotte)

     

    Fun stuff... :)

  10. A lot of supers died in my current campaign so I really don't need too many of them converted to FREd. The ones I do need I "upgraded" myself. It was fun adding new FREd junk. I enjoyed it. :D Regardless here is a list of the folks I still use...

     

    * UNTIL - They are sort of the shady all powerful government agency in my new campaign.

    * Fox - Don't worry...he is serious is my game. ;) For some reason my players really took to Fox. Lots of subplots with Fox and one of the PC...

    * Mechanon - Shhh...the players don't know this yet. Hehehe. (He is already in FREd. YEAH!)

    * Jimmy Dugan - I like Jimmy Dugan. Fine...he takes 10 seconds to update. Is he gonna be in MC? (FYI. Does anyone think it is funny that Millenium City is "MC"? Does that mean there will be a MC Mayor? MC Villains? MC Heroes? Sounds like a fast food franchise... :) )

     

    I THINK that is it without my notes...

  11. I have NOT used real world events in the past but I am gonna try with my new Champs campaign. To be honest though I am only using the events that I want to relate somehow to the supers world. For example, if there is a war in Iraq the

    US government is gonna use a villain as a weapon/defense because of his particular powers. Now of course he is gonna escape afterwards...etc etc... I only use the event that I plan to use.

     

    That's my plan at least... :)

  12. Hi Yamo: To refresh...

     

    Making the magic-users buy all their spells with the standard Power rules doesn't seem to be the answer. Even if they purchase just a few moderately useful ones, it seems to require so many points that the fighting characters in the group can buy multiple 5 or 8-point CSLs for each spell the magic-users do. This quickly leads to competent wizards and absolutely GODLIKE swordswingers; an undesirable situation.

     

    Boy...in my games I have the other problem (i.e. the mages are much grosser and everyone wants to play mystically enhanced fighters). I use the regular power rules, force certain limitations (RSR:Magic), and even force mages to spend a certain amount of points on spells. In my experience spells in FH are often PACKED with Limitations. This brings the cost down and closes the level gap. Especially spells not used in combat or ones started with Trigger where the casting can be "preped". In a way this naturally restricts the amount of big bang mage spells and makes it even easier to buy the out of combat spell...this is a good effect in my mind. Take a fire blast spell. You might get RSR, Focus:OAF w Fragile and Prep Time, Gestures, Incantations, etc. With a 50 Active point spell (maybe 8d6 with Reduced END) that's around 14 or 15 points for a pretty great thing.

     

    Another thing that closes the fighter vs mage gap is the stat costs. Mages really only need INT. Fighters need more DEX, CON, BOD, Speed, Running, and WF skills than mages.

     

    Just my take... :)

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