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PoorWandering 1

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Posts posted by PoorWandering 1

  1. Re: Transform into living spacecraft

     

    My idea for Extra Limbs circumvents the need for viewscreens, internal sensors, and the like.

     

    The fact that passengers are inside the ship is merely a special effect, not a power. By the rules, the passengers are outside the PC. They PC and the characters can see and communicate with one another without needing any special powers.

     

    Multiform would require a *lot* more work. The characters would have to multiform into a vehicle and an AI; 2 more characters sheets. Am I missing something simpler?

     

    But then the "ship" defences and LS will not protect the "crew".

    Maybe a mix of force wall and LS, flight, FTL, and enhanced senses all useable by others would work? The ship would form around you.

    Or maybe a summon with mods preventing the 'non ship' body from taking action or leaving the ship. After all what we have here is some one who can, effectively, pull a spaceship out of his back pocket. If he does however he can't leave the ship.

     

    Hmmmm this is a tough one.

  2. Re: GateCrasher Hero

     

    Have you looked at a game called "Fringeworthy" by Tri tac games. It is an excellent game and the concept is very similar to what you are doing. If nothing else it would be a gold mine of ideas. Google it, I think you'll find it usefull. One of the coolest aspects of "Fringeworthy" is how the game limits the usefullness of the gates. It seems that only 1 out of every 100,000 people are able to use the gate. This means that you do not get a party of trained commandos/explorers. You get ordinary people. One of the best parties I have run in this game consisted of a middle manager for an areo-space company, a very politically active punk rock singer, an author-turned-actor-turned waiter, a Cowboy poet, a "respectable independant buisnessman" and a middle class housewife who channeled a 5000yr old tibeten monk. Watching them learn to depend on each other was one of the real hilights of that game.

  3. Re: What to do about missing evidence?

     

    of course Serpent X could also simply ask for the eggs return. Making it very clear what the penalties are for an incorrect answer. You could but the poor character in a nice mental/moral vice as the Govt and the Serpent increase pressure and hatching time gets closer with every passing second. Ooooo this could get EVIL. Poor doomed player. He's effectively holding a box with a timer counting down and two people are saying give it to me or die. Dammed if he does dammed if he doesnt and dammed if he does nothing.

  4. Re: What to do about missing evidence?

     

    The PC Dragon checked the eggs more carefully after he posted bail. The eggs *are* ready to hatch "soon" (whenever I deem dramatically appropriate, probably within a couple of months). The eggs' mommy is an ancient Chinese dragon known as "Serpent X". Very high rank within VIPER, and may even be the Supreme Serpent. That rules out returning the eggs to her.

     

    I wonder how long mummy will wait after hearing that the hero has the eggs. If I were the hero I would keep an eye over my shoulder for viper kidnap squads. Also the hero effectively kidnapped serpent x's children. One can assume the gloves are off. Like it or not your game just went iron age. I expect viper to kidnap the staff and students on a school for the dependents of US Military personnel in retaliation. This is a Grendal's mother situation after all. The only way not to have to deal with this issue would be to talk with the player and change the past so that the eggs were never there for him to pocket.

  5. Re: Please help me with "The Star Chamber"

     

    The Star Chamber will be a group of superhuman who consider themselves activists and revolutionaries. They call themselves Heroes, but the world seems them as something quite different, namely terrorists and would be world conquerors. The Star Chamber is united by its fanaticism and its charismatic leader a mysterious figure known as "All Father". But the problems is I am stuck for coming up with these would be Gods. They're are arrogant, driven by hubris to the point of being blinded to their own failings and dead set on "improving" the world.

     

    Thing is, I'm kind of stumped for powers and personalities. I have no idea, I'm drawing a blank and I don't want to just rip off some old characters of mine. So...any suggestions?

     

     

    Hmm. It appears that you have just described Viper, Eurostar, SPECTER, Deathstroke, The Legion of Doom, Murdoch's Newscorp and/or the Republican National Committee. :) What role will the chamber be playing in the campaign? Behind the scenes manipulators? Up front seize power, beat up the heroes types? Misguided fanatics as in Genocide? Or something weirder?

     

    I suggest that you make them a loose association of like minded neo-fascist supers. The members are not all on a team, they may even belong to competing organizations. They will even fight each other with out qualms as a way to determine who is the most "fit". The organisation simply exists to support and promote fascist/neo-Darwinist ideas in the super community. Something midway between a Super villain union and a political movement. Go to the extreme Ann Rand/ Libertarian fringe and start there. The chambers main concern could be freeing supers form the authority of normals. They would happily campaign/fundraise for "testify while masked" laws while at the same time negotiating contracts between independents and Viper for example, this will make Viper attack them possibly involving the pc's when they are suddenly caught in the cross fire. Once the chambers agenda becomes clear in might spark some interesting discussion in the [party esp.. if there are both super and non super members. That's my idea anyway. Basically I suggest figuring out what you want the Chamber to do to the players and then work backwards to find goals that support those actions. Motivations will flow from the goals and personalities from the motivations. Powers and points will be easy to assign once you know what they want and why.

  6. Re: Painting the PCs as villains in as few sessions as possible

     

    How to ruin the pc rep depends on who wants to do it. In a campaign I was a player in long ago a relatively low powered super villain wanted our group out of the way but they could not face us directly so they baited us. They dropped clues that they would be at the site of the new sports stadium the city was constructing. Like idiots we flew in guns blazing. They were there. During the fight they triggered explosives that rendered the stadium Structurally unsound. It had to be torn down and rebuilt. As we were a city backed group the cost was paid by the taxpayer. We knew the explosives were placed in advance but one of our team members was known for his rather liberal use of explosives and the fire investigators reports showed that all the explosives used in the fight were identical and matched the explosive used by that team member. (he wasn't very good about retrieving spent arrows, the bad guys recovered enough explosive from a couple of dud arrows for them to duplicate the formula he was using) And then they did it again this time using the explosives to remove the top 5 stories of a down town office building. Leaked security footage showed that the Rainbow Archer was in the building before the explosion. The member that overused explosives was known to be involved in a violent vendetta with Rainbow Archer and the explosives were placed to imamate the pattern of that team members "cluster grenade" arrow. (xd6 RKA autofire explosion) The team was no where near the incident but most of the team had secret id's and therefore could not make their solid alibis known outside of official circles. Headlines like "COVER UP" and "SUPER GATE" soon followed. So using rudimentary disguise skill, it's not like Rainbow Archer would come in to testify that she wasn't in the building, and some good demolitions and chemistry skills (we knew the other team included a guns/demo expert) the other side not only destroyed our rep and lost the group our official status but the uproar was such that the mayor and city council were recalled and strong anti-vigilante laws enacted. We eventually found enough evidence to clear us and put away the bad guys but not before the archer team member was convicted for, to quote the judge "wanton disregard for public safety and flagrant, seemingly joyful violation of state and federal weapon laws."

     

    The moral? Use the campaign background, the deal that got the stadium built was very unpopular

    so the public REALLY loved having to pay to build it twice. And exploit any questionable behaviour on the part of the players. Oh, and destroy a lot of property. Once the rich and powerful turn on the team getting positive media coverage for the team gets harder and harder. Fair warning though it was frustrating to play that fall from grace, esp. as my character was the cleaner than clean public spokesman for the team. The players will get annoyed. I think what held this game together was the way the GM kept revealing bits of the enemies plan giving us the feeling that there was a light at the end of this tunnel, that and frankly I wanted to see how it all came out. It also helped that no one was all that fond of the Archer character, ultimately even his player agreed that he was a bad egg.

  7. Re: WWYCD #92: Back to the Future

     

    Rocket man -He lives a bit in the past as it is. This would just mean it's time to upgrade to ol' rocketpack again. He may even fit in a bit better than he does now, assuming that the future is brighter than the silver-iron he's living in now.

  8. Re: WWYCD #92 - Zero Sum

     

    Rocket man - vote for it. But then Rocket's a normal with a jet pack and an attitude. The fact that the bad guys, who are generally more powerful than he is are for the idea would not cause Rocket to loose much sleep over the issue. They must have their own problems. besides it would be fun to see all the modern supers suddenly at golden age power levels. I suspect Dr. Destroyer would retire and begin a career in advertising under an assumed name. I expect most MA's would vote for the change. Most bricks against.

  9. Re: Good places to have battles...and stuff

     

    My favorite was the old Paris Operahouse. With a performance in progress. Neither the pc's nor the other side could interrupt the opera. The back story on this is rather complex, but the night did culminate with several pc's and baddies on stage, in costume, trying to ad lib Wagner. It went down in history as "A Fight at the Opera."

     

    I think the key is to not make the location a backdrop, but but to involve the players in the place. Another fun one was a low speed car chase along a traffic clogged freeway.

  10. Re: Jet City Champions Campaign Log

     

    That's not what i meant jjr. I just implied that he was sailing a little close to the Fantastic Four's copyright. It was pretty much a harmless poke at jackalope given his stated favor for the FF team.

     

    BTW. Jackalope. I found some old rocket-man and Buck Rogers serieals at my local indy video-rental place. They make strange viewing today. Try to imagine space travel and combat w/o radar. And the dialogue is priceless. I am serious considering building "The New Rocketman" with a sidekick, just for the cheesey lines.

  11. Re: Games gone awry

     

    Flame off people. This thread is supposed to be about game twists, remember. Flame wars are boring to read.

     

    I remember a Illuminati/ordinary person persued by forces he cannot understand game where we ended up with the McGuffin and were being chased across 3 states by people and things we had difficulty believing in. My character, an office temp, and Gilbert and Sullivan fan broke. He was totally unsuited for a life on the run so he gave the 'bad guys' the McGuffin. The GM paused the game and took me aside. I explained that my character was convinced that the other side could kill him with ease and that cooperation was the only chance he had to get his old life back. It all game out well in the end though. Turns out the other-other side was monitering the party and the hand over point became an instant 5+ way fire-fight with the party in full freak out mode in the middle. This allowed the GM to re-introduce the person we were supposed to have met eariler but had been too clueless/frightened/paranoid to track down before. It all worked out in the end. The campaign got back on track and the GM got to play a "come with me if you want to live" moment.

  12. Re: Jet City Champions Campaign Log

     

    1959: Five Americans, entering space in a homemade rocketship to protect Earth from a comet, are exposed to strange radiation and transformed into the Fabulous Five.

     

    Ahem. Copyrights? What copyrights?

     

    1938: In October, Earth is invaded by aliens who first land at Grover's Mill, New Jersey. A majority of the New York-area crimefighters team together to defeat the alien tripods.

     

    Oops, missed this. Anyone know a good way to get egg off your face?

  13. Re: Jet City Champions Campaign Log

     

    As a side note' date=' I typically use the Tunguska event as the catalyst for the proliferation of superhumans.[/quote']

     

     

    I've done the same. Then the aliens/whatevers behind it spend the next few hundred years going "oops".

     

    The event occurs at the perfect time if you want Sherlock Holmes level heroes and superpowers in the same back-story.

  14. Re: What would your character do #88

     

    Kid Thursday would be surprised that no one else knew. 'He' truly believes that he knew all along but it wasn't important enough to mention. But then Kid Thursday is barking mad.

     

    Paragon. Extensive questions in private once the coma lifts. He would also strongly urge that they "come out". At least to the extent of adopting a masked persona that's easier to maintain. He would even aid in faking the death of the high maintainence persona and the adoption of the 'new' team

     

    Masque would be the one in the coma. Unless the team restrained her they would never see her again. Nobody gets that close to masque, ever. She'd even jump bodies and kill the old one if she had to. She's done it before.

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