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Rhino

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  1. Yes, I do. The big hitters are behind the scenes until the pcs get enough experience to have a prayer (with smart play and help).
  2. And I don't intend any disparagement of Hero fans or munchkins.
  3. Many Hero gamers are munchkins that are quite capable of building characters that have incredible capacity for the points. At convention games that allow players to bring their own characters, I let them bring whateve they want and dal I h it by using the higher level characters from Champions Villains. It works.
  4. Rhino

    DunDraCon 2018

    I am going. Not running anything this year fo a change.
  5. This was also a feature of 6E. See 6E1 pg. 149: The class of minds rules are intended to provide flavor and intriguing options for Mental Powers — not as a cheap way for abusive players to try to make their characters immune to most mental attacks. Unless the GM indicates otherwise, assume all Player Characters in the campaign are affected as if they belong to the Human class of minds, regardless of their nature, where they come from, or the like. For example, a PC who’s an android is a machine, but if he’s smart enough and self-willed enough to function like a human being, he should probably be affected as both the Human and Machine classes of minds (for which he may be allowed to take a Physical Complication; see 6E1 425).
  6. Indy523 Yes, this is another reasons why the APG entry on cyberkinesis could use some fleshing out. I think if you take mind control with the machine class of minds you will certainly want telepathy as well. Good points.
  7. I think if you have classes of minds and machine class costs as much as human, you need to allow mental powers with the machine class minds descriptor to affect any reasonably complex electronic device within dramatic and genre sense. The APG has some good starting points, but I think it could use a bit more fleshing out with respect to a focus that has a user interface.
  8. I like this idea, but what would you use for the DMCV of the suit?
  9. I just read, and think I will use, the advice in the APG. Use a DMCV of 3 and AP/5 for the EGO of the machine if it is a focus, +5 or +50% (whichever is less) if it is IIF. Use the table for EGO if it is not a focus.
  10. I have a character in my game who has telepathy and mind control that only works against machine class minds. How would that work if he wanted to interfere with the operating system of a villain's suit of powered armor? Would this only work if the villain's suit of powered armor had a built in AI? If not, what would the DMCV of the suit's operating system be? What would it's EGO be?
  11. This was the VPP and sample powers of a player in my Champions Universe game. 71 By Will Alone I Set My Mind In Motion, 28 base + 50 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (103 APs); Limited Power Only Powers of Percepton and Intellect (-½); all slots Requires A Roll (Int or Int Skill roll, -1 per 20 APs modifier; -¼) 0 Uncanny Deduction 1) Retrocognitive Clairsentience (Sight And Hearing Groups) (50 APs); Extra Time (5 Minutes, -2), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Vague and Unclear (-½), No Range (-½), Requires A Roll (Skill roll, -1 per 20 APs modifier; -¼) Real Cost: 10 5end 0 Prescient Tactics 2) Precognitive Clairsentience (Sight And Hearing Groups) (50 APs); Time Modifiers (-½), Vague and Unclear (-½), No Range (-½), Requires A Roll (Skill roll, -1 per 20 APs modifier; -¼) Real Cost: 18 5end 0 So Predictable 3) Telepathy 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Receive Only (-½), Limited Power No Fine Details (-½), Surface Thoughts Only (-¼), Requires A Roll (PER roll, -1 per 20 APs modifier; -¼) Real Cost: 20 5end 0 Profiling 4) Telepathy 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Extra Time (20 Minutes, -2 ½), Receive Only (-½), Limited Power Requires Questions and Asnwers (-½), Limited Power No Fine Details (-½), Requires A Roll (Psychology roll, -1 per 20 APs modifier; -¼) Real Cost: 9 5end 0 Convincing Argument 5) Mind Control 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Extra Time (1 Minute, -1 ½), Limited Power Requires Conversation (-½), Requires A Roll (Psychology roll, -1 per 20 APs modifier; -¼) Real Cost: 15 5end 0 Omnicient Defense 6) Desolidification (40 APs); Requires A Roll (Int roll, -1 per 20 APs modifier; Must be made each Phase/use; -¾), Cannot Pass Through Solid Objects (-½), Limited Power Must Have Plausible Cover Against AOE (-¼), Limited Power Must Be Aware Of The Attack (-¼) Real Cost: 14 4end 0 Combat Awareness 7) +5 OCV (25 APs); Requires A Roll (Int roll, -1 per 5 APs modifier; Must be made each Phase/use; -1 ½) Real Cost: 10 0 Combat Awareness 8) +5 DCV (25 APs); Requires A Roll (Int roll, -1 per 5 APs modifier; Must be made each Phase/use; -1 ½) Real Cost: 10 0 Precise Shot 9) Killing Attack - Ranged 2 ½d6, Armor Piercing (+¼) (50 APs); OAF (-1), Requires A Roll (Int roll, -1 per 20 APs modifier; -¼) Real Cost: 22 5end 0 Precise Strike 10) Killing Attack - Hand-To-Hand 2 ½d6 (3d6+1 w/STR), Armor Piercing (+¼) (50 APs); OAF (-1), Requires A Roll (Int roll, -1 per 20 APs modifier; -¼) Real Cost: 22 5end
  12. Buy Champions Universe 6e and Champions Villains, Vols. 1-3. I find these books have more incredible characters than any other superhero setting.
  13. I think radio headsets built with HRRP just allow others to hear you speak over the channel. You still have to speak audibly to be heard. That's just the nature of the power. Mind Link would only be appropriate for those ultra advanced communication headsets that allow subvocalization.
  14. That just came up last night. The team all had HRRP headsets. They used them to coordinate attacks. The invisible character's location was revealed by him talking into the mike.
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