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Balabanto

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Everything posted by Balabanto

  1. I just finished a long section on poison, to go with our section on disease. We are on page 282. Next up, Poor Light.
  2. The Black and Blue Lagoon: Revy AND the Creature
  3. Well, we're still working on hazards. I'm on page 279. Don't worry. I haven't forgotten you guys.
  4. We have hit page 277. I'm still working on underground hazards and undergound adventuring. I just covered disease. Yay, disease. After Hazards, I'm going to cover the Downways and what they're like, gravity, and then I'll move on to the goings on at the Center of the Earth. Once I'm done with all that, the supplement should be done. I'm looking at an end of October completion date.
  5. 1) Coordinate attacks! Use that teamwork roll. Once a character is stunned, they'll think twice about fighting agents again. 2) L-shaped ambushes work wonders. Spread out, especially using Champions Complete, because. Area effect Entangle is the single most broken agent beater now that you can get 32m radius 3 PD 2 ED entangle for 50 points. Give your agents a "slippery field" that allows them +30 STR only vs. Entangles so that trick doesn't work. 3) No Range Modifier. Even a seemingly weak attack can be reasonably effective if the hero can't cross 400 meters in a single action phase. 4) Penetrating Low-Yield Drains: Sure, they don't seem like much individually, but a few points of DEX or DCV can often make a difference. 5) Mix and Match Weapons: That initial 8d6 blast might not seem so nasty, but after a few encounters, retool that blast with a few of the heroes vulnerabilities and watch the difference! 6) Martial Block or Martial Dodge: Fix that nasty speedster by eating his action after the first guy. He might miss if he tries to move by too many people.
  6. Again, this is a classic case of failure to solve. If the heroes knew it was a threat assessment test; why not strive to look as incompetent as possible? Now, if the gm didn't give the info, that's a different story.
  7. Cake Boss Hogg The Five Hundred Hats of Boss Hogg My Life With Roscoe: The Incredible Closeted Gay Lifestyle of Boss Hogg.
  8. He sneaks into peoples businesses in Hazzard County and blackmails them into letting him work there. Undercover Boss Hogg!!!
  9. The answer to this, Hugh, is you have to pick an option the rules allow.
  10. Einstein Moomjys Angels Rug Burn Notice
  11. That's what editors are for. It's also why I use the path of least resistance rule. If there is any doubt, always use the lesser limitation bonus. If there is any doubt, use the more expensive advantage bonus. The biggest advantage you have here is asking a few simple questions, the most important of which are these: Does the focus grant the character his powers and if so, is it immediately apparent that the powers come from the focus and not the character? If the answer is no, then the focus is inobvious. Can the focus be disarmed, removed with a grab, etc? If so, the focus is accessible, if no, the focus is inaccessible. Does the focus take a full combat turn to remove? If the answer is no, it's not inaccessible. If the answer is no to all of these, this is better represented with other limitations. Example: Thema is a Golden Age Superheroine infused with the power of an alien artifact, the Mace of Ankhnaton. The mace can't be disarmed, can't be removed after a turn, and the character can call it back whenever they want. This is just a multipower. It isn't anything else, unless there are limitations that require a skill roll to use the power, etc. If there is confusion over the focus limitation, the answer is "There may be a better way within the rules to represent this device." Example: Terrax's cosmic axe. This is not a focus. He has total control over it, it always returns to him, it can't be disarmed, and the powers appear to come from the axe and not from Terrax. It's just his multipower of Cosmic Axe effects. He doesn't get a limitation bonus for it of any kind.
  12. Added by mutual agreement: Widening Gyre at the Center of the Earth I spoke with Bill and he thinks it's a pretty good idea, so I'm running with the ball and bouncing things off him. Next up, all the sections on underground survival. We've hit page 275.
  13. I actually can't stand that attitude (Death before capture). If your PC's lose a fight, and they would choose death over being captured, this is the comic book genre. It happens. And every so often, they will lose. Bluntly put, this is an extremely unhealthy mental attitude. When I hear "I would rather have my character die than be captured", I worry a little bit for my friend's mental state. Superheroes, for the most part, don't carry cyanide capsules in their molars and aren't raving paranoid lunatics. The entire point of being captured is to give the PC's a chance to escape and discover the villains plan. Wise players will realize that villains like to talk. Wiser players still will start formulating a plan for escape. Escaping deathtraps? Also part of the genre. A lot of the best comic book stories involve getting captured. (The first four issues of Elementals, the heroes spend a ton of time on Saker's Island just being captured, Kraven's Last Hunt, etc.) If this is a problem with player attitude, try asking them if they liked those stories. Then ask them why they hate being captured so much.
  14. So the heroes decide to covertly infiltrate this drug ring, in order to find a guy who ordered one of their own murdered. They've pretty much gotten it down to "Armando Fuentes" They get to the guy and in the corner is a statue of someone. I tell them to make some rolls. They start talking. "What's your name?" "Silvio" "Who's that?" (Pointing to the statue in the corner) "Oh, him. That's Armando Fuentes. I had him stuffed." After two minutes of silence, the heroes plotted a new strategy...
  15. The thing is, Tasha, effectively those rules are gone. Champions Complete is all there is.
  16. I agree that the statements can be somewhat misleading. The covers of future superhero products should contain the words "Uses Champions Complete, the latest version of the rules" or something of that sort. This would be a big help. Part of the problem I see in this thread is the following argument. 1) "We hate edition wars." 2) "x" was my favorite version of the game. This was great, etc, etc. 3) "Why did you proceed from here? These rules are the same, aren't they?" But the answer is that the devil is in the details. Furthermore, there are some of us who can only support the latest version of the rules, whatever that version happens to be. And this argument above is what kills the system. Part of the gaming experience is a near universal understanding of "what's going on." Versions of Hero are already extremely similar, and while people can drop back to previous versions of the game relatively easily, freelancers like myself don't have that choice. We have to roll with the ball where it lies. When people tell us "that's not the rules" and "Hero 6e1 says" and I've already been told by my editors "This is the rule set you use," things can go south. Imaginary Friends had two sets of page references for this reason. Champions Complete was too new at the time to not do this. Future products won't have that. The problem is that this is a community of diverse voices. In our home games, we can all do what we want. But as far as published material is concerned, we can't all do what we want.
  17. I'm glad you do. Spread the word. Kick up buzz. Post links to this thread everywhere you can.
  18. By the way, Imaginary Friends was designed with Champions Complete, as will everything I do until there is something newer.
  19. The last vehicle is done! Descriptions are being mailed to the artist just after I post this! Onward to the fluff part of the project! Sections currently include... Using Journey to the Center of the Earth in the Champions Universe Using Journey to the Center of the Earth in Gestalt Using Journey to the Center of the Earth for Lower Powered Characters Using Journey to the Center of the Earth for Fantasy Hero A Pulp Adventure Journey to the Center of the Earth An Entire Campaign at the Center of the Earth Underground Survival The Downways Gravity at the Center of the Earth Navigation at the Center of the Earth Flora of the Center of the Earth Fauna of the Center of the Earth Dinosaurs at the Center of the Earth Life at Earth’s Center Economy Orichalcum Politics of the Center of the Earth Martial Arts of the Center of the Earth The Jungle King Reptillon’s Lands Reptile City If there's anything else you guys want, better ask me now, because once I get through this, I'm taking a one month break where I do nothing but work on my novels and pet my cats.
  20. The heroes encounter a villain who works for SPIDER. One of the heroes, Titan, used to room with this guy at the SPIDER academy. Shatterzone: Don't you remember me, Titan? I recognize your voice! We used to be roommates. I'm going to give you one chance to come back to us, and then I'm going to ruin your life. Titan; Do I know you? Golden Fencer: Hey, wait, he said you were roommates! Was college really that bad? Titan: I didn't go to college! Golden Fencer: What was it? Summer camp?
  21. An unfortunte and very sad delay is occurring. My good friend Joel Ryerson, who has played in my Champions game for many years, is dying of stomach cancer. He was diagnosed at stage four, and he hasn't got long. This has created an unfortunate, but also unavoidable slowdown in Journey to the Center of the Earth. I will do my best not to let this affect my work. The last vehicle is only the fluff sections away from being done, and then it's on to the fluff proper. Things like this, while unavoidable, still bother me with respect to you, my slowly growing legion of fans. Let's get this done.
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