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Duke Bushido

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Everything posted by Duke Bushido

  1. Like several others,I see it as a customized Aid build, but if that isnt to your liking, consider a naked UBO or Ranged or both that can only be applied to sources of energy- in this case, even a wall outlet is an END reserve; it is just a very large one with a recovery that exceeds its total.
  2. Twent stinkin' bucks at Book a Million. Worse: it comes with a D20, which is absolutely useless to me as anything but slingshot ammo.
  3. A lot of campaign design and powers design quesrions can be answered by simplifying what you are wanting. At its most basic level, what is Clairsentience? It is a means of perception- it is akin to a kind of sense. What blocks or interferes with senses? For my money, I am in the Change Environment camp, which seems to be approved by Black Rose.
  4. Rough, Chris. Wish you didn't have it,deal,with; wish you still had your brother. I wont lie and tell you that it gets better, but it does get easier to accept eventually. It always hurts, but eventually you can accept it.
  5. They have bounced off the table and onto the tile floor a few times, without damage to either the dice or the tile. She hasn't flung them at a brick wall or anything, and has twice denied me the opporrunity to slingshot them at a rifle target (sinning steel type), so all I can offer is a bounce onto a tile floor. The idea was that they were injection moulded at a oressure sufficient to remove the air and increase their density a bit, then fired while in the pressurized mould (preventing shape change and potentially bumping the density up a bit, they are heavy- as you would expect- but nit freakishly so. They were then glazed and retired enough to set the glaze- it is the possibility of the glaze cracking that worries me at this point, as the dice have proven to be quite sound. They still looked brand new the last time she played (four months ago, maybe?).
  6. Of you ever looked at a pot of Brunswick stew, you would also be pretty certain it meant chamberpot.
  7. Also, we have Brunswick. Does that not mean chamberpot?
  8. Honestly, that was what I was expecting to find when I started looking. "Butts." Feh. We have an entire Butts County. Our favorite meat for barbecue is Boston butts. Our lives revolve around butts. It's actually pretty awesome.
  9. Agreed. Declaring it to be an overwhelmingly loud noise is completely valid, of course, but that is for the player to decide, as it falls under assigning a special effect. Agreed., they seem well-thought-out and practical. This goes,back to is teleport a mental power. Black Rose has clearly,defined that in this campaign, Mind Scan is a form of Scrying. It doesnt matter what the mechanics are or what they act against: they are subject to the limitations of Scrying,l. So long as this is an established-up-feont campaign rule, I have zero issues with this.
  10. Haven't made it home yet to check the resource kit, but at the moment, unless you just really want all the tweaks and twitches and fiddly details, etc, I personally would not buy the 5e core rules book. Why? Because you are already familar with Champions /HERO from way back when. As you apparently havent played since way back when, the odds are all the new "must" and "only" and other such mandates may only turn you off anyway (for what it is worth, this is not a popular opinion; it is just my opinion- I just want that to be clear up front). Additionally, as you are already familiar with the system, you can get by just buying the 5e Sidekick book: not only is it a super-condensed version of the 5e rules, it is a much easier read and a much easier reference. It doesn't really matter which version you pick up, but the revised version is the most current. I think there was one- maybe 2?- powers missing from Sidekick, but odds are you can find a character in the Champions Book who has it / them and suss it out from there. Wait. I am an idiot. I have the Resource Kit uploaded to my Play Books. Be right back.... Okay; back. As I thought: it includes simple lists (with prices) for Skills, Perks, and Powers. Talents are given (with prices) as one- or two-sentence descriptions, but still in a nice clean list. If you are very comfortable with your knowledge od the system (the basics of using it the game havent changed enough to demand that you have the latest amd greatest version, though it is nice, ilas you can, to throw a bone at the company, as no cashflow means no new product), you might pull of using just this documwnt to make characters and run games, but you would have to have a very solid grasp of the game overall If I remember, the PDF of the resource kit is like five bucks right now. As far as HERO in two pages: don't bother if you already know how to play any version of Champions (though it is free). There is nothing useful there; it is just an order-of-operations. Kind of like a flow chart for character building and rollling dice. You couldn't build a toddler or stage a slap fight with it.
  11. Rravenwood is quite right; you jave the genre/ setting book, but not the actual rules book. Honestly, I have zero doubt that you are the only person this happened to. As up until 5e, any book with Champions as the title was the actual rulebook, I thought changing that for 5e was a rally bad idea. To be sure, I understood just how massive the book would be with the rules in it as well, but even grafting Sidekick in there somewhere would have been great for folks like you who picked up Champions because "I remember that from way back when-!" At the very least, a _large_ banner with something like "Warning! This book is a genre and setting book only, and does not contain the rules you need to play the game!" Not as a friendly blurb on the back, but straight across the cover in an inch-high strip of yellow or something. The other genre books; no big deal, but Champions specifically? It bugged me from launch day.
  12. Been a whike since I reas 5e, but id I recall, the first page or two of the Powers section gives a running list of the powers; similar with skills and talents. Unfortunately, there is (that I am aware of) no simplified list of all these things- alphabetical would be nice- with costs oublished anywhere. When (if) I get home, I will look at the GM screen booklet and see id it has what you want (again: been a while since I read 5e).
  13. I do not want to go even further off topic, but I want to say that I believe it. My Traveller-on-Champions game is still going, albeit every-other-month the last four years, but it is still going- we still have half (three) of the original players, and and,currently four "new guys". There have been a lot of people drop out and drop in over the years- I mean, at this point, it is the RPG os Thesius, but it is still going-- and it started in the mid-nineties ('94, I think?). And I live on the east coast. In the sticks, amongst the hicks. I have no doubt that a good GM- who can both draw and do math on the fly, and fills his world with background, culture, and imagery, and operates on the west coast, in a city- could have a group going for way longer than I can. I know just how wierd it is that I can find players _at all_ where I live, but I do. In fairness, though: I had one group dwindle away (the Stateboro group) durning Covid, and another group ran through three six_month campaigns and drifted off one at a time (work, job changes, etc), but I have picked up the youth group.... I would think a guy willing to run a game where RPGs and comic books are still a happening thing would have no problem finding and retaining players. Back on track: I understand where you are coming from, but ultimately, he is getting what he paid for: he isnt going to snap a bowstring on his magic, and a thief isnt going to slide his magic from its sheath while he sleeps. He doesnt have to do maintenance on his magic- in short, he always has it. A guy who buys "good with sword" doesnt get a guarantee that he will always have a sword, or that it is a good one, or that he gets to keep it. And so on and so dorth, of course.e I will have to go back upstream and refresh my memory. I am not doubting you; I am just old. Eh. It hapens. It's pretty easy to overlook, since you arw generally a pretty good sport about most things.
  14. Right. We get what you are saying, Sir (presumed; apologies if incorrect); we are disagreeing (respectfully, of course). Using an example: If I buy Running, I pay full price. I may be using it to simulate strafing jets on my exo-suit, so I take the disadvantage "straight ahead only," which the GM rules is a -1 Limitation. My buddy is also building an exo-suit, but, mechanical genius that he is, he has found a way to swivel the the thrust nozzles so that he can also shoot off hard left (though still only in a straight line). He does not take "only straight ahead," -1 and then buy "can also go left." He takes a lesser Limitation: only straight lines forward or left," for maybe a total of -3/4. Same with the proposed Flight build: it _is_ limited; it is slightly-less limited than Gliding, but there is no advantage here to the Flight. Obviously, it is between the GM and the Player, but I can see the limitations of Gliding applying, save that he doesn't have to start at 3" high (or whatever his normal leap might be). Given the way Leaping (and gravity) work, I am inclined to say that he may "leap" no more than his inches in Flight, but the character's concept may limit it even more. (I see Uncle Vlad has replied while I type; looking forward to reading it!) It just like leaping, he can't leap again until he lands, so he is not going to stack move after move to straight altitude as he could with unlimited Flight. Interestingly, he is also not inhibited by the acceleration rules of Flight (for the leaping part, I mean, and unless his GM rules otherwise). Again: it is between 2 very specific people, but as a gut reaction, without knowing how fully he can simulate the two or cannot simulate them, I would assign a -3/4 and tweak it during play (I do 1/8 levels, and have for years, just for these odd cases; in this case, he might end up with a -7/8, depending on just how much and how often the "leaping" added to his utility (frankly, I am not seeing a not, as most of my glider characters can be thrown by the brick far further than they can leap, but again: not my game, my character, or my player).
  15. Do you want werefish? Because that's how you get werefish....
  16. I had to back up a bit due to a post above. I had forgotten that at some point after 2e (remember, 2e is where I live) Superleap became Leaping. Even though it is under the Powers section, removing the "super," to me, makes it akin to a Characteristic: it is just a property of the Character, and it's kind of up to the GM to determine when it is an actual Power versus an exceptional human being. If it is just an amazing human trick, then you really don't have to worry about activating / deactivating it, just as you don't worry about activating your STUN. As pointed out by someone above, at that point: your starting glide altitude is the same,as your vertical leap."
  17. Three options, one of which is the suggestions Christopher gave: spells that make you difficult to see (darkness only against Gazer Beams, illusion: no; I'm over there! etc. Alternatively, decide what you want to be the defense- magic stones, being aware of the attacker, blue pinstripes on plaid pants- whatever. Then build that limitation into the powers themselves: does not work against / half effeciltive against anyone with a pocket fish- whatever. These are, of course, total immunity if you are meeting Condition X. For a more traditional armor-like "reduces the effect of" kind of thing, look at a defense you think is appropriately priced for the effectiveness you foresee: flash defense, Ego defense, resistant defense- whatever. Copy the structure and call it Gaze Defense. Might be interesting to consider if it is or can be hardened, made resistant, etc.
  18. Ha! It is amusing to compare notes with other GMs. I went the other route: I assumed the character couls spill air or what have you to land where he wants to land (since any other movement power lets you go where you want to go) and allowed variations of "Uncotrolled" to represent things like "falling slowly by drifting downward ala feathers and sheets of paper"-- even have one player concoct the spell "whistle down" to represent his gliding being almost totally dependent on air currents: he had to roll to hit his target hex, use the d6 scatter direction for misses, then roll d6d6 to see how much he missed it by. He had a knack for landing in bodies of water.
  19. Why was I expecting that to be resolved with fruit pies?
  20. I tend to assume that green slime requires the damp darkness of dungeons and caverns, and too much fresh breeze or sunlight will dry it out, so it doesn't spread terribly quickly. I put werewolves down to terribly short lifespans- like a canine: they age seven years every year. I also tend to assume that like vampires, not every bite passes the curse. My head cannon was that you has to be reduced to and recover from something like near-death- say less than 5 HP or something. In HERO terms, this is a T-form instead, which I model as having a high upper limit, but no auto-hits (cant remember what that is calked right now: it takes another bite that does BODY to roll the next total of T-form.
  21. Martin Power: Complain about lost sleep, try to convince each spirit that they have the wrong guy. Again. Maximum: "Ooh! I know this one!" And sit back and enjoy the ride. Fury: Complain about the unnatural cold of earth'a winter season. The Good Guy: Yeah; I know, but it's a greater good kind of thing. An unvisited grave is a sacrifice I am willing to make, so long as NASA and the werewolves are gone forever.
  22. Does the edition you are using have that "usable as" Advantage? It might simplify things a bit. Be a bit odd, but simpler, maybe.
  23. Amd apparently I,lost it. I just wasted 2 hours ryping a reply that apparently,just vanished because I had to set the phone down for a minute. This sucks.
  24. I do, typically, but again: I dont do a a lot of fantasy. I do set the occasional story in Western Shores. I set a few in the Broken Kingdom. Most I don't. Either way, I don't have problems, because- like a lot of the written material, it doesn't appeal as-is. That doesnt really matter, though, because even as-written, the magic rules arent problematic. Same problem with a long-bow. There is a whole separate discussion in activarion roll (can I has magic?) Roll then roll to hit. There are other options there, but I think we have jad enough drift to save that for later. Same with pretty much anyone without straight-up telekinesis. I don't like to use this because it comes across as far smarmier than it is intended, but- So what? There are two facts here: one says he chose to spend points on magix instead of skills or talents that would prevent this. Since the dogma dictates that all hundred-point characters are equal, this is a fair thing, right? A hundred-point character without magic and with wrestling and grappling skills has pinned his arms, or a high-stealth sleight-of-hand character has stolen his focus. So what? They are all one-hundred-point characters; they are all perfectly equal in the eyes of the dogma; this is perfectly fair and correct. I am more disappointed that he didnt take greater pains to protect a clearly valuable focus: he understood the focus rules when he bought the spell, I assume. This argument continues to confirm that points are not equal and the only way to make them to be equal is to force non-magicians to pay for the mundane items that can be used to counter magic, which turns it right back into superheroes with signature weapons they never lose. Hammers the never lose, ropes they never lose (which is great, because they are handy for binding wizards), door spikes they never lose, bottomless vials of poison, etc. It strips away the universal aspect and reveals the reskinned superhero game underneath it- unless points can be permantley lost (which causing screaming fits on this board when mentioned), which is how it works in pretty much every other game: I take a permanent injury in Traveller that reduces my STR _permanently_ from 9 to 7, and that's that. Same in DnD; same in every non-HERO game I have ever played. In HERO, though, players have the expectation (to the point that it may be hardwired into the newer editions; I don't remember), the player is going to expect to have those 2 points refunded immediately so he can spend it elsewhere: look! A cyber-arm! It's an IIF, too, so I can get back the two STR and squeeze in a pip of END (older editions). Neat-O! I dont buy into it, because, again: you get superheroes, with all things resetting to the status quo immediately. Okay, it kind of works with Fantasy HERO: th Animated Series, but again- it's superheroes. Good question, but again: this is something that the _the GM is responsible_ to make the Player aware of during Character generation: you can be really good at magic, really good at not-magic, or a singer/actress where you dabble a little in both, but aren't really great at either (except for Jennifer Lopez, who is startlingly good at both, within a certain range of either). _Points_ do not make or break game balance: this discussion continues to demonstrate that. _Game Masters work to ensure a game is balanced. At no point have I disagreed with this. I agree completely: in some campaigns, a magic wielder suffers more drawbacks than non-magical characters. In other campaigns, they are unto Gods. In some campaigns, bows; in others, swords. Excellent! Now do a flail!
  25. Hi, Hugh! I am not stupid, but I have been avoiding arguments with delusional in-laws and bending wrenches all day, and need to shift gears mentally. Can I get you to rephrase most of that?
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