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ThatDarnCat

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Everything posted by ThatDarnCat

  1. Re: Psionic/Mental Combat The 'speed of thought' comment brings up an interesting, to me, concept. How long does a mental combat take? If the action is taking place in the minds of the battling mentalists does the combat take place at the speed of thought and resolve itself in what might be a single phase of normal combat? Imagine two groups entering combat, as the furst blows are exchanged the two opposing mentalists stand motionless for a moment, then one slumps to the grown unconcious and the physical combat resumes and plays itself out. The mental dual took place, and was resolved, in that furst fleeting glance. Now the survivor can continue the conbat as usual, though with a few psychic bumps and bruises (stun inflicted in the psychic dual remains).
  2. Re: Aid and Engergy Absorption 12 Body from that attack. You are assuming that he will only be attacked once per cycle. If he is 'Obnoxious Target Man' who insults his opponents and draws the fire from all who can see him then 500d6 allows him to absorb scads of points, a small ammount from each of the attacks. Having his opponents not attack him to twart his power is meta-gaming on the part of the GM and is just as bad as being a point monkey.
  3. Re: Aid and Engergy Absorption As was mentioned before, where are the other half of the Absorbed points going and just how much Aid and Absorbtion does the character start with? For the most part I see a waist of time on the characters part in buffing himself for something that might not come.
  4. Re: Sexual Orientation=Psych Lim? Back in the days of Champions I, II, & III I had a character with a very high libido. I played the character in two very different campaigns, using the vision in my head. He didn't have any psych or social limitations based on his sexual proclivity and both GMs handled this differenty. In the furst game sexual situations were pretty much non-existant. I don't think the GM felt comfortable dealing with them. In the second game the characters sexual inclinations became a focal point of the champain when he became sexually infolved with two of his female teammates and several of the villainesses. At one point he was captured by the evil fem group and the only thing that saved him from death was his relationship with 3 of the group. At no time did I recieve p[oints for something I didn't think was worth points, but in retrospect my actions should have been worth something since it did have some serious ramifications on the game world later in the campaign. As to the issue of sexual orientation, any points gained because of a disad should be based on the activities of the character. It's one thing to be lecherous, it's another to allow your villainous paramore to escape the scene of the crime after you have stopped him or her from robbing a museum. Aint love grand? =^.^=
  5. Re: Endurance question. Way to be optimistic. You will also have fewer problems in the future when the rules lawer in your group buys a copy...
  6. Re: Simple Killing When it comes to Champions I really like using Agents and if you are going to use agents you do need lots of quirky guns and gadgets for said agents. How you want to handle killing damage depends on what you and your players.
  7. Re: Simple Killing A varient I use is a low die KA with lots of StunX, say +5... This gives a killing attack with a relatively low mortality to KO ratio. When a 5 Body attack can inflict 40 stun it gets the players attention.
  8. Re: combat luck That's basically what he wanted. And he wanted 10 dice of it. It took a bit of explaining to help him understand what kind of situations luck, and unluck, was for.
  9. Re: combat luck I had a player ask if he could have Luck, always on and I said, "Um... No!" As with everything in the game it really depends on the player, the character concept, and the game. I would allow Combat Luck with very light armor like heavy clothing (1rPD/1rED) like velvet coat you see in movies like Three Musketeers, but nothing heavier. Anything can be abused by an abusive player, but in the same vein a good player is willing to take the hit when it enhances the story.
  10. Re: Simple Killing An intersting look at Killing damage. Not much of a difference for Body and Stun inflicted, but it allows players to use a single style of attack. I've had many situations over the years of players who became confused when a killing attack was made, since they couldn't fathom the stunX. The only drawback I see is in designing killing attacks that do increased Stun, but you could alwaysbuy extra dice as Stun Only. BTW Ghost, can you give us the rundown on this variat system or is that why you have to contact Bigdamnhero?
  11. Re: Another "New Guy" Story I'm not new to Hero by any means, but I'm playing in a 3.5 D&D game now and when we have a day when the GM is running late I run a bit of Champions. One of the other players has Hero experience and is going to be fine. The second loves Hero because of the shear possibilities available to the characters. The third player slows us down, but he also slows down our D&D games for the same reasons... So far the game has been successful because they have been exploring their powers and after each session we have a little chat about what they liked and didn't like and how they left their characters worked. Overall I believe that they will make good Hero players, though it might be a bit longer before I can ween them off D&D...
  12. Re: Danger sense as "hears theme music"? It also depends on who can here the music. Is it just our intrepid heros or everyone nearby? Visible to hearing might be your best bet if just any joe schmuck can hear the music, since it would alert the ambushers that something is up, even if they don't know what it is. Trasmit is a bit odd, since it is a sence modifier rather than a power modifier. Area effect radius (+1) with selective target (+1/4) would allow the player to decide who can and cannot hear the music.
  13. Re: Multiform In A Multi-Power as slot? I wouldn't rule out any legal power combination, even though my furst thought was "No freaking way!" As with all powers I, as the GM, need to talk to the player about their character concept and how they see their powers working. In my experience, many new players make poor choices when selecting powers and need the help of an experienced rules rapist to find the power that suits both their desire to hurt the bad guys, their chosen effect, and the game mechanics.
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