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Jhamin

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Everything posted by Jhamin

  1. Re: Hotages and Capatured Foci My view on captured foci runs like this: If you want to add it to your bag of tricks & start carrying it with you, you have to pay for it. Otherwise it sits on the lab table where your team scientist/gadgeteer tinkers with it in his off hours. It becomes part of the brick-a-brack at your base, or possibly a display in the team tropy room. Captured foci are great for comparing forensic evidence (Hmm, the stress patterns on this bank vault don't match a Coil Seismic cannon, but may be similar to the Argent Tankbuster-5000). Every once in a while the heroes may be able to use a weapon as a plot-device (Scientist: "The entire city is trapped in a stasis bubble, we would need to actually leave the time stream to get in & stop Istvana from opening a gate." Team Leader: "Say, what did we do with Captain Chronos' Chrono Belt?") Is this entirely logical? Maybe not. But it is very in genre. The Fortress of Solitude, Baxter Building, Avenger's Mansion, and Batcave are all brimming with captured foci, but they are only rarely used by the heroes.
  2. Re: Iconic Champions ( 4e ) I should point out that the battle of Detroit involved a group of heroes off planet trying to Deflect Dr. D's asteroid while everyone back on earth tried to find his doomsday weapon. It is very possible that the Champions didn't fight Destroyer, but were part of the group trying to stop him from orbit. 500 point versions of Defender and Obsidian are logical choices to send into space, and Solitare or Defender could have whipped up something to keep Quantum and Seeker alive in the void.
  3. Re: for sale perfect for all your villanous needs
  4. Re: The 'Elminster' of Hero: Harbringer of Justice? OK, I'm rambling. Back on topic IMHO iconics need to do a few things: 1) Give a game personality while reenforcing the genre the game represents 2) Serve as an example of a typical (if powerful or prominent) PC type character. 3) Provide consistancy by giving the art a central character to focus on. 4) Be flexible enough that they can be used in rules examples and power/gift/feat examples. Hero has been using Iconics since the beginning, with specific heroes on the covers of various books going all the way back to the beginning. The Champions (4th and 5th) editions are really good iconics. Both teams are examples of beginning characters as well as personalities to hang the game art around. Harbringer is a great character who does serve as the Dark Champions Iconic. Problem is that he doesn't hit all of (my) requirements of an Iconic. He certainly meets #1, #3 and #4, but he is so far away from #2 as to confuse and frustrate those who try to reconsile him with a 250 point character campaign.
  5. Re: The 'Elminster' of Hero: Harbringer of Justice? You can inject so much more personality into your world setting if you can have heroes other than the PCs on the covers of you books and in you "in character" blurbs inside the book. I believe that Iconic characters as WW used them were meant to be characters that represented specific archetypes in official game literature. They were referred to in fiction, used as character examples, and gave a specific name and face to the races/classes/clans/breeds they were a part of. The fact that they quickly became uber-unstoppable kewl magnets is an unfortunate end to a good idea. D&D 3 and 3.5 have gone this same route with their iconic characters (Redgar the fighter, Mialee the elven wizard, etc). They are on the covers of the books, are the example characters in rules explinations, and even as sample characters in the backs of adventures.
  6. Re: Has anyone Done this?: Sidekick I know the Extra-Dimensional movement power was slightly revised in Sidekick vs. FREd. The ability to head to various dimensions has been broken up a bit more that it used to be. Of course this is less of a difference and more of a preview. The revised EDM was in The Mystic World and I believe that Steve has said elsewhere that this is the version of EDM that will be in 5th Rev.
  7. Re: Martial Arts to represent "Basic Training" I don't think the average, 30-50 point soldier has 10 points worth of martial arts. They are working hard enough just to get to where most PCs start. Remember that the average guy on the street has stats of 8 down the line, but that a soldier has stats of at least 10. This means that they have to do alot of work buying up their Dex, Str, and Con. All the hand to hand training may just be one way of doing that. And for what it is worth, there is actually an official answer for this: The Basic Training package deal from Dark Champions (p51) doesn't automatically give any combat skill levels, but does hand out a couple weapon familiarities. You can take CSLs as part of your 6 points of "other military skills" from the package. You don't automatically start piling up military martial arts until you take the special forces package deals.
  8. Re: PLEASE ! No more 'What would your character do ?' threads Amen
  9. Re: Star Hero/Orion One Shot
  10. Re: Star Hero/Orion One ShotAnd finally, as every science ship needs a science officer:Sergent IktathanPlayer: Val** Char*** Cost 12** STR 2 14** DEX 12 10** CON 0 11** BODY 2 18** INT 8 12** EGO 4 10** PRE 0 10** COM 0 * 5** PD 3 4** ED 2 3** SPD 6 4** REC 0 20** END 0 22** STUN 0 *7"**RUN23"**SWIM12"**LEAP0Characteristics Cost: 42Cost** Power END ** Sakkra Physiology* 5** 1) Subterranian Adaption: Nightvision* 0 2** 2) Scaley Skin: Damage Resistance (2 PD/2 ED)* 0 5** 3) Tail: Extra Limb (1), Inherent (+1/4); Limited Manipulation (-1/4)* 0 Powers Cost: 12Cost** Skill 0** Acting 8-* 0** Climbing 8-* 3** Computer Programming 13-* 0** Concealment 8-* 0** Conversation 8-* 3** Deduction 13-* 3** Electronics 13-* 3** Inventor 13-* 2** KS: Galactic History 11-* 2** AK: Mathematics 11-* 1** KS: Regulations 8-* 0** Language: Sakkra (completely fluent; literate)* 4** Language: Galactic Standard (completely fluent; literate)* 0** Paramedics 8-* 0** Persuasion 8-* 2** PS: Science Officer 11-* 0** Shadowing 8-* 3** Scientist* 2** 1) SS: Botany 13-* 1** 2) SS: Chemistry 11-* 2** 3) SS: Geology 13-* 1** 4) SS: Physics 11-* 1** 5) SS: Stellar Cartography 11-* 2** 6) SS: Xeno-Archeology 13-* 0** Stealth 8-* 3** Systems Operation 13-* 0** TF: Common Motorized Ground Vehicles* 3** WF: Beam Weapons, Vehicle Weapons* Skills Cost: 41Cost** Perk 2** Military Rank: Sergeant* Perks Cost: 2Cost** Talent 3** Bump Of Direction* Talents Cost: 3Val** Disadvantages 0** Normal Characteristic Maxima* 5** Distinctive Features: Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses* 20** Social Limitation: Subject to Orders Frequently (11-), Severe* 15** Psychological Limitation: Curiousity Common, Strong* 10** Psychological Limitation: Agoraphobic (Common, Moderate)* Disadvantage Points: 50Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100 Height: 1.63 m Hair: None (Green Scales) Weight: 50.00 kg Eyes: Red Appearance: DignifiedPersonality: Quote:Background: Graduating along with 4 Brothers and 5 Sisters from the Sakkan Science Academy, Iktathan was the only member of his clutch to enter military service. After three tours of duty on deep range patrol and exploration you have come to three conclusions.1) This is way more interesting than that dig on Alkor your sister is running. 2) Your uncle was wrong, the Confederation of Races may well survive even without a war to keep them united. 3) Genevra's card playing ability has more to do with creative dealing than luck. Powers/Tactics: Campaign Use:
  11. Re: Star Hero/Orion One ShotThe Ship's PilotSgt. GenevraPlayer: Val Char Cost 10 STR 0 16 DEX 18 12 CON 4 11 BODY 2 12 INT 2 12 EGO 4 12 PRE 2 16 COM 3 3 PD 1 2 ED 0 3 SPD 4 4 REC 0 24 END 0 22 STUN 0 6" RUN04" SWIM22" LEAP0Characteristics Cost: 42Cost Power END 3 Mean Right: HA +1d6; Hand-To-Hand Attack (-1/2) 1 Powers Cost: 3Cost Skill 0 Acting 8- 0 Climbing 8- 3 Combat Piloting 12- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Electronics 11- 2 Gambling (Card Games) 11- 2 KS: Marine Life 11- 3 Mechanics 11- 4 Navigation (Land, Marine, Space) 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 4 Survival (Marine, Arctic/Subarctic Coasts, Temperate/Subtropical Coasts) 11- 2 SS: Astronomy 11- 3 Systems Operation 11- 0 TF: Common Motorized Ground Vehicles 3 TF: Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Industrial & Exploratory Spacecraft, Military Spacecraft, Personal Use Spacecraft, SCUBA, Small Motorized Boats 6 +2 with Combat Piloting, Navigation, Systems Operations 6 +2 with Beam Pistols 5 +1 with HTH Combat Skills Cost: 46Cost Perk 2 Military Rank: Sergeant 3 Contact: Roberto, Chief Quartermaster - Draconis IV Stardock (Contact has access to major institutions) 11- Perks Cost: 5Cost Talent 4 Environmental Movement (Zero G) Talents Cost: 4Val Disadvantages 5 Distinctive Features: Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 5 Psychological Limitation: Distrusts Dry-Worlders (Uncommon, Moderate) 15 Psychological Limitation: Overconfidence Common, Strong 5 Rivalry: Professional (Other Pilots; Rival is As Powerful; Seek to Outdo or Embarrass; Rival Aware of Rivalry) 20 Social Limitation: Subject to Orders Frequently (11-), Severe Disadvantage Points: 50Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100 Height: 1.80 m Hair: Black Weight: 73.00 kg Eyes: Brown Appearance: Personality: Quote:Background: Growing up on the Ocean World of Draconis IV Sgt. Genevra had won more races, bets, and fistfights than anyone had a right to. Then came the Mrrshan wars and that came to an end. When the war was over and the 132 fighter wing was disbanded you found yourself assigned to a deep patrol scout. Granted the Fusion drive has alot more kick than the Nuclear piles that drove your fighter and you have seen some pretty amazing stuff, but you are thinking you shouldn't have gotten so verbose in the "special knowledges/background" section of your enlistment card.Powers/Tactics: Campaign Use:
  12. Re: Star Hero/Orion One ShotCommanding officer of the ZengLieutenant GalwayPlayer: Val Char Cost 15 STR 5 14 DEX 12 14 CON 8 10 BODY 0 10 INT 0 12 EGO 4 15 PRE 5 12 COM 1 4 PD 1 3 ED 0 3 SPD 6 6 REC 0 28 END 0 25 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 42Cost Martial Arts Maneuver 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 4 Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 1 Weapon Element: Clubs Martial Arts Cost: 13Cost Skill 0 Acting 8- 3 Bureaucratics 12- 0 Climbing 8- 3 Combat Driving 12- 3 Combat Piloting 12- 0 Computer Programming 8- 3 Concealment 11- 0 Conversation 8- 0 Deduction 8- 3 Electronics 11- 0 Language: Galactic Standard (completely fluent; literate) 2 Navigation (Space) 11- 2 KS: Regulations 11- 0 Paramedics 8- 2 PS: Starship Command Officer 11- 0 Persuasion 8- 0 Shadowing 8- 3 Stealth 12- 3 Tactics 11- 0 TF: Common Motorized Ground Vehicles 2 TF: Science Fiction & Space Vehicles 5 WF: Common Melee Weapons, Beam Weapons, Vehicle Weapons 8 +1 with All Combat Skills Cost: 42Cost Perk 3 Military Rank: Lieutenant Perks Cost: 3Val Disadvantages 5 Distinctive Features: Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Psychological Limitation: Always Looking for a chance to stand out (Common, Strong) 10 Psychological Limitation: Takes Duties Very Seriously (Common, Moderate) 20 Social Limitation: Subject to Orders Frequently (11-), Severe Disadvantage Points: 50Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100 Height: 1.89 m Hair: Blonde Weight: 80.00 kg Eyes: Brown Appearance: Clean CutPersonality: Quote:Background: Third generation at the academy Galway has grown up on tales of the TerraCorps. When the Confed Defence force was formed it seemed only logical to go into the Scout corps. When the war ended that was where all the action would be. Everyone knows field experience counts more than tours of duty when it comes time to hand out command of the big ships. Now you just have to make sure you are half as trusted by your men as your Father or Grandmother were.Powers/Tactics: Campaign Use:
  13. Re: Star Hero/Orion One Shot The ships main computer: Optronic Computer Player: Val** Char*** Cost 10** DEX 0 17** INT 7 * 4** SPD 20 *Characteristics Cost: 27 Cost** Skill 7** AK: ConFed Space 16-* 3** AK: Milky Way Galaxy 12-* 3** Combat Piloting 11-* 3** Computer Programming 12-* 3** Cryptography 12-* 3** Paramedics 12-* 0** TF: Military Spacecraft* 3** Scholar* 2** 1) KS: Archived News 12-* 2** 2) KS: ConFed Military 12-* 2** 3) KS: Galactic Life Forms 12-* 2** 4) KS: Media Database 12-* 2** 5) KS: Starfaring Races 12-* Skills Cost: 35 Cost** Talent 1** Program: Monitor Sensors* 1** Program: Navigate Ship* 1** Program: Operate Communications on Spoken Cue* 1** Program: Search Refrence Databases* 3** Absolute Range Sense* 3** Lightning Calculator* 22** Universal Translator 14-* Talents Cost: 32
  14. Re: Star Hero/Orion One Shot Zheng Weapon Locker Cost** Power END ** 6 Laser Rifles + 25 Clips* 20** 1) Mark V Laser Rifle: Killing Attack - Ranged 3d6, Increased Maximum Range (1,125"; +1/4); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Blocked By Smoke Or Steam (-1/4), 12 Charges (-1/4) plus +1 OCV; OAF (-1), Two-Handed (-1/2) plus +2 versus Range Modifiers; OAF (-1), Two-Handed (-1/2)* [12] ** * ** 12 Laser Pistol + 50 Clips* 12** 1) Mark II-K Laser Pistol: Killing Attack - Ranged 2d6; OAF (-1), 8 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4), Blocked By Smoke Or Steam (-1/4) plus +1 OCV; OAF (-1), Real Weapon (-1/4) plus +1 versus Range Modifiers; OAF (-1), Real Weapon (-1/4)* [8] ** * ** Grenades - 6 Frag, 6 Chaff* 25** 1) Fragmentation Grenade: Killing Attack - Ranged 3d6+1, Explosion (-1 DC/2"; +3/4); 1 Charge (-2), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) plus Hearing Group Flash 6d6, Explosion (-1 DC/2"; +3/4); 1 Charge (-2), OAF (-1), Linked (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4)* [1] 21** 2) Reflec Chaff Grenade: Darkness to Sight and Radio Groups 5" radius; 1 Charge (-2), OAF (-1), Range Based On STR (-1/4), Real Weapon (-1/4) plus Hearing Group Flash 6d6, Explosion (-1 DC/2"; +3/4); OAF (-1), Linked (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4), 10 Charges (-1/4)* [1] ** * ** Personal Protection, 4 Vac Suits, 4 Vests* ** Confed Vac Suit* 9** 1) Enviromental Protection: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2), Costs Endurance (-1/2)* 2 8** 2) Protection: Armor (4 PD/4 ED); OIF (-1/2)* 0 7** 3) Magnetic Boots: Clinging (25 STR); OIF (-1/2), Costs Endurance (-1/2), Only On Metal Surfaces (-1/4)* 1 4** 4) Thrusters: Flight 5"; Only Works In A Vacuum (-1), OIF (-1/2)* 1 5** 5) Power Pack: Endurance Reserve (10 END, 10 REC); OAF (-1)* 0 8** Tritanium Combat Dress: Armor (6 PD/6 ED); OIF (-1/2), Covers 3-5, 7-14, 16-18 14- (-1/2), Real Armor (-1/4)* 0 ** * ** 3 Palm Units* 16** 1) Pocket Computer: High Range Radio Perception (Radio Group); OAF (-1), Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) plus Computer; OAF (-1)* 0 ** * ** MA-7 Field Medkit* 29** 1) Wide-Spectrum Poison Antidote: Healing 7d6, Four Poison Related Characteristics (+1) (140 Active Points); Only Counteracts Upcoming Poison Damage (-2), OAF (-1), 6 Charges (-3/4)* [6] 22** 2) Pain Killers: Aid STUN 4d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (60 Active Points); OAF (-1), 6 Charges (-3/4)* [6] 7** 3) Basic Medical Supplies: Healing 2 BODY, 30 Charges (+1/4) (25 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1), Requires A Paramedic Roll (-1/2)* [30] Powers Cost: 193 Pretty Straight foreward. When you need to grab your trusty laser pistol and head to the Zeng's weapon locker, these are what you will find.
  15. Re: Star Hero/Orion One ShotC.R.S Zheng - Louis Class ExplorerPlayer: Group Vehicle Val** Char*** Cost 60** STR 0 15** DEX 15 20/40** BODY 0 * 4** SPD 15 *0"**RUN-120"**SWIM-20"**LEAP0Characteristics Cost: 75Cost** Power END ** Power Systems* 18** 1) Extended Capacity Deuterium Fuel Cells: Endurance Reserve (200 END, 30 REC); OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4)* 0 3** 2) Emergency Power Reserve: Endurance Reserve (40 END, 2 REC) Reserve: OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4)* 0 ** * ** Propulsion Systems* 64** Fusion Engines: Multipower, 80-point reserve, all slots Full Phase to Change Slots (-1/4)* 5u** 1) Fusion Drive: Flight 40" (80 Active Points); Costs Endurance (-1/2), Full Phase to Change Slots (-1/4)* 8 1u** 2) Fusion Charged Hyperdrive: Teleportation 5", Megascale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4); Extra Time (1 Week, -4 1/2), Increased Endurance Cost (7x END; -3), Costs Endurance (-1/2), Requires Gravitational Distortion-Free Field (-1/2), Full Phase to Change Slots (-1/4)* 35 37** Engine Overload: Killing Attack - Ranged 10d6, Trigger - Security Command Code (+1/4), Explosion (+1/2); 1 Charge which Never Recovers (-4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), No Range (-1/2), Real Weapon (-1/4)* [1 nr] ** * ** Tactical Systems* 44** Naval Class Fusion Beam - Mark 1: Multipower, 100-point reserve, all slots OIF Bulky (-1), Real Weapon (-1/4)* 3u** 1) Near-Target Beam Mode: Killing Attack - Ranged 4d6, Increased Maximum Range (1,500"; +1/4); OIF Bulky (-1), Real Weapon (-1/4)* 7 4u** 2) Far-Target Beam Mode: Killing Attack - Ranged 3d6+1, Megascale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1), Real Weapon (-1/4)* 10 5** Naval Class Fusion Beam - Mark 1: Second Beam (Total of 2)* 0 7** Hull Polorization Charge: +5 DEF; Only Works Against Energy Weapons (-1/2), Costs Endurance (-1/2)* 1 16** Tritanium Hull Plating: +20 BODY; Only to Absorb Damage (-1/4)* ** * ** Operation Systems* 91** Enhanced Sensor Package w/Planetary Survey Enhancements: Variable Power Pool, 80 base + 11 control cost, all slots Only For Sensors And Communications (-1), OIF Bulky (-1), Costs Endurance (-1/2)* 94** Optronic Computer* 9 ** * ** Personnel Systems* 12** 1) Life Support: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); Costs Endurance (-1/2)* 2 3** 2) Nutri-Paste Dispensor: Life Support (Eating Character does not eat), 1 Continuing Charge Lasting 3 Months (+0)* 0 7** 3) Medical Facilities: Paramedics 11-* 2** 4) Medical Facilities: SS: Medicine 11-* Powers Cost: 416Val** Disadvantages 20** Distinctive Features: Confederated Races Vessel (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 0** Dependence: Friendly Shipyards: -10 Active Points from Fusion Cell Recovery (Common, 3 Months)* 10** Hunted: Mrrshan Empire 8- (Mo Pow, Limited Geographical Area, Harshly Punish)* Disadvantage Points: 30Base Points: 460Experience Required: 1Total Experience Available: 0Experience Unspent: 0Total Character Cost: 491 This is the Player character ship, a small Confederated Races scientific deep exploration vessel. It is of a new design and combines the most cutting edge technologies avalible from each of the member races of the ConFed.It is very small and very undergunned compared to Ships of the Line, but Deutarium fuel cells coupled with it's Fusion Weapons and Engines make it more than a match for Pirates and less advanced races. It would be severly pressed however by even the smallest Myrrshan system patrol craft.
  16. A few months back I ran a one-shot game for my players using Star Hero set in the Masters of Orion Universe. All it all it went pretty well but as I was going through my files It occured to me that I ought to post the characters in case anyone cared to see them. These charcters are simultaniously generic Star Hero characters intended to show new players what the system is like when you aren't playing superheroes and also characters set in the Masters of Orion universe. The game was set up as a space opera style game with moderate levels of reality. The player characters are all alone exploring the far frontier of the Confederated Races two years after the end of the ConFed/Myrrshan war. The game consisted of them discovering a habitable planet far from any of the core worlds, then being attacked by Bulrathi Pirates attempting to keep them from finding a derilict space station around a nearby moon left by an extinct race of cyborgs known as the Meklar.
  17. Re: Who have you updated? Then you are a braver man than I. In my mind they were some of the lamest characters ever published in any Hero book. I mean they had a guy named Barnicle who mainly just stuck to things..... And a Portugese Man-O-War with legs..... And a superintelligent Dolpin with little claw arms..... One of their main enemies was a superintelligent alien Otter. I have to stop thinking about them now. Ooh! I like that. I forgot about Autogunner. I converted him too, only he and his crew were failed experiments of Dr. Blank before he perfected his process. They are all currently in prision but if they ever get out they are totally hooking up with Warlord.
  18. Re: Who have you updated? I've updated: Bullet & Big John from classic enemies. I never got why a guy who dislikes supers hung with an alien robot, so I dropped whats-his-name and added several other homegrown supermercs to the raiders. Except for Bullet they are all lower points than most of my villians, but their teamwork & professionalism intimidates the heck out of my players. The Destruction Company from High-Tech Enemies. They serve an important role in my game: Mayhem & Property Damage for hire. The Flashmen from Allies. My players hate these guys! Hex's PC keeps muttering "They never get hurt!" every time they show up. The Cyberknights from Allies. A ready made "fellow team of heros" for big summer crossover type adventures.
  19. Re: Ultimate vs The Authority Are you seriously trying to tell us that mercilessly butchering some people is really bad but that mercilessly butchering others (while telling jokes about it) is really good and in fact to be encouraged? And are some people allowed to decide who lives and who dies while it is a capital offense if others do? Do some human lives matter more than others? If that is seriously what you think then we may not have a common moral compass to refer to while discussing this topic.
  20. Re: Dependence: A useless Catagory of Disads? If everyone needs food and water, but I need food, water, and Plutonium isn't that worth something? And a plot device that is an intergral part of my character should probably show up a character sheet. A plot device that makes on character's life harder but does not bother other characters ought to be worth points.
  21. Re: Dependence: A useless Catagory of Disads? As for characters who need something weird every few hours, Off the top of my head: Flash - Eats all the time Earth 2 Flash - Speed Drug Submariner - Salt Water every 24 hours Superman - The red sun (admittedly pretty common in his campaign) Jack of Hearts - Special chamber to balance his energies Green Lantern - His recharging lantern Iron Man - Artifical Heart recharger (recent issues, or did he buy this off yet?) Blade (Movie Version) - Anti-hunger serum Jem'Hadar - Ketracel White ..and I'm sure many more The need for something regularly, but not constantly does seem to come up often enough to warrent inclusion.
  22. Re: Dependence: A useless Catagory of Disads? Hmmm. I guess that is my point then. This is really a combat-only disad. All the other disadvantage catagories can be made to be applicable in or out of combat. As far as I can tell this is the only one that can't. The fact that it shows up in less than half a dozen writeups among the hundreds that have appeared in 5th edition books seems to imply a lack of flexability. Hero is legendary for its flexability, so why isn't there more wiggle room here? Or is this one of those things we need to mention for 6th edition?
  23. Re: Dependence: A useless Catagory of Disads? The time chart is meant for powers with active point ranges in the 30-90+ range. As disads are measured from 5-25, maybe a compression of the time chart is appropriate?
  24. Re: Dependence: A useless Catagory of Disads? Then should the difficulty of getting your "fix" have more of an effect that the frequency rules normally allow? Bathing in salt water is pretty easy, but if you have to sleep in a cyclotron every night or your ears bleed, then that week long stay in dinosaur valley starts getting pretty uncomfortable. And anyway, if I need to drink water every day in a campaign where no one else does, that aren't I dependent on it?
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