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Christopher R Taylor

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Everything posted by Christopher R Taylor

  1. "Turning" the undead I have as a presence attack, then I give all undead a vulnerability to presence attacks (and for the ones not normally affected, a physical complication that they are, from holy men). Exorcism is a long and difficult extradimensional movement bought as an attack. Bye bye, forever.
  2. I think you can work out a way to make LTE easier to use, the problem is its always so complicated when people build a system. Losing 1 END per 10 used to long term (just check off on the sheet) and getting it back at REC/day, but REC/hour if you rest works fine without any complication. The GM can assign extra LTE loss to tasks, like digging someone out of a collapsed mine shaft or running a race. Having your END and STN drop by 1 for every body you lose (and come back only with the healed body) works well for very gritty campaigns as well. Even more evil is having all rolls, including to hit, reduced by 1 for every x body you lose. So you just get worse and worse.
  3. The most evil psychic sniper: Indirect and targeting clairvoyance with huge range. Couple with an invisible detect to find targets for the clairvoyance. With a big enough range he can sit home eating cheetos, sniping people on live TV. Why, that guy had an aneurism while we were interviewing him...
  4. I really think a hyper-cute kawaii Power Pack film could do really well both in the US and in places like Japan.
  5. I don't run games like that, although I did once in a while in the past. But I agree, keep it smaller in scale and more personal, just focus on life and getting through the world. In fact, that's the kind of fantasy I write -- I don't mean to say those huge epic doorstops are bad, I just wanted to write something more personal and micro.
  6. The thing is, what makes a dungeon crawl interesting is what makes any adventure interesting; if its just a romantic intrigue in a castle, its going to be boring unless its fresh and new or it has something else to make the game have more meaning. Its just dungeon crawls are all people did for a long time and they get a bad rap.
  7. Frankly, Marvel has proven that they can take any character and make a successful, interesting film out of it. I mean, Ant Man? Guardians of the Galaxy? But it works, if you have the right combo of writing, directing, and casting. The popularity of the character is pretty irrelevant, and I think Black Widow has at least some base popularity anyway.
  8. Its got to be more significant than that. Images doesn't necessarily have to fool someone, the perception modifier could just be how easy it is to perceive at range, etc. They seem to be a real crossover. Basically "Transmit" is an attempt to break the old radio receive and transmit sense into a more broadly applicable powers, but I'm challenged to think of a single one other than radio that isn't just images. In any case, the ability to make noises with your mouth isn't a sense modifier. Everyone can do that unless they buy a complication: mute. The ability to make other noises and copy them is a skill called mimickry.
  9. Yeah Transmit is a bit unclear in some ways; how is it different than images?
  10. Right, I can see presence boost for the driver or passengers as an option, but the vehicle its self can be quite intimidating without even knowing a driver is in it.
  11. Never fired one but I do like the look and concept. Supposed to be a lot easier to work with in tight spaces
  12. Dungeon crawls can be lots of fun, but they're even more fun if that's not all they are.
  13. I almost never used to until 6th edition then suddenly I got paralyzed and thought I had to look everything up to get the exact rule. Turned out I already knew 99% of the time but I had this brain freeze, and I think it started turning players off the system.
  14. Even if you fly, you're passing through the area, and hence contacting something, even if its the air. The very limitation means that you aren't simply moving from point A to point B without moving through the intervening space. Along those lines, a skill vs skill contest using tracking would probably help, too. This is a real world thing, hiding your passage through an area with skill.
  15. It comes down to special effect for a lot of things, but I'd suggest that "must pass through intervening space" involves contact with that intervening space, however its defined.
  16. The poll I did on this last year gave long connected city adventures the edge, for what its worth.
  17. I guess that's an approach. I always try to approach my builds based on what they do and how they look in the game world, not how much they cost. Unless you're jumping a really long ways, you're not going to fool a good bloodhound's nose. Plus, if you pass through the intervening space, then I'd say you're leaving traces the whole distance...
  18. Well that and its conceptually mistaken to teleport when you're clearly passing through the area.
  19. I would think that INT and EGO would be for an onboard AI, but I can see vehicles having presence. Say, an MRAP vs a Smart Car.
  20. Invisible Power Effects on running works unless you jump ever, so probably good to have that, too. Still pretty cheap. That is probably a better construction than invisibility and considerably cheaper. Yeah just buy lingering for a week or so, that's long enough for natural passage of time to eliminate the tracks anyway.
  21. Transform probably the best, or a very long-term INT drain/Change Environment that only acts against memory-based INT rolls.
  22. I would like to see a Black Widow espionage film. Could include Hawkeye in a few scenes, maybe Cap in a cameo. But more spy work with her doing her widow thing.
  23. I'd probably build it with invisibility, and a limitation. The CE build works in that it would (with linger) allow a character to lay down a path that was difficult to use tracking on, and then over time it becomes impossible to track anyway, but it feels odd to me.
  24. FOr the love of your sanity, do not listen to the Spider-Man commentary track. Kirsten Dunst is about as sharp as a sack of wet mice.
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