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Christopher R Taylor

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Everything posted by Christopher R Taylor

  1. You bought lots of DEX, only for non-CV applications (-1/2 limitation). There's nothing in the stats that couldn't be done in 5th edition that can in 6th, it just took a little effort. Emphasis on little.
  2. Then there's the atomic age in comics which some add in, etc. Its not an easily classified, easily broken down system.
  3. As I understand it the financial district of London has its own police force as well.
  4. You mean you can't zoom in on a reflection in their eyeball, off a hubcap, and get a clear picture of the bad guy from a store window? Just hit enhance a few times!
  5. I'm fine with the inclusion as a special specific skill for some settings. It probably should cost 5 points as a base or more because of all it gives, but its a neat idea.
  6. I never had that problem really, but I can see how people really trying to crunch numbers would. If my character concept was someone less agile, then they were less agile. If they were accurate, I bought levels. If they were quick, I bought speed, if they were slow, I didn't. But that probably wasn't the norm.
  7. I was basing that comment on the inevitable use of the word "Asian" to mean "Muslim" in the press. I don't know what the public tends to do on its own. Yeah I hesitated on that, because I thought it probably was a Britishized version but I figured, close enough According to the BBC documentary I saw, it is in London at least, but I can't really comment on the whole country so you're right, its too broadly applied. I suspect the bulk of English crime on the whole nation is by English I was just trying to suggest some stuff based on what I've found in study from across the ocean. Things that would help a GM run a game in the nation.
  8. Which really annoys Romanians, but back on topic, the crime documentaries and police reports, stories, and news out of England I've seen also note that the main tool for catching low end criminals is by the use of cameras: watching to get their faces then watching to see when they show up again. So superheroes would be dealing with folks who can somehow avoid that or are able to escape usual methods of law enforcement.
  9. I thought about starting up a "current events" adventure thread so people could suggest scenarios and adventures for games based on events that take place. But then I came to my senses and realized that the posts would be 90% "here's where I use snark to kick political opponents in the teeth" and maybe 2% actual scenario suggestions.
  10. The best way to deal with that is to give lower points and enforce caps. The "recommended starting points" for heroic campaigns are so high you will have pretty experienced characters right off the bat. If that's the kind of game you want -- and there's nothing wrong with it -- then go with those points. But if you want just Jack and Jill right off the farm starting to learn, cut the points way back. And put a cap: you cannot have higher than 6 OCV with all levels and maneuvers. You cannot go over 7 damage classes no matter what combined skills etc you use. Then as time goes on, you start to nudge the caps up to represent greater skill, and the experience increases their point total and hence overall power.
  11. That's why the ages and any question over what definitively rules what is in them or not are always hazy. You have to go with the general trend and overall patterns, rather than minor examples and exceptions. For example, Superman was pretty mean to people in his first couple of issues, he terrified bad guys, ignored the laws, etc. It was after a few issues his character began to become more set in stone. Or take Bucky's death: sidekicks didn't die in comics, except that one time. So you go with the overall "sidekicks get out of the death traps" rule, not the "but Bucky died" exception.
  12. I think it makes perfect sense for the same DCV modifier to hit a focus to apply in all attempts to hit that focus, grab or shoot or whatever.
  13. Um back to the info on the UK info for my superhero setting Yeah back on topic, England isn't as English as it was even 10 years ago, so that's the source of some campaign stuff. Muslims are generally referred to as "Asians" in England (mostly because they bulk come from places like Pakistan), and they are a significant part of the population in some areas - the Mayor of London is a Muslim. So characters can have more of that background than they once did. And the favorite food of England is an Indian dish. Most of the low level street crime is committed by Eastern Europeans (really, many of them are Gypsies, but the term is almost never used by officials or the press). The various Eastern European mob types have a lot of activity, mostly pickpocketing, small level scams, putting scanners in ATM machines, etc -- at least that's what I understand from news and shows on British crime.
  14. (October 1966) (January 1963) (February 1970) So, debatable if they're really silver age or not. My point isn't trying to defend "people never died in silver age" so much as that this is at least transition into another age of comics if not in another age entirely. Many people claim the bronze age started in the 70s with the Speedy heroin issue but some argue it started back with the Marvel Comics such as Spider-Man. The point being, things were changing in comics by that point, they were moving away from the light and breezy Superman with his pet dog stories and silly stuff.
  15. But when were those? Because the "ages" are pretty vague in definition at the ends.
  16. Practically speaking, I doubt many builds have changed despite decoupling the primary and secondary stats. People still are buying their DEX up and getting CV around DEX/3. OCV and DCV are still the same in most characters. People are still buying 18 CON, not 17. At least, that's what I'm seeing in published and in created characters on here. Why? Well rolls still are stat/5 etc. Habit. Point breakdowns are still there, just not as exaggerated. I don't think its made that big a difference in how people are building most characters at least. That could be because people haven't gotten used to the added flexibility or are updating premade characters, so why change the stats? I dunno. Personally I really liked the idea of figured stats, and if you look around you see many new games and editions of systems actually have them.
  17. They have different enough personalities that they could be - with good writing - made quite distinct. But they are visually very similar.
  18. Sure, but this is the Hero system, which lets you buy things the way you want to unless it somehow violates the rules. Using teleport instead is not "wrong" its just different. And it has advantages and drawbacks that other builds do not.
  19. Kennard This strange toadstool glows slightly in the dark with a greenish hue. It is nearly black in color and heavily seamed with wrinkles all over its small cap and thick stem. The Kennard mushroom is found only in low mountainous semi tropical and tropical areas, in areas shaded continuously from the sun such as under overhanging rocks, tree snags, and small caves. Effect: Age 1d6 years (may only take effect once a season) Stages: 3 Delay before effect: one day Time Between Stages: one hour Origin: Forest, Swamp Rarity: -1 Preparation: Dried, the toadstool crumbles into small black crystals. Dissolves into any alcohol, or will melt into skin oils (direct contact to bare skin) over a minute. Form: Ingested or Contact (for half effect), crystals store d3+10 years Resistance: Life Support vs plant poisons Cost: 174 copper
  20. Teleport could represent someone so fast or sneaky that you can't even see it happen. Since teleport ignores strength, it would allow a particularly sneaky, tricky character to disarm even the hulk by distraction and surprise.
  21. Generally speaking, Golden Age had two strains: brutal vigilantes and totally noble do-gooders. You had Captain Marvel/Shazam right next to The Shadow on the shelves. Cap never killed anyone, his villains were bad guys, but didn't have truly evil plans so much as nasty and mean, and nobody died. Shadow gunned people down and would strike from surprise. But both had a very strong, stark division between good and bad: bad guys were always bad and good guys were always good. The kid sidekick thing was actually more common in silver age than golden, but there were some in gold (Robin showed up in 1940, for example). Silver Age was super toned down from gold because of the comics code authority. Now nobody was killed off or allowed to die, even as a direct result of their misdeeds. Plots were more around highjinks than wicked criminal viciousness.
  22. Remember to buy ranged on it, so you can target at range. I probably wouldn't give the non living items a -1, seems like worth less to me.
  23. When I ran a space marines adventure I had a rotating list of players, if someone died off, the top person on the list got rotated in as a replacement. The campaign didn't progress very far though, which was too bad, it seemed like an interesting concept I never got to play out to see how it would work.
  24. That's a good way of looking at it. Imagine you have a martial arts campaign. Most characters just have martial arts skills, regular real-world abilities and equipment. Then you have a special class of characters in the game that have enchanted weapons and wild martial arts abilities. They can run up walls and balance on a twig and so on. Not exactly balanced, eh? Jedi are built on more points in the movies than non-Jedi. You can balance the characters, but you have early Luke crappy Jedi running around with experienced capable characters... or you have the full experienced Jedi next to full experienced regular characters.
  25. I would probably rule that in most cases but like eepjr24 says the definition and special effect would be key. If its OIF because its difficult to take away or they can always pick up another one, then the teleport works fine.
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