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Christopher R Taylor

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Everything posted by Christopher R Taylor

  1. I typically will use that rule, but not in every game. Pulp games, for instance, or a wild martial arts game there's no ego roll to push; its part of the genre to do that when you wish.
  2. I liked the Captain America March over the end credits a lot more than the main theme of the first film. Some of the themes are pretty forgettable, I agree.
  3. I dunno, I guess the James Bond movies are the closest analog. They've managed to keep a character going in films for 50 years with a host of different actors, sometimes doing terrible films, but always with good box office results. The big difference with the marvel stuff is that they're using multiple franchises and interweaving them for a larger picture, so that's unique and certainly intriguing. How this will turn out nobody really can even guess. And they basically stumbled on to it. That Avengers thing at the end of Iron Man wasn't meant to be part of some big plan, it was a fun thing thrown in for fans. Who went nuts and Iron Man made more money than anyone expected or hoped it would. So they started thinking bigger. Now its become a monster that I don't think anyone can control or even understand, not yet at least.
  4. There are quite a few interesting major characters they haven't touched on in the Marvel Universe yet (or, have done horrific jobs with) such as Silver Surfer, Fantastic Four, Hercules, Adam Warlock, Moon Knight, Namor, etc. There are even a lot of avengers I like that haven't been introduced yet, such as Tigra, Black Knight, White Tiger, Quasar, Wonder Man, and there's even Captain Britain out there. Cap is the biggest name out there, Iron Man was always a 2nd or 3rd tier character until he got a hilarious, fun film with Robert Downey jr's brilliant acting to make it work. Its about who they cast, how they write, and what directors they get to bring it to life, really. They struck out with Ant-Man in my opinion, but most of the time they do well. Nobody even knew who the Guardians of the Galaxy were except hard core comic fans.
  5. This is true, you remain unconvinced by all the examples and information people provide. The game's designers and most players here disagree with you.
  6. I get the same sense, that they will be starting up other characters and focusing on others. For one thing Cap and IM are too white and male for Hollywood trendy types, and for another, they rely heavily on actors who aren't getting any younger, although Chris Evans has a lot of mileage in him still. Plus, I have always gotten the sense that Millar, et al never liked those characters anyway.
  7. I agree, and it makes logical sense. There's a concept called "weighting" which understands that some abilities or results are of greater value than others. If this product wins 2 awards no one has ever heard of, and that product wins a nobel prize, then the one is worth significantly more than the two. What DEX does is more game-significant than what, for example, what Intelligence does.
  8. I really don't know why you keep talking about damage reduction. Its like we're having two different conversations, in two different languages here. My only point is that tripling the cost of defenses is too expensive for what it gives you, and doubling is closer to the real value. And that some defenses such as DCV, flash defense, and knockback resistance ought not be included in this increase. You're off arguing in Swahili about damage reduction.
  9. Good for you. On a public forum, people discuss what interests them, related to the topic. Not what you demand them to, but what piques their interest. Take what you like, ignore the rest.
  10. And, as mentioned before, lots of other uses for CON besides being stunned.
  11. Work is ongoing with this project, and I plan on posting some things here to help give a glimpse into what the project is. Essentially, the Field Guide is a book of the other stuff in the world besides monsters and treasures and player characters. It is about the animals, plants, minerals and such that player characters can interact with to their advantage or detriment. This includes poisons, trades such as blacksmithing and leatherworking, herbs of fantastic enchanted quality, and much more. For example, in the world of Jolrhos you will find this: Pepper Moss This dappled green and white hanging moss is uncommon on trees. It dangles like Spanish moss, especially in areas away from water sources. Dust-like material grows on the moss containing spores, and a strong wind or being physically jostled can cause the dust to cascade around the moss. Most creatures are not particularly bothered by Pepper Moss, but humans, ratmen, wolfen, and zhai (not elves or dwarves) react to the dust as if it is very finely concentrated pepper. The moss causes stinging in the eyes and strong repeated sneezing. This acts as a flash attack of d6 worth of d6 (1-6d6) in the target for each plant’s worth of dust. Further, at the beginning of each phase while blinded, before moving, the target must make a Constitution Roll at -1 for each additional segment of blindness they are suffering from (so if a character has 3 segments of blindness, they must make CON roll at -3). Failing this CON roll means they are stunned and must recover as normal that phase, taking no other action. These effects are only on creatures that are affected by the pepper effect. Others only cough slightly in annoyance. All normal animals and most monsters are affected, but nothing such as dragons, demons, or undead is bothered by Pepper Moss. Naturally any creature that does not breathe is unaffected as well. Pepper Moss is found in forests, swamps, and jungles, in temperate to tropical regions.
  12. You are correct, I suppose, but I wouldn't want to do that or allow a character to do that, anyway. Here's the thing, though. a 60 active point Killing Attack is 4d6, that's an average of 14 body. Your PD won't do jack against that. So now that you've spent your 120 points to be protected from normal attacks, you have to spend another 252 points to ignore killing damage as well. Now, I guess if your campaign is fine with that kind of spending okay but even at 2x cost, its still a huge number. You're not really convincing me the price is right here.
  13. Well, lets put it this way: someone with 30+ presence is a massively commanding force, but it takes a player with talent and understanding of the system to use properly. Combine that with a presence drain ability and it gets even more potent.
  14. The advantage of the tape measure approach is nobody is counting hexes any more. I would love to have a big flatscreen under the figures and project the terrain and stuff like AE templates. How big was that explosion? oops...
  15. The gyrojet bullet. Neat idea, but really expensive and in most conditions draws a line to your gun in exhaust fumes
  16. You have to keep in mind campaign limits for PCs as well. Even at x2 cost, if you're fine with a PC spending 80 points on defenses (plus flash defense and whatever else like life support), I guess you get what you're asking for.
  17. Actually a trick I found useful was to not change knockback from 5th to 6th edition. So when it went from 2m inches to 1m... one meters, just treat it as meters. So effectively knockback halved.
  18. HONEY BADGER This is the brawler/berserker character for fans of Wolverine. By using Honey Badger, it taps into popular culture and keeps the theme going while being kind of fun. He's your basic beat 'em up type. I focused more on tough and fearless than regenerating, so its not too obvious a connection, and so it feels more like the Honey Badger viral video. HB has a little bit of slowish regen, but mostly the character doesn't tire out or take much damage. A 12d6 attack would do 9d6, reduced by 25% and 15, which means the average 42 stun and 12 body attack turns into 9 stun and no body. Falling out of orbit (20d6) becomes 30 stun and 0 body - still conscious and not even stunned! So I might have overdone it, the character can be nickle and dimed down but nobody is going to hurt HB very badly with any ordinary attack. Losing the damage reduction would make HB easier to run and a bit less invulnerable but conceptually it works for how badgers are built (hard to hurt, can turn in their skin etc). My concern with him is that he's a little complicated for the GM to deal with. Damage Negation plus Damage Reduction makes HB really durable and hard to put down, but its a bunch of stuff for a newbie GM to figure out in combat. Plus he has Martial Arts and Combat Levels, which means choices rather than straight up "hit em til they fall down" straight forward combat. So I'm pondering how to handle that. Maybe strip the Martial Arts and levels and just give him damage and a higher OCV, then add in the martial arts and lower the raw damage to represent skill increase but not damage increase. BASE STORY: Honey Badger has always been tough. From a young age, this caused the durable HB to become fearless and bold, charging in where others held back. This naturally led to a career as a firefighter and rescue worker, the crazy one that the rest are amazed by. But that wasn't enough for Honey Badger, who loved to help people and save lives, but was faced with a more awful danger than fires; criminals and supervillains. Honey Badger learned to fight from a variety of sources, from mixed martial arts teachers to boxers to a man who learned to survive in the worst Russian prisons. Now Honey Badger takes to the streets to protect especially young people and children. But HB has drawn the attention of those who hate and fear mutants, and has to avoid their attacks as well. Unfortunately, the fearless determination and refusal to back down can cause Honey Badger to become a bit too fixated in combat and lose their mind trying to defeat an enemy. MALE VERSION: No additional story FEMALE VERSION: Its not easy to break into the man's world of fire fighting as a woman, but Honey Badger demonstrated so much strength and endurance and such a fearless approach that she quickly was accepted and is one of the most award winning firefighters in The City. Honey Badger Val Char Cost 20 STR 10 Lift: 400kg; 4d6 20 DEX 20 25 CON 5 CON vs being stunned: 35 10 INT 0 18 EGO 8 25 PRE 15 Defensive Presence: 35 5 OCV 10 5 DCV 10 3 OMCV 0 4 DMCV 3 15 PD 8 rPD: 5; 25% Damage Reduction; 3d6 Damage Negation 15 ED 8 rED: 5; 25% Damage Reduction; 3d6 Damage Negation 5 SPD 30 10 REC 6 30 END 2 12 BOD 2 36 STN 8 18m RUN 6 6m SWIM 1 8m LEAP 2 Characteristics Cost: 154 Cost Power 6 Healing: Regeneration (1 BODY per 6 Hours) 24 Brawler: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); Unified Power (-1/4) 12 Brawler: Physical Damage Reduction, Resistant, 25% (15 Active Points); Unified Power (-1/4) 12 Brawler: Energy Damage Reduction, Resistant, 25% (15 Active Points); Unified Power (-1/4) 12 Brawler: Resistant Protection (5 PD/5 ED) (15 Active Points); Unified Power (-1/4) 6 Brawler: +10 CON (10 Active Points); Only to protect from being stunned (-1/2), Unified Power (-1/4) 2 Tough Mind: Mental Defense (13 points total) (3 Active Points); Unified Power (-1/4) 2 Tough: Power Defense (3 points) (3 Active Points); Unified Power (-1/4) 4 Fearless: +10 PRE (10 Active Points); Only for defense (-1), Unified Power (-1/4) 4 Fearless: +10 Mental Defense (13 points total) (10 Active Points); Only vs fear-based effects (-1), Unified Power (-1/4) 4 Reduced Endurance (1/2 END; +1/4) (4 Active Points) applied to Running 5 Tireless: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR Powers Cost: 93 Cost Martial Arts Maneuver 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 8 +2 HTH Damage Class(es) Martial Arts Cost: 20 Cost Skill 16 +2 with HTH Combat 1 Bureaucratics 8- 2 KS: Fire and Building safety laws 11- 3 Mechanics 11- 3 Paramedics 11- 2 PS: Firefighter 11- 3 Streetwise 14- (16-) Skills Cost: 30 Total Character Cost: 297 Pts. Complication 20 Dependent NPC: Any helpless or needy child he encounters Infrequently (Incompetent; Unaware of character's adventuring career/Secret ID) 15 Enraged: harmed in combat (Uncommon), go 11-, recover 11- 20 Hunted: Mutant Hunters Infrequently (Mo Pow; NCI; Harshly Punish) 15 Psychological Complication: Never give up, never surrender (Common; Strong) 15 Psychological Complication: Very protective of young people (Common; Strong) 15 Psychological Complication: Fearless and reckless (Common; Strong) 10 Social Complication: (Secret Identity) Frequently, Minor Complication Points: 110 Base Points: 300
  19. The story should indicate the reputation of being a killer, I agree. Toxxyn isn't but has been branded as one; thanks for reminding me. I wanted an "unfair treatment" element like Spider-Man puts up with from the news, but something different. In this case, because of something in Toxxyn's past, cops and the public remember that supposedly there was a murder but it isn't true. the problem with 20DC of damage negation is that its 100 points, which is way over what I'm trying to put the active cap at and breaks the character's cost. 20 PD makes the fall from any realistic height in the game survivable, if painful. I really should have split out the stats in the write up for Vulcan, though, you're right.
  20. If you don't move to 6th I strongly advise borrowing a few of the changes: Area effect cost, extremely well done and flexible Damage Over Time advantage, somewhat complicated but solves massive problems from previous builds Restructuring of Transform costs Change Environment concepts and additions (such as choking) Some of the new sense modifiers like Adjacent and penetrative instead of N-Ray AVAD and ACV advantages, much better than previous attempts And yeah I use a modified Champions Universe, with my own timeline and stuff added in and some left out (like Detroit being obliterated).
  21. To be honest, I wouldn't allow this. I get the concept, but what you're doing is building in a limitation that lowers cost considerably, then finding a way around that limitation with a power pool and I just don't like that at a gut level.
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