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  1. I meant more if I were running it Agents of Smash style. But that's a solid plot. That's going in my back pocket for the future.
  2. This made me think about Agents of Smash, with little robot cameras constantly zooming around the PCs as they go about their business. Constantly in the public eye. I would be tempted to make some kind of reward for short little "reality TV" side monologues. "Yeah, I picked my buddy up and threw him, but I had no idea if his force field was strong enough to handle the impact..." The whole game would have to be very tongue in cheek.
  3. Well, since they are owned by the DoJ, your looking at mostly running stuff in the US proper and fighting crime. I don't really see that much different from a traditional supers campaign. Since they're federal government, I would think more like FBI. They probably have a field office they work out of that covers a certain geographic area. Whenever an event happens that stinks of powers, the local police call them in to investigate (or deal with if it's something ongoing). I don't know enough about your world and how normals interact, but you could find a lot of mileage from having a known public office they're required to work out of. Politics of being a super. Does the community hate it? Do they love it? Both? Honestly, I would sit down and ask my players what kind of game they want. If they want a war, push them over to STARS instead. If they want investigation shenanigans, responding to local hotspots, and chasing down villains to bring them to justice, then keep STRIPES and run it like a normal supers game.
  4. Sometimes you can. I ran a D&D 4e (the most maligned, but oh so balanced version) campaign for almost three years with basically the same group. Started with everyone at the table in person, then people started to PCS across the US. Ended with the game being my wife and I at home with everyone else virtual. We would still be running, but babies dropped four players (table was mostly couples). But it's totally possible to play remotely with people you know and/or like if you aren't happy with who you're playing with. The other option is to run a weekly open table game of some sort at your FLGS and hand pick your favorites for an invite. That's how I put together my current group. Downside is dealing with some really poor roleplayers till you find the good ones.
  5. Congrats. This is why I tend to prefer running short form campaigns. A discrete story that shouldn't last more then three to six months. With the demands on time that comes with being an adult, and the changing nature of my work environment anything longer will probably fizzle out and die as players have scheduling conflicts, pop out kids, move away, etc. I've found far more success using this approach. And to anyone who's been gaming with basically the same people for like 10 years or more, more power to you. I'm happy you have a stable group of players
  6. My favorite use is for representing martial arts in ways that aren't as accessible otherwise. I think I've already used the example of the use of a montante as an area denial tool (change environment with a ton of -running or some such). But there are also techniques for protecting someone else (Boost DCV gestures throughout?) and more. And that's real life martial arts without getting into more fantastical martial possibilities.
  7. I'm going to take your challenge as a call to open discourse and not argument, so please take anything I say with that perspective in mind. Everybody's game, group, and players are different. I trust my players with character creation Rule #1: Don't cheese your character. If everyone follows that rule, then there are usually no issues, since Hero character creation really needs to be with a concept in mind (which is going to be narrative at that point). I'm also never so wedded to my vision of the world and fiction that *I* want to create that I can't tweak things to fit the fiction that the *group* wants to create. I imagine creating everyone's characters would feel a little... on rails, after a couple times. Now, I also run short format campaigns, no more than six months (usually aimed at about three) because giant epic stories usually die out and never finish. So, new characters is a relatively frequent occurrence for us. I'm also a firm believer in a session 0. The players come with their ideas and we all sit down and hash out the basics of what everyone expects, times (if it's not already my regular group), and everyone should leave with a mostly complete character. Everyone has buy-in, character creation with your friends sitting there is faster, and everyone can police for cheese or be clarified on a plot point that might be contradicted. All that being said, everyone runs their game different and that's ok.
  8. It was certainly not my intent to drag up old arguments as well Just figured it would be useful for anyone who might do a search on the forum to have as many options as possible in one place.
  9. Not to resurrect an oldish thread but I didn't see anyone mention this option. For completeness sake and because I prefer KISS, what about the Shove maneuver (6e2 pg 79) or Martial Shove (MA pg 6)? What you're describing is exactly what it's for. A hard shove/push to move someone and not cause damage. If you need more KB, just buy some STR limited for "Only for Shove".
  10. I would combine option 2 and 3. Turn it into a world wide cataclysm that devastates the world in unpredictable chaotic ways. Huge canyons and open lava fields in parts because of dwarven cities and fortresses that were ripped out of the ground. Abnormal weather that destroyed large swathes of forest and are isolated in areas (permanent winter on one side of a line and drought and desert on the other). It is the survival needs of the bunker/safe cities of the alliance that require the party to venture forth into this blasted and devastated world. Wandering in the world are shades of the former inhabitants, incapable of really communicating, but reliving their war and hatred with the shades of the other side. The party will eventually come across (or be tasked with investigating) a capital of one of the sides and find a city still populated with undead of the species. Does the party find the source of the devastation and reverse the unfinished ritual before it tears the rest of the world apart and returns many of these shades back into being? Or do they complete the ritual and end both races to give the world a chance to heal?
  11. If all your worried about is it being difficult to find, you can have the Sanctum Sanctorum buy Concealment and run it up to something high (21-?). This would mean the base rolls against the skill of the person trying to find it, with the higher success winning (check 6E2 pg. 190 under perceivability). It wouldn't be perfect defense (is that really much fun anyway?) but it would have the same effect without the cost. Anti-Location Sigils: Concealment 21- (39 pts). With the base discount: Real Cost: 4 pts.
  12. This is actually covered in the Equipment Guide (in more general terms). Basically, if the transmissions are completely undetectable, you apply the Invisible Power Effect advantage to the sense ability tied to the radio receive/transmit. Season the special effect to taste. There is a second option discussed that gives a more "this is highly encrypted" feel to it, but I can't recall what it is. In short, yes. I was starting down an AoE-based Invisibility rabbit hole on this, but the KISS answer is, Selective (+1/4). Since Darkness is already AoE, you tack that advantage on and just simply choose to let anyone inside the AoE be immune to the effect. Which can include yourself. People outside of the Darkness are still affected in the same manner that they would be normally and that actually answers both questions. Unless you want a personal "can't read my aura" or "can't be tracked with scrying", then it might be better to use Invisibility with a "Mystic Senses" sense group, or some such. But it's after midnight and I'm not going to put more brain power into it ATT. Hope that helped!
  13. Did something similar to this once: Always has a cigar handy to smoke. I suppose you could call it, "Love it When a Plan Comes Together"
  14. Welcome to Hero! You're definitely on the right track with trying to create the characters based on their feel and not trying to completely reproduce the original characters. That's the road to hardwork and disappointment. As far as level of play, you're going to want to stick with Heroic, methinks. Start with what feels like a reasonable amount of CP to build the characters (225, why not?). But don't be completely wedded to that number. You might find that the characters are adequately represented, but they might also not be. In that case, bump it up a bit. (Conversely, if you *really* trust your players, tell them to build their characters and don't really pay attention to the end cost of the character.) There are a ton of dials that you can turn and switches you can flip in Hero, so don't be afraid to test some out as a group and make a collective decision on them. You are also going to need to figure out how to make magic work for you. If your wizard has spell analysis paralysis then be careful with the method you choose. Variable Power Pools that can be changed on the fly are awesome and powerful, but if you think choosing from a list of spells slows you down, this can be worse. As was said, combat doesn't change pace much as you get to higher levels. But there are some things you can do to speed it up a little. You can ignore hit location for now (but it does add a fun new dimension to combat.) Make a chart with everyone's speed that shows what phases they act on and has their major combat stats. I put mine in a plastic report sleeve so I can write in the bad guys and notes as the combat goes along with a dry-erase marker. Then I just erase it when I'm done. You didn't say which books you have, but I do recommend getting the Fantasy Hero genre book if all you have is the core book(s).
  15. Hah, love it. What's the saying, "No game survives contact with the players." Though, that is a narrative resolution. Roll some dice (Demolitions skill, Piloting to aim it and include the hotshot pilot?) to see how effective it is and narrate the results of a beautifully exploding enemy spaceship. End the session there on a high note or go to the bathroom, flush your plans down the toilet, and then come up with something else before returning to the table.
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