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About theinfn8

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  1. This I get behind. But I would dove tail it into metered CP. The major problem with a lot of RPGs is the arms race that takes place between the threats and the PCs. PCs get stronger, bad guys need to scale accordingly. Which ultimately means the PCs haven't really gotten stronger. Start the PCs off at a competent level and stay there. Hell, there's no reason you can't all tell an awesome story *and never hand out a single point of XP*. The players don't need a ton of power bump if they are enjoying telling the story. I prefer, and my players concur, with giving a chunk of points at
  2. I haven't played L5R and my sysyem exposure to it is limited. I just pulled out my 2e book, then gave it and the 5e beta a once over. It does leave me with some initial thoughts. If all you're aiming for is emulating the magic system, then multipowers with an element skill might be the best way to go. From what I can see, in the older version, the only time rings are used directly is in magic, where it substitutes for a characteristic. That would make this approach the most similar. If you're more interested in flavouring heavily toward L5R Beta, you could consider drop
  3. 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.
  4. 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.
  5. 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
  6. 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 so
  7. 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
  8. 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.
  9. 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 fi
  10. 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.
  11. 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".
  12. 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
  13. 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.
  14. 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 ju
  15. 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"
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