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nitrosyncretic

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  1. Got my quota for now, so not looking any longer. Check out AdeptPlay.com if you're interested in finding a game of Champions Now.
  2. Looks like I've got all I can handle right now, so I'm no longer looking.
  3. Flash might also work for Vertigo. There's no one right way to represent a particular special effect. You might also consider combo powers like 4d6 Mind Control and Weaken 2d6 Presence.
  4. Think about what mechanical effects you want the special effect to manifest. Mind Control. Weaken PRE, Extra Presence, Flash, Weaken Dex, and Entangle (maybe ego based) are all possible.
  5. Are you stuck at home by the COVID-19 restrictions? Do you want to play Champions Now? (See below for more on what Champions Now is about.) Seeking two, maybe three players who can commit to four weekly sessions. Thursdays 3pm-6pm Pacific Daylight Time online. (Probably Roll20.net) (4-7 MDT, 5-8 CDT, 6-9 EDT; UTC 22:00 to 01:00) Weekly for four weeks, with possible continuation as our schedules and possible return to regular work schedules allow. Champions Now starts with the original Champions rules of 1980 and adjusts and polishes them to support game play that reproduces the feel of superhero comic book stories for the 1960s and 70s (think early Spider-Man or Fantastic Four.) I have the final rulebook from the kickstarter and will be teaching how it's different from Hero System as we play. check out the Champions Now subforum here on Hero Games community website and also seethe kickstarter info at
  6. Are you stuck at home by the COVID-19 restrictions? Do you want to play Champions Now? Seeking two, maybe three players who can commit to four weekly sessions. Thursdays 3pm-6pm Pacific Daylight Time online. (Probably Roll20.net) (4-7 MDT, 5-8 CDT, 6-9 EDT; UTC 22:00 to 01:00) Weekly for four weeks, with possible continuation as our schedules and possible return to regular work schedules allow.
  7. Yes, somewhere in the kickstarter comments or updates it says that the game will be available through several venues including drivethru, with hard copies available through local game stores.
  8. I had not considered the design considerations for growing the character. I can see that a multiform slot would be a faster way to add something new. Let me unpack my thinking, not as a defense, but so you can follow the logic even if it would not be your preference. The changes were in response to two new rules about MF, ie it takes a half phase to reallocate the slots and the only limitations that reduce cost must apply to all slots. Because one power was flight limited as superleap and another was a clinging effect, the limitation on the superleap slot would have been worth nothing. Also, I made a call thinking that an EC would allow use of both modes of movement in a single phase without having to spend half a phase to shift. I thought I was the only one who avoided the VPP in order to keep the character easy to handle in play! As GM or player I don't want to be trying to formulate a power under pressure during play. I solve this by spending extra preparation time creating a list of options -- and this has its downside of requiring more prep. Another factor you mention is the "fuzziness" of the VPP. I think this framework puts a lot of responsibility on the player and GM to define and apply the conceptual limitations of the pool's special effect If one runs fast and loose with the special effect, the character of the pool feels more like an excuse than a fictional element..
  9. I read the text and have to correct what I said: the text on page 92 just says that the VPP control skill must be a new skill that's not on the list. It says nothing about what the starting roll would be. So I don't know. Ron has confirmed that VPP control skill starts at 11-. I added that to the first post in this thread.
  10. Skill levels cost 5 points (p. 74). About 11- or less -- well other versions of Hero System add a penalty of -1 per 10 AC, so 11- might actually be more consistent. p. 92. "You're stuck with the powers in the array until you get a chance to change them...."
  11. I take the principle that Lethal only does damage when you roll effect dice. Entangle only rolls effect to initiate, so you'd only do damage once. Mind Control and Telepathy both only roll effect when started, so you do damage for each only on the initial effect roll. Mental Discipline is only 10 points! Very affordable. Who says a 200 point character isn't formally trained?
  12. As I understand the rules, Telepathy with Lethal would be an Ego attack that does body based on the Core roll of the Telepathy dice and the the defense would be Special Defense: Ego, so yeah, pretty lethal. However, I also read telepathy as only rolling dice when it is initiated, so I'd say the damage only happens the first phase, then you have to make another ego attack to do more damage. That seems supported by the rules and also removes the effect of continued lethal attack for only a +1/2 advantage. Blast with Ego Based would cost the same per dice and would do both Knockout and Body, while Telepathy only does Body but does let you root around in someone's brain. Your choice depends on what you want. Also, if you take Mental Discipline, you can do Mind Stab for knockout damage without buying a power and also have access to some other cool maneuvers. Self-Mastery is useful because it's how you can reduce or break mind control, images, or a telepathy probe.
  13. My preference would be to avoid mentioning the origin of superpowers -- this start history building and I think it's cooler to come with that later, based on what the players create. Some of the best I've seen are about what they look like "Flashy and Fun" or what choices they create "they will eventually kill their wielder."
  14. That fits the guidelines. My personal preference would be to use 1. to also say something about the nature of powers -- may be expand what you mean by "inlikely."
  15. Telepathy or Mind Control with the Lethal (does body) advantage.
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