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Doug McCrae

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Posts posted by Doug McCrae

  1. I am not physicist, but as I understand it, a leaping creature, like a thrown object, is at maximum acceleration when leaving the ground, decelerates until reaching the highest point, then accelerates again until hitting the ground with approximately the force with which it was launched.

     

    I just don't foresee the issue coming up often enough to justify Hyper Man's solution of a mandatory Advantage just to make Leaping work as it really does. Your mileage (and acceleration) may differ.

     

    Lucius Alexander

     

    The palindromedary foresees it coming up every four years

    As I understand it, the damage of Move By and Move Through type maneuvers is based on velocity, so it would be an issue for a leaping character using them. Currently I'm working on a jedi PC for a Star Wars game that has Leap 40m and Passing Strike. Without Combat Acceleration/Deceleration, the PC would have to be at least 8m away from a target to deal full damage.
  2. In Hero 6e, does a leaping character continue to accelerate once they are airborne?

     

    "Acceleration with Leaping, whether it’s a single-Phase or multiple-Phase Leap, is the same as for any other form of movement." - page 243, Volume 1: Character Creation

     

    "A character can add or subtract up to 5m velocity per meter he moves, up to his full Combat Movement velocity." - page 156, Volume 1: Character Creation

     

    So would a character with Leap 40m need to travel a distance of 8m before reaching maximum combat velocity? This doesn't square with my conception of how jumping typically works, where all acceleration occurs at the start, before leaving the ground.

  3. Re: A good character addition to a team, or just too 'wierd' for a team?

     

    There's nothing inherently wrong with the concept. After all, the first superhero, Superman, is an alien who fell to Earth. Your character is not that different from Warlock, formerly of the New Mutants.

     

    The problem I see is with his personality. He doesn't seem much of a team player and not just because of the berserk. Why would the other PCs invite this guy to join a superhero team? Now probably they will, because players usually observe the 'PC halo' and are kind that way. But it seems pretty obvious you're relying on that.

  4. Re: Military Eye for the Civilian Gal

     

    Oh that's very good' date=' I'm just... I'm just SO stupid at times...[/quote']Nah.

     

    I'm liquored up atm from going nightclubbing so I'm going to be truthful, which is a rare thing for me. You're great. HERO boards love you, and rightly so. You've got youth and intelligence and energy and honesty and sensitivity and kindness. Most of us are 30 or 40 or even 50 something guys here. You're like a breath of fresh air. You've really brightened things up imo.

     

    You think most internet posters would apologise like you did in this thread? Like heck they would. Most would blunder on making things worse and worse. But you didn't, you were smart enough and empathic enough to realise you'd done a (slightly) wrong thing and you fixed it. That's awesome. No seriously, it's a rare ability on teh interwebs.

     

    Anyway, don't worry about the US military. They're a bunch of pussies. Scottish soldiers otoh are tough. It takes a real man to wear a skirt.

  5. Re: Real World Books in Fictional Libraries

     

    I'd prefer to use imaginary or legendary books. Great stuff here - List of fictional books. Wikipedia is getting more and more awesome.

     

    A Treatise on the Binomial Theorem, by Professor James Moriarty

    At Long Last Lust by Daphne Farquitt

    The Sigsand Manuscript

    The Conversation with the Man Called Al-Mu'tasim: A Game of Shifting Mirrors by Mir Bahadur Ali -- Illustrated version

    A General History of Labyrinths by Silas Haslam

    Axaxaxas Mlo

     

    The last three are from Jorge Luis Borges. I think his imaginary books sound particularly weird and wonderful.

  6. Re: How does your world handle Magic/Psi?

     

    I guess my world is much like the Marvel/DC universe. The general public know superheroes, super-science, aliens, other dimensions and weird terrestrial species like the moloids (mine are called the Sub-Men) exist, but don't believe in ancient gods, ghosts and magic. The PCs defeated a J-horror ghost early on in my campaign. They didn't call it a ghost at the press conference though, I think they termed it an 'extra-dimensional entity'.

     

    You have an interesting idea there, of a secret world within the standard superhero universe, it does look quite V:tM-y. Ultimately though aren't capabilities much more important than sources? If a crazed loon is flying thru Manhattan destroying buildings with his energy blasts, then does it really matter whether his power source is magic or genetic engineering? Either way the authorities will try to stop him.

  7. Re: A Dark Golden Age game

     

    Check out these Captain America covers from the WW2 period. There's a really leering, lurid quality to many of them. Lots of bondage and torture implements. Cap's girlfriend is tied up, being threatened with a brand in #15 and #23. #28 has some wonderfully OTT torture devices. The depiction of the Japanese as inhuman monsters is, of course, deeply racist, but it gives an insight into the darker side of the GA.

  8. Re: A Dark Golden Age game

     

    You could certainly set an Iron Age game during the GA period, 38-50. It might be easier to get an IA feel outside the WW2 segment because during WW2 there's a strong feeling of togetherness, everyone together against the nazis, and a certainty about what's right and wrong.

     

    IA has Gray and Black morality. The nazis are obviously Black. The PCs could be Gray by making them Dirty Dozen style criminals, or possible former nazis. Make the PCs nasty, nasty people. They break the rules of war, torture, kill prisoners and enemy civilians. But they're still the 'good guys' cause the japanazis are ten times worse, depicted as almost literally inhuman monsters.

     

    There were actually a surprising number of IA-style killer vigilantes during the GA, such as the Purple Mask and the Witness. Much like the pulp heroes such as the Spider they weren't that distant from.

  9. Re: How to make the Loner feel not so Lonely?

     

    In a combat though' date=' he's really different, as he very uh... vibrantly describes what he's doing and how he's hurting people. I'm not that much of a detail freak with combats, so I just nod and say "uh... sounds painful."[/quote']
    Then went on to a full X-rated description of what he thought of Dreamy and our lady Mage.
    BloodClaw then took out a handkerchief from his pocket, knotted it up (he made sure to tell me what kind of knot, which is just only SORT OF creepy), and gags her. He then proceeds to hog-tie her

    The player kind of sounds like a dick, tbh. He's only interested in violence and sex. He sounds like he's got a mental age of 14. The sort of person who really likes Wolverine because he goes snickety-snick and reads Gor books. He reminds me of Beavis & Butthead or Jay & Silent Bob.

  10. Re: How to make the Loner feel not so Lonely?

     

    Then went on to a full X-rated description of what he thought of Dreamy and our lady Mage. I think he went on for a full couple of minutes before the Psi PC couldn't take it anymore. We were all in hysterics for a while' date=' as nobody had been so blatant about it before... [/quote']Could there be romance in store between Dream Girl and Bloodclaw? One of the most unexpected plot developments of all time!
  11. Re: How to make the Loner feel not so Lonely?

     

    when I ask what should be improved' date=' he always says he'd like more combat, but that's about it.[/quote']This is the key point, it tells you everything you need to know about the player.

     

    He wants to be a loner. He doesn't feel lonely. He wants combat. If you want to make him happy, stop trying to bring him into the roleplaying part of the game and start giving him more fights.

     

    The problem, of course, is that this will probably make your talky players less happy. No one ever said GMing was going to be a bed of roses.

  12. Re: My PCs are made of GLASS!

     

    Bloodclaw shines in combat' date=' she shines outside of combat, and we have balance.[/quote']Yeah, that's why I think it's fine for BloodClaw to be the main man in combat, because he sucks in non-combat situations.
  13. Re: Npc overload!!

     

    My main problem is that the pedantic/talky types are about 75% of us, and if you let us, we'll talk all the game, but the others will be left out. I've actually had players say, "Can we get to the hitting things part of the game soon?"

    I suppose it's one of the reasons why my game has had a fairly frequent turnover... and the reason I started this thread.

    I just wonder how to integrate this in without scaring the others...

    I want every player to feel special during the game, and right now, I've got about a 75% happy rate. 25% meh/displeased is making me :(

    It's just hard when a player's main character output is hitting things...

     

    The obvious solution is to suggest the 25% of players who aren't happy leave. Tbh I don't think they are a good fit for your style, everyone would be better off. Then you can just stop worrying about keeping people who only like combat happy.

  14. Re: My PCs are made of GLASS!

     

    Just make sure Psi-girl never gets attacked by anything that does BODY damage - any decent NA or KA could kill the PC in one hit afaics.

     

    BloodClaw doesn't look like a problem, his CVs aren't that much higher than the rest of the party. His PD and ED aren't too high, but he has lots of 'hit points' and regen. That's actually really good because he can be damaged, which helps make it feel like a challenge, but not go down. BloodClaw's player obviously likes combat, wants to fight, wants to be good at it. So let him. It's not a prob at all if he takes out 2 or 3 villains and the other PCs only take out 1 each.

     

    You can have BloodClaw attacked more often or double or triple teamed if you think it's necessary. For example if there are 6 PCs, have them attacked by 8 villains of roughly equal power and three go for BloodClaw.

     

    Overall I don't think there's much of a problem tbh. I've seen parties that were *massively* more unbalanced than this. Like a group where some PCs had 30d6 attacks and PD/ED of 70 and some had 10d6 and PD/ED of 10. (I was the GM.)

  15. Re: Teen Hero Names

     

    MindScrew
    Or go one step further, MindRape.

     

    Teenagers don't know where the boundaries are. Their names should get right in people's faces, like they do. Tbh if 30-somethings like me aren't offended, it's not a teen hero name.

  16. Re: Paths Not Taken

     

    Engineering genius Tony Stark experiences inspiration so intense it is almost madness. He labours for months until he has constructed an impossible object - the Cosmic Cube. Once the madness has passed, Tony studies the device. His experiments result in many bizarre phenomena on Earth and he concludes that the Cube is too powerful - it must be destroyed. However it has developed a will of its own and escapes its creator.

     

    Elektra al Ghul is the daughter of the infamous criminal mastermind Ra's al Ghul. Brutally trained from birth by her father and his League of Assassins she became the perfect assassin, the ultimate biological weapon. However the death of her father and his unexpected failure to resurrect via the Lazarus Pit have shaken her confidence in the rightness of his cause. She is no longer the relentless killer she once was and has even formed a romantic relationship with her father's old foe, the Batman.

     

    She-Wolf - After the death of her father, mutant Elektra Natchios was filled with despair and hatred. She volunteered for an experiment which bonded adamantium to her bones and gave her a set of metal claws, becoming a almost unkillable force of fury and death.

     

    Abbot Abomination - In a future ravaged by nuclear armageddon, the Gamma Ray Church worship the bomb. Followers expose themselves to radiation in the hopes of gaining divine favor. One such follower was Emil Blonsky who achieved great power and status. He volunteered to travel into the past to thwart Bruce Banner's efforts to prevent World War Three.

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