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WonderStuff

HERO Member
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About WonderStuff

  • Birthday 09/21/1963

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    redbank200
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    http://www.redbankweb.com

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  • Occupation
    Do Gamers have jobs???

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  1. Re: Lifetime Subscription No one will "waste" the full $200. Even if you don't like the game and decide not to play anymore, you should deduct the amount of time/fees paid for the amount of time you tried it. For instance, if you would give the game 6 months and after that much time decided to take your interests elsewhere, then you are really only risking/losing $140. No small piece of change to be sure, but not $200. More to consider: If you play the game MORE than 14 months, then it's all gravy. I'm been on WoW since it started (three years? more?). If you expect a life expectancy as that, then you will make out well. Even More: The game should improve with more capital. With added revenue, the company should make the commitment to "fix" a broken game.
  2. I would like a rules clarification on this, please. 5th Edition 423, Breaking out of Entangles and Grabs (last paragraph) There are some Martial Maneuvers such as Choke Hold which only grab one limb. May a Grabbed hero use the "Free one limb @ +5 STR" option on such a grab and be 100% free from the Grab? Other options include: 1) The Grabbed limb is free but the target is still grabbed (perhaps around his torso or waist) 2) The Free One Limb option should not be available since normally he has an option of freeing just one limb or all held limbs. If only one limb is held, he needs to follow the rules for freeing all limbs.
  3. Re: Smelly Bob w00t!!! Who would have thought that having an engine fire flare up in your face and destroy your olfactory nerves could ever be a good thing? Not Winston, that's for sure! Man-o-man I needed that break. If I had a few negative CSL I'd have been toast. Disads turning into perks FTW! Thanks for the help to my GM, guys (and girls.) It was a fun combat. I thought I was going to pwn him by segment 12, but it went on for about 4 turns with a very narrow victory. (BTW: I had no sense of smell LONG before this battle and didn't know of this thread until GM brought it to my attention after the battle.)
  4. Our Super Hero Team's Jet has a stealth mode which imparts invisibilty Stealth Mode: Invisibility to Sight and Hearing Groups and Radar , Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Bulky (-1) Omega Force had to beat a retreat from a military situation that had heat seeking missiles on hand. If any of the soldier was aware of the Jet by either seeing its fringe, having errant bullets bounce off of it, etc., they might send a heat seeker its way. My questions are based on how the rules should be written and how you would play this out. The Jet's Invisibility does not specifically cover heat that would be generated by the engines which is what SAM Heat-seekers key in on. A Player made the point that the missiles work off of infrared vision which is in the Sight Group so therefore is covered. I wasn't so sure. (BTW: I let his suggestion stand since I didn't want to slow down game with a lengthy rules discussion.) Heat/Thermal in this case should be the Touch Group, but Invis to Touch falls under Desolid and that seemed more cludgy than anything. Would asking for a Adder that included be acceptable or is it fine the way it stands or is there another method I'm missing? Thanks in advance
  5. Re: New Player Hates All The Dice First of all... This literally made me LOL...nice job. Second... In addition to the comments above (all good ones)... Roll the larger damage rolls for her. Let her handle the 3d6s. You handle everything else. I use the "group by 10s" method. And once you shame her at how easy it is she'll do it for herself. (BTW: I learned how to count small numbers very quickly by playing blackjack on the school bus for an hour a day for 3 years.)
  6. My Two Cents I echo the earlier comments of "Welcome Aboard". Here's my two cents...and it's not directly about the questions you raised. Keep the powers simple. Nothing is going to turn players "off" quicker than ... 1) the game grinds to a halt as GM and Player(s) stop the actin to look up a game effect, 2) It's very, very, very frustrating to not have a power work as you intend it. Get an idea of how the power(s) work and play it that way. Once the game session is done, look up any questions you had about the power*(s) and correct them for next session. Don't stop action every time you have a question about powers. (In this way you and the players wil learn more about the powers they are playing. After player Hero System since 2nd Edition, I still need to look up many rules (mostly things like Invisibilty, Darkness and Entangles)). 3) For virtual beginnners, I'd recommend keeping the Heroes fairly simple. As the Heroes gain EXP, so will the player and he can start looking into ways to upgrade his powers. When they meet a challenge and they come up just a little short, he'll start thinking about applying Advantages or other Special Effect-based powers to tackle the situation in the future. As the players are learning how to use their "simple" powers, and learning the system, they can spend more time enjoying your adventure. Hope this helps. And as stated earlier...if you need any advice, just holler. Mark
  7. Re: IST San Angelo version 2.0 You neglected to mention Wilie Wonka and the Chocolate Factory (or Charlie and the Chocolate Factory.) Charlie and the Chocolate Factory
  8. Re: IST San Angelo version 2.0 I'll let CBikle keep his secret. I've seen Kevin Smith around Red Bank and been in his comic book/collectible store. There's a big "An Evening with Kevin Smith" thing going on at The Count Basie theatre if interested. http://viewaskew.com/news/countbasie/ My other "brush with greatness" is sledding with Springsteen at Tower Hill. Oh yeah...and playing Champs with Steve Long and JamesG at a con.
  9. Re: IST San Angelo version 2.0 JamesG, you got anything that matches that description? We all really liked your "black glove" contribution. If you have anything from a 1950s etiquette book, I'd be more than thrilled, but I'd accept something along the lines of your last pic. CBikle...hope you "finish" before our next Champs game. Don't come over if you haven't.
  10. Re: IST San Angelo version 2.0 See if this doesn't prove my point about White Gloves. Richard Gere tried to teach Julia Roberts manners, also. I'm starting to think that "teaching manners" is code for "Kama Sutra".
  11. Re: IST San Angelo version 2.0 White Gloves: See what I mean? Look at the little party tramp.
  12. Re: IST San Angelo version 2.0 No, you've got it all wrong. Clear gloves make you look like you're a fast food handler. (Help me out crowd...I'll bet half of the members on this board still work fast food. Am I right???) White gloves make you look like a whore. Remember Julia Roberts in Pretty Woman? She wore white gloves and she only charged $300 for the whole night. Blue Gloves make you look like anime. Orange and "Brown" gloves amke you look like the PoopSmith http://www.homestarrunner.com/vcr_poop.html.
  13. Re: Integrating the CU into an existing campaign That's a cool idea. We were contemplating if we should have some sort of "Crisis" or "Secret War" to explain the move to Millennium City and the Champions Universe. But I like your suggestion. You got my wheels turning. hope my players aren't reading this. (Hi James)
  14. Our gaming group loves the new products for the Hero System. We are working out ways to incorporate the Champions Universe supplement into our campaign. Here is our situation and our proposed solution. If any group has faced the same situation we'd love to hear your solution. As you know, Champions Universe gives a wealth of information. We were trying to mesh all the new information and backgrounds into what has previously occurred in our world. Here's an example. I ran an adventure where the Atlanteans had saved themselves before the deluge by using their advance mental powers to send their essences into a specially prepared totem. this was our world's first contact with the Atlanteans. My presentation of the Atlanteans differs greatly from the CU version of them. Mine had advanced mental powers and when modern man came in contact with this totem an Atlanteans was able to move his essence into the human and take over his body. Our dilemma was to maintain the consistency CU has to offer, at the same time allowing for creative licenses to explore new territory in a well-known genre (i.e.: Atlantis). This is compounded because the information in CU would be public knowledge. If I had run my Atlantis after the players were familiar with CU it would have been totally different. they might have gone to the Atlanteans ambassador, visited the King, had a clear idea of what their powers were, etc. It would not have been the same adventure. So now we have two versions of the Atlanteans. What do we do? Do we change the Atlanteans in CU or reconstruct my adventure to fit the book. And how does this address the possibility that someone would want to run an adventure with some element in the book but with their own spin to them. Here’s how we did it. We are using the books as the official template. If any GM runs an adventure they prepare a short write up explaining anything that differs from the CU book (or other supplement). Since we have rotating GMs if another GM wants to include Atlanteans in their adventure, they would read the GM notes to see what changes are in effect. Using my Atlantis adventure from above, we decided that since the Atlanteans broke off into different tribes, this tribe was a branch apart from the more mainstream Atlanteans and developed it's mental powers on its own. Now this is included with our World History so we can still use the CU history or my version without too much confusion. Same will be done with space aliens, hidden jungle cities, etc. Anything that differs from the books will need to be explained so as not to interfere with the CU environment. Does anyone else have any suggestions, comments or tips?
  15. A Moral Dilemma Hi. I found an interesting adventure on the internet (kudos to original author whom I've foregotten). This comes the closetest to a no-win I've ever run. Here's the premise (in short)... Scientist Bob is murdered by an assassin. Some time later, Bob comes back as undead to avenge his death and stop futher killings. Bob has a special awareness towards his killer and can locate him anywhere. Being a "Super Assassin", all authorities and super groups have been unable to find him. Heroes catch wind of all this. Being Undead, Bob's spirit can only be stopped by something like an exorcism which will vanquish his spirit and soul and prevent it from reaching "heaven". Anything less than this and Bob's "body" will reform and continue to track down assassin and kill him. Do the Heroes prevent Bob from killing the assassin and condemn him to "purgatory" ? Or do they allow him to hunt down and kill his assassin? (which is morally objectionable unless your Heroes are all Punisher/Wolverine types.) Anyone wanna hear what my Players did? The ramifications are felt to this day. (about 3 years since adventure was run) What would your Hero do? Mark (Wonder Stuff...great Band, fun character)
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