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rjcurrie

HERO Member
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Posts posted by rjcurrie

  1. Based on your stated goals, I think 300 points is about the right level for your campaign. It's probably what I would use myself for many of the same reasons you stated.

     

    I'm sorry if I sounded like I was preaching to the choir earlier, it's just that I see way too many people on this board who seem overly concerned with precisely following the guidelines suggested by the rule and genre books.

  2. Heck, I would buy a source book on any of the genres discussed in this thread. Sure, these genres are not going to be for everyone, but it's always fun to try different things. I've seen a convention game based on a concept similar to the musical Into The Woods, where characters from a number of fairy tales came together to solve a problem. Often times, a more unusual genre or sub-genre can provide the opportunity for new types of plots and very different role-playing prospects.

     

    The Hero System is only limited by the imaginations of the players and the GM.

     

    Rod

  3. Good grief. If you think the 40 point active point limit is too limiting, don't use it. Steve Long and his associates are not going to show up on your doorstep in dark suits with violin cases to take care of you if you don't follow their guidelines. If you decide that your teen heroes should be built on 3000 points and you have an idea of how to hangle it, do it. It is your campaign. The suggestions that Hero has given are based on what they see as the differences between teen and adult heroes. If you have a different set of differences in mind, create guidelines that will result in the feel you want for your teen heroes.

  4. If you think 200 points is too low, use a higher base. Just like people who think 350 point supers creates too great a difference between supers and normals can use a lower base. Choose a base that will give you the power level you want in the campaign. That's what's really important. I think when Hero was talking teen heroes they were talking more about trying to simulate heroes that are still growing into their powers. If you want teens who are already powerful, use higher guidelines.

     

    The important thing to remember that power levels are all suggestions. For instance, I don't like Active Point caps because they hamstring too many interesting powers. As a result, I just eyeball powers for whether I think they are too powerful for the campaign (and give some very general guidelines as to the power levels, I'm looking for).

     

    What it all boils down to is that it is your campaign, do what you feel will give you the game you want. Decides what marks the differences between teen heroes and adult heroes in your world and create guidelines to achieve that feel.

     

    Rod

  5. If I remember things correctly, the bad Professor and his friends were originally created back in one of the original Enemies books for 2nd edition Champions by Steve Perrin. Steve based them on a set of miniatures created by a company of Heritage which were based on Doom and the Fantastic Four. I believe the original description of them made reference to their long "heritage" of crime.

     

    Rod

  6. Hmmmm. Rather than Viper, I'd prefer to see some other criminal organization. Especially, since at its heart, MF is supposed to be a non-Champions Universe product. Perhaps, an original criminal organization with notes on how you could use the adventure with Viper if you have set MF in the Champions Universe.

     

    Also, quite frankly, I'm sick of Viper. And with a Viper sourcebook due out in August, I think a lot of people would like to see a different take on criminal organizations.

  7. Originally posted by Blue

    Why not? It's nearly impossible to be totally original.

     

    Heck, when I had new players come on board and neither they nor I had a name suggestion, I'd hand them the 13 or so issues of "Handbook of the Marvel Universe" and let them browse for names.

     

    Obviously they couldn't pick a name another player was using, and it was nice if the name had something to do with their powers, but neither of those ever seemed to be an issue.

     

    In general, I would agree with you, Blue. However, since I believe that this is for Crimson-Hawk's Meriquai Falls e-book to be published by Hero Games, it may be better to err on the side of caution and rename the characters to avoid confusion.

  8. Personally, I think you should rename both characters. It just makes it easier to avoid confusion for the players. You might get away with Vixen because it's very common and generic and the duplication of the name doesn't really stick out, but I would definitely look at changing Jade Phoenix. The name stands out and the duplication would be noticeable.

     

    If you need help, you could give us a brief description of the characters in question and we could make suggestions.

     

    Rod

  9. I would make the same ruling that you did since it is the one that makes logical sense. Even if the stretching character does this intentionally in the future, I would still rule the same. The stretcher paid points for the ability to have parts of his body in other locations, so I have no problem with him benefitting from it.

     

    Rod

  10. Originally posted by Mutant for Hire

    Right now it seems that the most efficient way to build a (non-brick) character is:

     

    1. Multipower/VPP for the main active power attack.

    2. EC for the defensive, movement and other passive personal powers that don't require targetting and often run in parallel.

     

    Am I mistaken?

     

    That design strategy has certianly been popular with most of the players I have played with. But from what I have gathered from people on these boards, it would seem to be more of the exception rather than the rule.

     

    To be honest, I can't see building anything but the most primitive and simplistic designs without frameworks. Certainly, such a character would be lacking in flexibility, especially if you want a significant number of skills, perks, and talents as well as talents.

     

    Of course, I am used to playing in a group where virtually everyone has GMed Hero at one point or another and most of us are pretty good at building efficient characters. Often, the one or two people who are not as good at optimizing characters have one of us who are good at it take a look at their designs and help make them more efficient.

     

    Rod

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