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MoonHunter

HERO Member
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About MoonHunter

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  • Birthday 04/05/1964

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  • Biography
    Gaming since 1976
  • Occupation
    Emergency Service Support
  1. Re: Fusions that aren't actually all that nightmarish You know, the both of those would be fun.
  2. Re: Pulp Hero Resources Shameless bump for a great resource lost to the bottom of the forum.
  3. Re: Your FIRST Super Hero Character My first character was at Pacificon-Origins after I bought the rules on Sunday. Some one wanted characters that were not putzs in tight. A'lan was an alien (orange skin, webbed ears), with 14 dice mind control, mental illusion, mind scan, and telepathy. and 10 strength TK. He strolled around in a suit. He had just landed. If someone had given him a break, he would of eventually fell into a more superheroic pattern. However the two GMs that played him, kept him living "in the crime circles", so I learned about pimping, cons, and so on. So
  4. Ahhhh. Horror. Also known as Boo! Horror does not require players to do things stupid, but it does require NPCs and PCs to be caught in unexpected events that operate in a way beyond normal rules. It is the "jump", the suprise, the twist, and the shift beyond the expected rules that make horror possible. If you focus on that, you can achieve a horror feel to the game. I have been running both horror and monster action/ adventure genre games for decades now (being my favorite genres). The two seldom cross. If the characters are prepped for I have two "articles" on the subject
  5. There are a few I had two teenaged runaways who were world class teleporters (and ED movers as it turns out) in my campaign whos "street names" were Jump (who was the most powerful teleporter in our universe) and Slide (a teleporter who could see and move anywhere along a continuous surface, like a road, wire, machine, or wall). The ExtraDimensional SV, Dr. Appocolypse, was always chasing these two. His minions were always tearing things up looking for them. They of course, had left. The heroes of course showed up to contain them. Gear and Hex were brother and sister savants i
  6. MoonHunter

    Anime

    In addition... Except for one or two things, anime is mostly a style of play, just like it is a meta-genre, rather than a single genre. So you need to make sure that you and your troupe are all on the same page about the genre and what they expect in it. Also, the GM has to be very clear about which genre elements are going to be present in the game. Anime is a very visual genre, so your narration and action descriptions have to be intense, fluid, and very visual. As a GM, practice some random ones infront of the mirror, just so you can get the feel down. Every Anime
  7. some general thoughts on subject 1) Keep in mind the concept of "minions" hirelings. The most dangerous villian in my game is 225 points worth of skills, perks, and equipment. He is a mega-rich business from an alternate timeline. He has many of the most powerful and dangerous villians in the world on his leash because of his ruthless personality and people management abilities. He is not dangerous, but he is perceived as dangerous because of the quality of his minions. Players: "Geeze... these are the minions.. they trashed us. Do we want to go up against their boss?" 2) Kee
  8. Mirror Characters This is an article I had just been tinkering with for the http://www.silven.com ezine. If you are a GM you will frequently find yourself in need of quality allies and enemies for your campaign and find yourself pressed for time. Any old NPC will often not do. You want someone with a full conceptions and some history. In a super heroic campaign, the additional mechanics require make "throwing together" an NPC at the last moment much, much, more difficult. There is an entire layer of mechanics beyond the conventional stats/ skill/ archetype-class bit. It can b
  9. Did they get smart and change their costumes and names? If they did, they could become heroes again and nobody would be the wiser. If they are smart, they will claim they were mind controlled, clear themselves and then adopt a new villanous identity. If they didn't I suggest they do it quite soon. You see, dozens of superheroic groups will feel inclined to take them out (hard) because these people besmirtch the reputation of "super heros". A few of them will check them out, just to "save them" from the obvious mindcontrol. See the previous couple of posts, they did a good job
  10. DON'T I have done this kind of scenario three times in the deep dark early days of gaming. I can give you one sound piece of advice. DON'T!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This little exercise in roleplaying becomes such a potential blastpoint of psychological problems that I would tell you not to do this. 1) There is the ever present arguments about who has what stats. That can be fairly damaging emotionally, especially if you have a wide diversity of stats in your group. We had a person with 16s pretty much down the board until we go to INT and EGO) and one
  11. VBay would have to be disguised It would probably look like an online catalog for a "police seizure auction". Except there would be weapons for sale. It would allow bids by email. They would know if the person sending in the bid has the finances or was of an organization that might have the finances to buy things. It would be an invite only to be there for the auction, with a million or so, to be transftered as bond, to an account as an act of good faith.
  12. Teaching is easy: You can start without many of the rules being discussed. However, you can build up your player's hero skills AND bring in new rules by running Video Game Sessions. A "Video Game Session" where the characters are run through tactical situations without worrying about roleplaying or the continuity of the campaign. These sessions teach players more about the rules, how to use them quickly, what their characters can do, and lets the players experiment on with actions. Video games sessions come in two varieties: The Run and Fighting game: The Run is characters run thro
  13. There are ways If you want powers, you can have them. One Just make sure that those involved in the "conspiracies" all have mental/ magical defense. Thus you don't know what they are thinking, all you know is that they are part of the conspiracy (but you never know...player "Since they have 11 pts of mind defense they must be part of the conspiracy"... no. they just have 11 pts of mind defense.) Limit the powers. Set a maximum mental dice limit at 4 or 6. This prevents the powers from getting out of hand. 4 dice is good because it is "uncertain" and you can't read deeply eno
  14. I have had a couple First is the lifting of the veil. The world became aware that werewolves and elves lived among them, that a vampirism was a real disease, and that magic did exist, though it was not normally as cool as super powers. This story arc slowly creeped forward as things occured that could not be explained otherwise. The second was the artificial life connundrom. They saw the legal issues that occured dealing with all those bio constructs and artificial intelligences the Bio-Masters and other big science guys were making. This issue divided most of my heroes, as som
  15. Another character posting game... There is a mirror character posting game at http://www.silven.com/forums.asp in the Hero Area. I would be estatic if some of you buzzed by. I have push and pushed the moderators at the site to open up a hero section on their "universal game site". I would just like the hero section to take off if possible and you can make it happen.
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