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About Mostlyjoe

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    Abuses Psionics
  • Birthday 05/13/1976

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  1. Burning with options.

  2. Re: Champions Well, I picked up my copy at Sci-Fi City after MegaCon. Wow. Love the full color work!
  3. Re: Magical Engineer Commandos In almost every session we have 2+ players with VPP/multipower Batman style utility belts. Be it a Mages cantrips, pulp based adventures kit, or actual utlity belt (Champsions on up to SpaceHero) And dont' get me started on the number of playes who get Flying (Levitation) modded as a grapling launcher/zip line combo.
  4. Re: Screenshots How do you re-take the comicbook pic?
  5. Re: Screenshots Saw this girl in the city and get this...SHE's my fan! The head of my fan club no less.
  6. Re: Screenshots Brand X lives again!
  7. Re: 6E Rules changes confirmed so far I fight tooth and nail in my area to get more HERO games going. For a while I was a GURPS crusader...but I just feel in love with HERO's mechanics from 4th Edition on. (Though it did take me 5 years to grok the thing.) I plan on running demos, Con games, anything to get people interested.
  8. Re: It's the Little Things.... It's little glider wings on a suit, Just enough to allow you to direct 'where' you fall, not how fast you fall. I can see characters with Athletic using this. Especially if they have a grapnel or the such.
  9. Re: Magical Engineer Commandos Mr. R, It's not exclusive to D&D. I've played GURPS and HERO where the MEC effect happened. It's the mentality of the players and how they come into the world. My local players do this in about any game we do. To a point. We ran a Pulp Hero game and we were really disfunctional, but that's because we built ourselves that way. In old Champions parlance, the PC's are all Pro's from Dover so to speak.
  10. Re: Magical Engineer Commandos Knowing them? He'd get put through training. "You want to follow us, fine. Welcome to Boot Camp." One trained minion coming right up.
  11. Re: Magical Engineer Commandos Can, does, and will happen Ian.
  12. Re: Magical Engineer Commandos By the tightest defention they arn't tank mages. They'll go lightly armed, armored, equiped if the mission calls for it. I used the term Commando for a reason. They operate like one. Imagine a Fantasy version of the A-team or a team of MacGuyvers. That's what it's like. They stress mobility over raw power. The reason for the revolving self loading guns was because of the slow reload speed of flintlocks. So get 5 enchant them, toss, grab, fire, toss, grab, fire. Etc. Transport is one of their first priorites. Horses, flying carpet, airship. They zero in on transport options and nab it. They also seem to champion causes. Each new bad buy becomes a mission objective. They'll use the local people, equipment, landscape to their advantage. But all of this is in character and gradual. Once they have the SOP defined they'll get to work. In D&D they ALL chip in to equip everyone with the proper gear. Offensive, mobility, defensive, utility. (Handy Haversack, boots of leaping and striding, cloaks of flying, gloves of storing, rod of prestidigitation, etc.) And they're not afraid of scavenging parts from prior magic items or tools to make what they need. Crafting is one of their favorite skills. Could you call them Combat Gagetteers in a sense? (As far as I understood Tank Mages, optimzing damage/defense was king. This more effeciency is king mentality.)
  13. It's a mind set. The PC self defense reflex taken to a weird extreme. One part Engineering geek, one part military ideology, all parts PC combat tweeking. And my local gamers all think like this to some degree. (Almost all of them.) I've tried to fight it before, but it's dug deep into the way I think these days. These are the PC's who study a magic system and build characters that take advantage of the interesting ways it interacts with the world. They might start out as a Ranger, Adventurer, Researcher, Priest...but when it's all said in done they're equiped, cross trained, and deadly. It starts out small with good ideas for the characters. Bags of holding, boots of speed, etc. Just logical items that would help the group on the go. But then they get curious and use the logic of the game world to 'invent' new tools and systems. Fantasy Flashlights, self-healing armor, alchemical med kits, etc. By the time it's done it's crazy, over the top stuff: floating self reloading flintlocks, portable housing that doubles as instant combat fortifications, foe seeking explosive packages, summonable auto-messengers. And they teach each other useful skills. Specialization still happens, but they all have a 'default' level of skill and ability. A little knowledge skills points go a long way. And if everyone can learn some utility magic, the better. Standard Operation Procedure develop. Tactics rule the day and they Recon like crazy. Intel is their catch word. They ambush, steal, bribe, lockdown, hayduke, scramble communications. And all in the name of whatever NPC cause they support. I've had them radically alter the flow of games even when they wern't trying to 'break' the game. It's less about gaming the system and more about getting the most out of what characters can do. And they REALLY get into it. I fight this style of play...but why fight it. What if I want to allow them to be The Fellowship of the Ring with the mentality of the A-Team. What sorts of fun things would you build into PC's to play up this form of militant magical powerhouse?
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