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TheTemplar

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Everything posted by TheTemplar

  1. I think that if you, as GM, are willing to assist in the set up of the powers (I believe you mentioned this is a new player, right?) and that the powers are only changeable "at lab" (between sessions) so as not to slow down playing time, a VPP is a workable solution. Is he going to be changing/creating new weapons as he goes? If so, then yes, definitely a VPP. If he is just planning on using the same weapons all the way along, then I think a MP would better represent this. OR, If you, as GM, allow multiple PF's, then have him build a standard arsenal as a MP and then have a small VPP gadget pool to make "special" equipment he may need. For example: If the party knows they'll be facing the Sinister Dr. Simian and his battalion of Ice Monkeys, then before they leave the base, he may want to stop by his lab to create "Thermal Insulation" for his uniform, that gives him, say, 10 ED vs. Cold damage, or, whatever. -T
  2. Oh, don't get me wrong. I totally agree that efficiency is very important. You have to be able to juggle the numbers of the Hero system to make a character "work." Characters that don't function well within the system can be terribly un-fun to RP. I'm just that all too frequently forgotten voice in the back of people's heads screaming that this is a Role Playing Game.....not a number crunching game. That's all. -T
  3. Ah! Yes! That's it. Thanks! I knew I had seen that somewhere. That completely cracked me up. It's Seeker, Solitaire, and ....one of the other MIA Champs..I can't remember who. Funny stuff. my 2 gp -T
  4. Awesome! I'm glad the bad dubbing got worked into the concept. Any particular anime artist who's work she resembles? Going back to your previous post, if she gains no advantage or disad points from it, I would rule it a special effect of her existence. My 2 gp -T
  5. ROFL! Sorry, mate. I swear, we're not knocking your character concept here. I think it's a really great idea. It's just that the humorous silliloque's that can accompany such a power are too tempting to pass up! Just out of curiousity, what's the character like, personality wise? Is she a jokester? Is she ridiculously serious - like to the extreme of some Dragonball Z characters at times? my 2 gp -T
  6. Why? I guess I'm just lucky enough not to have been caught up in such a group, but to me, the fun of the game is being the character, not how many d6 you can blast somebody with. If you're with a group of PwrGmr's that doesn't mean you have to. Just build a character you're going to have fun playing as. Now, if PwrGmng IS fun to you, then by all means, Munchkinize away! I'm just saying, don't let the group dynamic influence what you want to do in building your character. Now, if you find that their Powergaming/Lack of Powergaming habits make the game NOT fun for you, the I suggest finding a different group to play with, one that better meets what you're looking for in a game. But again, all this is from a PoV of someone who has always been fortunate (IMHO) enough to be involved in campaigns where characters were more important than their sheets. My 2 gp -T
  7. My best guess is that he never fully recovered from the years of beatings he received on the cover of the 4th ed book while it was in circulation. A Brick Wall upside your unproteced Ninja Noggin' delivered courtesy of Doc D for almost 2 straight decades is enough to Ret-Con anybody out of existence. That, or he just joined the Champs PowderPuff Girls (Illustration in FREd somewhere..can't remember the page number...) My 2 GP -T
  8. Well, it depends really. Does turning an object into a cartoon give the character any sort of advantage over her opponents? Is she going to use it as a presence attack often? "Don't mess with me, or I'll Japanimate you!" If so, then yes, I would think it should be bought as a cosmetic transform with immediate healing time as soon as she breaks contact with said object. However, if she gains nothing from the ability, then I would rule it is merely a special effect. Now...If this is also used as a Disad: Greatly Impairing, Always on - can't touch anything w/out it becoming a cartoon, then it shouldn't be worth any points if it can also be used to her advantage. My 2 gp. -T
  9. Ha! That's hilarious! Especially #7. Seriously, don't get hung up on points. How many superheroes had all their powers (or knew how to use them all to maximum efficiency) right out of the box? If you're making a new character, just give him/her the base power/powers they need to fit your concept. And keep your DC's to a reasonable range. Also, keep your skill rolls in line w/ what a beginning character would have - say, 15- for 1 or 2 skills that are his/her specialty, and the rest in the 11- or 12- range. Everything can be bought up w/ experience over time, and if you keep some believable active point caps on your powers/characteristics to begin with, you'll have plenty of points to go around. Especially if you're playing 350 pt. characters to start. My 2 gp. -T
  10. Yes, when our campaign made the jump from 4th ed to 5th ed, all the power level caps still stayed in place, so the extra 100 pts. made it nice to pick up some new Skills and Perks, as well as gave the opportunity to buy off some disads that had been roleplayed out to resolution without having to pick up a new disad.
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