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Dice [OOC] real hero hours

pick a thing

  • The paranormal monsters thing

    Votes: 2 50.0%
  • The underwater thing

    Votes: 2 50.0%
  • These both suck, let's do something else!

    Votes: 0 0.0%

  • Total voters
    4
  • Poll closed .
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You could still change it around, Sizniche
im super tempted, but even with an exceptionally generous allowance of a "Magic Tricks" Omni-Power it'd take a ton of retooling to make Maestro work with 75 pts. i dunno, maybe i'll mull over some build ideas :P
 
Sara Sidereal Sara Sidereal though that does raise a question: even if i don't do a retool, could I actually do an Omni-Power 6 (Magic Tricks - broad) power? there were a few extra powers I had that I had to cut due to point limits and i would still love to have a way to incorporate them into the character
 
Sara Sidereal Sara Sidereal though that does raise a question: even if i don't do a retool, could I actually do an Omni-Power 6 (Magic Tricks - broad) power? there were a few extra powers I had that I had to cut due to point limits and i would still love to have a way to incorporate them into the character
Sure, that's basically the sorcery category but re-flavored to stage magic.
 
If it isn't real magic, couldn't a lot of it be done with skills? The Omni power thing is better, probably, but just a thought.
 
That's a good point, some expertises could work well. Streetwise - sleight of hand, just as an example. But however you want to do it is cool
 
Incidentally, I love the Maestro's amazing Resolve score. The rest of us start each issue with 0 or 2 Resolve. The Maestro gets 11. That's a bag of tricks which any villain should fear.
 
Incidentally, I love the Maestro's amazing Resolve score. The rest of us start each issue with 0 or 2 Resolve. The Maestro gets 11. That's a bag of tricks which any villain should fear.
He originally had 13, but the Super Assistant caused me to have to knock the Trait Cap bonus down by 2. Probably for the best; 13 Resolve doesnt bode well.
 
If it isn't real magic, couldn't a lot of it be done with skills? The Omni power thing is better, probably, but just a thought.
Or covert and charm, really high. Professional and streetwise.
For that reason, Maestro has very high Charm and Covert in his areas of expertise. However, I'm still using the Omni-Power for things like Dazzle, Darkness, and Ventriloquism.
That's a good point, some expertises could work well. Streetwise - sleight of hand, just as an example. But however you want to do it is cool
Aw crap, is sleight of hand Streetwise? might have to find some points somewhere to get another expertise.
 
For that reason, Maestro has very high Charm and Covert in his areas of expertise. However, I'm still using the Omni-Power for things like Dazzle, Darkness, and Ventriloquism.

Aw crap, is sleight of hand Streetwise? might have to find some points somewhere to get another expertise.
Imma be real I didn't double check the talents before I posted lmao. Yeah, covert would make more sense for that
 
Incidentally, I love the Maestro's amazing Resolve score. The rest of us start each issue with 0 or 2 Resolve. The Maestro gets 11. That's a bag of tricks which any villain should fear.
also, the reason his resolve is so high is one of my ideas for a possible character for this was Norm L. Guye, a character with just the standard package and a ton of Determination who would've had ~40 Resolve. Needless to say, while that idea didn't win out, some of the inspiration bled into Maestro.
 
also, the reason his resolve is so high is one of my ideas for a possible character for this was Norm L. Guye, a character with just the standard package and a ton of Determination who would've had ~40 Resolve. Needless to say, while that idea didn't win out, some of the inspiration bled into Maestro.
His 40 resolve represents his Stand that he doesn't know exists
 
i forgot to ask this earlier, but will we be using any of the advancement rules?
 
I vote in favor of advancement and a floating trait cap :vP
i think it will help keep things fresh if things play out really long-term, and uhh... i kinda already have things i want to spend extra hero points on lol
 
Heh. I don't even remember the advancement rules. But it does seem strange to have rules for traits that break the cap, if we can't ever break the cap.
 
Heh. I don't even remember the advancement rules. But it does seem strange to have rules for traits that break the cap, if we can't ever break the cap.
Certain powers can increase ranks beyond the cap temporarily, although I'm not sure if this is what you were referring to
 
Re: Advancement

I am in favor of Advancement and a Hard Trait Cap with the GM's option to raise it.

In comics, the creators don't use a point system to make their characters. They simply make them the way they want to fit the narrative. We, on the other hand, must force our ideas into a set number of points, limiting the vision we have of what our characters ought to be. Hence, I am in favor of Advancement so our characters can reach their full potential.

Unlike comic books, an RPG must strike a certain balance between fun and playability. While the player with overwhelming mind control may enjoy forcing the villains to surrender, the other players will soon tire of having nothing to contribute. The cap helps to keep things challenging for the players and their characters. I will qualify this, however. I have never played this system before, so I might be completely wrong. My opinion is based only on my reading of the rules. Actual play may change my mind.
 
Re: Rules versions

I only have the Ultimate Edition. I don't know how compatible the earlier edition is, but my suggestion is that if we don't all have access to the same version, then the players can make their characters using whichever version they do have, but they have to stick with that version. No cherry-picking between the two.
 
Re: Advancement

I am in favor of Advancement and a Hard Trait Cap with the GM's option to raise it.

In comics, the creators don't use a point system to make their characters. They simply make them the way they want to fit the narrative. We, on the other hand, must force our ideas into a set number of points, limiting the vision we have of what our characters ought to be. Hence, I am in favor of Advancement so our characters can reach their full potential.

Unlike comic books, an RPG must strike a certain balance between fun and playability. While the player with overwhelming mind control may enjoy forcing the villains to surrender, the other players will soon tire of having nothing to contribute. The cap helps to keep things challenging for the players and their characters. I will qualify this, however. I have never played this system before, so I might be completely wrong. My opinion is based only on my reading of the rules. Actual play may change my mind.

Remember that the default advancement rate is extremely slow - 1 per 3 issues - so even if we decide on advancement, nothing will actually be different initially. Everyone will get plenty of time to experience the first mode and see if they like it, and getting one point will barely change anything. As well, we can also decide what sort of advancement rate we prefer. Given that the rules were (probably) written with in-person play in mind, we might end up using a slower / faster rate (or none)
 
Re: Rules versions

I only have the Ultimate Edition. I don't know how compatible the earlier edition is, but my suggestion is that if we don't all have access to the same version, then the players can make their characters using whichever version they do have, but they have to stick with that version. No cherry-picking between the two.
Just to clarify, the "old version" was the ultimate edition, just an earlier version of it. There's a lot more content, but the core mechanics - resolution system, character creation - are unchanged. There are a few minor changes to powers, but any character made in the old version will be largely indistinguishable from one made in the new.

In other news : I've been thinking about the "organized heroics" thing, and here's what I've come up with -

There won't be a single Hero Association responsible for overseeing all superpowered activity. Instead, heroes form teams on their own. Some of these teams might be long-term, and have names, others are short-lived alliances of convenience.

Hero density will be around 10 - 20 per million people or so. Thus large cities like New York or Delhi will have a few dozen superheroes, whereas there might be three or four for the entire state of Wyoming. This is of course only a rough guideline, and heroes aren't necessarily perfectly evenly distributed; like anyone else, the place any given hero decides to live and work is the result of many factors.

Finally, I just wanted to say again that, at least as far as I am able, I will ensure that nothing in this game is mandatory. Your heroes have their own lives. It's up to each of you individually to decide what your hero wants, how they'll go about getting it, and who they'll associate with. You can join or leave teams as you see fit, start your own - even try to start your own global Hero Association, if that's what you want. I don't want you guys to feel like you're on house arrest with each other for the whole game.
 

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