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Tech

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Everything posted by Tech

  1. Tech

    The Sutherland Presidency

    Since I avoid politics in my game, I really really don't like Invictus. I'm with Badger.
  2. I'm curious how much damage do you think a hero or villain who was at the bottom of the 6.8 mile deep Mariana Trench would take? Down there, it's been listed as 15,750 psi.
  3. For tonight's Champions game, I'm using a villain from "Enemies for Hire" - Thunderhead. However, I decided for fun to change him to be the hero Thunderhead from the movie "The Incredibles." What happened is the missile that nabbed his cape and supposedly yanked him to his doom didn't actually kill him. He recovered and now is a supervillain trying to get some money so he can retire. Oh... and he doesn't wear a cape anymore. I think this will be way more fun than the background for this guy in the sourcebook.
  4. Tech

    Advice

    Cyclops didn't have a problem sleeping or having his eye lids hurting when he shut them because his power is hurting him.
  5. Tech

    Damage of the Mariana Trench

    In a manner of speaking, someone's going there, although it's going to be a villain. No one's going to kick the bucket if you're wondering.
  6. Tech

    Damage of the Mariana Trench

    Thanks so much cptpatriot!
  7. When you build a player character or a supervillain (or see one written up), what do you think makes a good character or even a great character? Is it the stats? Is it the power-scale of the bad guy vs. the heroes? Is it the background that you write-up? What criteria do you use? For myself, it's a combination of multiple things. It could be the picture that the players like. I remember someone drawing their own version of villains and we still laugh and shudder remembering the pictures. It could be that the villain is solo and is powerful enough to handle the team but not so powerful that the heroes have no chance of defeating him. It could be the villain is funny, like how I use Foxbat. It could be the villain is a wimp and keeps trying to take on heroes that will obviously defeat him. A combination of these is what could make a villain great and fun to use. There definitely has to be a chemistry with how a character is played with the other characters, whether hero or villains. I've had villains I've made that I thought would work out wonderful and the players were like 'meh'. I've had a few surprises where I made one-shot villains and the players really liked them and wanted to see them again, to my surprise. So what about you?
  8. Not me. Why should it be removed?
  9. No worse than some of the earliest supervillain history write-ups, and certainly better than European Enemies.
  10. I don't use them as a team; Thunderhead is GM'd solo, modified, and the hero (now villain) from the movie. I've modified alot of the villains in that book: some are just weird to be played or too weak.
  11. I'm agreeing that 'yes', this power would work, as well as needing a PER roll each phase, and keeping END cost going for each phase. However, realizing something is an illusion doesn't automatically break you out of it. I could see the hero with Mental Illusion telling the blinded hero what they're about to do and the target hero willing to accept it to be able to help her fellow heroes. It wouldn't disappear, even unintentionally: the target hero is glad to be able to be helped by a teammate, knowing that what is being "seen" is an accurate illusion.
  12. Tech

    Speedster Move Through Power

    First, you have to try to get these ideas past the GM and I sincerely doubt you will. I can think of all sorts of powers that obliterate my enemies but they're not going to get past the GM. If they did, I would really worry about why. If somehow, someone in my campaign tried that (and they won't, fortunately: let's hear it for great players!), I would pull out my rule which all players are very well acquainted with: "What's good for the players is good for the GM, and vice versa" It prevents power-gaming and crazy ideas like 40d6+ attacks from occurring in the campaign. This rule also protects the players.
  13. Tech

    Speedster Move Through Power

    For myself, anyone trying a move-through for a huge amount of damage would be limited to DEF + Body (or BODY x2 for complete obliteration). Sooo, Mr Superspeed, your 20 PD and 10 BODY allows you a maximum of 40d6, although you're probably going to need a new character.
  14. Tech

    Champions Worldwide game

    I tried not to laugh but I couldn't help it; that's hilarious!
  15. Having him being THE Thunderhead (who used to be a hero from The Incredibles... and not too bright... and something of a klutz) will be more fun than any of his powers might be. Of course, his background is totally changed, with his powers enhanced.
  16. Tech

    Variable Telekinetic Effect

    Christoper R Taylor, have you considered building that the way a hydra monster is built? Namely, duplication, cannot recombine. Each head of a hydra can act independently. Although expensive, bought this way, you could have a hero/villain who could attack/grab/throw/whatever/etc at the same time (with the same SPD assumed.) I'll warn you: it's powerful. I tested it on a monster that a superteam met. Very effective. Oh, and no combat penalties adding together either.
  17. I'm not nitpicking fine details. Rather, I'm showing they can be as valid as Hyper-Man's since Hero System allows the same concept of an attack to be built a multitudinous number of ways. However, I think we're slowly moving away from g3taso question.
  18. These can easily be built other ways with no GM permission needed. Heat Vision (AE line, bonus levels, etc), Magic Missiles ala Tony Stark (Autofire, spread energy blast, etc).
  19. As GM, I'm wary of anyone trying to buy their power with the AOE Accurate just to make an object DCV 3. Of course, an AOE attack can have Dive For Cover used to avoid it. Personally, I'd go with either levels or buying an EB with no range modifier.
  20. Ninja-Bear, I like your line " The main object of the game is for the players and the GM to have fun. Champions 3rd ed. Pg 130". This is the rule I've followed when GMing Champions for so long. The RAW may say one thing but if it interferes with the game fun, I override it, so we both agree.
  21. Tech

    Limiting and AoE Radius

    I agree with you. My very first Champions character, whom I still play, had learned after over 700 hundred of XP to vary his AoE attack in its radius.
  22. If someone hits 0 END or is drained of END until they have negative END, the rule is that for every 2 END used by the character, they take damage. How do you handle the hero who has other attack powers that are on charges? I'm wondering about seeing heroes fighting without any penalties (or just shrugging it off) because they're relying on powers with charges and thus not using END. I've also wondered about their CV. Let's face it, if you're really tired, your combat skills because less effective both offensively and defensively.
  23. Was listening to my brother using the blender; not listening to music right now.
  24. Tech

    Glass cannon syndrome.

    As previously mentioned, two words: Combat Luck. I'm seriously thinking of adding Combat Luck to quite a few of my heroes. It fits so nicely into what comic books show.
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