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Cassandra's Corner


Cassandra

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Re: Cassandra's Corner

 

Thinking of this too' date=' you it doesn't have to be this way. One suggestion would be that all vehicles and such take a limitation vulnerable to super powers. (Not everyone likes this idea, but if your running the game...) That way you wouldn't have to ramp up the damage levels so high to be effective. Also for tanks and such you could just lower the body needed to break the things. Just cause its in the books doesn't mean you need to take it at that value.[/quote']

I would not take the values for vehicles or weapons from 6E2 or any equipment book. I would built a tank (inlcuding crew) as a single Villian with a certain amount of points that simulates how difficutly you want him to be.

 

I've also considered adopting an Idea from Warhamemr Fantasy RPG:

Instead of counting each 100 point Soldier or mook as a single being, just make the entire 2-3 man Unit one Character sheet. That way it's easier to simulate the "supers going through an army like hot knives through butter".

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Re: Cassandra's Corner

 

I've also considered adopting an Idea from Warhamemr Fantasy RPG:

Instead of counting each 100 point Soldier or mook as a single being, just make the entire 2-3 man Unit one Character sheet. That way it's easier to simulate the "supers going through an army like hot knives through butter".

 

Not a bad idea, several years ago, I was thinking on how to build the "18 Shaolin Monks" as a single character sheet. Certain attacks would be bought as area effects to represent the 18 monks. Another idea worked on and shelved, never to fruition.

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Re: Cassandra's Corner

 

Not a bad idea' date=' several years ago, I was thinking on how to build the "18 Shaolin Monks" as a single character sheet. Certain attacks would be bought as area effects to represent the 18 monks. Another idea worked on and shelved, never to fruition.[/quote']

 

I'm working on similar approach for a Naruto-like Duplicator named Flash Mob.

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Re: Cassandra's Corner

 

Do villains have to be more powerful then the hero to be effective?

 

One thing that has bothered me about the villains in the various Hero Games products is that they are generally built on so many more points they the heroes. A few world class villains would be, but most would be equal or less powerful. Why? Because many villains are followers or mercenaries, and focus most of their points on attacks, defense, and tactical movement, while heroes need to be more well rounded.

 

Furthermore any hero worth the name is going to have a PsyL: Protective of Innocents, and that means the hero is going to have a built in vulnerability. Dr. Mastermind can't hit Centurion with his death ray, but he aims it at an innocent and the hero is going to take the hit.

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Re: Cassandra's Corner

 

Do villains have to be more powerful then the hero to be effective?

 

One thing that has bothered me about the villains in the various Hero Games products is that they are generally built on so many more points they the heroes. A few world class villains would be, but most would be equal or less powerful. Why? Because many villains are followers or mercenaries, and focus most of their points on attacks, defense, and tactical movement, while heroes need to be more well rounded.

That depends on the power Level you use. It think the books asume Standart Superheroic (350 in 5E, 400 in 6E). If you only allow low powered superheroic, then they are of course more powerfull (because they never were intended to be used agaisnt low-powered heroes).

 

I too noticed the difference if Focus when looking at the writeups of the Champions in Champions 6E. Not only have villaisn less skills, at least two of them (Ogre, Green Dragon) have more STR/DC than the 12 that everyone else uses.

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Re: Cassandra's Corner

 

Villains in general are not 'balanced' individuals to begin with. They usually have some type of hangup that they use to justify their actions outside the norms of society. It figures that most of their pursuit of personal abilities would follow this same outline as well. The villain bricks might be stronger than the campaign norm but they might not be as tough overall as the PC's. In many cases their power sets don't have as many uses outside of combat or criminal activities (stealthy powers in particular).

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Re: Cassandra's Corner

 

Do the heroes know who the villain really is?

 

As a fan of Republic Serials the main villain is usually not revealed until the last chapter. While the heroes know they are up against "The Crimson Ghost" or "The Black Widow" the villain was usually masked when encountered. In fact the Main Villain was part of a group of authority figures the hero reported to, and it might take a deduction roll to figure out that's why the Evil Doer is always one step ahead. Most of the time the heroes delt with Villain's Lieutenant and his group of thugs.

 

 

Here is an example

 

The Crimson Skull

 

Val Char Cost

10 STR 0

10 DEX 0

10 CON 0

10 BODY 0

18 INT 8

14 EGO 8

20 PRE 10

16 COM 3

2 PD 0

2 ED 0

3 SPD 10

4 REC 0

20 END 0

20 STUN 0

Total Characteristics Cost: 39 Points

 

Cost Skills

3 Bribery 13-

3 Bureaucratics 13-

6 Combat Luck +3 rPD +3 rED

3 Conversation 13-

30 Followers: 4x 100+ Disadvantages

20 Followers: 8x 50+ Diadvantages

3 High Society 13-

5 Money: Well Off

3 Persuasion 13-

2 Rep: Upstanding Citizen 11-

3 Seduction 13-

3 Streetwise 13-

Total Skills Cost: 84 Points

 

Cost Powers

24 Armor +10 rPD +10 rED, IIF: Armored Cloak (-1/2)

30 EB 12d6, [16c] (-0), OAF: Death Ray (-1)

8 ES: RPT, IIF: Hidden Radio (-1/4)

50 Cosmic VPP 20 Points

15 Running +5", 8x NCM, No END (+1/2), Only on Appropriate Terrain (-1/2), OIF: Vehicle (-1/2)

Total Powers Cost: 127 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

20 Hunted: The Heroes (More Powerful/NCI) 8-

20 NCM

20 PsyL: Megalomaniac (Common/Total)

20 PsyL: Overconfident (Very Common/Strong)

15 SocL: Secret Identity (Frequently/Major)

5 Unluck 1d6

Total Disadvantages Cost: 250 Points

 

Background: Charles Sutton was the son of a U.S. Senator and his wife. When his father was defeated in a Presidental Campaign Charles decided that working through the system was foolish, and decided to overthrow the Government. He recruited a group of supervillains and mercenaries, brought a number of illegal weapons and scientific gadgets from the black market, all the while maintaining the facade of being an upstanding citizen. As chief of staff for the U.S. Senate's anti-supervillain crime committee, he has access to information that allows him to stay one step ahead of the heroes. His current plan is to have his supervillains assassinate members of the Committee, eventually including the Senator from his own state. Then he plans to have himself appointed to the Seat, putting him in a positions to become President of the United States.

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Re: Cassandra's Corner

 

Do villains have to be more powerful then the hero to be effective?

 

One thing that has bothered me about the villains in the various Hero Games products is that they are generally built on so many more points they the heroes. A few world class villains would be, but most would be equal or less powerful. Why? Because many villains are followers or mercenaries, and focus most of their points on attacks, defense, and tactical movement, while heroes need to be more well rounded.

 

Furthermore any hero worth the name is going to have a PsyL: Protective of Innocents, and that means the hero is going to have a built in vulnerability. Dr. Mastermind can't hit Centurion with his death ray, but he aims it at an innocent and the hero is going to take the hit.

 

Onething too which adds to the villian points is obscure things like perks and such. Contacts (as of 5th) can get expensive if your the boss of a minor company or gang. I think I worked out for one villian 33 pts give or take for his mob. Whereas 4th I don't think even spent the points and if they did, it would be alot cheaper. If you get a chance, look at Dr. Destroyer even in 4th, he spents riddicules amount of points on agents, bases and vehicles, which I don't know if anyone in they're campaign would do. (I do see though that in a proper book, it should be done however.) But I have used lesser point villians to effect. Bricks are usually the ones depicted as one dimensional, but there are others, at least in the older editons, Orb and Diamond are two which come to mind.

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Re: Cassandra's Corner

 

Onething too which adds to the villian points is obscure things like perks and such. Contacts (as of 5th) can get expensive if your the boss of a minor company or gang. I think I worked out for one villian 33 pts give or take for his mob. Whereas 4th I don't think even spent the points and if they did' date=' it would be alot cheaper. If you get a chance, look at Dr. Destroyer even in 4th, he spents riddicules amount of points on agents, bases and vehicles, which I don't know if anyone in they're campaign would do. (I do see though that in a proper book, it should be done however.) But I have used lesser point villians to effect. Bricks are usually the ones depicted as one dimensional, but there are others, at least in the older editons, Orb and Diamond are two which come to mind.[/quote']

I am not certain what those Contacts might represent.

That all his bases will be fully staffed is self explanatory - he has a big organisation and they are mostly there to make the situation interesting for the heroes. He does not has to pay for those.

Also the mooks that are in his boss fight(s): Again they are there simply to make the comabt intersting for the heroes. He does not has to pay for them either.

 

What it could mean is that he has access to Skills that are not on his list, because he knows somebody who knows it. So the influence this will have on the game, is mostly how much influence Skills have on the game.

 

How else could Dr. Destroyer use his contact to make life hard for the heroes?

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I am not certain what those Contacts might represent.

That all his bases will be fully staffed is self explanatory - he has a big organisation and they are mostly there to make the situation interesting for the heroes. He does not has to pay for those.

Also the mooks that are in his boss fight(s): Again they are there simply to make the comabt intersting for the heroes. He does not has to pay for them either.

 

What it could mean is that he has access to Skills that are not on his list, because he knows somebody who knows it. So the influence this will have on the game, is mostly how much influence Skills have on the game.

 

How else could Dr. Destroyer use his contact to make life hard for the heroes?

 

Christopher by raw, those agents that Dr. Destroyer has, he had to pay for them with his character points. Again in my own games, I don't worry about it, but for an official product they do.

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Re: Cassandra's Corner

 

Cassandra, also I think that there are several reasons why they give villian many powers.

1) Versatility- I love one trick ponies but if their trick isn't working well the fight isn't so good.

2) It can reduce the number of villians you need in an adventure. You might be better off with three fairly well-rounded villians versus 5 specialist villians.

3) Some villians powers do lend themselves to having multiple and or unique powers. (I try to come up with a clever power-even if its not combat related. I'm trying not though put the same predictable powers together though. I.e Orb has light sfx-and I been resisting of buying him a flash (sight) just because it seems evryone else does.)

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Re: Cassandra's Corner

 

Punch Above One's Weight - Find Weakness 14- with Basic Strike; Increased Endurance Cost (x5 END; -2)' date=' Only vs. More Powerful Targets (-1), Costs Endurance (Only Costs END to Activate; -¼)[/quote']And yet "More Powerful" in and of itself is not defined in any way.
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Re: Cassandra's Corner

 

DC vs. Marvel Battle of the Blondes

 

 

Invisible Girl

 

Val Char Cost

8 STR -2

14 DEX 12

18 CON 16

10 BODY 0

10 INT 0

10 EGO 0

15 PRE 5

18 COM 4

4 PD 2

4 ED 0

4 SPD 16

10 REC 8

50 END 7

24 STUN 0

Total Charcteristics Cost: 68 Points

 

Cost Skills

1 Acting 8-

6 Combat Luck +3 rPD +3 rED

3 CSL: Multipower +1

1 High Society 8-

2 PS: Model 11-

2 Rep: Superhero 11-

Total Skills Cost: 15 Points

 

Cost Powers

12 Armor +5 rPD +5 rED, IIF: Costume (-1/4)

60 Multipower (60 Points)

6 u) Dispell [invisible to Sight] 20d6

6 u) EB 8d6, Invisible [sight] (+1/2)

6 u) Entangle 4d6, DEF 4, Invisible [sight] (+1/2)

6 u) Force Wall 8 rPD 8 rED, Invisible [sight] (+1/2)

4 u) Invisible [sight], No END (+1/2)

6 u) Invisible [sight], Use Simultaneously (+1/2), 4x Mass (+1/2)

6 u) Telekinesis 20 STR, Fine Manipulation, Invisible [sight] (+1/2)

8 ES: RPT, IIF: Radio (-1/4)

15 EC [invisible Force Field]-15 Points

15 1) Flight 10", No END (+1/2)

17 2) Force Field +8 rPD +8 rED, Invisible [sight] (+1/2), No END (+1/2)

Total Powers Cost: 167

 

Total Cost: 250 Points

 

150+ Disadvantages

10 Hunted: Dr. Doom (As Powerful) 8-

20 Normal Charcteristics Maxima

20 PsyL: Code versus Killing (Common/Total)

15 PsyL: Overconfidence (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

5 SocL: Famous [sue Storm] (Occasionally/Minor)

15 Vuln: Ambushes/Treacherous Attacks, 1 1/2x STUN (Very Common)

Total Disadvantages Cost: 250 Points

 

 

My take on the Invisible Woman from The Fantastic Four. Her personal invisibility, force field, and flight do not cost END, but making up to four others invisible does. I've noticed that see used her invisible force fields while visible herself, so her attack powers are in the same multipower as her invisiblity. She can also make invisible things visible, hense the Dispell. Her Vulnerability to Surprise Attacks is based on her overconfidence because of her invisibility, and is a pretty standard Silver Age weakness. Her protective costume and radio are IIF so they don't interfer with her invisibility.

 

 

 

Supergirl

 

Val Char Cost

50 STR 40

14 DEX 12

25 CON 30

10 BODY 0

10 INT 0

10 EGO 0

15 PRE 5

16 COM 3

20 PD 10

15 ED 10

5 SPD 26

15 REC 0

50 END 0

48 STUN 0

Total Characteristics Cost: 136 Points

 

Cost Skills

3 Acting 12-

5 CSL: HTH Combat +1

2 PS: Actor 11-

2 Rep: Superhero 11-

1 SS: Psychology 8-

Total Skills Cost: 13 Points

 

Cost Powers

15 Damage Resistance 20 rPD 110 rED

15 EC [Yellow Sun Energy]-15 Points

23 1) EB 8d6, Variable Special Effects [Heat/Cold] (+1/4), 2x END (-1/2)

12 2) Flight 10", Variable Advantages (+1/2), [Megascale, Useable Underwater, or 1/2 END Only (-1/4)]

8 ES: N-Ray Sight [Not Throught Lead], Concentrate 1/2 DCV (-1/4)

5 ES: RPT, OAF: Radio (-1)

6 ES: Telescopic Hearing +2, Telescopic Sight +2

9 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum

8 LS: Self Contained, Cost END Only to Activate (-1/4)

Total Powers Cost: 101 Points

 

Total Cost: 250

 

150+ Disadvantages

10 DNPC: Jimmy Olsen (Unaware Slightly Less Powerful) 8-

10 Hunted: Brainiac (As Powerful) 8-

20 PsyL: Code of the Hero (Very Common/Strong)

20 PsyL: Code versus Killing (Common/Total)

10 SocL: Secret Identity [Kara Zor-El/Linda Lee Danvers] (Occasionally/Major)

5 Suscept: Green Kryptonite Radiation, 1d6 STUN/Minute (Uncommon)

10 Vuln: Green Kryptonite Radiation, 2x STUN (Uncommon)

10 Vuln: Magic, 1 1/2x STUN (Common)

5 Vuln: Red Solar Radiation, 1 1/2x STUN (Uncommon)

Total Disadvantages Cost: 250 Points

 

 

Supergirl is one of my favorite characters of all time. Her EC is something I've done before, and it's based on her ability to convert Yellow Sun Energy to superpowers. Her EB Variable Special Effects is her heat vision and super cold breath, and her flight Variable Advantages allow her to use it underwater as well as fly faster then the speed of sound. She is a powerful brick, and has superhuman SPD. Her X-Ray Vision requires concentration, and she can hold her breath almost indefinately if she prepares herself. Green Kryptonite nor Red Solar Radiation will take away her powers. Instead I made them Vulnerabilities, with Green Kryptonite also slowly poisoning her.

 

 

 

In a battle between them Supergirl would have the edge. Her X-Ray vision will allow her to find the Invisible Girl if she hides, and her superspeed would allow her to attack more often. With her force field, armor, and combat luck the Invisible Girl is as tough as Supergirl's bulletproof body, but the Girl of Steel can take out and dish out more damage then Sue Storm.

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Re: Cassandra's Corner

 

About Supergirl/Kryptonians:

I would go the same route with Elemental Controll/Unified and define the Effect of Red Sun Radiation/Cryptonite as Succeptibility, but would replace the Damage with a Drain "Kryptonian Powers" (the conversion rate is 10 AP/1d6; no Advantage needed for this)

In addition to that a Damaging Succeptibility to Kryptonite only. In some interpretations (Justice League Unlimited Cartoon) being Drained by a Red Sun lowers the effect of Kryptonite as well (down to the point with no powers - no succeptibility).

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Re: Cassandra's Corner

 

I know that Red Sun Radiation strips Kryptonians over their powers, but I'm not sure it that translate well in the game. Plus in an episode of Justice League Unlimited Captain Atom used Red Solar Radiation against Superman, causing damage but not making him helpless.

 

There is a pattern to some superhero comics. The Hero takes on the Villain, and is captured. While they are tied up the Villain explains his plan, and then puts the Hero in a death trap. The Hero escapes and stops the villain in the nick of time.

 

Wonder Woman Formula 407 have elements of this scenario.

 

Superheroes in these genre should have a Vuln: Ambushes/Treacherous Attacks, 2x STUN (Very Common) and the Contortionist skill.

 

One last thought. I was watching the Ultimate Avengers animated movie and I realized something.

 

Ant-Man has Bugging.

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Re: Cassandra's Corner

 

In the Superman Animated Series (same continuity as Justice League Animated) the military was able to keep Superman powerless by holding him in a cell with red solar radiation emitters. The trick is not just having red solar but also having an absence and/or serious reduction of yellow solar radiation. That said, I like Christopher's idea to make individual attacks with a red solar sfx to act as a Drain at the same active points.

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Re: Cassandra's Corner

 

I always love seeing your "take" on classic characters. I only use the 5th ed. so I also find your characters to be very useful in my own campaigns. I am running a Gotham City campaign using (mostly) your write-ups (with a few mods). I can't thank you enough. I'm curious about your take on the Young Justice characters.

Here is a picture of a recent adventure. 9C07BBF9.jpg

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Re: Cassandra's Corner

 

In the Superman Animated Series (same continuity as Justice League Animated) the military was able to keep Superman powerless by holding him in a cell with red solar radiation emitters. The trick is not just having red solar but also having an absence and/or serious reduction of yellow solar radiation. That said' date=' I like Christopher's idea to make individual attacks with a red solar sfx to act as a Drain at the same active points.[/quote']

I was only talking about a Succeptibility that causes Drain instead of Damage. But Cassandra Reminded me: The Drain needs a Power Modifier: Does not Fades normally, Instantly Fades in Yellow Sun Radiaton. (He does not regains his powers simply by going out, but almost instantly by standing in the right light). There are still some fringe cases (what if he is in a dual Sun System with a Red and Yellow Star?), but they are propably under the granularity of 250 Point Hero.

 

But APG I has a Vulnerability Options: Instead of Higher STUN/Body, you suffer an additional Power without Defenses. For example, instead of x1.5 Stun you "Suffer Drain with half AP". x2 Multiplier equals "Suffer additional power with equal AP". I see little problem porting this idea back to 5E.

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Re: Cassandra's Corner

 

To Penemue, I've only seen a few episodes of Young Justice, but I like what I've seen. Good characterization and nice use of the DC Universe characters. I do think, however, that the youngest a superhero should be 16. In game terms I think they should be build on 200 Points (100+ Disadvantages) if the main heroes are 250 Points (my favorite level).

 

All should take PsyL: Novice Hero, Vuln: Surprise Attacks, PhysL: Teenager, and SocL: Secret Identity.

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