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Vanguard

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Everything posted by Vanguard

  1. Re: New Avengers are very Dark Champions Then whatever you do, don't look at the Harbinger of Justice write up :shudder:
  2. Re: Top 10 Action Hero One-Liners "I don't want to kill you and you don't wanna be dead" - Malachi 'Mal' Johnson, Silverado (May have already been posted) "We came, we saw we kicked it's A**" - Dr. Peter Venkman, Ghostbusters Dr. Egon Spengler: There's something very important I forgot to tell you. Dr. Peter Venkman: What? Dr. Egon Spengler: Don't cross the streams. Dr. Peter Venkman: Why? Dr. Egon Spengler: It would be bad. Dr. Peter Venkman: I'm fuzzy on the whole good/bad thing. What do you mean, "bad?" Dr. Egon Spengler: Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light. Dr Ray Stantz: Total protonic reversal. Dr. Peter Venkman: Right. That's bad. Okay. All right. Important safety tip. Thanks, Egon. -Ghostbusters
  3. Vanguard

    Mega Man ZX

    Re: Mega Man ZX Or, if you don't want to go the Duplicate/Multiform route you can create the consciousness of the "biometals" as a follower and create is as a AI. That's also assuming the ghosts can't control the "biometals" independent of the character.
  4. Re: need help on a mobile base As with the majority, I saw just build it as a vehicle. Much easier that way. However, there is a ruling somewhere (I think it might be in the FAQ) that gives the base a Dex of 5 and a Spd of 1 but only if you absolutely have to do it. I also think that there's an adder for a base called "mobile" but I would think that would just mean that can move, if needed but not during a combat or something like that.
  5. Re: To catch a clone You're also looking at different heat signatures on thermal imaging as well as different scents if you happen to have a super sniffer.
  6. Re: Slow recharge rate? You could use Extra Time and just talk to your GM about doing it like you suggested. Alternately, you could use Custom Limitations, use Extra Time as the model and then discuss with your GM how much of a limitation each increment is worth.
  7. Re: Hit Location Immunity I'm gonna go with the Automaton power. And if you're not using the Hero Designer template that allows access to the Automaton powers, just build your own custom power for 10 points. If it's already there . . no reason to try and build something entirely new.
  8. Re: Need help building a spaceship propulsion unit. Something else you could do, if you want to go with the 1 engine uses 2 units of fuel (end) and 2 engines use 4 is to do just that. Figured out how fast you want your ship to move (or how many engines you have on it) and then buy each engine separate so that it's got it's on End cost. Then have them draw from the same End Reserve. Little bit more complicated, book keeping wise, but it's another way to do it if you want.
  9. Re: I've got a train to catch As was stated, TUV has a train or a locomotive I believe and I think The Vehicle Source book lists train cars . . Been a while since I looked so I could be wrong.
  10. Re: "Too much for a normal human to handle" Yup. It's away for the characters to "take that chance" when it's really neccessary. I thought it was rather neat that they didn't say "no you can't do it" just made the consequences a bit . . bleak.
  11. Re: "Too much for a normal human to handle" Didn't check the other threads (Sorry LL, it's late. ) but at first blush I'd go with a Side Effect on the Flight. I was toying around with doing something like that with my Vipers for my BSG Hero game but never fully fleshed it out. And GA. according to TUV, you *could* pilot a vehicle at it's speed/dex instead of your own, only down side is that you don't have any control of it during the spd/dex that doesn't mesh with your own so if you have to make any type of control roll during that time, you automatically fail and reap the consequences.
  12. Re: Mind link to a vehicle That is true but if what the character has chosen to do is going to upset that balance, then you have to tell the player "no". Even if you didnt' realize that it was going to upset it in the first place, since sometimes you can't see the effectiveness of a power build, or how it's outcome might affect your world, until after the power is in play.
  13. Re: Mind link to a vehicle Never did I say that you had to use the more expensive of the build, just said that there were multiple ways of doing it and gave a rough (very rough) example of how it could be done with Mind Control Also, if you notice, I did say that the AI, with the proper programs/skills could operate the vehicle/mecha/PA using the Mind Link as the player wanted it to be used as. And there is no "hub bub bub" . . at least none that I can see.
  14. Re: Mind link to a vehicle But like I said, the TF issue is usually only a concern in Superheroic games where you have to spend points on everything. Even in our Superheroic games, we still end up spending the 1 or 2 points for the proper W/TF just to be through and to make the character "legal" in any other game we may try to bring it into. Some GM's say that Superheroics don't have to buy the appropriate W/TF's and others do. So it's better to cover all the bases.
  15. Re: Mind link to a vehicle Usually the "no TF/WF" rule only applies in Superheroic games because you pay points for everything. Since you have to pay points for it (and usually more then the 1 or 2 points for the W/TF) you get to use it for "free". In Heroic level games is where you have to spend the points for the various W/TF's because you don't have to pay points for your equipment and gear.
  16. Re: Mind link to a vehicle YOU don't have to have the TF to use a vehicle you paid for in points. However, the vehicle isn't you and cannot pilot itself without either an onboard computer or the proper skills.
  17. Re: Mind link to a vehicle Actually, that's what the Programs are for. You can purchase programs for your onboard computer for a fighter that says "Pilot craft from point A to B". As long as the craft has the Combat Pilot skill (or heck, just the TF) and the program it can do it for 2 (or 4 points). What the mind link would do is just give the character an "encrypted, always on, link" to his vehicle. As long as said vehicle had an onboard computer with not only the proper skills and programs, it would be able to do what the character wanted it to do. Provided the GM agrees with the commands. In the above example, as long as the vehicle combo had "attack target A" and the WF, the character should be able to command it to attack. However, I can see where you're coming from. But, using mind control to do something like this would be way more expensive then I think it's worth. The plus side is you could probably give the vehicle a Vunerabilty to the controlers mind control as well as appropriate Disads for the computer. I just think it would be easier to do it with Mind Link/Programs/skills. YMMV
  18. Re: Cyber Ninja Villan Well, if you guys are using guns, and I'm assuming the ones in the DC book then 5 RPD should be decent enough to shrug off the lesser caliber rounds, especially if you're using hit locations. As Michael Hopcroft pointed out, these guys could be the "trainee goober ninjas" and you can slowly adjust the power levels of the other ninjas that your PC's face as get a better idea of how things are working out. If your PC's are using killing attacks, I wouldn't hesitate to have some of your guys in the black pajama's bust out with the Katana's and Ninjatos as well. Fight fire with fire and I'm sure after a few lucky hits they'll get the points that escalating a combat isn't that good of an idea.
  19. Re: Cyber Ninja Villan Just eye balling, it yeah looks like it could be ok. I don't think I would've let a flare gun blind that many of them, maybe one or to of them but it's not that big of an AoE . . In any case, what I would do is use the values you have there and run with it, if you see that they're too tough, start shaving some Stun of their totals or something like that to keep the fight even and seat-of-the-pants but not where you're going to mulch your players. If it's the other way, maybe have a fresh team come in near the end of the fight with slightly higher defenses as reinforcements. Question, are there any killing attacks being thrown around and are you using the Stun Lotto?
  20. Re: Cyber Ninja Villan Well, if you sent 20 of them afterr 5 of your heros, that's 4:1. I'm assuming that the fight should've been relatively even if they hadn't split up. If that's the case, then I think you might be right on the money with them and only might need to increase their CV's, attacks and defenses a wee bit so that they could stand a chance against all of the team if they were together. Also, "traditional" ninja are credit with phenomenal abilities in certain areas and so you probably wouldn't be going to over board increasing their abilities to the point where you could have a 2:1 ratio and still make it a challenge for your players. Aslo, I wouldn't be too hard on youself for the team splitting up. Cardnal rule of gaming: Never Adventure Alone. Break this rule at your own risk.
  21. Re: Cyber Ninja Villan So what's stopping you from beefing up your ninja's a bit?
  22. Re: Large Creatures Versus Head Shots
  23. Re: Remote control robot Mr Long answered your question there LL. Sounds like it's pretty much what everyone else was saying in that the Mind Link only allows for communication. The item/AI/Robot that is being comminicated with still needs the appropriate set of skills/powers/etc to react to said communications. IE: If you had a Mind Link with your Starfighter, you could contact it while you where hip deep in trouble but unless it had the appropriate programs in the onboard computer, it wouldn't be able to come do a strafing run to get your out of said trouble.
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