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Super Squirrel

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Everything posted by Super Squirrel

  1. Boston, does in-fact, support the death penalty. It, however, does not use it often. Smoot has covered about everything else you asked for. Without specifics, I can't provide anything else. Cape Cod is about an hour drive from Boston and there are more things about there that I can tell you as well.
  2. Thanks everyone for the input. It should help us greatly. I'll reveal more details as I know more details. Everything else is a secret until we know what the heck we are doing (i.e. we don't know what we are doing and thus can say anymore than what we have).
  3. A friend and I are putting together a short campaign that is going to take place completely on a starship in the middle of space. The premise is simple. The ship has suddenly stopped working including the fussion drive and communications. There is no contact with the bridge crew. Neither of us have ever built a starship before. What kind of rooms do starships have? Engine room, bridge, and crew quarters are the only things I can think of off the top of my head. Also what kind of systems to ships have? Weapons, Shields, Life Support, and Communications are on my list. Any other things missing from this list?
  4. Re: HEEEEEEEELPPPPPPP! I have a Lumina Priestess built on 25 + 25 points. You can get spells cheap without going overboard. Of course I used a multipower but still... I think the solution is simple actually. You can give a -1 limitation to all Elemental Controls entitled "Magic". This limitation could be used in many ways. For example, Magic could be highly detectable. In my fantasy setting anyone who has fire magic knows when fire magic is being used nearby. (fire is one 6 elementals) This cuts the price of the EC in half and balances it out fairly well. Another way to balance out spells is make them independent like weapons and armor. A mage can get them from research and doesn't pay points for them. You can balance it out by having them obtain perks like Access. Say 1 point of Access is worth 5 pts of Real points in spells. So if you wanted to have 6 30 active points spells it costs 36 points. They can lose the spells and regain them in game. Just somethings to think about.
  5. Re: How would you take out BATMAN? First, you need to outline his weeknesses to get you what you want. He is hunting you. That means you have an advantage (yes an advantage). He has that utility belt which if lost cuts him off. He also depends on his access quite a bit. Second, you need to take advantage of the player's weaknesses. Batman makes giant leaps of conclusion and can piece together the most complex connections like he was Sherlock Holmes. I doubt the player can do that. The first thing I would do is get him guessing. Threaten some of his contacts, get people to spread false sightings. Get him chasing lots of red herrings. If possible, try and figure out where his base is while this is happening. Try to figure out what other advantages do you have over him. Are you faster than him? Are you stronger than him? etc. I mean, if you have more BODY and defenses than him, why not just get a nice bomb set up and pray that it does enough to kill him but not you. Hire someone to come in after it goes off and then save you or finish off him. You just need to make sure you know what you are better at than he is.
  6. I give my villains experience. It ranges from 1-2 per encounter with the players so generally speaking, the players are getting better faster than than the villains but it keeps the villains from being static. Does anyone else do this? Also, what do you do with the XP? I give the skills/powers based on how the encounters go, with an occasional case of the XP going for something they need for that next encounter. For example, Lead Sin a 250-pt Power Suit was creamed in battle because both Reptile and Whisper kept blinding him. He now has a visor on his helmet that gives him an optical display instead of just having a glass shield (3-pt Flash Defense, OIF). Now the next time the players encounter him, they will only be getting him for a segment or two at the most. I should note that they broke the original visor in the last game to allow for Reptile's spit attack which was a Flash/EB NND. They broke it after Whisper blinded him with her Flash attack. Demo improved his VPP by 2 points. That isn't going to do him much good beyond giving him the ability to do an additional 1/2d6 when using a +1 advantage.
  7. Unfortunately, it seems Foxbat is not in the line-up so we will never know. Maybe the next bout will be Foxbat vs. SAS
  8. I hope foxbat is in the line-up. I think the only thing he can win at is a vote.
  9. I could have sworn there was already a thread on this but I couldn't find it anywhere. Well here we go. Last night, my players are facing off with Demo who's writeup can be found in this thread. http://www.herogames.com/forums/showthread.php?s=&threadid=2345 The session is part one of a three parter and after some awesome investigation skills, the players quickly find a warehouse that may have some stolen trucks and hopefully also contain the stolen merchandise from a high tech firm. One of the bad guys there is Demo, a speedster demolitionist who isn't afraid to blow himself up (he regenerates from death anyway). Whisper, an energy manipulator, decides that she has had enough of Demo who has done nothing but set charges to blow-up the warehouse for the entire combat while the team has been facing goons. She jumps onto the back of a motocycle with C4 on it to catch up with Demo. SPD 5 vs. SPD 9 here. She blinds him and makes her Combat Driving Roll. He retreats to the far end of the warehouse near the door to set charges on that side now that the ammo dump and the trucks are charged. He gets his sight back in time to see Whisper driving straight for him. He makes his roll to dive from the hex. Whisper is going around 20" / phase trying to pull a move through at the time. She makes her combat driving roll and turns the motorcycle into a last minute turn. The turn destroys the rear tire and it skids and skids and stops in the corner. She dives off the bike last minute, makes her Breakfall roll, and gets her force field in time to avoid being killed by Demo when he detonates the charge on the motorcycle. The scene was breath-taking.
  10. Demo Player: Val Char Cost 15 STR 5 24 DEX 42 22 CON 24 8 BODY -4 15 INT 5 10 EGO 0 15 PRE 5 10 COM 0 5 PD 2 6 ED 2 8 SPD 0 17 REC 0 64 END 10 39 STUN 12 10" RUN82" SWIM04" LEAP1Characteristics Cost: 112 Cost Power END 11 Death Recovery: Healing 1 BODY (Resurrection), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Day; -2), Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Resurrection Only (-1/2), Always On (-1/2) 50 Accelerated Synopsis: +5 SPD (added to Primary Value) 20 Accelerated Stablization: +10 REC (added to Primary Value) 37 Demolition Expert: VPP (Explosive Pool), 30 base + 7 control cost (45 Active Points); OAF Fragile (-1 1/4) Powers Cost: 118 Cost Skill 9 Demolitions 15- 2 KS: Military Background 11- 3 Electronics 12- 3 Mechanics 12- 3 SS: Chemestry (INT-based) 12- Skills Cost: 20 Total Character Cost: 250 Val Disadvantages 20 Hunted: A.C.T., As Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence, Limited Geographical Area 10 Psychological Limitation: Likes to Blow Stuff Up, Uncommon, Strong 5 Distinctive Features: Various Old Scars, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Social Limitation: Mutant, Occasionally (8-), Severe, Not Limiting In Some Cultures 25 Psychological Limitation: Hates Society, Very Common, Total 15 Psychological Limitation: Kills Anti-Mutant Supporters on Sight, Uncommon, Total 15 Hunted: Various Anti-Mutant Organizations, More Powerful, 8- (Occasionally), Harshly Punish, Limited Geographical Area, Extensive Non-Combat Influence Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  11. Mystery Limitations! In our game, we had a player who had absurd levels of absorption and armor with a Conditional Limitation that was defined by the GM. Well, my DNPC had been kidnapped and we are rescuing her. We were informed that she was being held at an abandoned warehouse outside of town. We move in and the party forms a plan (despite my best input). The two fliers are going to carry the two non-fliers above the warehouse. When I give the signal, I go in the front door and give an impressive speech. At that same time, our character who has a massive ice blast freezes the roof to the warehouse. The player who had the absurd defense would drop through the frozen roof and land on the ground just seconds after my speech. Everything worked perfectly without a hitch except for two minor details. The first was that the mystery limitation was in effect (it had something to do with a field of some sort that we still don't understand what it is). The second was that the warehouse had a second floor. So the player hits the frozen roof and shatter it. He then hits the second floor at full force with no defenses. My angle: [impressive Speech] THUD! Look up and see a metallic outline of my teammate.
  12. It was a gargoyle, not a bat if I recall correctly.
  13. First of all, I'm the GM so there is no 'letting the GM do the rest'. But that helps. VPP should do a lot of it but that gets really expensive. One thing I have noticed about Croyd. His next form always seems convenient. In the first book, he is 'caught' and locked up in jail. His next form is a ghost form that allows him to pass through walls.
  14. Anyone have even the faintest notion how to go about building him? I'm thinking of using some similar incarnation of him as a 'for hire' bad guy and 'for hire' good guy. I'm just lacking in a way to start. I suspect that the best approach is a dedicated portion of the character is Multiform or maybe Accidental Change with huge bonuses. Input is openly accepted.
  15. As soon as I have him finished, I'll get it up here for you to take.
  16. Will any of the new, upcoming, Star Hero books feature any sample ship write-ups? My only let down for Star Hero was a lack of examples. I had never played in a Star Hero game before and felt ill equipped to use it at this time because of this lack of write-ups.
  17. I have an interesting situation in my game. I have Prodigy Princess at Speed 3 with a very low CV I have Lizard at Speed 4 with a DCV of 12 I have Whisper at Speed 5 with a CV of 8 I have an Incoming Speedster to the Game Prodigy Princess rarely goes and rarely hits but when she does, she sends the guy down with here 50 STR. If you take into consideration that Whisper will occasionally use here DEX & STR Aid on Prodigy, it makes the game's balance shift somewhat. But boy, I have a hard time getting villains that are a severe challange. What I do is simple, I cap SPD at 6 unless the concept allows above (such as the Speedster). I encourage players to go between SPD 3 and SPD 5 with reasonable DEX. I know the combat order and pass through combat as quick as I can by knowing in advance what the NPCs are going to do. The real cap is on REC. REC above 12 is restricted. Why? Because if you have a high speed, you are going to be spending actions taking a Recovery. It requires a full phase and is a great way of having high SPD characters sit out. In my game Prodigy Princess has a Recovery around 27. She is never going to be low END anytime soon.
  18. I must admit that I have never played Command and Conquer and cannot say whether the concept is similar.
  19. I like 1d6 COM Aid, Ranged, Does Knockback myself. My villain Demo has Ressurection Regeneration and a VPP for Demolitions. He doesn't mind blowing himself up if it takes out a couple of good guys at the time.
  20. Demo Demo has an accelerated cellular structure from the unlocking of his mutant genome. As a result, it has made his reactions and synapic processes extremely quick. At SPD 9, he falls into the category of speedster. His true power comes from his love of bombs. He served in the US Marine Corp Demolitions Squad until he was discharged. His superior officers thought that his obsession with explosives was 'creepy'. He joined up with VITAL, a superhuman organization destined to cause as much havoc in the world as possible. During a routine terrorist mission, Demo accidently detonated a bomb too soon and he was killed in the blast. He woke up in the morgue two days later. It appears that his body is capable of slowly regenerating itself after 24 hours have passed from his death. Since then, Demo has become reckless and uses a hero's fear of death against him. He keeps a constant supply of C4 strapped to his chest when in public to give himself 'protection' long enough to complete his goal.
  21. VITAL Villians for the Inhumane Treatment of All Lifeforms It is a superhuman organization with the long term goal of destroying all life on Earth. In the meantime they are trying to cause as much havoc as possible.
  22. I'm going to put this up on my webpage if you don't mind.
  23. We are going with Prodigy Princess
  24. The press has not been informed of what her powers are yet other than she helped the group stop some ninjas robbing a museum. The campaign city is tenatively called Harbor Port and is a made up city in the Northeast part of the United States.
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