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Greeter

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Posts posted by Greeter

  1. Re: The Ultimate Base

     

    I don't think that is the Ragnarok. As listed on those pages, the Ragnarok carries four vehicles, none of them jet fighters, while the ship on the cover looks like it operates as a flying aircraft carrier/battleship. Were the stats for this accidentally left out of the book?

  2. Greetings All,

     

    Hero Games should ride the wave of energy being generated by Champions Online! Cryptic gave out trial keys to the life time subscribers. I gave two of them out to my Champions group and both players have now bought Champions Online. They want to know how long until we have the 6th Edition stats for everything in the Cryptic universe?

     

    It would be great if the upcoming Champions book had everything we have seen so far in the game. I'm going to start my 6th ed. Champions campaign running parallel with the material given in Champions Online. Cryptic did an excellent job!

  3. Re: Watchers of the Dragon vs. Ninja Hero

     

    Regarding that last point, I always wondered what the consequences would be if Firewing entered and won the Tournament and defeated the Death Dragon... :sneaky:

     

    Funny you should mention that. :) Firewing ended up winning last time I ran the tournament. We spent a full session just discussing, among the gaming group, what he would do. The PCs kept trying to get him to sponsor their home countries. :)

     

    The players were happy to learn Firewing will not be participating in the tournament this time. :)

  4. Re: Watchers of the Dragon vs. Ninja Hero

     

    I am presently in the beginning stages of running the Tournament of the Dragon in my Champions campaign. My first book was destroyed years ago. I recently purchased a second book but it is damaged (didn't see the damage until I got it home). Blessedly, it is only a couple of small sections, but one of them is necessary.

     

    What is the bonus to the fighter, who wins the tournament, in fighting the Death Dragon?

     

    The section of his rewards is only slightly damaged. I know about the talisman making his country of choice the next leading world power, but it looks like he gets somethiing else in addition to reputation.

  5. Re: Stronghold

     

    I think what Killer Shrike is saying is: "Ultimately' date=' how it works in your campaign - or if it exists at all - is entirely up to you." :)[/quote']

     

    :rolleyes: One would think I want to know how Hero Games thinks it should be done considering I bought the book. There was no need to buy the book if I wanted to use the above line of reasoning.

     

    Besides, being that the genre is comics, the technology issue can go either way and still make sense.

     

    I'd love to know what the author had in mind (as could probably be guessed since I put the money down for the book).

  6. Re: Stronghold

     

    Actually the Champions board was the perfect place to ask that question' date=' Greeter. This board is more for questions like, "Does the book cover such-and-such topic" or "Does anyone have a review of this book?".[/quote']

     

    Okay, since I have your attention here, could you please tell us (here or the other thread) just what effect the power negation system is supposed to have on technology?

  7. Re: Some questions about Stronghold

     

    (Make it something buried in an early report to Congress or something similar, maybe referencing some brilliant designer who created the Negation Nullifier Chip.)

     

    Then, I'd run an adventure where the PCs with the OIF power suits can get their hands on the chip or circuit design, or "borrow" a set of supercuffs to reverse-engineer. Or they could learn that a villain has already done this, and they have to make a "deal with the devil."

     

    Just some suggestions, hope they're useful.

     

    Very neat idea! :thumbup:

  8. Re: Some questions about Stronghold

     

    My hero group is going to try to break someone out of Stronghold. The problem is two of the heroes wear suits (OIF) for their powers.

     

    I am still trying to figure out how to rule this one. Technology isn't listed as a weakness in the vulnerability section on page 112.

     

    Is Stronghold supposed to be effective against Doctor Destroyer's Black Talons, Warlord's Warmachine, and Viper's numerous suits of armor? Doctor Destroyer and Warlord are so powerful that it doesn't matter one way or the other, but their minions are another story.

     

    Is Stronghold purposely made to be vulnerable to someone like Armadillo (though those NND attacks would make him think twice)?

  9. Re: Stronghold

     

    Greetings All,

     

    I asked this question in the "Champions" section and just realized this might be a good place to ask as well.

     

    What effect, if any, does the power negation system have on technology? It doesn't show any limitation in the "In Game Terms" section on page 56, but I don't see anything about the SPARC armor, handcuffs, or other items having any special resistance to it.

     

    My guess is all of these items are not effected. Does that then mean all powers derived from technology are immune to the effects (the Power Negation has -0 limitation to not effect technology), or only the technology used by Stronghold (the Power Negation is bought with Personal Immunity)?

  10. Greetings All,

     

    I recently purchased Stronghold and love it. I do have some questions. :)

     

    What effect, if any, does the power negation system have on technology? It doesn't show any limitation in the "In Game Terms" section on page 56, but I don't see anything about the SPARC armor, handcuffs, or other items having any special resistance to it.

     

    My guess is all of these items are not effected. Does that then mean all powers derived from technology are immune to the effects (the Power Negation has -0 limitation to not effect technology), or only the technology used by Stronghold (the Power Negation has Personal Immunity)?

  11. Greetings All,

     

    I am having trouble find a rule dealing with using a VPP to aid a characteristic (and what happens when you switch slots).

     

    Our hero has a Cosmic 40pt VPP. He uses all 40 points to buy a 2d6 Pre Aid ( he is encountering Takofanes and doesn't want to start the combat by running for his life despite that being the best course of action :) ) with a delayed fade of 5pts per hour (+1). He keeps rolling to get the maximum effect of +12 points to Pre and immediately goes into combat.

     

    He decides he needs more defense during combat and switches to a Force Field (20PD/20ED). Now the question is, what just happened to the increased presence? Does it fade at the normal rate? Or does it fade immediately and completely?

     

    When a character buys an Adjustment Power through a Multipower or Variable Power Pool, if he switches the Framework to another Power the boosted (or reduced) Characteristic or Power fades at the standard rate (or whatever rate the character has paid for with the Delayed Return Rate Advantage).

     

    The above indicates the extra Presence fades as normal, but I have seen a few threads where it appears to be understood that the extra Pre fades immediately since the slot was changed.

  12. Greetings All,

     

    My Champions group is going to have an opportunity to time travel in an upcoming adventure. I have most of the Hero books including books from the Fantasy Hero line and the Star Hero line.

     

    I thought there was an official timeline, at least showing where the books take place, but I am now unable to locate it.

     

    Any ideas?

  13. Re: Building the Animated Justice League

     

    Okay everyone the name of the thread is BUILDING The animated Justice League so lets get to building

     

    Animated Superman

     

    Player:

     

    Val** Char*** Cost
    25/75** STR 15
    23** DEX 39
    25** CON 30
    15** BODY 10
    14** INT 4
    14** EGO 8
    15** PRE 5
    16** COM 3
    *
    20/30** PD 5
    20** ED 5
    5** SPD 17
    10/20** REC 0
    50** END 0
    50/75** STUN 9
    *6"**RUN02"**SWIM05"/15"**LEAP0Characteristics Cost: 150

     

    Cost** Power END
    ** Kryptonian Powers, all slots: Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4)*
    24** 1) Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points)* 3
    40** 2) Superstrength: +50 STR (50 Active Points)* 5
    21** 3) Invulnerability: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Not Vs Magic (-1/2)*
    15** 4) Heat Vision: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); Increased Endurance Cost 2x END (-1/2), Concentration 1/2 DCV (-1/4)* 6
    6** 5) Super Vision: Enhanced Perception (+4 to PER Rolls for Single Sense Group) (8 Active Points)*
    5** 6) Super Vision: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group) (6 Active Points)*
    3** 7) Super Hearing: Enhanced Perception (+2 to PER Rolls for Single Sense Group) (4 Active Points)*
    3** 8) Super Hearing: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Normal Hearing) (4 Active Points)*
    12** 9) Super vision: Microscopic x1000 (Sight Group) (15 Active Points)*
    2** 10) Super Hearing: Ultrasonic Perception (3 Active Points)*
    3** 11) Megascaled Sight: Megascale on normal sight (1"=1 KM); , Only when Var Advantage is used for Megascale (+0) (6 Active Points); Linked to Flight (-1/2)*
    8** 12) X Ray Vision: N-Ray Perception (10 Active Points)*
    8** 13) Life Support , Extended Breathing, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat (10 Active Points)*
    Powers Cost: 150

     

     

    Cost** Skill
    3** Deduction 12-*
    1** Streetwise 8-*
    3** PS: Reporter (INT-based) 12-*
    2** CK: Metropolis 11-*
    3** Bureaucratics 12-*
    3** Conversation 12-*
    Skills Cost: 15

     

    Cost** Perk
    6** Fringe Benefit: Membership of the JL, Press Pass*
    4** Reputation (A large group; 11-) +2/+2d6*
    10** Base (50 Base, 50 Disad)*
    3** Well-Connected*
    1** 1) Contact (Contact has: useful Skills or resources) (2 Active Points) 8-*
    3** 2) Contact (Contact has: useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-*
    4** 3) Contact (Contact has access to major institutions, Contact has: useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-*
    4** 4) Contact (Contact has significant Contacts of his own, Very Good relationship with Contact) (5 Active Points) 11-*
    Perks Cost: 35

     

     

     

    Total Character Cost: 350

     

    Val** Disadvantages
    15** Dependent NPC: Lois Lane 11- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID)*
    15** Dependent NPC: Jimmy Olsen 8- (Normal; Unaware of character's adventuring career/Secret ID)*
    15** Hunted: Lex Luther 11- (Less Pow; Harshly Punish; Extensive Non-Combat Influence)*
    20** Hunted: Darkseid 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)*
    10** Hunted: Superman Rouge Gallery 8- (As Pow; Harshly Punish)*
    25** Susceptibility: Pressence of Kryptonite (4") 3d6 damage, per Phase (Uncommon)*
    20** Psychological Limitation: Code Versus Killing Common, Total*
    15** Social Limitation: Secret Identity Frequently (11-), Major*
    15** Psychological Limitation: Protectve of Innocence (Common; Strong)*

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    My guess is the above is the result of when the boards changed to the new code. Is there a simple way to edit this to make it look right once again? I was thinking of doing having my group meet the animated JLA and would love to use these characters.

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