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Captain Xenon

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  1. Captain Xenon

    "Pull!"

    Re: "Pull!" acrobatics skill comes to mind. Also Martial Escape to avoid the throw in the first place. Breakfall for when you land. other than that, you need some kind of flight, or even gliding, so you can control your movement after being thrown. Best way to find a solution? Do the same thing to the villans, and watch how the GM responds.
  2. the worst? well... back in college, there was a group who played AD&D. these guys made the knights of the dinner table (and the black hand) look good by comparison. One of them always played a drow assasin. another, had a CN mage who always wandered off alone, the rest of the party unconsious bleeding and polymorphed, to fight what just kicked our collective butts. one game of rolemaster, it went really bad. first, the drow (CG alignment) kills my character with a level 50 poison. his only explanation? i wasnt 'doing enough'. so then we go on with the quest, and meet a dragon- who will let us take all the treasure, minus a couple items. one guy has his character (some kind of dancer), attack the dragon. big fight- the drow sits there and defends, my char gets thretened at swordpoint by another party member, and the fight goes poorly. then the dragon gives us a chance to surrender. the wolverine-lemming, of course, refuses, so we get hit with a powerfulll spell and all die except the drow- and my new character who had enough healing magic to survive. we lose all our gear, and the campaign ends mid-qeust. and the guy who started it? left mid fight and didnt come back. same group, the drow would often have his character commit suicide around 1 or 2am, when he got bored. the gm- well, he was just as bad. i had a lightning bolt BOUNCE off of a t-rex in AD&D. i eventualy failed my saving throw- he made me roll about 20 of them, one for each time it bounced between me and the dinosaur. the last game i played with that group, and the reason i quit playing D&D for several years- a group of 10 players, 1 evil, i was good, and the rest were chaotic neutral. went downhill from there. whats more- the drow player? out of character, he made death threats to me, that he would one day be a hit man, and kill me first. yes, really. not a nice guy.
  3. on the tank-throwing, i think its obvious from the way the hulk swings the tank in a 360 before he throws it, that hes using a haymaker throw. also, it seems the movie hulk has absortion (physical) which increases his growth (and therefore his strength). he visibly grows when shot with automatic rifles in one scene. the most reality-defying part of the movie is the hulks pants. they go from pants to shorts and back, and yet the waist still fits. what kind of super-elastic material is that?
  4. first of all, zombies are automatons. they take no stun. they will usualy lose parts when you hit them for damage however- but losing a head dosent stop em. id say give em a def of about 6. so you need a shotgun or axe to really hurt them. damage reduction (only versus bullets) may be a good idea as well. so here you have a horde of mindless automatons that shrug off a lot of damage. their moves should be grab-and-bite. bite should be an HKA, possibly a variation of the martial killing strike. so about 1d6+1 killing bite. Unless their legs are wounded, they should have full move. once they scent prey, have them to a noncombat move-through at the target. flying body tackles on the pc, grab and bite. a bunch of flesh-eating zombies moving at about 12" will put fear into the players hearts. the key thing, is not to let the players know what the zombies real stats are, and to keep em coming. for best effect, you may want to vary the segments that your speed 2 zombies can act on (some of em hold their turn). getting attacked for all 12 segments of a turn will freak those munchkins out. automaton(45 pts), def 6 (+30), killing strike(bite), martial grab, choke hold (11 pts), damage reduction 50% (only vs bullets)(15 pts), dex 11 (cv 4), comliness 3, int 3, str 23. 100 points before disads. with distinctive features, reputation, social and mental disads, and maybe a vunerability depending on type of zombie. 0+100 disads total. id say start with just one zombie. as soon as the players down it, have a dozen more arrive.
  5. heres one. capture a dnpc (or just an important hostage), tie em to a chair, and put in a large dark room. heros go down hall to room. once all heros in hall and/or room, close and seal the door, and turn on the lights. the lights, on the other side of the clear floor, walls, and ceiling, reveal the colored gas. any break in the glass will release poison gas, possibly killing the heors, but definetly killing the hostage dnpc. if any heros dont need to breath or are immune to poison, thats ok, its a highly corrosive gas. to make matters worse, the hostage is sitting on a small bomb- enough to kill said hostage, and release the gas (say a 1 hex killing attack with a trigger). outside of the room (to keep the gas in) is a hardened forcefield. not enough to stop the brick, but nobody can teleport out. now just add a tv, showing something to motivate the heros to get out- like a bomb with a timer, on the oposite end of town than where the villan went. so even if they get free, they have to stop the bomb before they can go after the bad guy. there has to be a way out of course- possibly using the tv's powercord to short out the forcefield, teleport out, and safely vent the gas. or maybe just radio for help.
  6. what about HA? hand-to-hand attacks add to your strength and martial damage, so it can get a fair bit higher than your other attacks. with a 60 pt attack multipower, someone with str 40 and a martial strike (normaly 10d6 punch) could do either 22d6 with a +12d6 HA, or 18d6 with +8d6 +1/2 advantage (like armor peircing). the way champions works, you can always do more damage in hand-to-hand combat because strength is cheap. even with caps on DC for a single attack, you can work around that within the system by using a multipower attack. for instance, instead of one 60pt HA, i could instead get two 30 pt slots, and then add stength to both of them. so if there was a 12dc cap, i could have a pair of 6 dc attacks, and add 6 dcs of strength to both of them. possibly one energy and one physical. add in martial strike to reach the 14dc cap for a speed 6 in your spd+dc=20 game, and you have a serious multipower attack.
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