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johnvalentine

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  1. Re: Questions about 6th edition that I missed before. Thank you! I was wondering where they had gone. When we use AoE surface as damage shield, I still need to get continuous for the attack, right?
  2. Did they get rid of the Elemental Control type of multipower? Also, I was looking for the 'Damage Shield' power advantage, did that go away as well?I wanted to build a character who had weather control powers, and I find myself a bit confused as to the disappearance of Elemental Control.
  3. Re: How powerful of an attack would it take to hurt this guy? That's some very good ideas, I think when I get the chance to I'll bring this up with the group. Thanks!
  4. Re: How powerful of an attack would it take to hurt this guy? Zeropoint, This is almost precisely what I was thinking about for methods to deal with him. And yeah... being stuck that far in the future sure sounds pretty crappy.
  5. Re: How powerful of an attack would it take to hurt this guy? Okay just checking. I think where they got the point idea was from looking at the major villains in the champions books like Mechanon or Dr. Destroyer, who are above this cost in points.
  6. I was discussing cosmic level heroes for a possible future game in my group, and the current point total is 3k. (From what I can see, pretty bullshit, but it seems about right for cosmic heroes) So one of the heroes discussed is supposed to be nigh indestructible, and had the following defenses (all of which are inherent) Total Life support 75% resistant damage reduction Physical and Energy 60 resistant/120 stun PD/ED With hardened x2 and impenetrable 1. -30 DC's Physical/Energy 100 power defense 100 mental defense After looking at that, I was trying to figure out just how strong of an attack would it have to be for him to feel it? If it's unmodified, then I need to have a blast or HA that does at least 60D6 to even reliably get through his defenses, right?
  7. Re: Has anyone run the 'Qularr Invasion' in tabletop? Ah okay. Well I'll have to find a copy of the book and read it. Sounds like that's what I need.
  8. Re: Has anyone run the 'Qularr Invasion' in tabletop? Ah thanks!
  9. I am running a champions game that is taking place in millennium city (by popular request). Now I've had them run into Foxbat, which was a greatly amusing encounter and overall they've really liked the fun of doing things in the Champions universe. What I was wondering about is the 'Qularr Invasion' that is the premise for the MMO's tutorial area. Now I actually am reading the champions universe book, but I also look at the MMO for things because most of my players have played it and can relate to story things found there. So is there stats for Qularr already? What book would it be in? Additionally, I was wondering how much that 'tutorial' invasion actually affected canon. (Meaning while I don't intend on making them run through a 'tutorial' but to have the invasion event actually happen sometime in the campaign's future.) If there is a resource with this info I'd love to have it at hand to use later. I would also be curious about those 'adventure packs' in the game and if they're actually modules or something for the tabletop.
  10. Re: Charging Powers Ah, much thanks!
  11. Re: Charging Powers So I buy a compound power and it has multiple blast powers, but each one below the first has an increased limitation on it?
  12. Re: Charging Powers I don't understand how I would make that work using Hero Designer. Do I buy it as the full damage of the blast with a limitation reducing the damage until I follow the required time?
  13. I wanted to build a blast power like they have in the MMO, where you can just fire it off as a half action like any normal blast power, but you could instead take up to so many segments (or phases I suppose) and 'charge' the blast to increase the number of dice the blast can do. I thought it could start somewhere relatively low, like 4D6 Energy. I would like there to be a cap on the number of dice it can increase, but it would be significantly better than the average blast most 400 point heroes have once it's fully charged. I was thinking that having the blast power bought just 4D6 with no frills, then buy a cumulative aid to increase the number of dice with full concentration and limitations that prevent me from moving while charging. Maybe instead of cumulative I can buy DoT for the Aid (Blast) that can be interrupted by doing anything other than charging the attack. Would that work? If anyone figured out a more elegant solution I'd like to hear it.
  14. Re: susceptability complications and autofire Oh that's a lot of options. I haven't gotten to try out takes no stun in a play environment, I didn't know how broken it is.
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