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Christougher

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Everything posted by Christougher

  1. Re: Starting points? Just Marines in space. Yes, PCs should have an edge over normals, but I'm concerned that one PC party will make the rest of the corps redundant.
  2. I'm pondering a sci-fi campaign where the PCs would be Space Marines. I started working on equipment rated for actual normals with 8's for Primary Characteristics. For 150 point PCs(the level we usually play at), that stuff is going to be over/underpowered. Should I tweak the equipment towards 50-75 point soldiers, tone the PCs down to 75 points, or is there another option?
  3. What is the effect of buying Healing 2d6 @ 0 END Persistent? What if Continuous and Uncontrolled were added?
  4. After receiving The Ultimate Mentalist as a gift, I've become someone infatuated with the idea of running an ESPionage type game. But like the title says, I don't know exactly *what* to run. I need plot ideas!
  5. Re: Quote of the Week from my gaming group... Bah, I got you all beat. Fantasy Hero character pushed her STR to 25 trying to break something. The roll: Yahtzee! Five ones. ZERO BODY.
  6. Re: Quote of the Week from my gaming group... Fantasy Hero, members of the party include Feyor the half man/half goat, Thorn the half-elf, Yoshi the (half)samurai, and Dalen the (half)nature mage. We wind up on the island that is the final test for mages. On the last test, a crop of plant monsters knock out Thorn and Yoshi, breathing spores on them that starts turning them into said plant monsters. Shortly after that, we encounter a haughty manticore that assumes Dalen to be the leader of the party, calling her the Mistress of Flora and Faun.
  7. Re: Friday Night (song parody) A variation on the theme: http://video.google.com/videoplay?docid=-1479524500808777217
  8. Given the previous "No" to Constant Persistent 0 END Healing, *IS* there a way to make healing occur every phase, possibly with Uncontrolled?
  9. Re: Limitation: Exact Roll Required? As the vict^H^H^H^Hplayer in question, the Requires Skill Roll suggestion was received, appreciated, and applied. However, to throw a bit of a twist into the question, the "exact roll required" was originally a damage roll. To properly shatter an unusual object, the exact DEF+Body would have to be rolled.
  10. I went looking in 5ER for the cost of increased perception, and seem to have failed my PER roll. What's the price for increasing perception of either a single sense, or all senses? I don't mean PSLs versus penalties, but an actual increase to the roll above (9+INT/5). Is this a skill or a power?
  11. Re: Villian Slush Thread crossover to "top 5 most powerful characters", at least in the local group. "Bag Lady" had essentially only two powers. 100 STR TK and Timestop. She was actually a little girl's psychic projection, until the mother of one of the heroes she killed returned the favor. In a later adventure, the gate to Hell was *left open* and Bag Lady came back, without the little girl...
  12. Re: Secret Wars type in your campaign The one version of that I know of predated my involvement in the group - it was called the Revision Wars, and occurred when the BBB was released. Many characters who couldn't be rebuilt under the new rules died, some experienced changes in powers.
  13. Re: Uberworld - a new Champions PBEM Universe
  14. Re: Bennie's Head Swells, Film At 11 I went out and bought Villainy Amok this weekend. All based on the four previed pages linked here on the Hero site. Excellent book, when are you going to publish a sequel with even more plot ideas?
  15. Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See? I'd like to see the DEATH of my pet peeve, the *barehanded* dissassembly of things at superspeed power. Very little can be dismantled without the use of tools. The real challenge I'd like to see addressed though, is to separate movement from SPD. So a normal running noncombat moves 2" per segment, not in fits and spurts on phases six and twelve.
  16. Re: "What do you mean, the character came off the paper and won't come back?" I'd just finished designing a character, and thought to myself, "Man, this guy will be a great hero!". Character's voice told me, "Screw that, I'm a villain." *Rip*rip*rip*Riiip*
  17. Re: Rethinking Growth DI and Shrinking Yes, by definition a signature power is one that is allowed to exceed the otherwise normal 75 AP cap. Anyone can have 70 AP of growth, only Siggy Tall should have more.
  18. Re: Rethinking Growth DI and Shrinking How?
  19. Re: Rethinking Growth DI and Shrinking The problem with that, and why I started the thread - it essentially makes Siggy Tall, Siggy Heavy and Siggy Small untenable. Then again, I had no problem making that statement for HA/HKA... Have to think on this one.
  20. Re: Rethinking Growth DI and Shrinking WhammeWhamme, Signature Growth Man has the same STR as Signature Strength Man, plus he's 200 feet tall. That's the problem. Siggy Grow shouldn't be as strong as Siggy STR. Five points of Growth/DI is 5 points of STR *plus* benefits (and drawbacks). Your limitation is about the same as the figures I started from, only 10/15 instead of 3/5(9/15). Bloodstone, the 90 AP cap = 18d6 damage cap. I don't really want to make an exception for a few powers though. Though STR currently is an exception of sorts - it follows a different rule - that you can add 90 AP to any characteristic. Banning the powers and forcing them to build by constituent parts doesn't sound like the right idea. (Oh, and *both* of them are going to lose the use of their STR if stunned or KO'd.)
  21. In a Champions game with a normal 75 AP limit, characters are allowed to have a single exceptional "signature" power of up to 90 AP. HKAs and Hand Attacks include added STR for this purpose. But 90 AP of Growth or Density Increase gives +90 STR *and* incidentals (stun/body or pd/ed), while shrinking's DCV bonus hits the base DCV cap as well. Characters shouldn't be prevented from having these powers at those levels, but they shouldn't be allowed a double-dip at that level. And rather than esoteric twists and bends, it seems like the most reasonable answer may be to redefine the benefits from those powers. 5 AP of Growth gives +3 STR instead of +5, everything else the same. 5 AP of Density Increase gives +3 STR instead of +5, everything else the same. 10 AP of Shrinking gives +1 DCV instead of +2, everything else the same. Any thoughts or opinions other than 'drop the AP cap' ?
  22. If a character has AOE Transfer (STR to STR), what happens if he's within his own AOE? Is his gain cancelled by his own loss (requiring Personal Immunity), or is this just handwaved?
  23. Re: Knockback MitchellS has a wonderfully simple idea, though Double Knockback suffers for it. I was about to start tinkering with KB myself. One possible idea was give everyone base KB Resist equal to Body, and mostly eliminate the 2d6 Roll. The modifiers for KB for Martial/Killing attacks and flying/swimming targets would apply though. Haven't really worked that out though.
  24. Re: Revamping the Horsemen I wouldn't call my take on them a revamp, but I'm working on a supervillain team planning to call themselves the Four Horsemen. Took most of the module's horsemen and turned the ideas on their ears. War: Ex Special Forces soldier experienced in all forms of combat - HtH and Ranged Martial Arts. Defeated early by the PCs as "Commando" (just another thug), conceives of the Four Horsemen idea and proceeds to recruit other villains to form his team. Pestilence: Caught in a nuclear reactor and absorbed ultralethal levels of radiation, this stone cold killer called himself Fallout until he joined War. Famine: Filling the brick slot, heavy damage reduction plus absorption. Darkness and vacuum powers, formerly called Wraith. Death: Planned to be what may be a running gag, as War never seems to be able to find the right Death to go with the group. Success finally comes with speedster called Breakneck, stolen right here from the Hero boards.
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