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Martin2

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Everything posted by Martin2

  1. http://www.youtube.com/watch?v=Ud3xdj_RQ_A I did find a better one but lost it :-(
  2. Banana peel trip up, entangle, they keep falling over so cannot move. Plum stone spit, auto fire RKA extra time (multiple plums must be placed in mouth the flesh removed and then a volley of stones are spit out). (Insert other stoned fruit for Flash Sight etc).
  3. No further comments? Or is everyone having difficulty posting to this specific thread (I could not post, reply and edit, until after multiple attempts an edit worked!).
  4. I am about to restart running my Champions game. We are restarting from scratch with new characters. I am restarting at standard 400 points and 60 active points but as I am making my players restart as UNTIL agents with around 20 compulsory skill and perk points I am in fact basing them on 420 points with 20 "bonus points" made of focus based points to simulate an equipment pool. So at least 20 points have to be spent on focus powers. Could anyone look over the PDF’s and make comment (if I managed to upload them properly)? [ATTACH]n3598269[/ATTACH] [ATTACH]n3598268[/ATTACH] [ATTACH]n3598267[/ATTACH] Golem The brick of the group. He is effectively is a Brick being able to transform into a Thing like character. His powers are mostly only available as OIAID. He has 50 strength and with his 4D6 HTH takes this over the 60 active limit but hay he can only use it in HTH and not at range. Should I reduce this for game balance? He has lots of Life support with effectively charges so when he finds his inner stone he can survive in electricity (a new one I came up with), high / low pressure, radiation, cold and heat for 4 x 5 minutes. So he can take short trips into extreme environments like a burning building or the outside of a space station etc. Icential Your more normal Ice based blaster. Based loosely on Frozone from the Incredibles. A 60 active MP with 5 slots. Has dual protection versus heat and cold. She has a couple of powers that assist her colleagues (based on years going through academy together). The super conductivity that reduced DCV for electrical attacks and also brittilize drain PD / rPD. Tesla Again your more normal electric based blaster. She has a severe complication with water. She fears it and even when wearing her protective suit she takes 1D6 when immersed in water. If she goes out in heavy rain she will spark and would take a similar 1D6 damage without the protective suit on She has a couple of attack powers. Then a drain electrical power and slow electrical based robots / characters. And also an aid to STUN and END if she can drain an electrical supply. If anyone could comment about the builds and any imbalances or things I have missed. Thanks. ((OK 5th attempt at posting this. Forum does not like my machine!)) 1) I did try to do it 2 times and the spaces were withdrawn by the Forum software as I wrote it in word prior to copy and paste. I added lines during an edit and it removed them. I have added lots of lines and it worked this time. 2) It was made through HD. I am not too familiar with the specific export name that everyone uses. 3) I could remove the everyman skills. 4) 7-8 is the 6th starting point for most character based on 400 points. Heroes and Villains have it around that. The 6th Champions book character generation pitches it at 7-8. So 8 is where I have pitched it. 5) PDA is a just the description of a multi function communicator / tablet which I have not fully pointed out. Martial Strike is a martial art skill. They have basic UNTIL training. Real Electricity is a limitation on the powers similar to taking fire or ice limitation on other powers. It is a power that not only looks like electricity but also reacts like electricity. Will not work under water etc. Some powers that look like electricity would work under water like a lot of other powers. Some may not give it a limitation but I want to. Some spellings are different over the pond but not all :-). Teleport is not to the level of the character yet. As explained 420 is a 400 points but I am forcing you to have 20 compulsory points and to compensate you can have a 20 point pool which can be changed and has to be focus based. They are used to starting with 400 point characters. Thanks for the feed back.
  5. That is covered in the environment rules. If the power is bought as "real electricity" you have Insulated, poorly grounded and well grounded. Water will shift the target to the right. So the standard effect is poorly grounded would become well grounded. In this case it converts normal damage to an equivalent active point killing damage. So not a thing to do if you want to capture people. Making it area effect for everyone may be too powerful. But it may effect one other if close enough. Would anyone else say they would get multiple targets?
  6. I am not flexible enough with my power effects not directly bought with character points. I need to be more flexible but I have problems assigning active point levels to power effects. In a 60 active point game what do other GM's assign as a maximum effect? Say hero grabs a hand full of sand and throws it in the eyes of a villain. They do not have a VPP or related power. Would a hero with no SF related to flash sight get 5 active points? Or say 1/4 the effect of the game say 15 active points. A super strong character with big hands 1/2 say 30 points? Similar thing with 50 strength character bashed a gong to improvise area effect flash hearing? 5 active points or possibly 25 active points (half his strength). Any house rules for this sort of thing?
  7. With your villain does not the effect wear off after a short time he is away from them? They start getting break out rolls. Also they may start knowing they were taken over so start talking to the authorities. Or are we talking about AOE mega scale and he does not go far away? I think the availability of the mental defence technology will increase with the use of mass mental control use. So if you have relatively few mentalists in your campaign you will have relatively few technlologies and the use of it. In you campaign when it is known that there is a mentalist taking over mass sections of the city / country I think specialist units will start getting the technology to block it. But not your average citizen or police officer. If every other villain or hero is a mentalist you will have it sold in your local corner store (some of it sold by VIPER / Governent agencies with a built in off switch and some of it dodgy technology that does not work).
  8. Cybermind in my game is your standard 5th / 6th of a twenties something computer nerd / geek who acts like a teenager and has powers that effect computers (mind control and telekinesis etc). He is annoying but not a threat to the world or a major crime threat but he sort has a thing for two of the female characters. He extracted lots of pictures of them from their old bases security system and web cams (not really a base but a rented 6 bed converted barn, the really low tech end of the base market). He wanted more so he blackmailed the group into doing more revealing shots. The group got around this by old fashioned detective work and skills. They contacted the photographer who knew nothing about Cybermind and they convinced him to help. They in fact got a load of normal photo’s to sell for charity (they have had no self-generated good publicity before). When it was about time for him to do the more revealing shoot Cybermind had sent around an “assistant” with a lap top and wireless digital camera so “he could direct the shots” said Cybermind from the laptop screen. One of the characters has a power that reads DNA and they quickly I.D. the “assistant” as Cybermind who was controlling the laptop with his powers (which they got from his last visit which the GM forgot about).. The heroes grab Cybermind and torment him for a while and then they threw into the back of their SUV and then their hero who is a dragon flew the SUV all over the place and they practiced their landing from a height routine. Cybermind felt like he went through a tumble drier J.
  9. This is probably covered already but I missed it? I am not too familiar with the costings for 5th but I think the theory is that you buy X points of Dex and get "free" Y OCV Z DCV. You buy A STR you get "free" B leaping etc. If a 5th player is used to buying 10 dexterity and getting "free" stuff just have a table exactly like 5th but cost it as 6th (which I think is what the first post was on about). So your 5th player can go along the same route as he did before but it cost the same as a 6th. A person who only uses 6th and can do some thing similar and buy back things he does not want or follow the 6th rules. Then nothing has to change rules wise for 6th. I have converted a number of 5th to 6th and they tend to come in at 50 points hgher which makes your "average" 5th 350 being similar to "average" 6th 400. So the 5th gets what they want and a 6th person gets what they want and no need to change points or rules to balance a 6th level game. After character generation the rules are 6th (so no connection between Dex and OCV drains unless it is the specific power). Edit - rereading it has been covered so forget what I said
  10. While pursuing King Cobra you invite Cybermind to transfer some files from his computer to a computer you have safely isolated from your main frame. Giving him too much access he also dumps a back door onto you bases mainframe (which is little more than a few networked computers). You then teleport him into jail but don’t tell the authorities about it. As he is not wanted for anything he blags his way out and blames it on some villainous mischief. With access to a computer he then spends weeks pulling all the security camera footage and conversations you have so builds up enough information to pull everyone’s secret ID and their family history etc. This is finally stopped when you get transferred to an UNTIL base and their very advanced computer squashes the backdoor virus he has installed on many of the personal computers / games machines the group brought with them. But it identifies that a lot of information has been e-mailed out of the old base. Cybermind offers your group the option of having either having this information circulated to the world press or they can do an “arty” masks only photo shoot for a famous photographer for publication in a mass publication (Playboy / Play girl). His main aim is to embarrass the lot of you but also get as many pictures of the girls in the group. What would you character do? (This in fact happened in my group and it concluded tonight. And I will let you know what happened soon).
  11. That has given me a thought for a henchman or possibly troopers for Foxbat. So lots of cannon fodder with few powers and defences. Or a major henchman with neat tricks to compliment the exchanging of places. They are probably have on brightly coloured costumes, possibly jester outfits. They have boots with roller skates on and jet packs that allow them to make very high jumps. Then their plan is to either very high speed move through on roller skates on solid objects like walls. Or use the jetpacks to reach a decent height before falling to the ground. Or just throw themselves of high buildings and aim for high velocity before they hit the ground. But just before they hit they use an exchange places with a target but they come to a stop and the target keeps their final velocity. So if they hit they take no damage and their target takes movethrough or falling damage. Of course if they miss they take the damage (possibly having suits that are like air bags to reduce the damage). Just imagine a heroes face as they see a brightly coloured person running full tilt at a wall just before they themselves suddenly hit it. Or the hero group gets jumped on (literally) by a bunch of maniacs from a high building shouting "Foxbat forever". Then some of them may miss and hit the floor or they find themselves doing serious damage as they appear just above the ground and slamming into the floor! Obviously it then becomes more comicall as they try and out think the suicide attemps with tricks of their own :-).
  12. Re: A power to swap places with someone. But you would have to make sure you hit or you may go "oops" as you don't trade places and plumet yourself . And if you miss but still had a second option to roll to hit (as they move to the edge of the ledge to see why you threw yourself of the ledge and laugh at you ) you better have no relative velocity modifier on your part of the teleport to stop your downward movement as you appear in his spot but still dropping .
  13. Re: Any ideas for a character leveling system based on experience points? You would have to decide what a level was. You would have to assign "classes" to every player. Then you would have to decide what your experience is spent on for that class. So a brick class would not spend any EXP until he gets to say 25 EXP and he would then spend 25 EXP on specific Brick powers and skill and nothing else. A blaster would spend on blaster powers and skills etc. Problem being that would mean you would not spend any EXP for several sessions and then spend a lot of EXP on things a player may not want. This sounds like a not very flexible idea and that is not how the Hero system works.
  14. Re: Jury-Rig bio-junk Healing Sounds to be more of a transform than healing. The transform being to change them into a cyborg with the side effect of them being healed of some body damage. Problem being that if I was playing I would prefer to heal naturaly then being transformed into a cyborg. As one player would be taking my character in a direction that has consequences that I would not want as it is open to too many disadvantages over a few points of body healing. Also there currently is no numerical rules it. 1 body healed gives you what? Hunted anti cyborg sect? -1 CV? So for a short term gain you get something that could really effect your character for the rest of their lives? That is a really powerful power. That is a small bonus game effect for a big player disadvantage that is controlled by one player or just a plot device by a GM that wants to turn all of his players into cyborgs for fun? But it depends on the game.
  15. Re: How to deal with a multiform pregnancy?
  16. Re: How to deal with a multiform pregnancy? Thank you everyone for your comments. There has been some good rule interpretation. Some good scientific interpretation (I am a scientist myself so always like some science backing up my super powers). And some good icky comments. And I hope anyone else who stumbles upon this problem may find this thread useful. But I have decided that this probably a can of worms I should not open right at this moment. Well what is the probability of a elf / dragon being sexually compatible with a human / dragon? It would never happen in a comic book would it?????
  17. A weird question but it has come up in a game I am running. Well I am not running it at the moment as we have had a GM rota and a new GM has taken over and introduced something I would not normally bring up. I have a player who is a multiform super hero. She can transform into two forms of dragon. So we have the main character who is a mammalian with slight reptilian features that turns into a large dragon and a small dragon. Both are reptilian with possibly a small amount of mammalian character. This other GM introduced an elf that could shape change into a dragon (Lyonesse based story) And when the rest of the group left the player went back to have unsafe sex with the dragon (well it could have been the elf in elf form or dragon form or both as the GM glossed over the particulars:) ). So we have a shape changer elf / dragon mating with a shape changer human / dragon. So if you have a player that is possibly pregnant with Multiform how would you deal with it? Are all forms pregnant therefore all forms can give birth? Is the main form pregnant and has to give birth? Will the birth be an egg in all forms? Would you give the child shape changing powers? I have a good idea what I am going to do. But the GM also reads these posts and I can show the PC dragon the posts as she is my wife. So I want lots of ideas to scare the cr*p out of everyone involved. Thanks for your input.
  18. Re: Base Power, Disadvantage or just sfx It sounds like this bolt hole for one character with the powers to build a bolt under ground and survive in a nasty environment has become a minor base with labs that other people can use. I think the cost of having it there should go. The player pays for the labs they want and the area has a disadvantage of being a leaky hole in the ground which requires life support cold and heat, no need to breath and some levels of discomfort for "normal" people living there. Its not going to have an air supply unless they have powers to do that. And your average super hero will not want to stay in a place that you can only get out of it by tunneling or teleport and you cannot breath as it is a toxic environment (things left in it will also start to be contaminated by the hostile environment). But I would say if you are tunneling in all the time you will build up regular pattern of tunnels in so that will make it easier for other people with tunneling to find it. Also how does the character find its bolt hole? Other people will find it as well. Or you could decide to give the character a power tweak and the base becomes more survivable to normal characters by allowing the character to "clean" out the base and give it a breathable atmoshere that lasts for 1 or 2 days and that character has to be there. Possibly some sort of transform that lasts a certain amount of time (equivilent to a full slot in a MP). The player arrives first and does the transform and this allows people to breathe and remain comfortable in this underground base. If they want more things maybe again you have to assign slots in a MP. Then they pay for the labs as well etc.
  19. Re: Short Term Time Travel As Psyber624 and dmjalund said it. Your SFX says you travel back in time to retry things but this is only the discription on a very small limitation on a number of powers. So DCV +X, limitation only if can go back in time. This would possibly a -1/4 or possibly even a 0 if you have very little powers effecting time effect powers. Or could cost endurance etc. Similar sort of thing for CSL's and generic skill levels and also Danger sense. You could also have either Aid Speed or Extra Speed costing endurance when you use your time travelling to give you extra attemps at things. To most people you will look like you have no powers as they will never see the SFX as you will be always jumping back in time and will not see you failing.
  20. Re: But I don't want Grond to be a pushover... Do VIPER know the PC's are in the area? Do they know about the PC with the mental powers? If they want the diversion to work they will either use one of the many suggestions before of upping Gronds MD or use a different super strong villain who is better at surviving mental attacks. If it is not going to work with Grond VIPER can spend the money / effort buying / tricking another super villain for the carnage. Or you could set up a pre diversion, diversion with a hit on the mentalist with a drain mental powers attack with long time effects . VIPER's plans are sometimes logical (but to be thwarted by the PC's in the end).
  21. Re: Electric Fence, how many dice of damage? Depend who you are expecting to go through the fence? A viper agent or Grond? Its a supers game decide what dice you think you would need? Then that will probably have one effect before who ever rips it to pieces of shoots it to pieces (or the person after them). I think an electric fence is only good to keep out non powered normals with little skills. Everone after that will just blow it up or go over it or under it.
  22. Re: Limitations and SFX In one way it could be possible to abuse the "fixed" location 1 point and have say 3 coins for 3 points and say you appear 1m north of the coin. But I think that is an abuse of the points of a "floating" location. You effectively are dropping of the 1 point coins as a "floating" location with the possibility of dropping it in the pocket of a villain that could not be the target of a "floating" location. Obviously that villain could spend it / leave it in his other trousers etc. But you would always get it back as you just teleport back to it (would it be theft if you take it from someone else?). Could be a floating location 5 points with an OAF would take it down to a 2 point cost. The problem it is seems to be a cheat to get the same effect of a 5 point power for a 2 or 1 point cost. I do not think I would allow it.
  23. Re: Building a ladder with Powers Is the ladder just a ladder that some one carries around or a power effect that simulates the effect without having to carry around a ladder? If its just a ladder just call it a ladder and say people can climb up it to its length and needs no costing or build. If its a power and requires costing out it would depend on the SFX for its final cost but I possibly cost it as clinging or just a climb roll skill.
  24. Re: Question: What makes a team leader? I tend to find it is usually certain players get to be the leader even when the character is not a leader type. It all depends on the player. Very few players will decide to be a leader unless they want to be in that position. In some cases do you need a specific leader? My curent group has no leader and the group gets a long fine. Some groups survive without a specific leader.
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