Metaphysician
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Posts posted by Metaphysician
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I don't see Eurostar *ever* being in the open in a group. If they aren't in an active mission, probably urban ( so gratuitous military force is out of the question ), they are either at one of their very secret HQs or in individual cover IDs.
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Originally posted by Killer Shrike
I agree completely with this part.
As far as agents go, I dont have any problems w/ elite agents if they serve a purpose as I dont think it should take a "named" villain to threaten the PCs, but they should be elite, as in the connotative meaning of elite = few. If there are relatively many "elite" agents, then they arent really elite, they are baseline.
Im more prone, when using agents, to have a serious threat be a gaggle of mooks lead by a super-elite agent and maybe 2 elite agents in "non-com" type roles, a kesser threat being a smaller force composed of about half as many mooks and 1 elite agent leader.
A real crack team might be a crew of 5 to 10 or so of the "elites" lead by a "super-elite", and such a team should be occasional. When such a team shows up the players shouldnt say "These guys again? Yawn; we fought them yesterday", because such teams are used uniformly. They should say "OH $#&^!!! What did we do to deserve these guys?", and start sweating knowing that they can win but that it will require concentration and teamwork.
IMO of course, Others MMV
Sounds about right. While a squad of six well-equipped, well-prepared Superhuman Combat Specialists with terrain advantage and vehicle support is a threat to any superteam, its not the kind of thing VIPER sends against any random enemy. Its the kind of thing it sends after major heroes or hero teams when they roll very low on their Hunted by VIPER disadvantage or disrupt a *REALLY* major VIPER operation/base.
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Re: Re: HOUSE RULES: Fixing the stun Lottary
Originally posted by Killer ShrikeThis is how I do it. The STUN multiplier is applied to the BODY which gets through defenses, but the target takes that much STUN w/o applying defenses. Damage Reduction works normally against this STUN. KB is resolved normally as well, off the full body.
It's worked well for me for....oh, about 10 years at least.
One extra I'd add to this rule is that it doesn't apply with armor that has the Real Armor limitation. Any points of Body stopped by Real Armor still get factored into the multiplier.
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Okay, some of the New Mutants may be lower level than 350. OTOH, the more experienced and powerful ones, like Magma and Magik, would be at least that, maybe more.
And I stick with my assessment of the Teen Titans, though perhaps I should have specified Wolfman/Perez New Teen Titans.
As for powerful heroes, yeah, it'd be nice to see the stats for some of them. We've got three that are 600+ points, but there ought to be at least a couple canon 700-800 point heroes. Meteorman III *should* have been in the first group at least. . . *grumblegrumble*
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As a rough benchmark, I usually figure that class 60 in Marvel = 60 Strength in Champions. Anything lower, and you calc based on the lifting weight in tons. Anything higher, and you convert the class as a strength score.
As for Thor, I'd peg him at 100, but with bonuses available via Warrior Rage and the Belt of Strength.
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If your characters can take a nuke, they *are* powerful. There is no mincing with that fact.
And yes, 350 points *isn't* powerful. Its roughly the level of the New Mutants or early Teen Titans. You shouldn't expect it to be something more. If you wanna play high powered, than play 500 or 750 points.
I also love how *some* people seem to believe that no such thing as a Powerful or Highly Powerful Heroic Normal in any world that has spandex. . .
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Originally posted by JmOz
I decided in my games that "Normals" (Very few characters qualify for that title, even Batman type characters are usualy considered Paranormals) have a list of lims they must take:
x2 Stun from Blasters
x2 Effect from Mental powers
NCM
Phys Lim (Slow healer)
Adds up to 75 points
I take it "ordinary" humans exist in your game for no purpose other than being trashed and tossed around by the supers??
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Thats what I figured, too. Ironclad can still be subject to "bleeding" damage, but he probably doesn't have actual blood anymore.
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Cool idea.
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One thing I'm trying to figure out, though, is how Eurostar handles ingress/egress from target sites. Several of them are bit lacking in mobility, and have little ability to blend.
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Originally posted by Chuckg
>
> Firewing beats Tanks too.
Actually, his best EB can't penetrate the tank on average. OTOH, they're not likely to hit /him/, either.
Well, he could haymaker the bigger blasts. Alternatively, rear shots should be easy.
Question: Whenever Body damage is inflicted on a vehicle, does it disable one system, or one system per Body inflicted??
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Firewing strikes me as the type of villain that gets a little leeway, mostly because trying to capture him would probably result in at least as much collateral damage as him fighting various supers, if not more. Just not worth it, for the authorities, when you have VIPER, Mechanon, and the Crowns of Krim to deal with.
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Originally posted by Chuckg
If this were true, then IRL pilots could dodge incoming missiles with last-minute jinking just as easily as Firewing allegedly could... after all, the enemy fighters are also being piloted by actual living brains, not simple homing circuits.
And yet, that doesn't work even in "Top Gun", much less actual dogfighting. We don't spend half a million bucks per seeker warhead for the thing to be defeated by a simple twitch of your joystick.
(The rare occasions when such a missile /does/ miss can be taken into account by the think having a 14- chance to hit, not an 18- chance.)
OTOH, we could definitely use a way to determine whether a given flier is more maneuverable than a fighter aircraft.
What are the rules for establishing the lock in the first place??
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Odd, I'd think that entirely passing through a damaging effect would automatically detonate the warhead prematurely. If I were adjudicating, I'd probably go with that for missiles and attacks of roughly the same size ( as opposed to being hit by a pencil-thin laser beam, for example ). Thats just my two cents, though.
As for maneuvering: are there any existing rules that would increase the difficulty of a move-through on a hex thats itself moving and dodging??
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OTOH, it would still be worth it to buy up alot of INT, because a whole lot of his skills would be INT-based.
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Originally posted by Agent X
As to the No Range Penalty RKA option for the missiles - the writeup of the Hornet does not use that option. It uses the additional vehicles option.
Um, I said *Mechanon* could use such a slot on his multipower.
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8d6 EB for the basic blaster is still pretty damn good. Sure, non-resistant defense applies, but against the normals that are the main target for them, you'll still do Body. . . and you'll get an all but guaranteed CON stun. Whats more, against superheroes, these are probably more effective than an equal DC RKA.
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I don't think Batman would have NCM at all. He's as much a legendary intelligence character as Defender, maybe more. He's just not primarily tech-focused.
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Okay, question: How much of a heat signature would a stinger have from the frontal direction?? I know it would be smaller than from the rear, but wouldn't it still be pretty sizeable, compared to the background??
Similarly, wouldn't it be easier for Firewing to spot incoming fighters by their heat signature than by normal sight ( assuming they aren't heat stealthed )??
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A couple quick comments:
-The force wall/damage shield combo would take down any missiles that hit it, since its transparent to physical. What stops the missile is the damage shield. It also probably is a very good decoy target. Issues of forewarning and gross direction still stand.
-450 point characters are *NOT* worldbeaters, or even army beaters, by any stretch of the imagination.
-Mechanon needs a No Range Penalty LoS RKA "Anti-Air Laser" slot.
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Marvel's *actual* strength levels are more reasonable. Just ignore the whole "class system," except for determining relative strength.
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Originally posted by Redmenace
A villain with reflection should make him think twice about unleashing his 12d Flash, atleast after the first time. You could build the guy so that he reflects the flash over a broader area, effecting the flashman's entire team. Hopefully thiswill get the other players to encourage the guy to find a new opening attack.
Along similar lines, a light based energy blaster who is made stronger by absorbing the flash energy.
I sympathise with you, one of my long time players had a character with 45 PD, 45 ED double hardened armour, 75 strength with Armor piercing. He was almost a hundred active points above everyone else and if he couldn't one punch a villain he would have his pc turn tale and abandon the rest of the team.
It can truly suck to listen to, but Monolith is probably right. let him whine.
Whats the point of having 45/45 Hardenedx2 if you run when your first attack doesn't KO the opponent??
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What *does* 4e Solitaire's Ult Mentalist writeup look like?? Did she get a VPP??
Anti-Mutant Racism
in Champions
Posted
Well, to be fair, people like Thor and Human Torch get mostly exempted due to membership in teams with *very* good public images. Whatever the current state of affairs, Avengers and Fantastic Four are usually accorded at least basic respect.