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CDad

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Posts posted by CDad

  1. Re: new sgc villain write ups

     

    You could always try a Mercenary Group using the race Aris Boch is from (Season 3: Deadman Switch). He was pretty dang tough, and the race is hooked on some liquid (roshna) that the Goa'uld supply.

     

    I kind of place the Tollan in the same league as the Nox, Asgards, Furlings and Ancients. I want their tech!

  2. Re: Stargate weapons

     

    Here are a few of my ideas for the weapons from SG-1:

     

    Goa'uld Healing Disk

    1) Re-knit Wounds: Healing BODY 3d6, Continuous (+1); OAF (-1), Must have (or have had) a Goa'uld Host (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Others Only (-1/2) 2 END

    Goa'uld Shock Grenade

    1) Intense Pain: EB 8d6, STUN Only (+0), Area Of Effect (4" Radius; +1); 1 Charge (-2), OAF (-1) [1]

    2) Temporary Blindness: Sight Group Flash 9d6, Area Of Effect Nonselective (5" Radius; +3/4); 1 Charge (-2), OAF (-1), Linked (Intense Pain; -1/4) [1]

     

    Zat'nik'tel (Zat Gun)

    1) Electric Jolt: RKA 4d6; OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Only does BODY if target is unconscious (-1/2), Not vs Force Fields or Force Walls (-1/2), Cannot Use Targeting (-1/2), Real Weapon (-1/4), Beam (-1/4), Reduced By Range (-1/4), No Knockback (-1/4) 6 END

    2) Paralysis: Entangle 3d6, 0 DEF, BOECV (Mental Defense applies; +1); No Defense (-1 1/2), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Not vs Force Fields & Force Walls (-1/2), Cannot Use Targeting (-1/2), Cannot Form Barriers (-1/4), Normal Range (-1/4), Subject To Range Modifier (-1/4), Real Weapon (-1/4), Beam (-1/4), Linked (Energy Bolt; -1/4) 6 END

    3) Naquadah Power Cell : Endurance Reserve (400 END, 3 REC) Reserve: OAF (-1) 0 END

     

    Jaffa Heavy Staff Weapon

    1) Focused Plasma Charge : RKA 4d6+1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2); OAF Bulky (-1 1/2), STR Minimum 16 (STR Min. Cannot Add/Subtract Damage; -1 1/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Range (35"; -1/4), Real Weapon (-1/4), Inaccurate 1/2 OCV (-1/4) 11 END

    2) Naquadah Power Cell : Endurance Reserve (400 END, 3 REC) Reserve: OAF (-1) 0 END

     

     

    Jaffa Staff Weapon

    1) Focused Plasma Charge : RKA 3d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Beam (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Range (35"; -1/4), Real Weapon (-1/4), Inaccurate 1/2 OCV (-1/4) 8 END

    2) Melee Weapon: HA +5d6 (+1 OCV), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 15 (-3/4), Hand-To-Hand Attack (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) 0 END

    3) Naquadah Power Cell : Endurance Reserve (400 END, 3 REC) Reserve: OAF (-1) 0 END

    Goa'uld Ribbon Device

    1) Grasp: Telekinesis (20 STR); OAF (-1), Must have (or have had) a Goa'uld Host (-1/2), Cannot Use Targeting (-1/2), Affects Whole Object (-1/4), Real Weapon (-1/4), Limited Range (3"; -1/4) 3 END

    2) Fling: EB 5d6, STUN Only (+0), Double Knockback (+3/4); OAF (-1), Must have (or have had) a Goa'uld Host (-1/2), Limited Range (3"; -1/4), Beam (-1/4), Real Weapon (-1/4) 4 END

    3) Torture: RKA 1d6 (4 Piercing), Continuous (+1); OAF (-1), Must have (or have had) a Goa'uld Host (-1/2), No Range (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Real Weapon (-1/4) 5 END

    4) Thought Transfer: Telepathy 6d6 (Gao'uld class of minds); OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Communication Only (-1/4), Does Not Provide Mental Awareness (-1/4) 3 END

    5) Naquadah Power Cell : Endurance Reserve (200 END, 3 REC) Reserve: OAF (-1)

  3. Re: How can an Napoleonic Era frigate fire a broadside every 12 seconds?

     

    GM to player: Ok Long John, 2 minutes have gone by. What do you want to do?

     

    Player to GM: What do you mean 2 minutes have gone by? I've only shot my musket once? What did I pay for the 4 speed for if I only get to attack once?

     

    GM to player: Well the game needs 90 seconds to load the cannons so all the fighting on top just stops. Just assume you were carrying wounded and other such things.

     

    Player to GM: WTF? Am I playing a game or are you writing a story? Long John wants to swing over and attack the Captain of the other ship and either kill him or force him to surrender.

     

    GM to player: Sorry. We're playing real naval warfare here not cinematic. Maybe you can do that next week when we're playing Champions.

     

    Good to see you're comfortable with the borderline smartass retort to differing opinions.

  4. Re: How can an Napoleonic Era frigate fire a broadside every 12 seconds?

     

    MitchellS, I don't agree with that at all.

     

    Looks to me like the vehicles as written are in error. You can fix the vehicles so that they operate closer to reality. I've known few HERO SYSTEM players that would rather have game abstraction when they could have something closer to reality.

     

    You can have your Turn represent one Turn. Build the frigate so that it functions that way... here are a few examples - slow speed, extra time loading the guns, cannon with reduced penetration, extra defenses and/or body.

     

    Now you can have the crew run around doing all the things that happen during a naval action on a ship that interacts with them in a realistic manner. Start off the engagement in NON-COMBAT TIME. play out the 4 hours of closing that way.

     

    The ships are close enough? Battle is immanent?

     

    Switch to COMBAT TIME. Fire cannon in broadside, then haul away the dead/wounded, start to reload. Turn ship. Take a few pot-shots with muskets. Perform a bit of field surgery. Fire cannons again - this time raking their sails. Pull more dead/wounded away. Start to reload. Toss grapple hooks. Board. Fight, fight fight. Repulse. If things last long enough, fire cannons again when avialable, one at a time.

     

    One side is victorous? Switch back to NON-COMBAT TIME.

     

    No need to "err for cinematic play".

  5. Re: Could your Champions character beat...

     

    National Anthem (my Cap version, carried a Battle Staff) would go all defensive and keep Cap busy, while The Mighty Meson Man® would shrink to 6", circle the fight, and slowly leech the mesons (3d Ranged END Drain) out of Cap.

     

    One on one - Cap won't break a sweat.

     

    Gads, I miss the days I actually got to PLAY/GM Chamions.

  6. Re: A great way to make your players go, "Oh No"...

     

    I remember playing in a AD&D Greyhawk campaign many years ago. Our halfling thief heard a rumor that a mage had died in the deepest part of the sewers, and spent half the gaming night rutting around in the offal. The rest of us refused (clever pun) to go.

     

    We had a wonderful fight with a quartet of evil Knights from the Great Kingdom, gained EXP and a few choice magic items (plus the gratitude of the Mayor).

     

    He did manage to find the wizard's corpse... who refused to part with any of it's magic. Poor hobbit barely got out alive. He caught 2 diseases, and reeked for weeks. We never found out what kind of undead it was.

  7. Re: Yet another update on the Champions miniature modding contest.

     

    Recently modded the Incredibles family. That was a lot of fun!

     

    I just finished Modding a baseball-player clix (can't remember or care which player it was - he had a bat, that's what mattered) into Kevin Matchstick. The green stuff head shrank oddly while drying - perhaps because I painted it too soo. Otherwise he looks pretty good.

     

    I'll post a pic if anyone is interested.

     

    I desperately need to read the article on photographing minis - either that, or my eyes are very out of focus. Is it available?

  8. Re: Building Power Armor

     

    SS: Optics for Enhanced Senses and Targeting.

     

     

     

    My suggestion - if the character doesn't have a skill you feel necessary to build Power Armor from scratch, have him outsource it - he'd then owe several favors (READ plot devices)

  9. Re: Creating a bomb expert.

     

    "Ah.. The Mad Bomber Whos Bombs At Midnight... I remember him well...

     

    He carried those wacky bombs disguised as Air Fresheners. They stuck to everything."

     

    33 Pocket Bomblet RKA 2d; Explosion (+1/2), Trigger (Variable; +1/2), Time delay (+1/4), Charges (32, +1/4), Focus (IAF; -1/2), No Range (-1/2), Gestures (-1/4)

  10. Re: Standard Bricks Tricks MP

     

    Lately it seems my design of Bricks has taken a shift for the different. I'm not sure if it's the worst or best thing to happen, but since I may post a few of these for review in the future, I wanted to know if anyone has critiques to the following construct.

     

    The last few Bricks I've made have been the standard TUB types w/ 60 STR and lots of CON and DEF. In addition I've been unable to stop myself from using a Multipower on each of them to standardize the "I'm super-strong" gimmick.

     

    30 Brick Tricks Multipower (active: 30)

    3u. #1) Pushing STR +30; 2x END (-1/2) 6

    3u. #2) Rend and Tear HKA 2D6 3

    3u. #3) Spearhand Armor Piercing on 60 STR (+1/2) 3

     

    So far, these are good choices. Pushing is nasty since I usually play with the EGO roll based Pushing rule. I have no problem with Rend and Tear, I've done it myself with a brick with Code Against Killing - he only uses it on machines/robots (with great effect). Spearhand can be... messy... on agents.

     

    Depending on the character, slots 1 and 2 exchange with the following:

     

    Shockwave Explode on 60 STR (+1/2) 3

    Debris Toss HA +5D6; Range based on Strength (+1/4), OIF [object of opportunity] (-1/2), Hand Attack (-1/2) 3

    Arm-sweep AE: one hex on 60 STR (+1/2) 3

    Distance Punch Dispel vs. KB Resistance 5D6; Does KB (+1/4), Double KB (+3/4), No Range (-1/2), Linked with Punch (-1/2) 3

    Superleap Leaping +10"; 16x NCM (+20 points)

     

    Shockwave w/o a hole in the middle is brutal - you go flying, take a bit of damage... booyah! Maybe add Side Effects to show that it destroyes the surrounding area?

     

    If I were GMing, I'd base max damage on the DEF+BODY of the object tossed, so Debris Toss would be less effective.

     

    Arm Sweep... a true brick wet-dream, and a speedster's nightmare. :thumbup:

     

    Distance Punch would be better off as "+1d6 HA; Hand Attack (-1/2), Double KB (+3/4) on 30 STR 3" or "Double KB (+3/4) on 40 STR 3" if the naked advantage is allowable.

     

    For a 60 Active Points you could use Suppress 6d6 KNB, Does Knockback (+1/4), Double KB (+3/4)" and do a Multiple Power Attack with STR to send them flying (12d6 Punch with an additional 12" KB - that's ~100 feet on average)

     

    I'd also not put a movement power in a combat MP.

     

    So far, in play, the characters hold up well and REALLY feel like gods among men. Are there any problems you guys forsee with using this MP as a unofficial "standard" for bricks? What would you likely say to a player who brought a charcter to you with a variation of this MP?

     

    Many thanks in advance :)

     

    Nicely done! There are plenty of tricks in Ultimate Bricks - I like your set. very well-rounded.

  11. Re: Of course we're criminals. We have to be.

     

    The first thing most Superheroes decide is that they're going to physically attack "Bad People"' date=' and that it's up to them to decide who is "Bad."[/quote']

     

    I get it... we'll be "Bad"... but only to "Bad People". The only apparent difference between Hero and Villian is who is "Bad" first.

     

    The second thing most Superheroes do is decide to hide their identities, so as to protect themselves from the consequnces of their actions.

     

    Well, why take a criminal action (stopping the bad guy by destroying the neighborhood) if you're gonna get called to the mat for it? This is just what happened in "The Incredibles". Everyone is forced to retire because the insurance can't cover the cost of doing business. A real "Superhero Recall".

     

    So, do you deal with this in your campaigns?

     

    When I was GMing, the Villians were (for the most part) so ruthless (I decided that about half the Supes went nuts - made sure they had at least one aweful Psych Lim), that the PCs actions were condoned. It was never part of a campaign I ran.

     

    I played in a campaign where a Superhero went nutso himself (the guy had a bad day - car died, girlfriend left...), started killing normals that were in the way during a big fight. Nicely caught on camera, to boot. He got the chair. Zzzap.

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