Jump to content

megaplayboy

HERO Member
  • Posts

    22,528
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by megaplayboy

  1. Well, if they're both invulnerable, the kinetic energy might reverberate off of the two and cause a shockwave around them. Think about a sledgehammer hitting a steel door. The door barely gives, and there's a very loud clang. Sound is basically a pressure wave moving through the air. So a powerful enough clang would generate a very powerful pressure wave moving out from the point of impact.
  2. Another fun form of invulnerability is extra DCV levels, bought as "Fully invisible"--if the opponent hits your unmodified DCV, but not your modified DCV, it looks like the attack hit, but had NDE(No Discernible Effect). So, in effect, they have to land a really solid hit, or "catch me off guard", to do damage. the only down side is that it doesn't work vs. AE attacks.
  3. Well, let's see, for a 40 STR PC, this would cost 13 extra points if it were a -2, in order to have a 40 STR at all times(casually shrugging off grabs and entangles). And you'd want to buy it at 0 END, presumably, which would make the cost more like 20 points. For 60 STR, the net cost would be 30 points. Juggernaut would be a good exemplar of someone whose casual STR could equal full STR--you'd also want to give him Knockback resistance equal to his full STR DC in inches(somewhere between 16 and 25"). theoretically, you might want to allow full STR damage on move-bys, as well. Obviously that could get abusive.
  4. Too bad they didn't have Taa II* on that site;) *--it's Galactus' star base, and engulfs a whole solar system
  5. If you really want to simulate a super-brick, also buy NND Does Body on an HKA(defense is being a living thing, or force field) to have a character who can rip through tanks, walls, etc. like wet tissue paper;) That gives you a character who can basically ignore/stomp "conventional" forces, but has a tough time with her fellow superhumans.
  6. "Hey, let's measure lift capacity on an exponential scale, and everything else related to strength on a linear scale!" --Suite 92A, San Mateo,sometime in the early 80s
  7. physics-wise, you're strong enough at 115 STR or so to do it, assuming you convert potential energy of lift capacity into the kinetic energy necessary to sustain/generate orbital velocity.
  8. well, if you just assign a stun multiplier of 3 to all KAs, then it's pretty easy to figure out: immunity to 2d6 KA: 12rDEF, 36 total DEF 3d6 KA(.50 MG): 18rDEF, 54 total DEF 4d6 KA(light cannon): 24rDEF, 72 total DEF 10d6 KA(big bomb, cruise missile, etc): 60rDEF, 180 total DEF but for effective immunity, you probably only need about 2/3 that level. So an 8rDEF, 24 total DEF character is nearly invulnerable to most publicly available small arms. A 16rDEF, 48 total DEF character is nigh-immune to all but heavy military hardware. And a 40rDEF/80+ total DEF character(or one with DRed) is immune to everything below the nuclear level.
  9. Actually, the nuke is 20d6 energy KA, for the simplified version. The antimatter missile is the 25d6 KA. You'd need at least 20+ Body and 50+ rED to "survive" a nuke. Probably, with damage reduction, you could have as low as 30rED. A CON of 30+ would be a good idea. Put it this way: a 250 or 350 point PC is almost certainly toast, barring desol or instant teleport. a 450 point PC with high defenses and regen might barely survive. A 600 point PC would probably take half their body or so. A cosmic level PC would likely be stunned or even knocked out, but shrug off the body damage.
  10. 60d6 RKA, AE-radius(90"), mega-area(1"=1000 km), mega-range(1"=1000 km), 3600 active points (this will vaporize anything up to a jupiter-sized planet instantly) appropriate limitations: bulky OIF(-1) extra time: 5 minutes(-2) probably others, but that gets the cost down to 900 points. For something which will merely crack a planet into fragments, lower the RKA to 30d6--the cost goes down to 450 points.
  11. I'm in 3 games: 1. about 275 points, 8-10 DC, set in California. 2. about 300 points, 8-10 DC, set in a fictional city. 3. unlimited points, 20-30+ DC, set globally, but focused in a hero-heavy fictional city. This one is just starting up, and I'm the primary GM.
  12. Superleap or Tunneling, UOO, linked to STR:)
  13. The current "Captain Marvel" has all that stuff, plus a precognitive element; essentially it's kinda like a "destiny sense"--he can see the repercussions of various peoples' actions. It should be noted that said awareness drove the current CM completely insane:D
  14. IMHO, "only useful for getting some" is a -0 limitation on MC:D
  15. http://www.battleship.org/html/Articles/IowaClass/Armor.htm The money quote: The most notable difference between modern warships and the Iowa Class battleships is the huge amount of armor protection the Iowas employ. Modern warships are hardly armored at all, instead relying on their ability to stop incoming threats before they can hit the ship. Newer warships have only a few inches of armor plating and in an effort to save weight, have even used aluminum in their superstructures. In contrast, the Iowas were built at a time before missiles and since you could not shoot down or destroy an incoming projectile, the ships were built to withstand the tremendous force of impact produced by naval gunfire. Why on earth does the Nimitz have a higher DEF than the Iowa? I know I'm just picking a nit here, but it just kinda stood out to me;)
  16. I will read it when I get home, but it still seems peculiar to me that a ship with armor ranging from about 2-3" minimum to 16+" maximum of steel could conceivably be sunk by concentrated machine gun fire, or for that matter, a guy with a .44 magnum and a lot of bullets.
  17. Uh, I think if Man rejected the benevolent dictatorship of God in Paradise, that rejecting Destroyer's non-benevolent dictatorship is essentially a no-brainer. "All we have to do is give up our free will, huh? No thanks!"
  18. Well, Legendary level heroes probably could be built successfully at that level: 200+ points on stats 150+ points on non-combat skills 50+ points in combat levels 100+ points in special talents and minor powers 100+ points in perks, money, contacts, rank, etc. leaving points for unique equipment, sidekicks, etc. It'd be difficult to keep coming up with things to throw at a whole team of guys like that, since they'd all be pretty self-sufficient.
  19. The future(20 years from now) direction of tank armament is likely to be a railgun of between 30 and 80 mm caliber, firing a solid slug at about 3-5 times the velocity of current tank rounds. I assume there might be some kind of HE/anti-personnel secondary weapon. like a grenade launcher, mortar, or medium autocannon.
  20. Probably something along the lines of how Demon is structured differently from VIPER, for one. The typical DEMON operation, their modus operandi, how they deal with supers, etc. One interesting wrinkle for how DEMON deals with superheroes would be by resurrecting deceased supervillains:D And of course, a few pages of "typical" summoned servitors, including a "big bad" mega menace to give the superteams a big headache.
  21. Was at Dundracon this weekend, flipped through the spiffy new vehicle sourcebook, and have only one minor quibble: Steve, the Iowa class Battleship is listed with only 10 DEF! I'm sure you just forgot the extra line listing 10 or 20 extra DEF with a "limited coverage" limitation, but could you tell us what the value is supposed to be? the current listing would be sunk by 2 hits with it's own guns, or even 3 hits by an Abrams! A 40 STr brick could haymaker it into oblivion in a few minutes;) Anyway, I'm sure it's easy to miss stuff when you have 50 lines of stuff per writeup:)
  22. hmm...3d6 Drain vs. Body, AE-1 hex, megascale 2 levels(10km)...vaporize everything in a 5km radius within 4 phases, for a cost of 60 active points. Military hardware doesn't have power defense. Or just take 3d6 drain body, AE-radius(6m). For 60 active points, you can vape an Abrams in 4 phases. For 75 active points, you can wipe out a whole platoon. I think the military beaters could win by doing stuff the military really can't defend itself against. Mentalists, drainers, desolidifiers, teleporters, invisible PCs, tech manipulators(all that hardware is useless if guidance systems are jammed) would work alongside the hyperskilled covert operators and the powerhouse sluggers and blasters.
  23. I think that was an unpointed disad, sadly;)
×
×
  • Create New...