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Col. Orange

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Posts posted by Col. Orange

  1. Originally posted by Superskrull

    Hmm. Not too shabby. I like the emphasis he placed on developing his insidious mental powers. You might add some Mental Defense to his base sheet unless you use the option of giving characters figured MD. He has a wicked amount of Presence for inducing fear & awe and this should add nicely with his mental abilities.

    You might buy him a few 'Renfields' like a cop or two, a local doctor and a few politicians or businessmen as either followers, contacts or favors. I'd also drop some points into a base, a suitable vehicle, some level of wealth & maybe a perk to represent his aristocratic background.

     

    I was worried that he had too much PRE (A 12D6 Presense attack), but he's over a thousand so...

    I hadn't thought about minions. He's living hermit-like in the woods outside of town at the minute and he has something the players need. But when they meet him again I'll need to load up on the help - thanks fer the input.

  2. Originally posted by Killer Shrike

    Although as an aside unless you are enforcing a house rule, you dont need any particular SFX to get PowDEF.

     

    I see what you mean. Well, at least I can see a super/heroic normal having it with the SFX "Tougher than most" - Its believable that our old veteran is more resistant to Dr. Necropolips' Death ray than, say, the DNPC mother in law.

  3. Originally posted by Killer Shrike

    ...or a Drain INT which is bought to represent Psychic Surgery, vs Mental DEF instead of Pow DEF...

     

    Interesting, I would have thought vs. Mental DEF rather than Power DEF would be a -0 Limitation. In our games Mental DEF is more common than Pow DEF (it seems easier to justify - "I've trained with telepaths to sheild my mind" vs. "I'm from Krypton"). Plus Mental DEF gets a bonus of one fifth your EGO, so you end up with more DEF for your points.

  4. Problem is that Transhuman Space VERY grounded in GURPS, more so than any other GURPS setting I've seen. Converting every little thing (like the deliciously detailed explosive decompression rule :D ) would be a real pain.

     

    GURPS->Hero NPC Stats are fairly easy though. I'd subtract 10, multiply by ~2.5, and add 8 (Human Avg. is 10 in GURPS, 8 in Hero; PCs generally have lower stats in GURPS than their Hero equivalents).

    ST = STR, DX = DEX, IQ = INT, HT = CON, Hits/Hit Points = BOD...

  5. +X CSLs w/Grab-By

    Y" Teleportation; x2 Mass, AutoFire 2

     

    I know, the hairs on the back of folks necks are rising, but when you get right down to it that's what the character is actually doing.

    :D

    As it's Autofire I think the character now has to make targeting rolls to hit the hexes they want to teleport to.

     

    If you're just using your Teleportation as the SFX when diving for cover, but worry that a successfull dive for cover roll won't take you far enough out of the way (compared to if you'd actually been able to use Teleport), buy some extra levels for Acrobatics with the limitation "do not add to Acrobatics roll - only increase distance traveled while diving for cover".

  6. Multipowers. Why are some powers allowed in and some aren't?

    Is it really more unbalancing for a character to get a points break for putting their sensory (or whatever) powers in a MP (or EC) than a character getting a points break for putting their attack powers in a framework?

    [shrugs]

  7. Originally posted by Heroman

    I don't think I would go with an Uncontrolled MD; from what I recall the person 'matrixing' took no other actions other than the dodging so I would guess it is an active action. I would go with a martial dodge maneuver with lotsa DCV levels. For the most part, you should be able to dodge anything shot at you if your focus is not being hit and you are not caught by surprise.

     

    Government building scene near the end of Matrix 1? After walking through the metal detectors Neo and Trinity avoid getting hit by clouds of lead sprayed from M16s and Shotguns while neatly returning fire.

    I do agree that Uncontrolled MD is wrong though. I'd go for lots of 5pt DCV levels with RASR: Acrobatics and maybe Only vs. Ranged Attacks (-1/2).

  8. Thanks all for your suggestions. Here's what I came up with after many minutes of furrowed brow (WARNING: We're entering "House Rules", something I'm rarely happy about).

     

    When a characters tries to enter a hex occupied by another character, the defender has two options:

    1) Retreat. Uses up a half phase but automatically moves them a hex backwards. A maximum of Run/2 or Flight/2 (or Swim/2 if in water) "Retreats" can be made but no matter how many you make it still costs only half a phase.

    2) Shove back. Opposed STR rolls, defender at +2.

     

    While two characters share a hex they both suffer several penalties due to the confinement:

    1) DCV is lowered by two.

    2) The Damage Class of muscle powered weapons are lowered by one.

    3) When using weapons larger than a pistol or knife, OCV is lowered by two.

     

    Any thoughts?

  9. Originally posted by Ndreare

    "Intuition" 12 points

     

    Detect: +10=a broad class of things "Plot Device" +2=Sense.

     

    As a game master i have not only allowed it, I once asked a player to make a character based around it.

     

    Add No Concious Control and you've got an anti-"GM-slaps-his-own-forehead-in-frustration-over-PC-stupidity" power that can NEVER be abused (even by Chars with PER at 16-21). Neat.

  10. Originally posted by Tom McCarthy

    It's not necessarily kosher, but you could give zombies the Multiple Attacker bonus, or surround the PC with enough of them that someone gets a shot from behind.

     

    If the zombies are grabbing, then when one of them does get 3 or 4, it may be much worse than just landing a blow. 1/2 DCV target for the rest of the zombies is bad news.

     

    Alternatively, maybe the zombies have levels with grabbing blades and impaling weapons since they don't mind trapping the blade in their own flesh. Once disarmed, the ninja will probably be at a real disadvantage.

     

    Maybe create Zombie Fu. Buy martial arts maneuvers which are heavy on DCV penalties or elements where the attacker falls. The zombies don't mind if one or two of them fall, so long as their dinner is also prone, damaged, or at a disadvantage for the rest of the horde.

     

    Multiple Attacker bonus - Will look it up, sounds right on.

    Zombies Grabbing - it's the relying on getting the 3 or 4 that gets me down.

    Levels w/Grab - they have 1, I have a hard time justifying more than that to myself when they only have 5 INT.

    Zombie Fu - Buffy! Nah, it'd really P.O. the players. 'Sides, even with +2 OCV, they're probably still gonna need 3 or 4, especially if Ninja starts parrying.

     

    Ta!

  11. Okay, our Heroes (non-super) wake up in a hotel room with no idea how they got there. The power is out and only emergency lighting is in effect.

    Drawing weapons, they grimly look at each other before stepping out to the corridor. Nyarg! Fifteen newly-deads shamble towards them!

    After realising the futility of pumping round after round into the zombies' decaying flesh (like they're gonna be thinking about whether the GM is tracking damage... hmm), they flee.

    In their terror they become separated, and the team ninja finds himself in a dead end with a veritable horde of undead shuffling towards him. After firing his twin Uzi’s until empty, he draws his katana and starts the bloody task of hacking the two dozen remaining zombies apart. It is a valiant effort… but ultimately, futile. The army of corpses press forward regardless of his attacks, until he has no room to dodge, no room even to swing his sword…

     

     

    “Very nice my dear Colonel, but what IS your question?â€

     

    Huh, yeah. How do I run this in a Hero game? Way I read it, ninja ends up standing in one hex hacking away with his high OCV at low DCV zombies while the zombies hope to roll 3 or 4 when they attempt to grab him.

    Doesn’t seem right, or at least breeds zero drama. How to solve it though…

     

     

    1) Move through? If there’s no-where else to go, where do you end up if you miss with a move through? Hell, can an enemy who REALLY doesn’t care about damage just move into your hex (maybe with you getting a free attack)?

     

     

    2) Zombie “shoves†the Zombie in front of him? (Using Throw mechanics? Don’t fumble a STR roll (Zombie being shoved isn’t resisting)) As an AoE attack?

    If so what damage should it do? Grab damage? If so)?

    Should the player get a Dive for Cover roll, given that at this point the only free hex will probably be the one the Zombie just left?

     

     

    3) Something I’ve missed? (“Something not IN the plans…â€)

     

     

    Hey-elp!

  12. I'm running a normals game within our group's Champions Universe, and I've got to the point where everyone has 18-20 DEX, ~15 STR, M.Arts of some kind, and a couple of levels.

     

    My question?

     

    In games where Normal Characteristic Maximum is a 0pt Disadvantage, how do you get stop characters who've racked up a fair amount of experience becoming "samey".

  13. XD6 Energy Absorbtion; vs. Magic only? (-1/2 in fantasy games?)

     

    Of course, the bonuses would be gradually building up.

     

    How about...

    Xpt Multiform; only after taking X amount of magical damage (limitation based on how messed up this leaves you)

    Just build the extra form as a pure combat monster and it shouldn't be too expensive.

  14. Re: What IS Ultimate

     

    Originally posted by Citizen Keen

    Mostly for Steve-

     

    What defines an Ultimate Book? For example, why isn't CKC named "The Ultimate Champions Villain", and why isn't UMA named "Ass-Kicking HERO". What must a book do to be labeled Ultimate?

     

    Thanks,

    -cK

     

    Cyant be sure but I think the Ultimate line of books are guides to create your own ultimate example of a character or thing. CKC is a exactly what it says; a collection of interesting but "off the shelf" villains.

     

    Hmm, you've gave me an idea though. How about an Ultimate Villian book, crammed with powers too abusive for pathetic Heroes to use? :D

  15. Originally posted by Grailknight

    Or you could be truly evil...

    Build it as a Damage Shield with usable by others and a trigger.

    For truer evil add variable special effect to mimic the hero's power.

     

    I LOVE that idea.

    Make it Usable as an Attack and give it fully Invisible Power Effects.

     

    "Hi honey, I'm home!"

    "How was your day?" [Kiss - BOOM!]

  16. Originally posted by Grailknight

    Given all this, I'd use missle deflection as the power of choice for modeling the Matrix.

     

    Ya, but they also attack while dodging the grunts' fire - with MD they could only do one or the other (unless you start adding Uncontrolled (is this the right advantage?)...).

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