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varden

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  1. Re: another call for help.... Thanks for all the replies... I think the ego entangle is a step in the right direction, and build it having as having no body to avoid the power creep. so a 4d6 entangle, will take an "10 ego villian", 2 of his phases to get out.... sounds right....
  2. hey guys... i need some opinions.. i have a player who wants to build an int drain for his character, (his character is an super-soldier with slight mentalist powers...) the effect being to scramble /pause /delay their mental process but not hurt them... make them go all "erk...duh....." Unfortunatly, as we looked it up, it look more like an all- or nothing power, as we play in more of a "realistic" setting where average INT is 10-12 and that's what most super villians have! not only that but how many super villians would really have "power" defense?.... but then the power is useless because as at negative INT, the Villian often just continues doing what he's doing..(per FRed) (though i was in effect going to make at -10, people start drooling about...) Problem is... it's either too good, or useless.... depending on ruling. how would you guys do it?
  3. how would i make a power, if the character can touch someone and learn the victims' int based skills? is that just telepathy? or is it a 9 point vpp ( only after contact, only for victims int based skills -3/4) Ideas???
  4. Re: What power level do you start at??? dilemma!! Great ideas everybody thanks btw..... i figured this.... at 45 active points you get 31 stun from avg attack and 9 body right. avg killing attack you get 11 body and stun lotto.. so dude's thor clone is running 20r in our 45 active game. clor takes 11 stun... the other heroes are running about 15 pd/ 6 r. they take 16 stun ish... killing attack does zip to clor but silver samuri rips the others for 5. give or take.. every attack is potent enough to take out normals (henchmen, viper agents etc..) but now at least i can send squads of henchmen for a encounter. at 60 active points, i get the same results using 6rp for non-bullet proof types with 25 % dam redu, and slightly increased pd/ed. BUT i have to force the non- bulletproof guys to pick up that defense or risk getting "one-timed" by a villan. when approached in this matter, the player in question agreed 45 active points is more flexable, in the beginning and then as we move our limits up, the other players can choose to move thier defenses up too or not. but at least the choice is theirs to have competitive defenses or not, rather than be pigeon-holed because of a concept from day one. great help guys!!
  5. Re: What power level do you start at??? dilemma!! (gorija) i could see that, but at that level (60 active points) the tricked out wolverine of the group( 4d6 k) would take all day to murder Robin... on average... that being said. i think you are right and that might be the answer. simple really. But then normal defense would have to be around 25- 30pd not to get stunned? at 60 active points? (assault) Now that is a idea too... because you are right, i want them to be able to get nicked up by gunfire, but not executed by big attacks
  6. Hey guys, I was wondering............. if you looked at the marvel universe (or dcu etc) Standerd kevlar armor is 6pd resistent or so right... Basically a handgun won't hurt you unless extremely lucky shots (no hit locations) But a assault rifle would bruise or break ribs... (7 avg, 2d6k) That being said... i figured most charcters in comics, aside from having huge combat values, have low resistent defenses.. (6 ish) For example... Batman and robin, break into a gang of fifty men's hideout. The dynamic duo proceed to beat everyone up, and the bad guys inflict a couple of flesh wounds. in game terms.... Couple gangsta's get lucky shots Robin up a touch inflicting body in the amount of 1,1,and 2. Now as i believe most comic charaters lack any REAL resistant defense (ie, cyclops,robin, green arrow) they all have some form of combat luck bought as 6/6 pd/ed resistant. EVEN at such low defenses, the end result of that encounter is a Robin, with slightly less DCV, is getting bandaged up by batman's butler as the duo discuss they're next move. That being said... aside from ap rounds, in the punisher's hands.... are YOUR characters BULLETPROOF? as in 15 rdef or higher? as those guys could take a chain gun in the chest without a scratch? is your Characters concept meant to be? i ask because i am starting a game (350pts 45 active points) and one player wants 60 active points or more for once..( i often do low-powered supers) but my question is.... with on average 12d6, being 42 stun 12 body, to defend against that, you would have to be bullet proof not to get knocked out instantly. because some of my other players dont envision thier charaters being bulletproof. (as in they dont mind henchmen with handguns providing SOME danger) how do i make both parties happy?
  7. Re: one question... i know what you guys are saying...but i think it is me, more than my players...we do throw cars around, crash out of skyscrappers and stuff...i guess it is me, partly cuz i know the rules the best...i do like your suggestion to ask them if it is high powered or low-powerd blast etc..and for the most part i am very descriptive it's just maybe all i see is stun and body at the end. m u s t......r e a d...m o r e....c o m i c s i just have to maybe get really descrptive in the end, and write it all down. one player is a comic artist and another DOES write our world's media reports and timeline. don't know what's bugging me....more players maybe? i dunno... more action or roleplaying... to them ..they're having a great time. i would like to also. thanks for your suggestions thus far guys. i appriecate it. Varden
  8. when you guys play, how do you add more flavor to the game? i mean in a non-killing supers game, how do you guys spice it up. right now i've got guys doing 5-9d6 in a 45 active pt game.... it's kinda like, why don't they all just buy it up.. this does not include the fastball special, flash,nnd secondary attacks. just the primary configuration attacks are all so...blah. here's my 8d6. followed by me too but it's an EB... ????????
  9. varden

    My campaign!

    Re: My campaign! Great Ideas Ghost!! that's good stuff. yea... the timeline i'm using isn't a sponsered MnM one just a collabreation of ideas from another person's website, and some off my own. so crusher might be a little pissed after all they did leave him a car compacter to wait for the police. yup you're right the mafia is probality gonna really be after onslaught now.. but after 2 failed attempts (1 in his origin and once last adventure) they've taken one hell of a beating.. i think i wanna explore they're personal lives more... and also you guys are right 20 max armor is too much for 40 act pt game! keep it coming!!
  10. varden

    My campaign!

    Re: My campaign! i hear you rayman.... you're right. but i certainly wouldn't accuse one of it unjustly either.. myself and some of the others are just more character/origin based when we create characters. but like you said everyone does start loosely with what they want their guy to do first... on other notes.. do you guys think that 40 active points in enough against 11-18 defense range? i mean our RESISTANT defenses are lower like 3,8,9 (except Onslaught who's our mini-brick) cuz we wanna be vunrable to small arms fire but combat still seems to drag as no one as off yet has a killing attack.. you think i should increase the offense to 45 or 50 pts to help speed up combat? thanks guys..
  11. varden

    My campaign!

    Ok guys since returning to the game i began my campaign using the time line form the heroes and henchman site.. a MnM source.. The Campaign idea is based on various marvel titles in tone...ie not too serious but not silly either kinda like Jim lee's Wildcats of the eary 90's. the characters are... Shamrock..powers similar to the one in old classic villians.. just kinda extra atletic boxer with lots of luck and an old IRA background. was in renewed fighting with the british when his building was bombed and he was the lone survior. since saw this as a sign and changed his ways..BONUS- played by an irishman Onslaught.. think omega red... his powers derive from an amulet but only activate once he has taken body. he was an grad student on an archeolgist dig. mafia tried to shake down his rich politcal dad and he got shot trying to protect the father they killed. he injured many of they're numbers.. triggering his hatred for the mafia and his powers... his powers are mystical drawn from aztec warriors Shatterbolt..industrial robotics engineer gained his powers when his flight went down(see timeline on heroes and henchmen)woke up from a coma years laters. however once he activates his powers he becomes pure plasma energy forcing him to wear a contanment suit or he'll disapate into the atmosphere. susceptabiliy 2d6 per turn once body has been taken.. 4th guy... lord knows... the guy hasn't decided on an idea.... type of guy who thinks of the powers first not the charater..(we have a special word for that type...) think he's going with a guy that's a telakinetic with martial arts after buying fine manipultion.. so he can use his tk in an offensive strike at 30 str WHICH will surpass the 40 active point total/dc toal of 8d6... then again i'm always the guy picking on him, and stifling his ideas....hmph.. Issue 1 being said... the PCs begin at jfk airport in nyc... shamrock is being escourted to the restricted area by custom officals (invalid identifcation) while onslaught's there to meet a cop friend for lunch and shatterbolt is returning from across the country from a buisness trip. also a supervillian known as Tremor is there getting transfered to a high security slam. the 4th guy is at his base training with the main npc John Striker... together they are looking for members to form a team to stop an unkown race form possessing people and taking over the world (think professor x and cyclops)... Very covert action stuff... needless to say the power-retraining bonds don't work on tremor once his feet are on the ground..(bonuses to his powerpool) and starts destroying the tarmac and runways with his land-wave abilites.... generally raising hell well the heroes end-up fighting him when onslaugt chimes up..."does this guy have unluck or something? finally breaking out of prison and having 3 heroes right there.." i said "he does now" then added it to tremor's sheet and awarded him with 2 xp. so Striker and the unnamed hero guy show up and offer them an escape from the media and a team offer for the unknown supers.. issue 2 starts with Shamrock and Onslaught in Caldwell's, a bar where Shamrock is to meet his boxing promoter contact. He takes Onslaught with him because of Onslaught's insecurity with his new powers.. a pint and downtime sounds like the right medicine... they meet Angela a npc waitress there and Mickey (shamrock's first name) is done conducting business.. so they play pool while waiting for her to get off... meanwhile Shatterbolt.. a buisness man and head of Winter manufacturing company has set up a meeting with John Striker, Patron of the team and head of Stiker Incorperated; about proof of these aliens that take human hosts.. at caldwell's all hell breaks loose as a couple members of the mafia (think 10) come in after trailing onslaught's (secret id) for weeks. they don't know that onslaught and his secret id are one in the same... so the kidnap angela (thinking it's his girlfriend) and tells the pcs that they want Onslaught to come to Murphys junkyard at 3 am or the girl is dead.. well after the guys clean house the mafia spuds in a bar fight.. (using no powers mind you, well mickey doesn't really have powers) they call Shatterbolt at the base (who by the way was stood up cuz player #4 couldn't game) and go to the junkyard to rescue the girl... needless to say.. she was in a trash compactor.. Shatterbolt nearly got hit with a crane operated wreaking ball while flying around, and the mob hired a cyborg brick by the name of Crusher Bogart to capture what they thought was only gonna be Onslaught. OOPS! They end up winning and saving the girl.... wedsday i will post the 3rd session. About my game.. -the Characters are low-powered at 200 pts with 50 in disads -no power may have more then 40 active points.. -defenses are up to 20... although Onslaught, our groups' brick-lite is rolling with 18 and shamrock is at the bottom with 11 regular 3 resistant (due to combat luck of course) but he does have 50% damage resistance across the board for simulated being Really lucky and such... -we play bi-weekly on sun and weds look for updates soon after.. -I run contests inbetween sessions.. our first one is to design the base. like location..equipment etc... but just ideas... no stats. they can use any medium alike art and write-ups then we'll do a secret ballot. winner gets either 10 exp or a 5 active point maxiumun boost.. if you guys have any ideas for adventures..(that means you hermit) please post them so you can gm them too! i Will post Pictures soon..Shatterbolt's player is an artist who's done comic work. his website is http://members.cox.net/1379 and his name is James. He does commision work so drop him a line.. please let me know your ideas and thoughts on what i should do about my 4th player and anything that comes up... it's great to be back in the community... laate.
  12. Re: How many is enough?? yea... of course 3 is ok you guys are right as our 4th has been missing the past 2 sessions.. and combat is still getting bogged down.. then again i haven't gm'd hero in a while... need practice..
  13. How players are in your play group? we had 4, which i think4-5 is the best amount for a super-team storyline/comicbook but are now running the risk of losing one.. Do you guys if under 3 still run your adventures as a team book... as in secret bases and butler npc's with danger-rooms or run them as a collection of indivduals with no leader or x-mansion so to speak. dunno.. 3 people is a little small to make a team.... opinions?
  14. Re: Help........have questions!! First off thanks for all the replys! The hero system community is certainly a loyal and deadeciated (sp) following. in fact so much so.. i decided that champions is the system I will run over MnM, If for no other reason the help and encourgement you guys bring, and undoubtably WILL bring when i have problems in the future. for magmarock's question..... my group has been playing together since middle school.. now we're ages 26-29, some of us married, some of us carreer people, all of us Gamers at heart. But in our history of gaming till about 5-6 years ago.. real life showed up... so we couldn't play multiple systems for the one night a week we got.... so after DND we played supers... then fantasy hero.....THEN the shell-shock of what is 3rd DND d20 system showed up.... and as we resisted it for some time... we wanted to see what this hype was about.. a bought it... Enter DND for the past 3-4 years.... now after seeing spiderman 2 we decided to give DND a break and do supers... SO you see... for us this war between hero system and d20 system has been a long-standing feud alomst a decade long for our limited game time and our money... Round 4 to hero system....
  15. Re: Help........have questions!! just bought Fred and champions source book.... now scanning for edition differences... and got a copy of MnM. ( damn bartenders.. we has so much disposable income hehe) i guess i have lots of reading to do for tomorrow night... tips... hints.. or suggestions on making a choice? ANY oppinion is welcome and valued!
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