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MitchellS

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Everything posted by MitchellS

  1. Re: I'm afraid to ask... Sidekick won't have a revision. The material there will not change. It's because of some of the things added to Sidekick that 5E got a revision so quickly. But keep in mind that Sidekick does not have all the rules, skills, powers, talents, perks, etc that are in 5E. So some things might seem lacking to you with your more experienced GM.
  2. Re: I'm afraid to ask... There are certain rules for power frameworks now. Each power framework has a different set of rules. Elemental Controls, as an example, can't have powers in them which do not cost endurance. Certain "special powers," like life support, are not supposed to be able to be put into power frameworks at all. This is to help maintain special effects balances. Power frameworks are no longer designed to only give cost breaks. The special effects associated with them are supposed to be consistent. Robot is a character type not really a special effect. The minimum life support needed to survive in space for short periods of time would be Need Not Breath and Safe Environment: Vacuum. As Ben Seeman stated above, if you're really interested in getting back into Hero then you should at the very least purchase a copy of Sidekick for $10.00. It will answer most, if not all, of the questions you have.
  3. Re: I'm afraid to ask... Yes, growth and density increase still exist but they are powers for characters who can change their size and mass. If your character can get bigger then he should buy growth. If you character is always 30 feet tall then he should just purchase the appropriate powers to represent him being that large: extra Str, extra running, knockback resistance, and some limited stretching. You're not having a nightmare. Those powers were disallowed in power frameworks due to the reworking of how frameworks are supposed to function. The cost of life support went up because there were more options added to it. The Hero System can be more grainy now and so it needed more differentiation between certain things. Superheroes now start with 200 base and up to 150 in disadvantages.
  4. MitchellS

    Schmucks?

    Re: Schmucks? I guess I don't relate here because as far as I can tell there are only a dozen "regular," and by regular I mean those who operate on the earth, villains in the CU which a team of 350 to 400 point heroes can't defeat (Dr. Destroyer, Gravitar, Menton, Takofane, and the villain groups Eurostar and Dragon Branch - who can be defeated in smaller groups). Then there is a second tier of 50/50 villains who can be defeated by a group 50% of the time (Mechanon, Warlord, etc.). But that still leaves some 90% of the villains who are defeatable in groups or as individuals. These Master Villains aren't making trouble every day. Dr. Destroyer went from his Destruga plan in 1991 to his Detroit plan in 1992, and then was unheard of for a decade. I would imagine that most other Master Villains are operating the same way. Takofane might make 1-2 appearances, Menton might make 1-2 appearances a year, etc. Not every Master Villain is out to conquer the world every day of the week. These Master Villains are not waiting for the characters to gain experience, they're waiting for their master plans to come to fruition. Now we can look at the Battle Of Detroit as an example of how different power-level characters performed. Some characters confronted Dr. Destroyer, some battled supervillains, some battled Mega-Terak, and some battled asteroids. You don't send your 350 point characters into Dr. Destroyer's lab. You allow them to fight other thing and make meaningful contributions to such a major battle without over-shadowing them with a Master Villain. Perhaps the PCs get to the lab as a damaged Dr. Destroyer just defeats the last hero and now the PCs must stop him. Too bad Dr. Destroyer's main attack multipower is offline, and his armor has an activation roll from the damage the other heroes caused, and he has no force fields and is nearly exhausted. That's where the PCs can shine: doing the coup-de-gras! Master Villains are not out every week banging against the heroes. They are planning, and plotting, and scheming, and using underlings to do most of the work. Most of the Master Villains saw what happened at the Battle of Detroit and most of them understand that they can't defeat a dozen superhero teams at one time if they come out prematurely into the open. Granted Champions is a game, and ultimately the PCs are supposed to become experienced enough to fight the Master Villains of the world but that doesn't mean the world gets over-run or destroyed because the PCs are only 350-400 points. As the Edomite example in DEMON shows the PCs throwing a "wrench" at the wrong time can cause major problems for any Master Villain no matter what the power disparity.
  5. Re: M&M to HERO Thanks for the advice but I think I'll run with the conversion system for a bit and see where it takes me when I'm finished. I have a feeling it will not be as outside the lines as you believe.
  6. Here's the start of a basic conversion system between Champions and Mutants & Masterminds. I'd be happy to see any feedback anyone can give me so far. Characteristics This conversion is designed to take everyone from a 1 to 30 Cha value in Hero with the assumption that anything over 30 is superhuman. Str: 1-10 Str in M&M are the same. For each additional point add +2 Dex: M&M Dex value * 1.5 Con: M&M Con value x 1.5 Bod: M&M Con value Int: 1-10 Int in M&M are the same. For each additional point add +2 Ego: 1-10 Wis in M&M are the same. For each additional point add +2 Pre: 1-10 Cha in M&M are the same. For each additional point add +2 Com: M&M Cha value PD: Figured x 2 ED: Figured x 2 Spd: Figured and rounded up. For Dex of 15-17 add +1 Spd. For Dex of 18-20 add +2 Spd Rec: Figured End: Figured Stn: Figured Skills: M&M Acrobatics = Acrobatics & Breakfall Balance = Enviromental Movement: Narrow Surfaces Bluff = Acting & Persuasion Climb = Climbing Computers = Computer Programming Concentration = +2 PSL for Concentration-based Ego rolls Craft = PS: Craft of Choice Demolitions = Demolitions Diplomacy = Bureaucratics, High Society, & Oratory Disable Device = Demolitions, Security Systems, Systems Operations Diguise = Dusguise Drive = Combat Driving Escape Artist = Contortionist Forgery = Forgery Gather Information = Conversation, Streetwise Handle Animals = Animal Handler Hide = Stealth, sight only: -1/2 Innuendo = Secret Language Intimidate = Interrogation Jump = + X inches of Leaping, Requires a Dex roll Knowledge = Knowledge Skill Language = Language Listen = +2 Hearing Per Roll Medicine = Paramedic Move Silently = Stealth Open Locks = Lockpicking Perform = PS (Art of Choice) or Acting for an actor Pilot = Combat Piloting Profession = Professional Skill Read Lips = Lipreading Repair = Mechanics Ride = Riding Science = Science Skill Search = Concealment Sense Motivation = Detect Body Express Sleight of Hand = Sleight of Hand Spot = Concealment Survival = Survival Swim = Enviromental Movement: Water Taunt = +5 Pre, offensive only & -2 Combat Levels, 0 End, Range, 1 Rec Charge Feats: Accurate Attack = Spreading in Champions Aerial Combat = +1 Level, only when flying: -1/2 All-Out Attack = +2 OCV Levels, Side Effect: -2 DCV Ambidexterity = Ambidexterity Assessment = Analyze Attack Finess = +1 Level per M&M Dex modifier Attractive = +6 Com & +2 Levels Seduction, Persuasion Blind-Fighting = Combat Sense Choke Hold = Martail Arts Choke Hold Connected = Well-Connected and Contacts Dodge = Martial Dodge Endurance = +10 End Evasion = +2 Levels with Roll-With-The-Blow Maneuver Expertise = Same as Shifting Levels in Champions Fame = Reputation Far Short = Martial Arts Distance Shot Great Fortitude = +5 Con Headquarters = Perk: Base Heroic Surge = +1 Speed, Cost End Heroe's Luck = 1d6 of Luck per Improved Critical = Martial Art Basic Strike or Ranged Shot Improved Disarm = Martial Disarm Improved Grapple = +2 to Grab Improved Initiative = +5 Lightning Reflexes Improved Pin = Martial Grab Improved Trip = Martial Takedown Improved Two-Weapon Fighting = +2 Levels with Two-Weapon Fighting Indomitable Will = 3 points of Mental Defense per modifier Infamy = Reputation Inspire = Instant Stand = Breakfall Iron Will = +5 Ego Leadership = Tactics Lightning Reflexes = +2 Levels with Dex Rolls Minions = Followers Move-By Attack = Martial Passing Strike Multishot = Autofire Skill Photographic Memory = Eidetic Memory Point Blank Shot = +4 Ranged Skill Levels Power Attack = Martial Strike of Offensive Shot Precise Shot = Not applicable in Champions Quick Draw = Fast Draw Rapid Healing = +5 Recovery Rapid Shot = +2 Levels with Rapid Fire Maneuver Rapid Strike = +2 With Sweep Maneuver Rapid Takedown = +4 with Sweep Maneuver Ricochet Attack = +2 Levels with Bouncing Sidekick = Follower Skill Focus = +2 with Specific Skill Startle = +10 Pre, offensive only Super-Feats: Super-Powers:
  7. Re: Vibora Bay Super team ideas... I'm looking forward to Vibora Bay because I'm currently writing a non-CU game that I was planning on basing in Miami. So VB will hopefully give me some inspiration; who knows, I might even end up using it in place of Miami if it's better detailed than Millennium City was. As for character types I think you can use any type of group within the city. Oddball's New Circle would be a good type of group for the City, though I believe there are already too many mystic types within the city to want to add more. I would just use it for a normal group of heroes with maybe one mystic character and then make everything just a little darker and scarier. You'd see more of Leech, Monster, and Zorran there than you would Lodestone, Grond, and Holocaust.
  8. Re: Official Champs Uni = Marvel Uni? I agree that they are both good world-threatening villains. There's just something more ruthless about Dr. Destroyer in my mind. Dr. Destroyer really is more like the Red Skull with the cosmic cube than Dr. Doom. I think the only major similarities between them now are that they both wear armor and are both world threats.
  9. Re: Official Champs Uni = Marvel Uni? I think Dr. Destroyer is more evil than Dr. Doom. They have different agendas and personalities. Dr. Destroyer shows little regard for human life; in fact most of his schemes seem to involve mass-casualties. He killed 60,000 people in Detroit just so he could go into hiding. I don't envision Dr. Doom doing the same thing. That doesn't mean that Dr. Doom isn't cruel and iron-fisted, but he isn't as cold-blooded as Dr. Destroyer.
  10. Re: Official Champs Uni = Marvel Uni? Within the CU there is no character tougher than Dr. Destroyer, and that includes the Thanos-like ones.
  11. Re: Official Champs Uni = Marvel Uni? Is there any Thanos-like character in the Champions Universe who is more powerful than Dr. Destroyer? We now have CU write-ups in hand for the toughest of the tough ranging from Skarn, the Dragon, and Tyrannon, to demon/devil princes, to aztec gods, to Kings of Edom. Dr. Destroyer is as tough or tougher than all of them. In the CU Dr. Destroyer fits the "cosmic entity" power levels niche even though he does not fit the archetype. That's all anyone here is saying. Your games might play at an escalted power level, and that's fine, but the fact that you need to make your cosmic entities 40d6, 60 def, 10 speed in order for them to fight your team of 20d6+, 40 def, 8 speed heroes does not mean that is the norm for the Champions Universe. That is just what level you enjoy playing at.
  12. Re: Extraction: Drogen Lar Sorry about the thread necromancy but I was just wondering if you had ever finished this group of Perseid or not? I enjoyed reading this material. I found it inspiring. It's nice to see some Champions material involving some of the alien species of the universe.
  13. Re: Official Champs Uni = Marvel Uni?
  14. Re: Official Champs Uni = Marvel Uni? I always enjoy when a poster tells me I'm wrong just because I don't do something the same why the poster does. Our power levels have worked fine for us for 22 years. Obviously yours work fine for you too. Why don't we just leave it like that.
  15. Re: Official Champs Uni = Marvel Uni? I think we all have different ideas as to what constitutes powerful, with yours being slightly higher than mine. In our Legacy Universe we have Thor, iirc, doing around 25d6 with mjolnir and 29d6 with a haymakert. Having Dr. Destroyer doing 30d6 to 34d6 puts him somewhere between Thor and Darkseid (12d6 RKA) in our game world.
  16. Re: Guidelines & Benchmarks The Champions Universe benchmark table is printed in Champions, Champions Universe, and Sidekick. 20 is not max human. 20 is the point where few people ever advance beyond. That's why in heroic games you must pay double for each point over 20. The table doesn't stop at 20. In the Champions Universe someone with a 21-30 Dexterity is considered "Legendary" as per that chart. Superhuman Dexterity starts at 31.
  17. Re: Official Champs Uni = Marvel Uni? It was in one of the other threads. I don't remember where. I was just reading older threads one day where they were talking about superheroes. Darren said it was being considered for the 2006 schedule. You might want to do a search for Sentinels. That might help you find it if you're interested.
  18. Re: Official Champs Uni = Marvel Uni? I believe Darren said it might make the 2006 schedule.
  19. Re: Official Champs Uni = Marvel Uni? I have no problem with the villain's power levels in the Champions Universe, outside of Dr. Destroyer and Takofanes. I understand the villains are generally going to be outnumbered somewhere between 2 - 6 to 1. They need to be designed to withstand teams of 2 to 6 characters. As I said above, about half of the villains in the Champions Universe are built on 400 points or less and those are all decent one-to-one opponents for the 350 point characters. My own list of villains would be as follows: Imperial Villains: Dr. Destroyer, Istvantha, Skarn, Takofanes, Tyrannon Master Villains: Gravitar, Mechanon, Menton, Teleios, Viperia, Warlord Minor-Master Villains: Black Paladin, Holocaust, Interface, Stingray, Zorran Crime Lords: Kevin Poe, Franklin Stone, The Purple Gang, Jade Phoenix
  20. Re: Official Champs Uni = Marvel Uni? I think Slug would surround himself with transformed "worms" rather than supervillains. Anubis might be a good choice. I could see a whole Egyptian theme building there with Scarab, Ibis, and Ankh (made up villains) joining his ranks. I never cared for Neutron but only because he seemed to surround himself with idiots. Sunburst would be a good choice as well. My guess is he'd be around Gigaton's power level. Beamline might make an interesting choice as well, or Borealis as a northern threat.
  21. Re: How do I do this? (Pt. 2) I don't like giving vehicles Int and Ego because I believe it defeats the purpose of having a computer Perk. If you look at the sample vehicles in Champions and other products the computers are purchased for them separately. I believe it should be done that way all the time to ensure consistency. If it works for you great though.
  22. Re: Plot Device: Techlandia I like the plot but I'd probably have an UNTIL officer, who secretly works for Dr. Destroyer, approach the players about the valley. I don't think most PCs would believe anything Dr. Destroyer had to say to them. The PCs would investigate the crash site and after a few adventures find a way to deal with it. Then Dr. Destroyer would send his lackeys in to deal with the PCs and take possession of the valley.
  23. Re: Official Champs Uni = Marvel Uni? Interface is a Minor-Master villain introduced in Champions: Battlegrounds. I agree with you about Mechanon, but then Ultron was the "secret master" of the Masters of Evil at one time too, so you never know what might go through a machine mind when it comes to eliminating superheroes.
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