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dugfromthearth

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  1. Re: what options for security devices around town? the town is a science outpost for a telescope. Basically everyone there works for the government. Rather than hiring a bunch of police they have him with his automated stuff. The scientists are fine with it - they are much happier being policed by cameras and robots than people.
  2. There is a law enforcement hero who patrols a town. He is a tech guy and has built devices scattered around town - video cameras, stun guns, etc. Video cameras are probably some sort of enhanced sense for him. I'd like the guns to function on their own, so maybe allies? Any ideas on how to build a bunch of security devices scattered around an area that isn't a base? (Or should I just call it a base?)
  3. I want to create a supervillain who starts out normal size but grows when he consumes something. This could be draining electricity, eating food, or something - haven't settled on what. But once he grows it is to be 0 END persistent (not inherent). The idea is the heroes have to stop him from consuming the thing and growing. So how do I make this growth happen?
  4. Re: The Worst character in comics Captain Britain was fantastic in the British comics. The problem is that they took the hero with problems out of the British comic where everyone was flawed and put him in American comics where everyone else was perfect. And then they turned his sister in Psylock which is even worse. I have to say the worst character is the Hulk, the stupid violent version. Unlimited strength, stupid. The comics had to dream up inane plots so that he appeared somewhat heroic.
  5. Re: need help with Rich Gates, Macrosoft Corp sorry for being so vague. My intent is to create the city with the conflict between the superheroes who represent the corporation and the villains under The Emperor. The players will be non-aligned superheroes. I haven't decided on whether the Gates Corporation is really evil and the players then have to eventually ally with The Emperor to defeat it, or if the corporation is just a corporation being attacked by villains scum. I do plan on having the corporation superheroes have "diplomactic immunity" to represent the corporation lawyers bailing them out of anything. What I want help with is figuring out the NPC's. Mostly what powers they should have. I've been away from hero for so long that I am having very bland thoughts of energy blast, strength, and armor. I'd like the NPCs to have more flair. Duplication, summoned allies, drains, aids, that sort of thing. Really make them supers rather than just guys in armor with claws.
  6. Champions player since 1st edition but I've been playing other games for years (mostly CoH online). Living in Seattle, I want to run an adventure in a city themed with the tech community and need help figuring out the NPC's. The city is Sal Tasoras (Salt Treasure) a city on a penninsula of rock sticking out into a salt flats in the desert of central California (Crystal Valley). Since Rich Gates became a multi-billionaire with his Gates OS, he has diversified into weapons, cybernetics, genetic manipulation, pharmaceuticals (human growth hormone, steroids, etc) and telecommunications. Each division created its own superhero to show off its technology. Longhorn - genetically engineered with bull genes, tough, strong, horns Macrosoft Blob - pharmaceuticals more tbd On the salt flats are primitive and tech gangs in a perpetual Burning Man festival. They are led by The Emperor - a genetically engineered penguin. Firefox - 250pt, cybernetics. Has blowtorches for fingeres (RKA, no range, reduced penetration) - essentially super agents, there are many gang members with the Firefox modifications. Thunderbird - 250pt, cybernetics. Broadcast low frequency sound waves (subwoofer) that cause some effect. Use electric powers Gnome - 250pt, genetic altered. Tunnel into the salt Gnu - 250pt genetically altered. Attack with horns Lynx - 250pt generically altered. Attack with claws The Colonel - 450pt villain. The Emperor's right hand man. Superfast. Entangles by creating new threads.
  7. Re: making killing dmg balance with normal dmg sorry, I was referring to what he had quoted - which didn't show up in my quote: a killing attack on someone with no resistant defenses - they still get their normal defense against the stun that does not make it any less lethal - it is about the stun. yes the change to how the dice are rolled makes it do less body for a 30pt attack. That is a side effect of making the die rolls be the same and is a rounding issue. It does the same for 5pts and more body for 10 pts. It is not intended, it just using dice to roll gives slightly different averages. 5pts = 1pt KA does 1 body 1d6 NA does 1 body 10pts = 1/2 d6 KA does 1.75 body 2d6 NA does 2 body 15pts = 1d6 KA does 3.5 body 3d6 NA does 3 body
  8. Re: making killing dmg balance with normal dmg minimum damage is 1 stun per point of body taken (isn't that the standard rule?). So if an attack does 2 body but would do no stun they take 2 stun as well. a killing attack on someone with no resistant defenses - they still get their normal defense against the stun, just nothing versus the body. And they take minimum stun damage as above.
  9. for my fantasy campaign I don't want killing to be better than normal dmg, just different. And I don't want to have it have an advantage. So I ended up making killing damage and normal damage roll the same way for stun and body. Killing body is only resisted by resistant defenses. Killing stun is the stun rolled minus the body rolled and you get full defense against it. This makes killing attacks much better at doing body but worse for stun. Example: 5d6, 1, 3, 4, 4, 6 Body total is 5, stun total is 18 The normal attack does 5 body and 18 stun, resisted by all defenses the killing version does 5 body and 13 stun. The 5 body is resisted by resistant defenses, the 13 stun is resisted by normal defenses.
  10. Re: how to do it: strength effect lingers after moving would it be no range? does the uncontrolled make it so that it would be no range when he placed it but then he could walk away? I am thinking a no-range uncontrolled invisible-effects tk. 10 str tk (15) uncontrolled (+1/2) invisible effects (+1/2) ap: 30 no-range (-1/2) rc: 20 or 15 str tk for rc: 30 is that it?
  11. This is for a low-powered "super" agent game. The idea is that the character can apply strength to something and then move away but the strength effect continues. For instance he could hold a cup in the air, then move his hand away and the cup would keep floating for the duration. Or push against a door then run away and the door would still be "pushed" against for the duration. The strength would only equal his own (probably 15) and it would last for maybe 5 minutes (duration could be under his control when he set it but not something he could turn off later I think).
  12. Re: Power Defence... Ugg I just consider any power vs power defense to be an NND and define some defense against it. Basically changing it from an AVLD to an NND. I like the flavor of it better.
  13. Re: Dependence: A useless Catagory of Disads? first of all there is a point value to needing to eat/drink, sleep, and breathe. if you want to avoid having to do those you need to buy life support. The dependence on those things is built into the base value of your character. Fixing dependence The time between dependence isn't the problem, the problem is the difficulty of getting/doing the dependent thing a consideration of the disadvantage should be how long it requires to do it. Bathing for an hour in salt water is a much bigger disadvantage then needing to drink a glass of salt water. Likewise sleep is a bigger disadvantage then breathing in the sense that sleep takes 8 hours of your day and breathing takes no time. The bonus should not be based on the raw how long it takes - it should be based on how long it takes vs. the time of the dependence. Requiring 1 hour every year is basically trivial - requiring 1 hour every 6 hours is a much bigger issue. I would go with: takes 1 time period less then dependence to fullfil dependence -10; takes 2 time periods less then dependence to fulfill dependence -5. Availability is a big factor as well. A dependence that you cannot bring with you (a vat of salt water, the sun, etc) should be worth -5 points more.
  14. Re: Any Arcanum-style campaigns out there? I've got rules for alchemy as a science (gunpowder, acid, etc) and I wrote up some stuff on steam engines. In my game world technology and magic don't work well in the same areas, but that is just a skill roll modifier for an area, it is not built into the magic or tech system. (IE in some areas you get a +1 on magic skill rolls and a -1 on science related skill rolls).
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