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Shadow Dancer

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Posts posted by Shadow Dancer

  1. Originally posted by Tamashii2000

    you realize, the main villians for this group Have got to be a former heavy metal group with.. a demon, a star child, and two others who's 'gimmik' I don't remember at the moment.

     

    That'd be the lover, and the cat, or the fox depending on which band you go with.

  2. Originally posted by Supreme

    The speed of combat in Champions is probably its greatest problem. These are the things I do to speed things up:

    • Make up the speed chart. Do not waste time getting everyone's attention, asking them what their DEX and SPD are (new players will check their sheets every time). Tell them to go.
    • Don't let players spend a lot of time deciding what to do. Don't rush them either, that makes it worse - and less fun. If I have a new player, I will give them a quick summary of their options. "You can attack, save your phase, or move."
    • The newer the player, the less complicated their character must be. This seems a little meddlesome in the character creation process, but it really works. You can't have someone new to the game have to decide which of 12 powers is the best to attack with every phase. This is also why, for new players, I always recommend playing a very simplistic brick.
    • Pre-generate the damage rolls for your villain. There are a bunch of web-sites out there with javascipt applets which will pre-generate all the die rolls you want. Some of them are even geared to give you STUN and BODY rolls. I usually pre-generate a staggeringly huge sheet (8pt Arial Narrow font) with 30+ rolls for 6d6, 7d6, 8d6, 9d6, etc. on up to 20d6.
    • Don't have a lot of combats with a lot of villains. Large teams of moderately-powered villains might be more effective, but one super-collossal villain plays faster.
    • Crits & fumbles. This is a house rule of mine. Make your attack roll by ten or more and you do a "crit" which means max damage (it also usually means whatever you're shooting at goes down for the count). Missing your roll by ten or more means that you hit a friend or yourself (people making HTH attacks do damage to themselves by wrenching their limbs/tripping over their own feet).
    • Play with knockback. More damage means people go unconscious faster.
    • Don't have so many combats.

     

    I love these suggestions. Being a new GM and returning to champions/hero after an almost 20 year break.. < i think that the last game i played was in 1985-86 > I find these suggestions helpful. At first, I'm just planning on using this as a break from the other games we're in.. basically just a combat game, but hopefully i'll improve/mature as a gm enough to be able to flesh out the game into a proper campaign..

  3. would putting this in a multipower help save cost? or because they're linked the powers can't fit into a MP framework?

    The whole idea/concept of building mp's/ec's are almost beyond me.

     

    can I ask how you came up with the 10 dc? is that with the velocity and multipliers for move through?

  4. Hey there,

     

    Been working on several things and would like some help.

     

    I'm building a variant of Cannonball from X-force, called

    Kamikaze..

     

    I've got the stats worked out, and a good idea of the skills i want, but am having trouble defining the "powers"

     

    I've pulled several chamiions conversions from the net, but they all seem to be earlier versions than 5ed.

     

    I've got about 145-150 points to build Cannonball's flight/forcefield

     

    i've some idea's and could use some help putting this into a format that works...

     

    20" flight <80 " ncm>

    - minimum of 10" moved

    - has to make a skill/power roll to turn

    -1/2 end

    -capable of carrying another person approximately his own weight.

     

    forcefield, maximum of 14 pd/ed

    -linked to flight

    -0 end

     

    50-75% damage reduction

    -linked to flight only works when in flight

     

    The character's main attack is via move through/move by.

     

    The sfx to the flight is pretty much the same as cannonballs. Thermo dynamic combustion channeled as thrust from around/through his lower body...

     

    I'd also like to figure a way to add some additional strength in there, linked to the flight. A way of expressing the extreme pressure of his thrust.

     

    here's some other limitations

    limited to a max 11 DC; max ocv/dcv of 13

     

    I thank you all for your comments/suggestions/assistance in advance.

  5. well, there's a series of fantasy books that also deal with this premise, .. I can't think of the author at the moment, but its the "Blended" series,

     

    basically ita a universe where everyone has magic talent to some degree.. and all talents are based on one of 6 "elements"

    earth,air, fire, water, spirit, and a newly discovered element "sight"

     

    The five/6 practioners are taught to "blend" to create a blended "entity" this entity usually has the viewpoint of the character that initiated the blending, ie if the fire user initiated it, she/he would control it... and have access to the other blending mates powers, and knowledge..

     

    Its a good series, and she's on her second set, though I've only read the 1st of it..

     

    personally, I'd use a variant of multiform/duplication but then i'm not a rules lawyer and have never tried anything like it..

  6. I like the idea,

    instead of running, you can buy flight limited to contact with ground, and buy large personal forcefield linked to the flight...csl's with move through sounds good.

     

     

     

  7. Re: Re: once again i need help!!

     

    Originally posted by Rage

    THIS IS EXACTLY MY CHARACTER CALLED Angst!

     

    LOL.. umm ok, so how'd ya build him?? I don't wanna copy... just looking for ideas!! (grin)

     

    The background for the character is a bit cliche, he's an"Agent" (think bond and you hit the head on the nose) that was captured by an "enemy" organization, they tortured him and filled him with experimental drugs, truth serums and such, and then tortured his wife to death in front of him...

    the strain, the adrenaline and the chemicals all combined to make him the anger driven madman, err hero he is today!!!

  8. actually oberon, no, it doesn't drain anything, I thought of that as well, ....

     

    I've sent a link of this thread to the player, and we'll work out something. I want to thank everyone for their help.. Its given me a lot of ideas on how to do things for other characters..

     

    Since i'm brand new to gm'ing and my players are all new to the genre and the rules, I'm not doing a "campaign" .. just some throw together battles and one shot adventures in between our other game sessions...

     

    But that doesn't mean I won't in the future expand it.. just thar for now, Champions/hero is the filler.. a good old slugfest when noone else wants to run anything..

     

    but hey I'm always looking to play! so if there's a PBEM campaign I'd be happy to join in!!!!

  9. Originally posted by oberon

    If you're using an END reserve, would you need to worry about Aid?

    Depends on whether the energy he gathers disappears after he has left the vicinty of the negative emotion.

     

    If yes, use an Aid to the framework, no END reserve.

     

    If no, use an END reserve, with a limitation on the recovery, Only In The Presence Of Neg. Emotion (-1/4 or -1/2, depending on your campaign).

     

    oberon

     

    actually thats the point .. he can't use the MP without the aid/absorb... it fades per normal aid rules, but there's no rec, for the end reserve, as he uses it .. its gone, until/unless he absorbs/aids more...

     

    As I read the mp, the active point reserve is there, all the time... and that doesn't fit the concept, which is why i tied it to an end reserve... the end cost of the MP is x10, or 1 end per 1 activepoint used in the mp slot...

     

    I'm trying to figure out how to tie the aid to the detect, i hadn't figured on using autofire, .. i originally built this as an absorb, (area effect, nonselective target, only against hostile emotions,(anger,rage,hate)) with a custom lim(char takes 1 stun for every 5 points absorbed) linked the End reserve to the absorb with a custom limit only up to amount absorbed to a max xx points...

     

    The only reason i'm looking for options is i have a problem with the absorb not being used against an actual attack.... :)

    and the absorb only works off body rolled on the die rather than the total of the die roll...

     

    *edited *

  10. Re: Re: once again i need help!!

     

    Originally posted by zornwil

    I don't seem to be in sync with others, but I'd just give it a -1/4 (or at best -1/2) limitation "only works when in presence of hate/anger/rage" (it's pretty common given a super-hero world so I wouldn't go further than 1/4 myself), and it works when that attribute is present. Someone mentioned a Detect, and I'd agree if the character's conception is he's aware of it even if it's just unexpressed, then link the power to the detect I suppose. But mostly I'd go with a simple lim. If the character "build up" the absorption, you could go with a delayed power, have it gradually build up by having limitations on portions of it according to their delay.

     

    Well, we've already built a detect, my problem with absorbption is that there isn't an "attack" to absorb, so basically he's getting free points...

     

    I really like the idea of a END reserve that builds up as he absorbs the emotions.

     

    The End reserve starts out at 0, is filled with his absorb/aid, and doesn't regenerate. it can only be filled by the absorb, up to a certain limit... I tied his MP to the end reserve, at a 1 end per active point used level

     

    For those of you thinking of tying an aid to the detect, how would that work?? If he makes his PER roll on the detect, then based on how many points he beats the roll he gets that much aid, up to the max? so if his PER roll is 12- and he rolls say a 8, that would be a 4d6 aid, right??? and if he fails his PER roll then he doesn't get to aid....

    Now it's my understanding that once a PER roll is successful that "target" doesn't require further PER rolls to keep track of unless something moves it out of LOS.. (ie hides, goes invis, leaves the area...) how would the aid work then, he's still "locked on to the target" does he get the same aid as the first time he succeeded or should I reduce it to a minimum?? say 2d6??

  11. Originally posted by Agent X

    I think it's an Aid alright. I believe you will have to come up with a house rule ranking emotional states - maybe a formula based on circumstances. You could use Circumstantial Presence Attacks to determine the value of the heightened emotional state. Remember to modify for Psych Lims.

     

    X,

    I'm fairly new to 5th edition and brand new as a GM,

    can you explain the "circumstantial presence attacks"????

  12. Some of you may remember me from the temporary boards

    I posted a couple o fthings, one of them being a call for help building a "Dr. Strange" type character for one of my players ...

     

    The Player, not being satisfied with the Spell caster options i laid out for him with your wnderful help, has come up with an even "better" concept for a vigilante type of character...

     

    This one fits even less into the rules than the mage..

     

    If i give a concept can some of you help me out???

     

    I don't have hero designer and the book work is making my head hurt..

     

    The basic concept is a character whose powers are fueled by his "absorbing" the strong emotions of Hate,Anger, and rage.

     

    He's got a few powers "normally" but the main ones are in a multipower that is fueled by this absorption, and ONLY work AFTER he's absorbed ......

     

    Where i'm having the trouble is defining his absorption, since there's nobody created yet that makes emotion based attacks. Thus, there'd be nothing to actually absorb. I tried tying an absorb to an end reserve which starts at 0 and fills with the absorb points... and the multipower pulls end from the reserve.. at 1 end per active point used ..

     

    but i don't know if this will work.. It's either that or i was thinking of an "AID" variant that only works in combat, with a special effect that its powered off the strong emotions generated in combat..

     

    please .. any help would be greatly appreciated!!

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