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About novi

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    Powerful Hero
  • Birthday 01/12/1983

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  1. What I was trying to get at is that while Molnya would be a great asset to Putin and of similar background/mindset, I can just as easily see that tipping the paranoia scales against Molnya. Putin might consider him too competent to stay subordinate to him; Molnya's contingency and long-range plans for life after Putin could be considered disloyalty to a sufficiently paranoid mind. Hard to say which way is more likely, or makes for a better story.
  2. Ugh, amazing how time flies. And yes, that was definitely something I had in mind. Which means I'll have to watch some episodes of the old GI Joe, since I never did as a kid.
  3. Derp. Let me rephrase that. They'll probably start off against VIPER agents. The Ultimates would be many adventures in, a tone shift as the serious bad guys. I bring them up as a benchmark for the opposition. I'm asking, because I'm pretty sure that balancing the fights isn't as simple as 8 * 300 point PCs = 5 * 480 point villains. Not that points are meaningless, but they're not the whole story.
  4. I should be running a Champions game (IRL) in the near future, and I've been asked to build all the characters for it. Which simplifies some things, but leaves me getting overly worried about properly balancing the team. (I know that I overthink and overly worry about things, but stopping myself is easier said than done. Oh well.) Also, there will be 7 or 8 players, which is pushing me towards lowering the team power level a bit so that I can keep combats from getting overly bloated. Anyway, the core of the team: After some discussion, the 6th-8th players will be crew members for the band, to be hashed out at a future date. Such concepts as 'a hypercompetent roadie', 'the sound and lights guy', 'a duplicating back-up dancer', and Max Lord'the manager with psychic powers' have been floated. And while not necessarily connected, the band is relatively new, so the characters will still be rookie heroes. So, I'm trying to work out a good power level for the team. In particular, I'd like to be able to run classic Ultimates, with Plasmoid and Charger updated 6th, against the PCs as a fair fight without too much buffing or fudging. Not sure if that is a reasonable goal, though. My thoughts so far are: Aquanet: 10 DC, 5 SPD, 7/7 CV, +1-2 HtH Bondage: VPP – 50 or 60 control cost, 4 SPD, 6/6 CV, +2 Overall Chronic: 8-10 DC, 6 SPD, 7/9 CV Delicious Rick: 12+ DC, 4 SPD, 5/5 CV, +3 Powers, +2 v Range Spandex: 9-10 DC, 5 SPD, 7/7 CV What advice can you veteran GMs and players give this worry-wort?
  5. But does Cap outrank an ordnance technician at a full sprint?
  6. I probably should have guessed Classic Enemies, but wasn't sure which editions had roster changes. ----------------------------- Not going to bother with Soviet supers in my game, at least for a while. My players want to keep low key to start, touring the Midwest as a struggling, young band. So no international intrigue, for now. --------------------------- While not on topic, I will grant that does sound about right for Putin. Hmm, I wonder how Molyna* fits into modern Russia. Seems like he'd either be part of that black-ops superteam, or managed to get on Putin's bad side and is working to undercut the Russian government. *From Champions Worldwide. I kinda liked the character, for whatever reason.
  7. I was actually wondering where to find the original Terror, Inc, not the zombie version. Also, in which book would I find Charger and Plasmoid? The original versions? *snerk* Okay, that's a good one.
  8. Been a bit distracted the last few weeks. Anyway, I never actually said which edition, but it will be 6th. And I'm strongly considering lowering the power level - 10 DCs average attack, probably 350 points total. Where would I find the write-up of that earlier version of the Ultimates? Or, perhaps, would somebody be willing to post 6th ed versions of Charger and Plasmoid somewhere? Oh yeah, and Professor Muerte. I recall the name, but don't think I've seen the original write-up. Which old book is he hiding in? I think my players might enjoy him.
  9. re: Lord Liaden: Yeah, I kinda knew that when I was posting it, but I couldn't figure how to properly communicate otherwise. *sigh* But to be fair, I am kinda looking for both angles. Which actual old-school characters I should look into, as well as which newer characters to use. I probably will have to pick up Road Kill. As for the Ultimates, I'm not familiar with that older line-up. How does it compare to the newer versions?
  10. Um, Work-Energy Theorem? It's been... a while since I had a physics class, so I did a quick Wikipedia visit to make sure I had my formulas correct. And while I was all set to work out the acceleration, I then noticed the page mentioning that work is also equal to delta-Kinetic energy. Seemed like a much more straightforward and accurate approach.
  11. Assuming standard physics word problem rules and constant forces, and not showing my work because I don't want to type in that many equations. And assuming I remember how significant digits work: 1. 6.563 x 10^6 J 2. 8.576 x 10^3 N 3. 6.43 x 10^5 W Yes, I got an A in AP Physics. Why do you ask?
  12. I should probably clarify that other than the BBB, my collection is all 5th and 6th Ed. I'm not sure I've heard of any of BoloOfEarth's suggestions.
  13. That's a disturbingly common trend, I've found - the blatantly fantastical gets a free pass, while thing that are plausible, but unlikely get heavy scrutiny. Some of it may be that the power fantasy is the central tenant of the work and can't be compromised, while the Secret ID is ancillary and thus open to interpretation. But I suspect that it's more about 'realism', and I mean that in that the most condescending, snooty way possible. People who want to prove how clever and deep they are, and focus on the things that seem adjacent to their reality. Possibly the same people who like to talk about 'underwear on the outside of tights' as such a stupid and juvenile costume trope. (which is a different topic, and start a new thread if you really need to talk about it) Having said that, there are legitimate conversations to have about secret identity, and how useful/effective it actually is. But someone arguing how unrealistic and dumb they are seems unlikely to be reaching for that level.
  14. I should be running a Champions game for my local group in the near future. And I was hoping for a little advice on the villain selection. While still nailing down specifics with the group, the general setting will be Saturday morning 80s cartoons, by way of the Champions Universe (since it lets me use all those Hero books I own). OTOH, that is a lot of books to comb through. So I wanted to pick the minds of the veterans around here as to which of the Champions villains are among the most classic/iconic, and/or suitable to that sort of cartoon aethsetic. You know, beyond VIPER and Foxbat. In more detail, the group is a Hair Metal band who also happens to be superheroes (Super-globetrotters meets Josie and the Pussycats, I guess). In particular, inspired by an old post on these forums. If anyone does recognize the source, it would be nice to check with the author that they don't mind me swiping their ideas.
  15. Yeah, good stuff. It was quite good, and I found myself far more entertained than I thought I would be. As Mike said, the visuals are amazing AND different - it has a unique aesthetic, rather than just the standard CGI that even PIXAR is kinda settling into. And then, on top of that, Spiderman Noir, Spider-Ham, and Peni Parker each have their own unique animation style. And it works. I'm not sure how they got away with doing something this experimental in a main-stream film, but I'm glad they did. Which would be enough to deserve seeing it, but then it nails the story as well, as well as the editing and pacing. It doesn't really waste any time or pad out anything. Even the inevitable big 3rd act fight scene is kept moving and interesting. Oh, and stay through the credits. It's worth it, but to say anymore would be spoilers.
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