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Captain Super

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Everything posted by Captain Super

  1. Easier way to build Absorbtion typr END reserve is to buy REC for the reserve with a limitation Only when in contact with X source, whatever X is (energy, electricity, etc) This would be a lot easier than to buy absorbtion as a seperate power.
  2. Certainly reasonable. I used similiar Logic for Peicemeal armor, Bought it as OIF but could grab off sections as if OAF reducing the ACT roll similiar to ablative (also -3/4 total with OIF).
  3. Easier is better. END reserve with SFX and limitation on REC. For real fun, powers only work on END reserve and have a built in drain on the reserve (lose so many END per hour).
  4. Rule is that you have to use a skill lvl for each bounce. Example Cap has oh, say +2 w/ all combat and +2 w/ shield. He can bounce the shield 4x but w/o any other use of skill lvls, or 2x and +1 OCV +1 DCV, etc. My question is can you bounce with a 2 pt lvl? I say no, as 2 point lvls only used for OCV bonus. Anyone else?
  5. The real problem with using Hit Location for called shots is in the evil use of PSL. Nobody should have 12 PSL in a campaign with called shots, NOBODY (well maybe Chun, the master of Shinanju from Remo Williams). If someone is held with 1/2 DCV and a called shot is made to the head (after -8) then so be it, IMHO. Without abuse called shots O.K>, but note that it is open to abuse. Possible answer, if Find Weakness above 10 points, no hit location, or anti PSL levels to counter PSL for hit location. BTW, NEVER use hit location for normal attacks w/o called shots for supers, it just doesn't fit the Genre.
  6. Better fit for SFX is high PRE, but a -1 lim is o.k.
  7. I only use it for KAs, both stun multipliers and damage increase (Bodyx). It does away with the stun lotto problem with an average stun multiplier of just under 3, less than the normal attack average of 3.5 , but still allowing for a fair variable range. (It gives a nice bell curve of stun multiplier) It makes the Supers more susceptible to skilled normals with guns, and Supers with KAs more reluctant to use deadly force. I also use it for called shots, but not in every situation. (As an aside, Ka's should have less stun on average than normal attacks, because the genre effect is different. KAs are designed to kill. other attacks are designed to put down.)
  8. my $.02 Wow. I'm just interjecting my unwanted opinion. Lost in the debate over the charges limitation and abuse is one of the largest benefits of charges, that they do not cost endurance. So, for example: 30 60 pt MP (OAF) 3u 12d6 EB - 16 charges 3u 4d6 rka - 16 charges 3u 8d6 AP EB - 16 charges 3u 6d6 NND EB - 16 charges 3u 8d6 EB exlposion- 16 charges This is perfectly legal under the rules. It does provide some limit to the use of the powers. It also is a large advantage in that the character can use a lot of powers with NO END COST. How many battles last over 3 turns, where charges would begin to take effect (assuming average SPD of 5-6)? Even if they do, other Char.s may start to run out of END much sooner. It always has felt abusive to have a large number of total charges in a MP suite. It all comes down to the GM. If he/she can put the PC in a situation where they are away from home for a long time so that the limitations come to the forefront, then it is o.k. (You just can't find .38 caliber bullets on the fifth moon of Jupiter, MP boy). Otherwise it can be abusive and unbalancing. I am interseted if any one has a house rule to address this issue, maybe forcing an advantage on the MP reserve cost if there are too many total slot charges. JMHO, YMMV
  9. Brief thoughts: Freedom Force - No plot derivations but what a game! Wow! Making my own PC's to replace the well designed pat characters made it even better. Man-Bot rocks! GM's generally cannot be in love with a particular result because PC's will always find a novel way to screw up your plans. Isn't that the fun of the hobby? Other CRPGs Arcanum is open ended as plot threads depend upon alignment (good/evil) and affiliation (magic/tech). They say Temple of Elemental Evil is wide open. We'll see. Best CRPG ever - PLANESCAPE TORMENT. Really was alternate ways to complete depending on alignment and class. If a thief you could sneak, if high CHA could be diplomatic, if Fighter could bash or threaten, and GREAT NPC's. Might still be out there in discount bins-well worth it if you like AD&D in an interesting setting.
  10. O.K., i do not fully agree with Laiden. Greatly slowed down time would help in combat and increase CV. It would not help a person climb a wall or pick a lock however. Perhaps DEX with a -1/4 limitation-doesn't increase manual dexterity tasks. Obviously a ball moving in slow motion is easier to catch, but slowed perception won't help you in brain surgery. Hyper tasking is a great power/talent concept. It's also a lot cleaner than change environment for this SFX. The point cost might need to be examined. As for STR, I understand extra HTH damage but not xtra STR. Force not lift would be increased. JMHO
  11. It depends on how often you want someone to overcome the effects. Obviously most will just wear gas masks while fighting him/her. But for resisting, why not just use a limitation on the FF, victim's get ego roll to avoid effects, or phrased differently: "Doesn't work against those who make ego roll -3 to roll" a 1/4 or 1/2 limitation depending on average EGO of the campaign. Normals have to roll 8-, pretty rare, and for most goons the roll can be ignored by the GM. Remember the keyword in Hero is flexibility. JMHO, YMMV.
  12. Good overall O.K. If I had to nitpick, does he really need all of that defense with all of that DCV? He does need a high PD to protect himself from Move through damage, but both a 28 ED and 17 DCV? Maybe lower the ED to 20 and use the 8 points for some KS, like KS-Track and Field World 11- or even a limited reputation in his home town ('Boy that kid shore was fast Ma, wonder what happened to him?'). Of course the SFX for the high def. can easily be that no single attack hits him dead on and is sometimes cleaner than the alternative of Damage reduction. Also solely on effectiveness, not concept, only a 10 PRE is o.k. for a new PC but beware the power of PRE attacks. A few points is not as important in the old days when results were based on multiples, but PRE should be quickly addressed with EXP.
  13. What to do? Caveat- The real world should impact role-playing. In my opinion, the realistic consequences of paranormals is the best part of a champions campaighn. I am a criminal defense attorney in Detroit, MI. The real world of law is not as exciting as the media would have you believe. If you want law in your RPG focus on entertainment and drama rather than reality. Now, the important thing is to decide what do you want the PCs to discover? The real consequences of their powers, inherent corruption in the system, to put them in a novel situation where super powers are useless (in a courtroom), etc. This is more importsnt than an accurate representation of the law. Also this is a chance to make some changes in your campaign. Look at the DC mini-series from a few years back (what was it called?) where a future hero MAGOG went on trial for the murder of the Joker and after the acquittal, Superman went into exile and the morality of supers went down the toilet. Now that's cool. Yes the DA could charge him with Murder 1, Murder 2, or even Voluntary or Involuntary Manslaughter, depending on the circumstances. Imagine when the PC has to hire an attorney who suggests unethical and illegal actions to ensure a not guilty verdict, ala Runaway Jury and hijinks ensues. To further complicate matters have PSI also try to fix the jury and the PCs have to fight fire with fire. The DA could also decide not to charge him. Public Outrage begins to grow, influenced by PSI operatives. Protesters begin to interfere with battles, placing the PCs in more trouble, especially if any normals get hurt. The hero could also be sued for wrongful death regardless of criminal charges with even more unethical activities of the attorneys. And for the ultimate twist: the villian is not actually dead. This is all an elaborate ruse cooked up by PSI to get the PCs off of their back for a while. An unknown villian, with the power to slightly alter memory combined with a robot duplicate is part of the set-up against the PC. Soon a revenant in the appearance of soulfire begins to stalk the PC . . . well you get the idea. (As an aside, a District Attorney system is only one of many types of systems for state prosecutions. In Mich., home of Millenium City, they use a County Prosecutor system instead. Most people are familiar with the idea of a DA from television as it is the system used in New York, and therefore the subject of TV and Movies.) JMHO, YMMV
  14. Transform appears to be the cleanest way. You could buy invisibility, one hex radius, only to small objects on his person, or the ever popular xtra dimensional teleport- useable as attack-no range-only for small objects in hand-OIF to represent a hidden pocket/pocket dimension/bag of holding type thing. Maybe just scads of that skill CONCEALMENT {skill as power} with appropiate limitations to represent hidden pockets/xtra dimensional storage as well
  15. Just a few thoughts, Instead of steam power, which requires heat generation, why not have ice shards as a rka or even RKA Auto fire. Also, I understand that all of the powers in the MP have the advantage affect real world, but doesn't it have to apply to each of the slots, thus increasing each slot cost? Otherwise you get an unfair and amazing point cost savings. Add conversation skill, KS environmental law, KS, investigation techinques, or PS investigator. Also maybe some access to water systems, computer systems, etc. as a gov't employee. And of course AK - water syatem and AK - sewer system (maybe that's just one AK) JMHO
  16. Gotta love reasonable stats. Fun Villian. Would enjoy him in theme group with PIT BOSS, Cocktail or Hooker, A lounge singer type, and rain man type mentalist (definitely blackjack, yeah, definitely blackjack) led by LCN boss. Only few questions/notes: Chips/cards - magic or tech? Mechanics of dealing cards in combat while holding a cane. How does he hold all of those chips, a belt dispenser? Also Precog- only to determine cards or limited telepathy, only to determine other players cards to simulate superhuman poker palying/reading skills. But what do I know, I haven't visited the boards for over a year.
  17. I've always set my campaigns in the nearest major city, Detroit or in college days, Indy. Although the glamor of NYC and LA might be intriging for some, there is nothing better than a fight in a major metropolitan area where all of the players have seen the locale with their own eyes. (For those of you who have visited the very limited joys of Downtown Detroit . . .What a blast when the Spirit of Detroit Statue came to life and destroyed the people mover and the Joe Louis fist, and moved to destroy Joe Louis Arena before its destruction)
  18. Acroyer - dead on for chaos nation's powers. Once again creative use of SFX trumps fancy power construction. As for the jumper, there was a villian just like this named Janus in one of the champions adventure books by Gold "something" Games (was that gold rush games?). With my limited time I'll try to pull it out and post how they did it. I believe they did it with the Spirit Form Powers from Champions Almanac #1.
  19. Hey it's all good, baby. I like the 18 DEX and have no problems with the DEF, but it depends on the campaign. The PRE, however is too low, unless he was built to be a friendly looking 'BOT or is likely to take orders from humans, both of which are implied in the low PRE. If I saw a flying metal man, I would be a little impressed, but hey that's just me. Overall though every power and skill fits with the concept, which is what I look for in a char. I don't know about the 1/2 lim on the EB, but why quibble. As an aside, I love that 5th edition has used the convention of labelling all of the powers and groups of related skills. It makes everyone have a tighter conception when putting together a char as you name each power and power group.
  20. I personally preferred Champions Universe as a place to steal ideas, although the random character generator is a good source for powers. I think that the value of the Champions genre book is inversely (is that spelled right?) related to your experience level. If you've played or GM'd champions extensively before it is a dissapointment. If you are new then it is invaluable as the only source. If money is not an issue, buy it and the Champions Universe. If for no other reason then to support a good company. But even with the above comments in question, it still has a few kernels of gaming goodness even to critics like myself.
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