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Bartman

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Everything posted by Bartman

  1. It will? Not at any I've ever been to. That said. I would go with pd personally. And I also like the idea of penetrating beter than nnd. Obviously given the range of responses, there is no single right way in this case.
  2. Bravo. Very entertaining. I do hope our heroes have some luck, because to me it looks like they are about to go squish.
  3. Bartman

    Champions Clix

    Hey I'm not saying that I wouldn't. I would love to have quick knockdown fights between Blue Beatle and Seeker. I just think that you and I are in a tiny minority of WizKids potential customers.
  4. Bartman

    Champions Clix

    I think that there would be virtually universal aclaim, on these boards, for Champions Clix. The problem would be that outside of Herophiles, there would be very little interest in such a product. Why would the average Clix player want to play some obscure third party game character when he can play Superman or Spidey? Given that I imagine that terms would be difficult to come to. DOJ would view the characters as too valuable to license. While WizKids would proably view the license as nearly worthless, why pay DOJ for obscure characters when they can just create their own without any licensing restrictions. So I just don't imagine the two companies will ever even bother to talk.
  5. Please don't. BP is a hunted for my current character. The last thing I need is for BP to be provided with a lot of backup and support.
  6. Well all science fiction seems to have scaling issues from time to time. Klingon Bird of Prey anyone? And B5 certainly had at least it's fair share. But come on, nearly 500m for a Whitestar? The whole point of the thing is how small and agile it is. For some reason a lot of the fan sites seem to try to make B5 seem as big as possible. They go out of their way to ignore the fact that official publications put the Whitestar at 275m. And I've never understood this. I want to know what the ships were supposed to be, not what some fans wanted it to be.
  7. It is a gorgeous site. But as a reference it is rather poor. He has his whitestars nearly twice their official size. In fact he has done this for nearly all of the B5 ships. Why do online sites always get B5 sizes wrong?
  8. Well here is one I worked up last year. There is also another set of lists in old Digital Hero archives (from 2000 or 2001). TNT equivalent DC Energy Muzzle velocity Point 1 Hex Explosion Notes 1 32 J 25 ft-lbs - 1/32 lbs 2 64 J 50 ft-lbs - 0.001 lbs 1/16 lbs 3 125 J 100 ft-lbs - 1/500 lbs 1/8 lbs 4 250 J 200 ft-lbs - 1/250 lbs 1/4 lbs 5 500 J 400 ft-lbs - 1/125 lbs 1/2 lbs 6 1 KJ 800 ft-lbs - 1/64 lbs 1 lbs 7 2 KJ 1.6K ft-lbs - 1/32 lbs 2 lbs 8 4 KJ 3.2 K ft-lbs 0.001 lbs 1/16 lbs 4 lbs 9 8 KJ 6.4 K ft-lbs 1/500 lbs 1/8 lbs 8 lbs 10 16 KJ 12.5 K ft-lbs 1/250 lbs 1/4 lbs 16 lbs 11 32 KJ 25 K ft-lbs 1/125 lbs 1/2 lbs 32 lbs 12 64 KJ 50 K ft-lbs 1/64 lbs 1 lbs 64 lbs 13 125 KJ 100 K ft-lbs 1/32 lbs 2 lbs 125 lbs 14 250 KJ 200 K ft-lbs 1/16 lbs 4 lbs 250 lbs 15 500 KJ 400 K ft-lbs 1/8 lbs 8 lbs 500 lbs 16 1 MJ 800 K ft-lbs 1/4 lbs 16 lbs 1 Tn 17 2 MJ 1.6 M ft-lbs 1/2 lbs 32 lbs 2 Tn 18 4 MJ 3.2 M ft-lbs 1 lbs 64 lbs 4 Tn 19 8 MJ 6.4 M ft-lbs 2 lbs 125 lbs 8 Tn 20 16 MJ 12.5 M ft-lbs 4 lbs 250 lbs 16 Tn 21 32 MJ 25 M ft-lbs 8 lbs 500 lbs 32 Tn 22 64 MJ 50 M ft-lbs 16 lbs 1 Tn 64 Tn 23 125 MJ 100 M ft-lbs 32 lbs 2 Tn 125 Tn 24 250 MJ 200 M ft-lbs 64 lbs 4 Tn 250 Tn Minimum Yield Nuke 25 500 MJ 400 M ft-lbs 125 lbs 8 Tn 500 Tn 26 1 GJ 800 M ft-lbs 250 lbs 16 Tn 1 KTn 27 2 GJ 1.6 G ft-lbs 500 lbs 32 Tn 2 KTn 28 4 GJ 3.2 G ft-lbs 1 Tn 64 Tn 4 KTn 29 8 GJ 6.4 G ft-lbs 2 Tn 125 Tn 8 KTn 30 16 GJ 12.5 G ft-lbs 4 Tn 250 Tn 16 KTn Hiroshima/Nagasaki 33 125 GJ 100 G ft-lbs 32 Tn 2 KTn 125 KTn Median US Nuke 39 8 TJ 6.4 T ft-lbs 2 KTn 125 KTn 8 MTn Largest Current US Nuke 42 64 TJ 50 T ft-lbs 16 KTn 1 MTn 64 MTn Tsar Bomba (Largest Historical Nuke) 107 2E33 J 1.6E33 ft-lbs 500 YTn 32E27 Tn 2E30 Tn Min Planet Buster 124 250E36J 200E36 ft-lbs 64E30 Tn 4E33 Tn 250E33 Tn Death Star 150 16E45 J 12.5E45 ft-lbs 4E39 Tn 250E39 Tn 16E42 Tn SuperNova 211 1E66 J 25E63 ft-lbs 8E57 Tn 1E60 Tn 32E60 Tn Big Bang
  9. Re: Re: Global Supers Demographics No wonder the Iraqis lost the war. Yeah, I though that was interesting as well. But it makes sense. Iran has nearly 3 times the population (67 million to 24 million) and over twice the per capita income ($6400 to $2500). Although I think during the war they were closer on both.
  10. It may be a lot but it is still slightly under Champion Universe's numbers. In the official universe there are about 6,000 supers world wide.
  11. I'm with you Harvester. The RPG holy warriors get a bit on my nerves as well.
  12. My idea was for all 'supers' to be included.
  13. Re: Contacts, Language and Teleportation Years ago a group I was in expanded the Universal Translator concept. We figured that the 20pt Talent provided for 2pts worth of any language. So we decided that for each +10pts Universal Translator would go up one level on the language chart. It looked something like this. Universal Translator 20 Basic fluency 30 Fluent with accent 40 Native accent in all languages 50 Imitate any accent in any language It is only a house rule, but it worked well in that campaign.
  14. So all this recent talk about demographics got me thinking, what would the world look like demographic wise? So I came up with a simple calculation. The base was 1 super per million population I then multiplied this by GDP(in $US)/10000. This gave provided a focus of supers in industrialized nations. All in all I'm pretty happy with the numbers and distribution, so I figured I'ld post it here for comments. What do you all think? Supers Country (174) Africa 18 Algeria 1 Angola 1 Benin 1 Botswana 1 Brunei 1 Burkina Faso 3 Cameroon 1 Chad 3 D. R. Congo 3 Cote d'Ivoire 26 Egypt 5 Ethiopia 1 Gabon 4 Ghana 2 Guinea 3 Kenya 1 Lesotho 4 Libya 1 Madagascar 1 Malawi 1 Mali 1 Mauritania 1 Mauritius 12 Morocco 2 Mozambique 1 Namibia 1 Niger 11 Nigeria 1 Rwanda 41 South Africa 5 Sudan 2 Tanzania 1 Togo 6 Tunisia 3 Uganda 1 Zambia 3 Zimbabwe (1487) Americas 45 Argentina 1 Bahamas 2 Bolivia 130 Brazil 88 Canada 15 Chile 26 Colombia 3 Costa Rica 3 Cuba 5 Dominican Republic 4 Ecuador 3 El Salvador 5 Guatemala 1 Haiti 2 Honduras 1 Jamaica 93 Mexico 1 Nicaragua 2 Panama 3 Paraguay 13 Peru 4 Puerto Rico 1 Trinidad and Tobago 1018 United States 3 Uruguay 15 Venezuela (1751) Asia 2 Afghanistan 1 Armenia 2 Azerbaijan 1 Bahrain 23 Bangladesh 6 Burma 2 Cambodia 552 China 18 Hong Kong 261 India 69 Indonesia 43 Iran 6 Iraq 12 Israel 345 Japan 2 Jordan 10 Kazakhstan 2 Korea, North 87 Korea, South 3 Kuwait 1 Kyrgyzstan 1 Laos 2 Lebanon 20 Malaysia 4 Nepal 2 Oman 31 Pakistan 34 Philippines 2 Qatar 25 Saudi Arabia 2 Senegal 11 Singapore 6 Sri Lanka 5 Syria 39 Taiwan 1 Tajikistan 41 Thailand 45 Turkey 2 Turkmenistan 5 United Arab Emirates 6 Uzbekistan 17 Vietnam 2 Yemen (1218) Europe 1 Albania 22 Austria 8 Belarus 27 Belgium 1 Bosnia and Herzegovina 5 Bulgaria 4 Croatia 15 Czech Republic 15 Denmark 1 Estonia 13 Finland 152 France 2 Georgia 218 Germany 19 Greece 12 Hungary 1 Iceland 11 Ireland 140 Italy 2 Latvia 3 Lithuania 2 Luxembourg 1 Macedonia 1 Malta 1 Moldova 41 Netherlands 14 Norway 34 Poland 17 Portugal 15 Romania 120 Russia 6 Slovakia 3 Slovenia 76 Spain 22 Sweden 23 Switzerland 20 Ukraine 148 United Kingdom 2 Yugoslavia (56) Pacific 47 Australia 8 New Zealand 1 Papua New Guinea * As a note all countries with 0 supers were left off of the list.
  15. Re: Some of the work is already done for you... Thats not hard. If you use all the option combat rules, hit locs, bleeding, disablement, etc. you will generally find that you have a mortality rate that would keep anyone but a C'thulu fan happy.
  16. 1) You may want to up the dice a little on the EB or change it to a NND (No Normal Defense) attack. 2d6 will only average 5 stun per phase to a normal person and nothing to another super. Given the nature of the attack I would make it NND vs Hearing Flash Defense. This make the power so that the most people, super or not, will take 7 stun per attack. Where as those with ear protection won't take any. 2) I also agree that this sounds like a continuous attack. 3) I noticed that you did not give the powers the personal immunity advantage. As it is the mutant opera singer is also going to take damage and be deafened by this attack. This may or may not be what you wanted. 4) Where appropriate you may take the same disadvantage on linked powers. For example both should probably have the no range lim., but only the eb would get the no knockback. 5) As is you should probably not take the no knockback lim on the EB. The odds of being able to do knockback are so pitifully low it probably isn't a lim. Given your description of the power here is how I would write it up: Stun Song: Energy Blast 2d6, NND vs Hearing Flash Defense, deafness or hard ear coverings (+1), Continuous (+1), Area Of Effect (8" Radius; +1 3/4) (47 Active Points); Incantations, Requires Incantations throughout (-1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4) Total cost: 21 Flash 2d6 (Hearing Group), Area Of Effect (8" Radius; +2) (18 Active Points); Linked to Stun Song (-1/2), Incantations, Requires Incantations throughout (-1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4) Total cost: 7 I would also make sure she has a few points of Hearing Flash Defense.
  17. FUD - Fear, Uncertainty, and Doubt. FUD is your friend, so don't be afraid to use him. Let narrate a short Champions adventure I played in years ago. The Heroes were visting a small very isolated little town in the mountains when a blizzard hit. I forget why exactly. something to do with someone's DNPC I think. Although the Heroes could have easily left, the townspeople were stuck. In the middle of the blizzard the power went out and one by one the townspeople started turning up dead. No one knew why. The Heroes started doing the regular investigative bit, PRE guy tries to find out whats happening from the townspeople, INT guy goes to the library to look up the history of the place and CSI guy goes over the crime scene. Etc, etc, etc. Fairly standard bits, right? At this point when we returned from our seperate directions, we found our 'indestructible' guy pinned to a wall with a silver dagger all but dead. His hardened, resistant defenses hadn't saved him. His regeneration wasn't working. And none of his exotic defenses had done him a lick of good. Fear set in. From that point on everybody knew that our characters would not be able to survive whatever had taken down our guy. Uncertainty also set in when we realized that all of our investigations had been successful. Everyone thought they knew exactly what was haunting the town. But none of the investigations had returned the same information. A this point we knew we were dealing with something supernatural. But every investigative method pointed to a different cause. And even worse what supposedly would weaken it in one story, strengthened it in annother. A long discussion ensued where we thought we had figured it all out. And out we went hunting. Very quickly we turned into the hunted. One by one we were stalked and taken out. In the end we were able to unravel the mystery, banish our tormentor, and save our team and most of the town. But even then we had doubt. We never had seen what had been hunting us. And years later we would find small bits of evidence that indicated that our actions had only held it at bay not beaten it. There was no doubt that the team was still being hunted and eventually it would strike. There were several more encounters over the next couple of years. ANd generally all they did was prove that we had guessed wrong about its nature. I don't know that anyone ever got more than a fleeting glance at it. We always drove it off. But generally only at some personal cost, and always after the previous methods had proven ineffective. It was by far the creepiest villian we had in the campaign. And we never knew who or what it was. The key? We feared it. It obviously had the power to seariously threaten us and the (D)NPCs around us. And we never knew anything about it. Fear, Uncertainty, and Doubt.
  18. I just started in a 350pt campaign as a player and I love it. I was able to design the character I invisioned without having to skimp anywhere. I spent 50pts on skills where I would have only spent about 20 if I were restricted to 250pts. And let's face it his KSes on Art, History, Philosophy and European Royalty would all have been dropped at 250pts. As would have at least half of his languages. At 350 I can give the character what I invisioned him having. He still doesn't have Flash or Power defenses as neither fit his concept. The campaign has only 3 characters, all of whom seem to be HtH specialists. But even so they are very distinctive. Distinctiveness comes from concept and the player not from the points.
  19. As a player, I would never again make a character without at least 5pts rDef. Each of the characters (under 2 different GMs) I have made without rDef died. Playing in a universe where some people use real world weapons without some rDef is just a good way to ensure that someone is going to get lucky and wax your character. Unless you are playing Dark Champions or really want the average street thug to be able to kill your characters let them have defenses. When you want them to really feel an attack, give your villians Find Weakness and/or AP or penetrating KAs.
  20. I would say necromatic in the traditional sense rather than the D&D sense though. Lots of communing with the dead rahter than summoning the dead.
  21. I once had a character with an "enraged when teammates are harmed." He was a leader type who saw anyone on the team taking body as a personal failure. And of course he was agressive so he would always try to overcompensate. One day we were drawn into a huge running battle with action taking place in several different areas several miles away from each other. Being the leader type Traveler, my character, flew several hundred meters into the air. From there he directed the confilct and sniped where possible. As part of this battle Red Rapier, a sword based character from Enemies III, had drawn our sword based guy, Glavier, into an ambush and ran him through. This kicked off Traveler's enraged and he begain a power dive towards Red Rapier. The GM allowed me to add my flight to the 30" gravity gave me, so I was really booking when I swooped in. It took a short while to cover the several hundred inches. And by the time Traveler reached him Red Rapier had dropped to non-combat. He missed his perception roll and was at 0 DCV. Traveler hit him for 40 odd dice of damage and drove him through several meters of heavy metal machinery. Between the move-through and knockback, Rapier was reduced to a fine red paste and Traveler's battle suit was reduced to a pile of twisted metal. Traveler ended up spending the next several adventures in traction while I ran an alternate character.
  22. You could always use... wait for it... transform. No wait I actually just changed my mind. What this sounds like is cumulative Mind Control, single command. Link it to the hold manouver of your choice.
  23. Thanks. I'll check those out.
  24. Do you remember what Tech Manual, ShinDangaioh? I have at least read all of the ones I know of. And none of them ever had anything that specific in them. It doesn't match up with any of the fan sites either. So I am curious as to your source.
  25. Rats, I have all but one of them. And I'm not willing to pay for 20 books just to get TGSVC. Good luck with the auction though.
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