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JohnOSpencer

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Everything posted by JohnOSpencer

  1. Re: Robotech HERO (spec. Invid Invasion) So far, the hardest part will be making the stats to fit the background. Many of the weapons should kill a small invid in one hit. The cylcone write up you linked , has too much armor I think(or the weapons are too weak). Cyclones have good armor, but any missile that would kill a small invid, should trash them also, but on average they will take only about 4 Body from an average hit(the pilot, I mean). Still puzzling it out. John
  2. Re: Robotech HERO (spec. Invid Invasion) Thanks, didn't find that one earlier. It'll be very helpful. John
  3. I am working on making the mecha and such from Robotech: Invid Invasion(or New Generation if you prefer) for HERO. I am trying to get something concrete to start. All I have is: Invid Mecha will be built like characters(since they never leave their mecha) with armor by location to make them easier to kill by shooting the eye. A rough chart based on informaton from the Robotech Reference Guide(http://www.artemisgames.com/robotech/). If anyone has done something like this, or has any suggestions, they would be greatly appreciated. John
  4. Re: 6-2 Stun Multiplier Method I may be dense right now, but I have no idea what you are talking about. The only time a KA will do more stun(on average) than a normal attack is when the target has no resistant defenses. And at that point, he's a little more concearned about the body. John
  5. Re: 6-2 Stun Multiplier Method I'm not sure why your so hot on a 2.86 average being too much. An equal DC Normal damage attack is going to do more stun on average. Granted, not much more, but more. The only time the Hit location chart gets out of hand is when the KA had extra stun multiple. John
  6. Re: Code VS Killing Poll Actually it was a recent issue of JLA. And it was Superman. John
  7. Re: Code VS Killing Poll CVK is still a limitation in those campaigns, just because it is encouraged dosen't mean it is useless. The characters in those campaigns who can kill have it easier, since they have more options. The CVK may have to sacrifice his life or face serious injury where the non-CVK character can just kill the badguy instead. This whole discussion is kinda amusing because we all responding based on what our own definitions of "superhero" are. We all play in different camapaigns with different styles, different levels of reality and so on. Not sure what point I'm making, but I just felt like saying what most of us are probably thinking. John
  8. Re: Code VS Killing Poll Characters in that type of campaign shouldn't be put in that type of situation. Those kinds of situations should always have a way out in any campaign where anyone was required/encouraged to take a total CVK. John Spencer
  9. Re: Need Help From LSH Fans: Nemesis Kid writeup I'm going to tweak this a bit, so I'm going to drop the Alchemy(I have two master alchemists in the campaign anyways). Darren, you brought up a good point. At what point does skill become a power. I'm thinking it won't give him martial arts abilities(I may give him comic book martial arts) but letting his power give him one more CSL than his current opponent. I would also think his power would give him Armor only vs. opponents specific attack. I want him to be able to show up with a group of average supervillians and give my players fits. You see, they havn't learned how to use teamwork against a group. Anyways, here are the stats I gave him, kinda near max human: STR: 20, DEX: 18, CON: 18, BODY: 16, INT: 18, EGO: 14, PRE:18, COM: 14, PD:8, ED: 8, SPD: 4, REC: 8, END: 40, STUN: 40 I am also thinking of giving him combat luck, so he doesn't get creemed from a surprise attack. Or maybe just raising his defenses to a minor superhuman level. Any Commets or suggestions? John
  10. I want to introduce a new villian into my campaign, and after recently re-reading old LSH comics, I've decided to make Nemesis Kid. Now, I know he needs a VPP, but I am having difficulty deciding how big to make the limitations on it. Also, I am having problems on how big to make it. Any help would be appreciated. John
  11. Re: Two Books... Depending on how familiar you are with running a superhero game, I'd suggest either Champions and CKC. If you are very familiar, then you don't need Champions, I have no idea what to suggest beyond CKC in that case, but I can say the Ultimate Martial Artist, while useful, is not necessary, and I consider Hero Designer a luxury(not that I wouldn't suggest buying, jsut not with your first $60). John
  12. Re: Weak Supers who just needed better writers They made at least 2...lemme check. Yep, they gave him Bio-Energy Blast:8, Cell Rot: 55!, Energy Absorption: 17, and Neutralize: 20. Granted this is in the first one which has typical pre-crisis DC power levels. The second one gave him Disintigration:10, Energy Blast:7, and Neutralize:16 with a limitation that the Neutralize only works on power that stem from chemical reactions, and the disintigration didn't work on living matter. There is also a note that the energy blast is him screwing with interal chemical reactions. John Spencer
  13. Re: Galactic Champions Put that way it makes a bit more sense, but I still don't think they are the greatest examples. I wish they'd put some solo heroes in. John
  14. Re: Best/Worst Galactic Champions I agree. Gavis Gan is exactly the kind of character I hoped to see in GC. He could easily be taken as is and put in the Legion of Super Heroes. Sage is definatly a 'vanilla' mentalist, but I agree that his personality is cool. John
  15. Re: So, how do you plan on using your Galactic Champions? I plan on running (another) Legion of Super Heroes style game as soon as my modern game gets stale. John
  16. I was wondering how others write up a Rogues Gallery Hunted. Do you give them extra points, or is it just like a revolving hunted? John
  17. Re: Galactic Champions Glad to hear your players have fun despite the vast difference in attack powers, it is rare to have a group of players who will let go their ego enough for that. Even being an experienced GM I have no idea how you'd easily run them through a combat. Doesn't the 22d6 player just punk everything or the 8d6 guy get annoyed because he barely hurts anything? And before anyone brings it up, I don't think combat is the end all be all of champions, but as I said it ends up there eventually. I actually LIKE the champs 3000 from a roleplaying standpoint. I just dislike the VAST difference in power level. John
  18. Re: Galactic Champions The Champions 3000 are supposed to be example heroes, usable in a pinch if you don't have time to make your own. If a group were playing them, it would be no fun for half of them in combat, while that's not the end all of an adventure, all of them end up there at some point. John
  19. Re: Presenting the Silver Knights Lady Silver looks good. My only quibble is the three martial arts manuvers. They don't seem to fit the character, and seem unneccessary. I would drop them and add a couple of CSLs, maybe one all combat and one more with your mystical powers. John Spencer
  20. Re: Galactic Champions Well Dr. Mid-nite, you bring up some valid points. They would fit in the legion of superheroes. But, what you want with example heroes in a book, IMHO, is what a group of heroes looks like. They are supposed to be, "Hey you wanna play Galatic Champions, use these." Any GM trying to run them through an adventure would go through heck to make sure the weaker ones don't feel useless and the tougher ones are challenged. The mentalist doesn't have to be super tough, just balanced. He has 30END and his main attack takes 10! He can't take the campaign average hit without being stunned or knocked out. Even in the Legion the "less tough" members(whom are the majority) can take a hit or two from the average enemy without being Ko'd. I just think the book would have been better(and probably close to perfect) if the example characters were more balanced and the same power level. Again, just my opinion. John Spencer
  21. Re: Galactic Champions I've been reading Galatic Champions and have come to one decision;. While I really like the source material and most of the villians, I HATE the hero write ups. They don't fit togeather power level wise. Defender is way too defense lite. He is a two hitter, unless he's firing, then he's a one hitter. Bulletproof is cool, but way too offense lite. One good entangle and he's out for good. Thalya is a little offense light, but fairly well balanced. Firedancer is a little too KA orientated, way too variable wether she will hurt someone or not and she has Code vs Killing, so Agents will whup her up since she can't use most of her attacks for fear of really hurting them. Gavis Gan is kinda cool, but offense lite(he's more of the power level I had in mind for the genre). Sage is way too frail, 56 stun will knock him out. Rampart is easily the most powerful of the group, but any villian that has a good chance of hurting him will destroy most of the rest of the group. Charm needs every phase of that 8 SPD since she will be dodging every time she is shot at. 41 Damage will stun her and if the wrong killing attack hits her, she is toast. Overall, while most of the characters are cool examples of what you could do, I don't think they are good examples of what you should do. Just my opinion, and as I said I like the rest of the book, just not the heroes. John
  22. Re: Golden Heroes... IIRC, Golden Heroes is still around, though now called Squadron Uk. I think you can even download the rules online. John Spencer
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