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Moonblade

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Everything posted by Moonblade

  1. Re: The Classic Justice League starting members on 350 points He actually employed mass in such a way that he could be effective in combat (and separates him from his Marvel counterparts) and Enter the Microverse could cover a lot of the suite of powers you mentioned. If you're talking 7 characters in the JLA, he'd really have to be one of them. I'd consider taking a whack at it but this is your thread and I don't want to step on any toes. Since my character in the usual campaign I'm in is a mass-shifter, I guess it's been on my mind. That's somebody I should post on the boards some day.
  2. Re: The Classic Justice League starting members on 350 points Hey, what about the Atom... or "Shrinking Guy"? He's always around in these team pictures but rarely acknowledged, plus he'd actually work very well on 350 as opposed to some of the powerhitters that have already been posted.
  3. Re: What happened to ... Dr. Megaton? I've been running a Gamma Flight Campaign for the last year and a half. It was my first attempt at GMing in Hero so I ended up using almost all of the Challenges for Champions scenarios. The actual Megaton one runs very well for a basic adventure. I had the Gamma Flight team overseeing the conversion of a nuclear plant to a "pellet-bed" version local to Winnipeg. I actually toned down some of his stats for my game, though he was still impressive. However, he's a difficult person to run in a combat with that Explosive punch (with no immunity!). He ended up grabbing and squeezing a lot of people after it was clear he needed to intervene in the battle to get the radioactive material away from the plant. Normally, he seemed like the kind of guy to let his underlings deal with those kinds of problems. His downfall was actually Tundra, a cold character with a 6d6 Dex Drain. In less than a turn, he was practically crippled and couldn't move. Later, I had Dr. Megaton and the Hand return when they investigated the underground GENOCIDE base which housed a reactor and...the Beast! (another prefab adventure available online). They weren't the main villians of that one, basically they were fleeing for their lives when the PCs arrived. I'll have him come back soon. However, I don't see him working with anybody else. He's so detached and driven that he would most likely hire people than be hired. And I've less sympathy for him than what's been posted. He may be misunderstood but he'd destroy the world trying to "save" it. I'll post my .HDC file of him later today.
  4. Re: Potions For realism, and a bit of points savings, I usually include "gestures" to reflect having to pull out and physically drink the potion. Therefore, if you're bound, you couldn't drink it unless you could do something clever.
  5. I modified the Character, Lightning from 4thE and gave him a 3d6 NND Zero End Continuous EB, basically a lightning attack that he can keep blasting somebody with, like the Emperor's Force Lightning. Now, the rules clearly state that he could attack someone else, with the same power, as long as he can pay the end (not an issue in this case) for both (or more attacks) but can he use another Attack Power also while this attack is active? I did look up Continuous in the thread to see if this question had been asked and didn't see it.
  6. Re: Gamma Flight campaign images Thanks for the Winnipeg "fun facts". I was using the gang problem in tandem with a transplanted Inuit's DNPC. The superpatriot issue goes to the fact that we're United States citizens (I hate the term 'Americans' - America is two continents and thirty-plus countries). Since Jingoism is so strong here, it's assumed that of course there'd be people who think Canada is #1 in the world (at least, for its size) and would express it out loud. Both of the campaign ideas are very cool, though more extreme than I tend to do. And while these guys are patrolling Manitoba, it's established that there's basically Alpha/Beta/Gamma Flight East (Based in Toronto and Quebec) and Flight West in Vancouver. I actually considered that there'd be a fair amount of supercriminals who would go North assuming easy pickings and before there was an organized national effort, it probably was. In fact, probably the greatest danger to Yank supercrooks would probably be Borealis who could smear most of them if he so chose.
  7. Re: Gamma Flight campaign images Actually, NONE of us are Canadian. That was the funniest part of starting up this campaign. I should note that while I've been playing Hero since 1988, I hadn't really run anything before. I developed the idea from Alpha Flight and wondered what it would be like to be in the training program Gamma Flight. I added an additional level, Delta Flight and created a new setting. The idea is that the government created a free program to train people in these "meta abilities" that kept popping up in order to minimize damage. It was anonymous and required nothing further from the participants. However, if your powers were useful and you fit the right psychological profile, then you could join the Flight program to become part of the national superteam. When I presented this, I said, "This doesn't have to be Canadian, it just sounded like Superhero Socialism, which probably would fly better there than here." The first two people to hand in characters both created Canadian Superpatriot Characters (one of whom had a rivalry with same -- oy) so now, having been to Toronto once twenty-two years ago I had to learn about Canada right quick. Actual Canadians might laugh at this, but since I didn't want it in the hip hub cities most adventures would take place in (Vancouver, Toronto, Montreal) the characters are Gamma Flight Central, housed in...Winnipeg.
  8. Re: Gamma Flight campaign images And Finally, the Goddess of Mystery, Demi-Ra: [ATTACH]29564[/ATTACH]
  9. Re: Gamma Flight campaign images And the Inuit Super-hunter, The Mighty Quinn: [ATTACH]29563[/ATTACH]
  10. Re: Gamma Flight campaign images After a year (and about fifty points of EXP) they graduated to Beta Flight. Since Johnny Canuck already had his armor the way he liked it, only the other three remaining team members got their updated costumes. Here's Tundra: [ATTACH]29562[/ATTACH]
  11. Here in New York we've been running a set of dueling campaigns and I've taken it upon myself to provide illustrations. This first set is from our Gamma Flight campaign. The player who was Eclipse of Evil is no longer playing which is a shame cuz I felt I really got the concept visually. This is basically the characters in their trainee phase. [ATTACH]29561[/ATTACH]
  12. Re: Telios VPP Powers That write-up is definitely along the lines I was thinking but it's nice to see it defined precisely as built Powers. The organic armor is interesting but I probably won't go that way because Telios seems to think his own body is so perfect. I'm thinking more offensive tools and all these suggestions are great. The fast growing plants is particularly interesting as I'm creating a "garden of death" and plant lab so those kinds of powers are great. The Swarm is particularly interesting but potentially abusive if nobody has hardened defenses or sealed armor. Thanks for your thoughts.
  13. Moonblade

    Super City

    Re: Super City An addendum; Mugger Heights most-busiest street - The corner of Stab Me and Run. Self-explanatory.
  14. Re: Telios VPP Powers Some Examples; Occillating Shrieker/Pop Bulb Gun: Energy Blast 6d6, Variable Special Effects (Limited Group of SFX; +¼), No Normal Defense ([standard]; Appropriate Flash Defense; +1) (67 Active Points); OIF (-½), 8 Charges (-½) Real Cost: 33 END: [8] Neurological Paralyzing Spray: Entangle 4d6, 2 DEF, Personal Immunity (+¼), Area Of Effect (14" Cone; +1), Based On EGO Combat Value (Mental Defense applies; +1) (97 Active Points); OAF (-1), 6 Charges (-¾), No Range (-½) Real Cost: 30 END: [6] Triptophane Cocktail Capsule: Drain END 4d6, Continuous (+1) (80 Active Points); 3 Continuing Charges lasting 1 Turn each (-¾), IAF Fragile (-¾) Real Cost: 32 END: [3 cc] I'm trying for a biological attack theme - staying away from mechanical or energy attacks as I think suits Telios' style.
  15. I'm running a campaign where my PCs are about to encounter their first world-beater; Telios. I've worked up a couple of more powers for his Variable Power Pool that I'll post later but wanted to see what other people thought were good "Bio-Weapons" that would fit his M.O. Thanks in advance,
  16. Re: Homo Sapiens and their guns I think everybody's missing the important part of this post... "and their GUNS." A normal walking up to a metahuman and poking him would most likely get splattered. But a 25+25 soldier with 2 pts. in WF manning a quad 50. machine gun and unloading on even a 350 pt. super should give that super pause. And that doesn't include LAWS rockets and other man-portable over-powered weapons I can't think of 'cause I don't have 5th ED rev in front of me. I used a "Challenges for Champions" scenario where the terrorists had assault rifles, Elephant guns and hostages. Especially with the STUN lottery on Killing attacks, they knocked out two of my people before they were subdued.
  17. Steve, I was GMing a game recently where the players were battling some Viper agents in typical BDU armor. When one was injured with a killing attack, a player (a GM in his own campaign) said that because the armor was defined as a Breakable (-0 disad) Focuse that if it's penetrated it loses one power (its only one: the defense) and that it's now useless. Is that how it works? I thought you had to target a focus to damage its powers. Thanks in advance for your thoughts.
  18. Re: Champions Of The North As the GM of a Gamma Flight Campaign, these snark sessions on the boards are more enlightening into the Canadian character than 3 supplements!
  19. I'm playing in a game where I have a mass altering character who can shrink and grow as well as employ Density Increase. In our last session, during a fight in which I had activated 50 pts. of Growth, one of the Villians also grew to this size. Would our DCVs for attacks between us be back to normal? If I fought somebody shrunk down to my lowest level (with a DCV bonus of +15 or so) we would miss each other except on a critical success roll. These may have been covered in FRED but I couldn't find it.
  20. Re: Thrud Lioness of Asgard Thurd is the right spelling but you're missing out on a great disadvantage from the mythology. Hunted; Dwarf Suitor. Yeah, her father tricked him into turning into stone with all his friends but you never know... he could reemerge.
  21. Re: Questions for the Canadian HEROBoard members Hey that one post on the big W is more than I've had so far. Of course, being an United States citizen (everybody on two continents is an "American") most of my experience with Canada is from Due South (Yay Paul Gross!) so this will keep me in background data for months. I definitely needed the basic gang situation for some upcoming encounters. The naming thread was also great. I'd already come up with a bunch of characters for Beta and Alpha Flight Central (I have three sets of each for the East West and, yes, Central of Canada), but those ideas will definitely help towards fleshing out the rest of the teams. I'll post my basic campaign when I can get Word working again.
  22. Re: Questions for the Canadian HEROBoard members I realize this is an old thread but I'm glad I found it. I posted a "Superhero Socialism" thread a while back about starting up a Gamma Flight campaign of my own. I never even saw this thread. I finally (after a year and a half) got it off the ground last week. I hadn't intended to make it specifically Canadian but all my players were making Canadian superpatriots (which based on this thread is almost an oxymoron) I'm basing this in Winnipeg. Any thoughts on the local culture, politics and trivia?
  23. Re: My Failed Project I personally am all in favor of reducing spds and dexs. It makes a speedy villian that much more impressive. The write-ups are, I agree with the others, better than you might think. For Cap, the only real thing I'd change is that every physical stat would max out. He is, by definition, the peak of human physical achievement (I.E. 20s in STR DEX CON BOD, 8 PD/ED 50 END 50 Stun) that's what the Super Soldier Serum gave him. For Cyclops, I'd have his EBs be always on and have a hefty Supress in an OAF (Limitation - Only to supress his powers). I think that captures his optic blasts and disadvantages better than the Disad you have there now. Maybe an END Pool because his beam seems to run a long time and doesn't seem tied to his personal stamina.
  24. Re: Who are your favourite Superhero Artists? Will Eisner (All others are just copying what he figured out first -- and yeah, I'm talking about Kirby, too) Neal Adams (80% of the guys listed in this post are either pale imitators or started out imitating Neal Adams) Alex Raymond (dead too soon) Alan Davis Rags Morales Kevin Maguire John Buscema Mike Weiringo (see Alex Raymond) Mike Golden Bill Sen-Kevitch (for proper phonetics)
  25. Re: What would some good limits be for an experienced hero? Phys Lim: Vocal cords require strict diet regimen and exercises (If this is true for a talented singer (as opposed to a "pop tart") it would go double for superhuman vocal cords!) A possible twist: Vulnerability to Sonics 2x stun -- other harmonics mess her up. In your writeup I don't think I saw a lot of levels with her Multis which would be the first thing an exerienced character would have and in spades. I'd actually tone down the power levels of her sonics and add special effects (I.E. armor piercing) to reflect a low level power used to its maxiumum effect. I know that 12d6 is "low power" in some campaigns but to be true to a concept, it'd be better to be visibly limited in raw dice of damage.
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