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segerge

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Everything posted by segerge

  1. Don't know if this has been suggested already, but what about an airport? Lots of jets, tanker trucks to fuel them up and go BOOM, lots of open space, lots of large and breakable glass panes, and in my experience some part of them is always under construction or being expanded (with lots of things like heavy construction equipment and girders to be used in your fights...). Another good site would be your local nuclear power plant -- as long as you don't have someone in your group (like me) ready to scream "THAT'S NOT HOW NUCLEAR PHYSICS WORKS!!!" in the heat of battle.
  2. Thyme Lord... GROAN. If you kill him, does he resurrect as Matt Capaldi?
  3. Another possible starting point for a Vanguard build is a high-end Superman build like the one that can be found at Michael Surbrook's website. I took a whack at building Vanguard once and it came in around 1,764 points -- consistent with Doctor Destroyer's point-level around 1992. 100 STR, 100-point Brick Tricks VPP, Brick Tricks Martial Art, a breath-weapon multipower, and a multipower with various types of flight in it which also allowed me to give him a flash-step teleportation and a pseudo-speedster "I'll take those..." area-effect TK (useful for group hostage rescues or disarming agents) are the high points. His defenses in my build weren't quite as robust as @katal3's suggested build (only 50% DR instead of 75%).
  4. @Tjack: it was "Negasonic Teenage Warhead." Still, "Teenage Supersonic Death Warrant" would be a cool name for a supervillain... As for the original post... How did he get his powers? Perhaps a name related to the circumstance of his empowering.
  5. If he didn't escape from Stronghold in the 2009 breakout. Don't remember off the top of my head if he was one of the escapees. EDIT: Checked my copy of CVV2. He didn't in official canon.
  6. If you go with "person after the helmet" have them be a psychotic gadgeteer of some sort. Alternatively, if you want "reflection of guilt" have the villain be a cyborg -- whom he eventually discovers was constructed out of his former wife and remembers enough about her previous life to blame him for abandoning her. This leaves open the further plot complications, "Who rebuilt her" and "Why"...
  7. Say I have a character with a constant power (for sake of argument, let's make it Suppress Damage Reduction) and multiple Endurance Reserves available to power it. If they have that power hitting the target and switch Endurance Reserves between phases, do they need to make a new attack roll?
  8. 6E1:84 definitely applies. My bad. In that case, I'd change my recommendation to straight Combat Skill Levels on the RKA. You can boost your OCV to compensate for the Rapid attack, boost DCs as I suggested previously, or boost DCV (you're real good at shooting while dodging...).
  9. Skill levels on the RKA can be used to increase Damage Classes as per page 70 in the 6th edition first book, in addition to boosting OCV or DCV. For something really oddball, how about Penalty Skill Levels to offset minuses on Rapid Attack after you buy it? Also, buying Rapid Attack just for the RKA would be a -1 limitation (6E1:87).
  10. Falchion, a supervillain in Doctor Destroyer's employ, has Destreum blades that IIRC do APx2 *and* Penetratingx1.
  11. (digs through Hero Designer files) I know I have a ninja with latent powers of temporal visualization somewhere... ah. Here were some powers/talents I used for a martial artist who could subconsciously see 1-2 seconds into the future. - Danger sense, definitely. - Foresight competence, bought as overall levels requiring a full phase or more and possibly endurance - Artful dodging, bought as desoliification only to avoid attacks that cannot normally be dodged and requiring an Acrobatics roll -- see sees where the attacks are going to land 1-2 seconds into the future. If that's a little *too* exotic, then extra DCV based on an Acrobatics roll. - Extra levels on interaction skills, which represent the ability to see into the future enough to know what she needs to say. Not so useful in combat, but very useful when infiltrating. - Combat luck would be a good one, as well. Hope this helps.
  12. Die Glocke. Oh, yeah. I've written two stories about a 1980's teams misadventures with it
  13. What about characters and situations I played and GM'ed nearly 30 years ago?
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