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Deadman

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Posts posted by Deadman

  1. Re: Name That Band Hero!

     

    Here is a villain group:

     

    Heresy- Black magic wielder.

    Hurt- Brick that loves to inflict pain.

    Perfect Drug-Uses drugs in a gas form to mind control people.

    Reptile- mutated human.

    Mr. Self-Destruct- Energy Blaster that can only discharge his power in a point-blank explosion.

     

    You could have added "Eraser" to this Nine Inch Nails based group.

  2. Re: Name That Band Hero!

     

    Alrighty...here is one I had to go back to my vinyl for....

     

    HELL PATROL

     

    Hyperactive - Resident Speedster

    Fire Power - Flaming Energy Projector

    Battle Zone - Maniacal Martial Artist

    Chain Saw - Got to be a Texan...

    Hard Rock - duh...Brick

    Inquisitor - Mentalist/Leader

    Overload - Energy absorbing Projector

    Trigger - Expert Markswoman...she don't miss...

  3. Re: Name That Band Hero!

     

    And now for one I'm sure no-one will get:

     

    The New Landlord --- A gambler who never loses, he likes to take his winnings in property. Owns a lot of places; may land up winning yours someday.

     

    King of the Hill --- Just flat out in charge, that's all there is to it.

     

    The Human Cannonball --- He took an old-time circus act and updated it. He'll make an impression with a Move Through you won't believe.

     

    Lousiana Hannah --- Magic worker and shootist.

     

    They call themselves "The Last of the Full Grown Men." Hannah doesn't seem to mind, even though she's a heck of a woman. ;)

     

    Hmmm...your stuff is pretty obscure...I'm thinking Webb Wilder!

  4. Re: Name That Band Hero!

     

    Farther East, in Houston, can be found The League

    Aries - Warrior Supreme

    Sister Moonshine - Witch

    Cannonball - Flying mini-brick

    Goldrush - Speedster

    Supertramp

     

    They often clash with the Dallas supergroup Texas Knights

    Tin Man - A silvery armour suit

    Company - Duplicating martial artist

    Sandman - Mentalist / Wizard.

    America

  5. Re: Name That Band Hero!

     

    Thank goodness you said it and I didn't have to....

     

    Back to our regularly scheduled Metal programming....

     

    Anyone done these Metal Gods??

     

    Rapid Fire - Speedster

    Steeler - Brick

    The Sentinel - Power Armored Leader

    Painkiller - Healer

    Fever - Mentalist

  6. Re: Name That Band Hero!

     

    Torpedo Girl. I am an Ace Frehley Fan. I used to have all the KISS albums on Cassette, working on getting the CD's

    And you are correct on the Manfred Mann.

     

    Cool...I'm only missing Killers....hard to find.

  7. Re: Name That Band Hero!

     

    First team is KISS? right?

     

     

    Circles - A mentalist with a taste for puzzles

    Pretty Flamingo - Female Capoiera

    My Name is Jack - A self aware robot, odd speech patterns

    Quinn The Eskimo - Skilled hunter

    Joybringer - A light based energy projector

     

    KISS it is....wow, what gave it away? Those were pretty obscure tracks.

     

    Manfred Mann, I think...

  8. Re: Name That Band Hero!

     

    Here are some more Villains.

     

    Crab: the human crab, nuff’ said

    El Scorcho: the Spanish human torch

    Slob: Like the blob, only sloppier

    Space Rock: developed brick powers after being hit by a strange meteorite

    Death & Destruction: brothers, both energy projectors

    Weezer...

     

    Here you go...Band's been done....different tracks....

     

    SILVER SPOON

     

    Torpedo Girl - Female flying speedster

    Killer - Psychopathic Martial Artist

    Hate - Rampaging Brick

    Charisma - Female Mentalist, Leader of the group

    Mainline - His touch can drain or aid characteristics

    Spit - Energy Projector who projects from the mouth

     

    Or this one...Pretty easy, I would think...

     

    HERESY

     

    Death Rattle - Aztec themed Martial Artist

    Burnnn - Cherokee Flaming Energy Projector

    Death Trap - Sioux Entangler

    Medicine Man - Leader/Mystic

    Hollow - Cheyenne Density Manipulator

    Domination - Navajo Mentalist

     

    Why is it most Metal bands translate to villain groups? Hehe.

  9. Re: Name That Band Hero!

     

    Those are from Radiohead.

     

    This one is definitely too easy...

     

    Damage Inc.

    Battery - Brick whose STR increases the more he harms people

    Leper Messiah - Group leader, heals his team mates by damaging others

    Creeping Death - A shapeshifter who forms from the shadow of his foe

    Fixxxer - Vodoo practicioner specializing in vodoo dolls

     

    You're right...way too easy. Metallica.

     

    Here's a villain group that'll stump you more contempory types...

     

    WAR ENSEMBLE

     

    Angel of Death - Flying Unholy embodiment of evil

    Temptation - Female Mentalist able to unleash unbridled lust

    Disciple - Spellcasting disciple of Hell.

    War Zone - Leader, Power Armored Brick/Energy Projector

    Threshold - Teleporter

    Silent Scream - Ultrasonic Energy Projector

    Bloodline - Mutant Biokinetic able to control blood and organs

  10. Re: Champs Worldwide: Whaddya want?

     

    Perhaps some characters that have powers but choose to live "normal" lives instead of fight crime. Things like:

     

    • The brick who uses his strength to move heavy loads around on the dock
    • a speedster self-employed as a courier/delivery guy
    • a cop who posesses senses keen enough to sniff out drugs, explosives, spot smuggled weapons, etc.
    • a teacher that can impart knowledge telepathically
    • a doctor with healing abilities or at least senses to aid in determining medical problems (x-ray eyes, microscopic vision, etc.)
    • a bartender who really *can* solve the problems who pour their hearts out over a drink.
    • you get the idea...

     

    Essentially a league of non-super supers, perhaps employed by the same agency. Perhaps just people who decided to use whatever abilities they have to make a living (much like professional athletes...).

    Personally I think that this type of approach is interesting enough to warrant its own sourcebook.

     

    As far as World Wide Supers goes I would like to see South and Central America get some attention.

     

    Deadman

  11. Re: Powers with Grouped Similar Effects

     

    Someone raised that perhaps barriers shouldn't be made with Entangles' date=' they should be an aspect of Force Wall. There are also lots of areas powers can cross over.[/quote']

    Personally, I like the Barrier aspect of Entangle. It is Force Wall that I have problems with. If you create a barrier I think it should stick around and conform to the breaking things rules. Even if you make a FW continuous and uncontrolled it still breaks if the Def is exceeded.

     

    As a generality' date=' for liberal uses of powers, such as a barrier based on Entangle, now that we have Power Skill, should these abilities be requiring a Power Skill roll, along with any rules pursuant to Active Points and such? This bolsters the use of Power Skill and also may allow for a good trade-off in the base power and the points paid and all that. But it would mean more points paid...[/quote']

    I wasn't all that fond of the MSH version of the Power Skill and I think it is still a bit klunky in Hero. With regard to how it is used, if you create an Entangle without an actual target it seems to me that it is a barrier. Now forming it to a certain shape may be something the Power Skill could be useful for.

     

    My $.02,

     

    Deadman

  12. Re: Element Control Tweaking

     

    My standard --

     

    The following powers will NEVER be allowed in a power framework, even a VPP

    • Duplication
    • END Reserve (END or REC)
    • Find Weakness
    • Luck
    • Multiform
    • Skills

    I wholeheartedly agree with each.

     

    The following powers will only be allowed in a power framework under very specific cases with a Darn Good Reasonâ„¢

    • Clairsentience
    • Enhanced Senses
    • Extra Dimensional Movement
    • Extra Limbs
    • FTL Travel
    • Knockback Resistance
    • Lack of Weakness
    • Mind Link
    • Talents
    • Skill Levels (including Penalty and Combat Skill Levels).

    I would allow all of these as long as they really fit the conception.

     

    The following powers might be acceptable in a Multipower or VPP under the right circumstances but will never be allowed in an Elemental Control

    • Characteristics
    • Flash Defense
    • Life Support
    • Mental Defense (technically covered under Characteristics, listed here as reminder)
    • Missile Deflection/Reflection
    • Power Defense

    I generally allow all of these in as well. A prime example would be a character with an Invulnerability EC.

     

    The following powers will be allowed in power frameworks but will be watched closely/require some limiting factor

    • Armor (yes, even in an EC)
    • Damage Reduction
    • Damage Resistance (MUST be bought as a separate slot, not “tacked onâ€)
    • Summon

    All qualify under the conditions I stated previously.

     

    I like your list, it is very concise and really has no room for misinterpretation. I always fall back on the GM's right to refuse anything he feels may be abusive.

     

    Thanks for sharing,

     

    Deadman

  13. Re: If AVLD, why not DVLA?

     

    I never suggested allowing APW for free; I don't in my campaigns' date=' and I've got several characters running around with desolid as one or another type of Invulnerability. The "allows APW for free" bit is GM's call; Desolid as Invulnerability is just a special effect. It has the bonus of being used in published characters and in-book examples. That is as official as it gets.[/quote']

    No argument there, it becomes, as you said, a special effect. My comment was directed at the GM's optional component of dismissing the APW requirement that was brought up (not necessarily by you).

     

    Sorry if I wasn't clear.

     

    Deadman

  14. Re: If AVLD, why not DVLA?

     

    On the other hand, we could also use the DR structure for a separate "Invulnerability" power. Perhaps 15 points = invuln to one narrow SFX (eg. clubs), 30 points becomes somewhat broader (eg. blunt weapons & fists), 60 points expands the field further (eg. all impact damage) and 120 covers off an entire area (eg. all PD attacks + all NND's that have a PD basis, like "rubber bullet" NND's).

     

    Damage Reduction and Invulnerability meet at the top, with 120 for full resistance to one attack type.

    That works great! You could also make it complete immunity, with regard to say, Knockback, by default and add a limitation that removes that protection.

     

    Someone else suggested that Missile Deflection could be a derived power of Invulnerability. If I may take a shot...

     

    Missile Deflection - Invulnerability to All Physical Ranged attacks (60 Active Points) RSR: OCV vs. OCV, -2 Per Additional Missile (-1/2), Only if Aware of Attack (-1/2), Nonpersistant (-1/4), Only vs. Direct Attacks (-1/2), Gestures (-1/4) Total Cost=20pts.

     

    Not too far off with regard to the Real Cost but adding Ranged Energy Attacks would double the cost. There should also be a way to Reflect the attack. Maybe an adder or inherent Advantage. Another problem would be deflecting attacks aimed at others, though I suspect that Usable On Others could be added in to facilitate this.

     

    Anyway, what do you think?

     

    Deadman

  15. Re: Element Control Tweaking

     

    The biggest IMO is that you can't make MPA's (multiple power attacks) with different Elemental Control slots.

     

    What normally ends up happening is the characters purchase most of their attacks in a Multipower or completely separate. They use the EC for constant powers like FF or Flight. I don't allow MPAs unless they are paid for separately such as one in an MP and another separate.

     

    Another one requires work & judgement calls on the GM -- you should only allow slots in an EC that are part of a "tight set". Usually this isn't too hard' date=' but it is something you should keep an eye on.[/quote']

     

    I always enforce this, but of course the players try to get all sorts of stuff by. I usually allow a max of two characteristics if that. Sorry Sundude your Fiery personality doesn't mean that you can buy PRE in the EC.

     

    Personally I use an entirely different standard for what powers are allowed in what frameworks based on my own experience.

     

    Such as?

     

    Thanks for the input.

     

    Deadman

  16. Just wanted to get some input on how I use Element Control in my games.

     

    I've been playing the Hero System since '81 and have adjusted my House Rules with each revision. The second edition (printed in '82) had a different way of constructing ECs (one that I still use). It went something like this...

     

    When using an Element Control the first power (highest cost) is bought at full points, each subsequent power cost half. As with the current rules I scrutinize each EC carefully to weed out abusiveness.

     

    With this rule in place the example EC (5ER pg. 316) would look like this.

     

    EC - Ice Powers

    60 Ice Darts: EB 8d6 Armor Piercing (+1/2)

    26 Ice Armor: Force Field (20 PD/15 ED), 0 End (+1/2)

    25 Ice Bonds: Entangle (5d6, 5 Def)

    25 Ice Slides: Running 20", 1/2 End (+1/4)

    12 Ice Wall: Force Wall (12 PD/8 ED); 4 Charges (-1)

    148 Total Cost

     

    According to the example above you save a whopping 1 point but I allow a lot of leniency with regard to what powers can go in an EC. I allow Special Powers, No End cost powers and others. I also let low cost powers in as well; for example I would let a character buy IR vision in the above for only 2 points. (I know I am a sucker!) I find that this helps reward characters that have a good central conception and gives them a pretty good cost break. I have found some problems; such as the speedster that wants to buy his Dex, Int, Con, Rec and Spd in the EC (which by the way I don't allow) using the justification that they all represent his Speedy metabolism.

     

    My question is...What drawbacks should be inherent of the EC? I do use the Adjustment power drawback but the effectiveness is not doubled (because there is no base cost per se).

     

    Personally, I like the way it works out and it can be used for my villains as well ;)

     

    I welcome your comments,

     

    Deadman

  17. Re: If AVLD, why not DVLA?

     

    And yet you have the case of Sundiving / flying through the storms of Saturn / etc. By the rules KB should be knocking you all over the place in those situations' date=' yet Silver Age source material has cosmic heroes diving into them with few or no problems beyond a quick comment on having to adjust. Desolid is a perfetly valid method of achieving such an in-game effect with one power and one or two limits. I'm not taking anything away from your proposed house rule, but the official method works fine, and is in fact cleaner in cases where Invulnerability does include KB resistance.[/quote']

     

    This illustrates my point. If invulnerability imbues the character with total immunity to the attack (additional effects included), then use Desolid. If it does not protect the character from other effects of the damage (the kinetic force) then it seems that DR fits better. Both are viable options and relatively balanced. In the case of fire (the sun included) I think that the limitation "does no KB" on the attack would apply in many cases anyway. Since the attack relies on toasting flesh and does not apply a kinetic force per se.

     

    Incidently, I currently use a combination of Armor, only vs. XX and DR 75

    %, only vs. XX to simulate invulnerabiity. If Sundude was to get hit with a fiery RKA that did 25 Body and 125 Stun and had 25 ED Armor (plus his normal 20 resistant) and 75% Resistant DR he would take 20 Stun from the attack and No Body. I would consider the 20 Stun as the shock of the attack and incidental. Could he dive through the heart of a star? No, but he also is not a crispy critter. If you are playing at such a level that complete invulnerability is necessary (like flying into the sun). Then a little fudging with 100% DR shouldn't be too much of a stretch.

     

    In either case (desolid or DR) you are bending the rules to allow for this type of Defense. Officially the rules state that if you are to use Desolid in the way that we have been speaking of, it is at the GM's option (not having to buy APW on all attacks). So I wouldn't confuse it with an "Official" way to buy this. Don't forget that Desolid is already a Stop Sign power, just as 100% DR should be.

     

    It just seems to me that DR is less clunky. With Desolid you create an Intangible character that really isn't Intangible then say that his powers work vs. the physical world. DR just says that XX doesn't hurt him.

     

    Now to open another can of worms, what if the attack is bought Penetrating x6? I only bought 1 level of Hardened on my DR.... Oh no!

     

    I'm not trying to be argumentative just offering my opinion.

     

    Deadman

  18. Re: If AVLD, why not DVLA?

     

    Forgive me if this has already been covered. I did not read the entire thread.

     

    Has anyone addressed the possible additional effects of the damage?

     

    The way I see it, a major difference between the Desolid school and the DR school is Knockback. With Desolid the attack is simply ignored, while with DR the attack hits and damage dice are rolled. If a person has 100% DR to the attack in question this does not necessarily mean that he is immune to the KB effects of the attack.

     

    If Fireboy is hit with a fiery blast that does KB, does he still go flying?

     

    If the answer is yes then you have to take a second look at DR. If no then Desolid is your solution.

     

    Personally I like the way that DR works as opposed to Desolid. Damage Reduction reduces damage by its name and function, while Desolid implies intangibility.

     

    I like the ideas that have been thrown around and I think that if the two schools come up with nearly the same active cost it would be pretty well balanced. If I used 100% DR in one of my games I would require at least a -1 limitation on the commonality of the attack.

     

    Take it for what it is worth.

     

    Deadman

  19. Re: Code VS Killing Poll

     

    For the record: SUPER-HEROES DO NOT KILL

     

    IF THEY DO KILL:

     

    There should be GREAT REMORSE

    or

    it is WAR

     

     

    Further more, if they do kill there should be some serious ramifications for it, this is the point of the iron age i could not stand.

     

    Superman kills three kryptonians, he goes insane with guilt

     

    Spawn kills a goverment stooge, and they send more after him...

     

    I can't buy into the idea that all Supers don't kill. I generally play with an eye toward realism and such a statement screams of the days where good and evil is black and white. I do agree with the statement that there should be repercussions for the act (Legal preceedings, revenge, etc.).

     

    With that said, I actively discourage wanton heinous acts by the "Heroes" in my games and promote them acting like heroes. But I must say that I want my players to play their characters like people and that means that they can be driven to kill if the situation warrants it.

     

    Someone posted earlier that comics creators shy away from killing so that they can bring back the villain in a later story arc. This holds true for the game as well. There is nothing worse than spending hours developing a villain only to have him slain by a bloodthirsty PC 2 minutes into the game.

     

    In a nutshell, I try to prevent the heroes from killing for the same reason that most normal people do not normally kill. Not out of some predefined aversion but rather knowledge of the ramifications and a moral sense of wrong doing.

     

    Of course your mileage may vary,

  20. Originally posted by Agent X

    Well, on strength, you could either go with a fixed weight and only a fixed weight or a table like this:

    Strength roll

    70% of normal max = str. roll +3

    80% of normal max = str. roll +2

    90% of normal max = str. roll +1

    100% of normal max = str. roll

    110% of normal max = str. roll -2

    120% of normal max = str. roll -4

    130% of normal max = str. roll -6

    etc.

     

    Just thought I'd chime in with an article I did for Haymaker quite some time ago. Most of it still applies.

     

    http://www.deadmansland.com/hero/files/strength.pdf

     

    Let me know what you think,

     

    T

  21. Hi Everyone,

     

    I have a little problem I'm hoping someone can help me out with. I recently formatted one of my old Hard Drives, everything went fine until I discovered to my horror that many of the old resources that I had on that drive had not been backed up. One of the items I am missing is all of the New Millennium conversions that the old Hero Games had posted to their site. This is not to mention a multitude of characters that I had done over the years. If anyone has this archived I would appreciate if you could help me out.

     

    Thanks,

     

    The Deadman

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