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Monolith

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Everything posted by Monolith

  1. First off, the armor limitation you are wanting is too D&D for my tastes. The reason to play Hero is so that you are not forced into D&D restrictions, IMO. As far as there being no reason to not play a mage-type, I would think the fact that the magic costs points which could be used for combat skills would be reason enough. Also keep in mind that it is very simple for a mage to make an 8 PD 8 ED Force Field "mage armor" spell for only a few points that is just as good as any plate armor without all the ENC penalties. As far as the Limitation value, I would not consider it to have any value. I would just use the ENC modifier for DEX Rolls with Magic Rolls as well.
  2. It's just the imagery of having something long, narrow, curved and pointy sticking out over his head that gets to me. I should point out when I say this that I'm thinking more about the original Greg Smith picture rather than later artist's renditions. For example, Pat Zircher's pic on the cover CU is not bad at all. I just think the only people capable of pulling off the beak look are Hawkman and Hawkgirl.
  3. Batman's ears do not look like male genitalia sticking out over his head.
  4. Just change the cowl so that it looks less like a huge bird's beak sticking out and all will be happy.
  5. Here are my versions of the designer drugs from Freedom City. I decided to go with dugfromtheearth's NCM Limitation as that seemed to make more sense. Freedom City Drugs Cost Power END 14 Max: Aid STR, DEX, CON, & SPD 7d6 (standard effect: 21 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Four Characteristics simultaneously (+1) (157 Active Points); 1 Charge which Never Recover (-4), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 Killing Damage taken if fail a CON Roll.; -2), OAF Expendable (Very Difficult to obtain new Drugs; -1 1/2), Addictive (EGO Roll -5 to avoid addiction) (-1), NCM Applies (-1/2), Concentration (0 DCV; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-5 INT & EGO while Drug is in use; -1/2) 8 Zombie Powder: (Total: 60 Active Cost, 8 Real Cost) +20 PRE (20 Active Points); 1 Continuing Charge lasting Minutes per point of CON up to 1 Hour which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (CON Roll when drug is used if failed lose all STUN for GM-determined time period; If CON Roll is missed by 5 or more character dies and is transformed into a zombie; each additional use is at -1 cumulative; -2), OAF Expendable (Very Difficult to obtain new Drugs; Drugs; -1 1/2), Only To Protect Against PRE Attacks (-1), Side Effect (Major Effect) (2 x effect from Mind Control ; -1/2), Addictive (-1/2) (Real Cost: 2) plus Physical Damage Reduction, 50% (20 Active Points); 1 Continuing Charge lasting Minutes per point of CON up to 1 Hour which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (CON Roll when drug is used if failed lose all STUN for GM-determined time period; If CON Roll is missed by 5 or more character dies and is transformed into a zombie; each additional use is at -1 cumulative; -2), OAF Expendable (Very Difficult to obtain new Drugs; Drugs; -1 1/2), Side Effect (Major Effect) (2 x effect from Mind Control ; -1/2), Addictive (-1/2) (Real Cost: 3) plus Energy Damage Reduction, 50% (20 Active Points); 1 Continuing Charge lasting Minutes per point of CON up to 1 Hour which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (CON Roll when drug is used if failed lose all STUN for GM-determined time period; If CON Roll is missed by 5 or more character dies and is transformed into a zombie; each additional use is at -1 cumulative; -2), OAF Expendable (Very Difficult to obtain new Drugs; Drugs; -1 1/2), Side Effect (Major Effect) (2 x effect from Mind Control ; -1/2), Addictive (-1/2) (Real Cost: 3) 13 Zoom: (Total: 95 Active Cost, 13 Real Cost) +10 DEX (30 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 Killing Damage taken if END reaches 0 and CON Roll is failed; -2), OAF Expendable (Very Difficult to obtain new Drugs; Drugs; -1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-15 END for 5 hours after use; -1/2), Addictive (-1/2) (Real Cost: 4) plus +2 SPD (20 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 Killing Damage taken if END reaches 0 and CON Roll is failed; -2), OAF Expendable (Very Difficult to obtain new Drugs; Drugs; -1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-15 END for 5 hours after use; -1/2), Addictive (-1/2) (Real Cost: 3) plus Running +20" (26" total), x4 Noncombat (45 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 Killing Damage taken if END reaches 0 and CON Roll is failed; -2), OAF Expendable (Very Difficult to obtain new Drugs; Drugs; -1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-15 END for 5 hours after use; -1/2), Addictive (-1/2) (Real Cost: 6) Powers Cost: 35
  6. Is it possible to have more than one Side Effect Limitations on a power, or would you just increase the Minor/Major/Extreme level and combine them? So for example, if I wanted 2 Side Effects: -5 INT when power is in use, and 1d6 Killing damage when power expires would I combine them into an Extreme Level or take a Minor Effect: -5 INT and a Major Effect: 1d6 Killing Damage?
  7. There is the Giant Dinosaur write-up in the HERO System Bestiary on page 190-191. There are options to give the 200 foot tall dinosaur radioactive eyebeams and the like. I think that is as close as you will see to a Godzilla write-up until DOJ decides to write-up the creatures from Monster Island.
  8. The basic premise is that Dr. Destroyer believes Mechanon's mind will evolve quicker due to being involved in constant warfare; much the same way that human evolution seems to follow the survival of the fittest ideals based on stuggle. The easiest way to insure that Mechanon will always be in conflict is to give him an objective that is virtually impossible to achieve. Dr. Destroyer knew all of humanity would come against Mechanon with each attempt, and as such force the mechanical mind to evolve even further. I don't believe Dr. Destroyer is concerned about Mechanon succeeding in his goal. But even Dr. D does not mind seeing large sections of humanity killing if it can eventually lead to his two main goals: Conguest and Immortality. Destroyer also knows that he can aid the world against Mechanon if the need arises just as he had when alien invasions have plagued the world.
  9. I think I posted this in another thread a short time back. I have Mechanon created by Dr. Destroyer. Mechanon is a test case to see how sophisticated a robot mind can become. Dr. Destroyer's goal, assuming all other plans for immortality fail, is for Mechanon to evolve to the point where Dr. Destroyer can transfer his own brainwaves into Mechanon's systems. Periodically Dr. Destroyer captures a Mechanon and checks to see how the evolution is progressing. In my own campaign this just happen recently. The players found a dismantled Mechanon in what was believed to be an ARGENT lab. The computers showed the Mechanon was now at 87% brainwave evolution. So Dr. Destroyer needs 13% more before he can safely transfer his mind into Mechanon's body. Dr. Destroyer's final option, should Mechanon prove inefficient in evolving to fit Dr. Destroyer's needs, is for him to transfer his mind into Sennacherib. In my game Sennacherib was at one time Ultivac. Dr. Destroyer found the nearly innoperable computer and repaired him. Transferring into Sennacherib is the least preferred choice for Dr. Destroyer (but better than death) because Dr. Destroyer has no desire to give up a body and be forced to live an existance in an immobile computer.
  10. The rules do not state whether the Resurrection Adder requires one BODY to bring the character back to life or whether it requires as many BODY as BODY needed to recover. Since the healing is already being done by the Regeneration I just choose to assume the Resurrection Adder only requires one BODY of healing to put life back into the character (the point of BODY from 0 to 1), and thus it does not need Continuing Charges.
  11. The main difference is that Damage Resistance make the defenses you already have Resistant. Armor gives you more Resistant defenses. In all other regards they are one in the same. The main reason to choose Armor is for ease of use, especially when adding Advantages and Limitations. For example, it is easier to purchase 10 PD 10 ED Armor Hardened OIF then it is to purchase +10 PD, +10 ED Hardened OIF, plus 10 PD 10 ED Damage Resistance Hardened OIF.
  12. The characters were originally written for San Angelo, and SA has a lower than usual power standard when it comes to characteristics and powers. But as LL said, they are very easy to tweak up.
  13. Yes, in most cases a SPD 12 character will use more END than a slower SPD character, and he will drown faster if he continues to attempt to act as a SPD 12 character. Only END and STUN recover when taking a Recovery. BODY must heal back normally unless the character has Regeneration.
  14. As far as the Regeneration for Wildcat I would go with something like this (this is taken from my write-up for elves in a new fantasy campaign I'm working on): Elve's Of The Six Lives: (Total: 60 Active Cost, 9 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2), Resurrection Only (-1/2) (Real Cost: 4) plus Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Day, -4), 5 Charges which Never Recover (-2 3/4), Self Only (-1/2), Resurrection Only (-1/2) (Real Cost: 5) You would just adjust the charges to 8 and whatever Extra Time modifiers you wanted based on the character. I would just use a Summon for Johnny Thunder.
  15. I thought that was where The Monster came from.
  16. Yeah, overall I think those five are a pretty good fit. Sai is the young mutant martial artist he can mold for the future. Eagle-Eye is the accused hero he can use to help infiltrate various criminal establishments. Hydro is the docks hero who knows about the comings and goings of "things." Taurus is the muscle, because it's always good to have one person around who can suck-up the blows from Grond.
  17. I could definately see Nighthawk trying to recruit Sai. I've even been thinking about him making her his sidekick as it is. I also think that Hydro, Eagle-Eye, and Taurus would make for interesting additions. The five of them would be a little weak on the power's side, but with the exception of Taurus they would make a good "stealth" group, doing a great deal more spying and undercover work.
  18. The CU also has The High Apostolic Church, which I am assuming is a homage to the Church of Blood from the Teen Titans.
  19. I believe that is what he looked like before he went tree, when he was just an up-and-coming archmage.
  20. In 4E he looked like a big tree, but there are 888 of him broken into 8 different groups.
  21. Out of the current membership (Amazing Man II, Black Rose, Bravo, Diadem, Diamond & Marus) I would guess only Amazing Man II (because Amazing Man I did) does. We just do not have enough information on the other members yet to know.
  22. Our group is taking a terrible toll on the CU villains. To date we have managed to kill Mentalla, Sidewinder, and Ripper. Of course the last two villain's deaths were murder. Heroes must be heroes after all.
  23. One character (Teleios) does not a case make when there are literally a dozen of martial artists/mercenary Cap-like characters, none of which have a 30 BODY. Gladiator, for example, is a "super-soldier" with a 12 BODY. I have no problem if someone wants to give Cap the 30 BODY. I just wouldn't. It doesn't fit within the concept of the established benchmarks. Even though Marvel is a separate universe, you would still want to be able to port Cap into the CU for an adventure or port some CU characters into the MU and have some consistancy, IMO.
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