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captainNeda

HERO Member
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About captainNeda

  • Birthday 01/03/1974

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  • AIM
    captainNedaESB@aol.c
  • Website URL
    http://vanbooven.blogspot.com
  • Skype
    captainNeda@everestkc.net

Profile Information

  • Biography
    Married, Father of one who works for AMC Theatres as an application developer
  • Occupation
    Programmer, Money Specialist

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captainNeda's Achievements

  1. 375 downloads

    Iron Man Mark 06 from Iron Man 2 and Avengers
  2. 164 downloads

    Marvel Cinematic Universe, Iron Man Mark 01 Armor
  3. Ok, I have a question about using two area of effects. I am attempting to build Iron Man's Shoulder Pod miniature missiles as seen in Avengers. This weapon is first seen , when he used to wipe out many Chitauri during the initial parts of the invasion. According to the Marvel Wiki http://ironman.wikia.com/wiki/Mark_VII "The shoulder pod were miniature missiles and fires up to 92 missiles". Building this as an autofire attack that can fire 92 rounds and be area of effect is cost prohibitive, so here is how I was considering the build, "Mini-Missile Launcher (Shoulder): Killing Attack - Ranged 2d6, Requires 1 charge for each meter fired into (+0), Armor Piercing (+1/4), Area Of Effect (1m Radius; +1/4), Indirect (Source Point is the Character, path can change with every use; +1/2), No Range Modifier (+1/2), Accurate Selective (+3/4), Area Of Effect (64m Radius; +1 1/4) (157 Active Points); OIF (-1/2), Limited Range (400m; -1/4), 92 Charges (+3/4)" You'll note I placed Area of affect on there twice, once to represent being able to fire at multiple distinct targets (64m radius accurate selective ) and once to represent a hex size explosion (AE Radius Hex). The creates an affect where all the miniature missiles could be fired at once (at 92 different targets), one at a time, or somewhere in between and have a chance of hitting their target. I considered this build as I had some old 4th edition books that used multiple area of effects to redefine the areas of an attack (such as the tornado spell in fantasy hero). I also found the Accurate Selective Advantage in the Advanced Players Guide I on page 134. My question is it OK to have the two Area of Effects? If not do you have some other ideas on how to build this power to represent what we see in the movie?
  4. What is the next Champions Book that the Hero System is working on? Is it possible to get an update on Viper or other organizations?
  5. I considered followers and Duplication for the multiple armors. Followers mike work best. I'd also consider giving the followers several powers Usable on Others, but restrict that to not cover all the powers. Pepper couldn't use the repulsors when Tony put the armor on her, and he told Rhodey that he couldn't give him and armor because they were only coded to Tony (then again that may have been payback for Rhodey not giving Tony a clip earlier). Also he forced Killian into the Armor and used it to hold him in place. That may be an entangle or TK, or an Entangle with TK, and blowing the armor was an RKA. Still so many ideas.
  6. Spoiler Alert!!!! Ok for those of you who have seen Iron Man 3, how would you write up some of the effects in the movie? Specifically 1. The tele-presence effect of Tony's armor where he could operate it remotely 2. The tele-presence effect of Tony being able to put the armor on someone else 3. The effect of having Jarvis remotely controlling multiple armors at the same time (Duplication?) 4. The ability for Tony to switch into and out of Armor as rapidly as seen in some instances
  7. Ok quick quesion, how would anyone build the flares used in Iron man? Flash, Deflection, Blast, Barrier, AE Radius, line or Cone. I'm trying to figure out the best way to do it. We see them used to confuse and detonate Heat seeking missiles early, we also see them used as a flash attack to get Iron Monger to release Iron Man. How would you build these?
  8. Re: So, what don't you like about HERO 5th? Oh by improved turning I mean doubling the number of turns the character can make at combat velocity.
  9. Re: So, what don't you like about HERO 5th? Your right. I just hadn't gotten that far yet as I'm not comfortable with the level of testing I've got to do on the ideas I've come up with. I'm considering 5 points could buy improved turning and 5 points could buy improved acceleration or a Non combat multiplier (these are mutually exclusive) instead of 5 points for improved acceleration and turning, or 5 points for a non combat multiplier. I'd appreciate your thoughts and input. Thanks
  10. Re: So, what don't you like about HERO 5th? Not bad, Warp9, but figure in time and you'll agree with me. You are right in that the turn will take only 1/4 the turn radius, but because you are traveling 1/2 the velocity it will take 2 times as long. Divide those 4 turns over 2 segments and you get 2 turns per segment. The formula is Centripetal force includes mass and is (mass x velocity^2 )/ radius. For an example assume a 100KG mass traveling at velocity of 32" with a 32" radius. (32^2*100)/32=3200 newtons to make that turn. Now cut the velocity to 16" and the radius to 1/4 8" (16^2*100)/8=3200 newtons. At 16" veleocity the projectile will travel 8" turn 60 degrees, travel 8" turn 60 degrees end a segement on the next segment travel 8" turn 60 degrees, travel 8" turn 60 degrees and complete the 32" of movement. Funny thing is because of this formula I had realized long ago turn mode was tied to acceleration. The force required to accelerate from 0 to x velocity is the same force that would be required to travel at x velocity and make a turn with x radius. If the adder that improves turn mode is tied to acceleration, this makes things really interesting in that a segment based movement system because improved turn mode/acceleration and Noncombat multipliers become mutually exclusive, you could purchase one or the other, not both. What do I mean by that? Lots but ask me later when I have time to go into it.
  11. Re: So, what don't you like about HERO 5th? Yeah, I actually found that chart for VLF back in 1999 and was using it in my 4th Ed game. I was excited when I saw it make it into 5th entirely unchanged. I used his calculations to study physics and learn how Mass and velocity could be calculated for damage. I figure Noncombat movement could be purchased the same way it is now, it just takes extra time to get up to speed, and each NC level adds 2d6 for doubling velocity. I think there should also be two other modifications to combat movement I didnt' include. First every DC used in a move through or move by could be a -1 CV. The Second involves turning which is a long discussion, but basically I think turning should be limited to 1 60 degree turn for a full combat move, and every time a player cuts their movement in half they should double the number of turns they can make. For example if a character has 32" of movement if they move 32" they can make one turn at the end of the 32" run. If they use 16" of movement they can make 2 turns, or 1 every 8". The reflects real world physics and gives players the option to purchase 5 point turn levels to cut the turn mode down. These 5 point levels reflect increased acce
  12. Re: So, what don't you like about HERO 5th? I agree. Here is some fun things I learned about KB and hero games systems if it was exponential. With real physcs a bullet from a high power rifle would take -70 str to lift and a velocity of about 512"/segment. If it struck a man sized target that takes 10 STR to lift, the big a difference in Mass would result in no knockback in an completely elastic collision (no energy lost do to the deformation of either the target or projectile). This bullet would bounce off the target with essentially the same velocity it struck the target with 512". Now lets say the projectile was the Superman who as a projectile took 10 STR to lift and he ran into a human size target say Bizarro. In a perfectly elastic collision, because the target and projectile have the same mass the target would stop moving, and the projectile would begin moving at the same velocity the projectile had before the collision. IE if Superman was traveling at say 512" per segment, then struck a target like Bizarro, Bizarro would now have 512" of velocity and Superman would be stopped. This application of real world physics would cause bullets to do no KB, but larger projectiles like most Super Hero's use would do a lot (car's, rocks, Thor's Hammer, Cap's Shield, other characters...). An interesting note is that if champions movement system was changed to be exponential, where movement would cost say 10 pts to double combat velocity and increase move through/by damage by 2d6 this would simplify a lot of things. First of all lets look at the bullet example. 512" of movement/segment would be 100 pts. Now a bullet that takes -70 STR to lift moving with 100 pts of movement would logically be a 30 point attack and would do almost no KB to a human size target (aren't high power rifles 2d6 RKA's?) Also KB becomes a simple chart based on how many points of movement are involved in the relative speed of a collision. Text me later and I'll include some excel spreadsheets with the math.
  13. Re: So, what don't you like about HERO 5th? Thanks SteveZilla. Slow moving compared to a speed of light microwave blast. Most animated depictions of the optic blast (cartoons, movies and so on) allow us to see the optic blast travelling to the target. Blasters in Star Wars obviously aren't spead of light because as soon as they fired they'd hit the target. So compared to firestar's microwave blast cyclops optic blast is slow moving. It thinkg compared to Thor's hammer or Caps shield it's pretty skippy.
  14. Re: So, what don't you like about HERO 5th? In physics there are two basic types of collisions. Elastic and inelastic. Elastic collisions are collisions where no energy is lost through the deformation of the target or projectile. An example of this would be two billiard balls colliding. They both leave the collision, with the same sum total of energy they came into it with. Inelastic collisions, are collisions where energy is lost do to deformation of the projectile, the target or both. As an example imagine a billiard ball colliding with a lump of playdough. Chances are they will be stuck together after the initial collision as the energy of the collision is lost as the playdough is deformed. In hero it is possible to treat every collision that does body, either to the target or projectile as an inelastic collision. A collision that does not do any body to either the target or projectile could be treated as an Elastic collision. An example of an Elastic collision would be superman performing a move through on Darkseid from the final episode of Justice League. Superman hit Darkseid and all his momentum transfered sending Darkseid flying through at least 3 (maybe as many as 6) buildings. What makes elastic collisions so powerful in a game like Champions is that after a perfect elastic collision of two equal sized objects, the projectile tranfers all it's energy to the target and stops moving while the target continues on at whatever the projectiles velocity was. Again Imagine Superman doing a move through on Darkseid with 64" of flight. After a perfect elastic collision Superman will be stopped and Darkseid would be traveling at a 64" velocity. Of course Knock back damage done to a target that hit's a horizontal servace couldn't work the way it is listed in FRED. Darkseid would take 64d6 and be out. To balance it segment based movement and VLF would need to be used which again is more realistic. Again this goes into another discussion as to why hero should be logrithmic or exponential, but in my mind it should be exponential. In an exponential segment based movement system for here 10 points of movement would double the characters movement and add 2d6. 10 Points would be 1"/segment 20 = 2", 30 = 4", 40 = 8", 50 = 16" and so on. 60 points would be the break even point for a speed 12 character that would provide 32" of movement and 12d6 vs 30" and 10d6. I could go on but I think that would be for another discussion.
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