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Tech last won the day on December 8 2004

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About Tech

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    Double Millennial Master

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    Sol System

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  1. We understand. I had little inspiration myself for my Champions games for about 2 months and only now is a little coming back.
  2. I might have some of my ancient sheets. I'll have to check.
  3. Why have the Major Transform do BODY? If by doing BODY, you mean it damages and possibly destroys an object, doesn't that negate the Transform part of the power because there's nothing to transform - it was destroyed?
  4. Preference: EC over Unified Power. Blah blah virtues of EC, blah denigrate Unifed Power. There ya go Surrealone! Seriously though: that's as much thought as I can give these discussions nowadays due to continually not sleeping well.
  5. European Enemies... yikes! Of all the errors in that book (which is most of the book), my favorite error is: 4d6 Energy Blast, +1 Stun Multiplier.
  6. Tech

    DEF of diamond?

    If a steel robot was coated in diamond, what DEF of PD and ED would you give it? Of course, diamond is not hardened otherwise they couldn't be cut by jewelers.
  7. Tech

    Favorite plots

    Some of my favorite plots are for fun episodes where it is relatively stress-free for the heroes, alot of them due to Foxbat. A couple of Foxbat's plots from the past: 1) Foxbat (and his flunkies) lures the superteam into a hand lotion factory. Once there, he sets off a trap dropping a boatload of lotion onto them. After they start getting up, he takes a picture of the group and promises to send the humiliating picture to the newspapers. For the rest of the battle, everyone on the ground - including Foxbat - has to make a Dex roll or fall down due to the slipperiness. The majority of the 'battle' is now keep-away for the picture. 2) While a superteam is busy relaxing on the beach in the secret Ids, a group of costumed people arrive riding on metal mules. It's Foxbat! Anyone can ride into town on horses but it takes a truly innovative genius to ride in on metal mules - or so he thinks. A battle takes place while Foxbat rides around the beat on a metal mule... the other mules ran off somewhere. 3) The superteam arrives at a bank for a bank robbery... except it's Foxbat with robots looking somewhat similar to the heroes. Foxbat watches while he sends his robots to attack. One major flaw in all the robots: the robots aren't the best put together and any attack the robot does that misses has a chance of a limb flying off. Ex: the robot swings at you Atomic Man. It misses... and its arm goes flying off down the hall.
  8. In the Villains, Vandals, and Vermin sourcebook, there's a supervillainess called Galaxia. Our GM isn't thrilled with the picture of her. Can anyone suggest a similar picture as a replacement?
  9. Create a Super Villain Team, because everyone can always use more super villain teams. Donuts vs Dough knots.
  10. Loops are better; don't know what kind of weirdos strange attractors might attract. Cannonballs vs Cottonballs
  11. Ragitsu, why create the sword? In more detail, who is the sword going to be used by and in what kind of campaign? Is the campaign dark, light-hearted, etc? Assuming the sword is created, is coming back from 'deceased' possible? Is the bad guy going to use it, and if so, are you ready for the reactions of the players when you kill their hero? If a hero has it, are you prepared for your villains to be kicking the bucket?
  12. I've got a villain who uses a normal whip as a back-up weapon. However, I know little of whips. What abilities would a normal whip have?
  13. No, I don't give out stat write-ups. Some things the players will figure out on their own, such as Dex or Spd. Some thing they'll find out, such as when a lightning bolt does 34 Stun and 10 Body, and the guy smiles (or shrugs it off.) Once in a long while, I might tell them something they'll never know otherwise, such as the villain has +20 END through his IIF-Belt. That kind of knowledge won't make a difference. If I was talking to new players, I would go into 'verbose-mode' and spend alot of time describing things but enemy stat wouldn't be one of them.
  14. Jumping back a bit for Tatterdemalion, The power is written as: Nightmare Drug (Mental Illusions 8d6 (Human minds), AoE (8m Radius) +½, AVAD (Self Contained Breathing) +1 (100 Active Points), Limited (Only to Cause Nightmares) -½); 3f Is this power supposed to last more than one phase? This doesn't have anything to make it last longer than that, as it is on charges. Should it be on continuing charges?
  15. The Weed "Sure, all dem other supers with doz plant powers got there powers from a radio-action accident, or dey wuz born with them. Not me! I gave myself my powers! While making a heist, I mean a withdrawal, I sorta, um, purposely ran into that parked truck with all dem radio-action garbage canisters. I, of course, knew they were leaking and planned, yeah, planned on getting powers from them! And I wuz right! So now I can make heists even easier with my plant powers. First, I act all nice and looks like I'm not much of a threat with my flowery costume. Then, bam! I hit doz heroes with my real powers. Mean plant powers rule!" Jack Small was a small-time thug who got his powers from radioactive goo contained in leaky containers in a truck. Why they were there is unknown. He did indeed get super-powers: plant powers. However, he prefers to use the more dangerous effects of plants against heroes, such as poison ivy for starters. He wears a flowery costume in an attempt to make himself look non-threatening, but the smug look on his face doesn't help. He's not the smartest villain around, and his 6th grade education doesn't help, but he's still durable.
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