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Everything posted by Tech

  1. I would put the Limited Power (Target must hear the taunt) at -1/2, not -1/4. In a quiet setting, it'd be easy to hear the Taunt. In a city, particularly a busy one, it'd be noisy. If special effects of attacks make noise, this contributes to the noise level. People realizing what's happening can automatically nullify it with covering their ear. So, I'd go with -1/2.
  2. Obviously, common sense has to be used in various situations regarding an OAF. A handgun or blaster is quite obvious while being used but I have no problem with a character concealing it while it's not in use, such as hiding it in your jacket or pocket. If someone is hiding behind a large boulder and summoning stuff nearby, the special effects dictate whether people will know the location of the summoner. That's just good roleplaying or tactics. However, if said summoner kept doing that, that OAF may have to be changed to IAF.
  3. I've also rewritten Vibron, Piledriver, Oculon and Fire&Ice from Enemies I/II. Didn't care for any of the write-ups since. They're more capable but essentially still the same; changing Vibron in CKC to an alien I thought was too bizarre and pointless. All are human in my write-ups.
  4. I recently gave Mongoose more experience (dislike saying 'upgraded') since he's been in the campaign since near the beginning. Now he's immune to poison of any type, added Breakfall, added the Mongoose martial arts from the Ultimate Martial Artist, some Combat Luck and so on. He's joined a supervillain team but is still the flamboyant martial artist as before. When I recently pulled him out and mentioned his high DCV while still attacking, one player said, "That's high", to which another player replied, "Yep, that's Mongoose!" So, I think the more experienced Mongoose is a success.
  5. Tech

    Single Power Ideas

    Bookworm: 10d6 Blast, 10 m radius, only vs paper (-2), 1 charge (-2), no range (-1/2), Extra time (Extra turn -1 1/4) 100 Active, 15 Real
  6. I've ran the Great Supervillain Contest 2.0 with various villains a few years back, alot of my own villains. Really, you can pick anyone, including those low-powered villains who managed to trick heroes into getting defeated. I included alot of the villains from Enemies I & II (still got a couple new copies of those).
  7. Why not simply have different Multipower slot powers, each one a different power representing a particular gem he must have to use. A quick example: Multipower f 10d6 Blast - must have Quartz (very common) f +6d6 HA, Penetrating - must have Amethyst f 3d6 HKA - must have Diamond
  8. Sounds like powergamer players. I think the "real life" rapid fire smart bombs could have also been built (within campaign limits): 12d6 Explosion. The damage is because of all the autofiring smart bombs, much like how speedsters define their superfast rapid-fire punch as: +5d6 HA.
  9. Robots: - Super-reaction Robot: Something that makes my players fear (but in fun) what they're about to fight is when I said: "1's... it attacks." A durable robot with a 50 Str with a 12 Speed can be a terror to a group. ex. 50 Str, 10 Dex, 10 Body, 10 PD, 10 ED, OCV 8, DCV 3... etc - Invisible Robot: invisibility can be a royal pain for not just the heroes but the players. If done correctly though, a single invisible foe that attacks, then changes positions silently can be a worthy opponent that doesn't antagonize the players. - Chameleon Robot: a hero is jumped by surprise by a robot that can mimic the heroes appearance. The others cannot discern who's who. The longer it takes to figure out which is the fake, the longer they're delayed. More traps: - (borrowing from eepjr24) shifting walls: if heroes are far enough apart, a side wall suddenly shoots across the path, walling each other apart, possibly so the Chameleon Robot can jump in. If a hero is trapped by himself by 2 walls and becomes alone, a knockout gas trap activates and the hero has to escape or fall unconscious. - the room of reflection: all the walls are super-reflective at multiple, various angles making it difficult for heroes to discern which way is out, or even which way is forward. A robot which which is programmed which the rooms' structure can attack the heroes with no problem, but the heroes OCV is drastically lowered. - ejection floor: to prevent the heroes from proceeding further, the ceiling quickly slides open and the entire floor of heroes are ejected outside and hopefully into something outside such as a tree. If nothing else, the landing can be rough. Lastly, they'll have to get back inside.
  10. I'm planning on running the Island of Dr. Destroyer 2.0 in a few months. I suggest, of course, new villains instead those villains of Isle Dr D original. Was never fond of the Destroids from Book of the Machine. Do a search for robots and grab a cool pic or three. The robot(s) may have any of the following weapons: - Hyper-velocity bullets (taken from Gadgets): 1d6 RKA +6 Stun Mult - Concussion blast: 10d6 Blast, Double KB - Slowness Gas: simply 5d6 Dex Drain, 1 hex (not vs LS: Gas) - Mind numbing ray: 5d6 Speed Drain vs Mental Defense, not Power Defense - (for those who can fly) Cables to grab & crush: Stretching 6", 0 End - Radiation Beam: 8d6 APx2 Blast Death Traps - Laser Bars: A circle of lasers surround a hero and slowly start closing on its victim. If the hero quickly makes a Dex roll on 1st phase at a minus, they can safely get thru the bars. If they delay, can't make the Dex roll. To get out, Missile Deflection/Reflection can work, or a reflective surface, such as your shiny power armor gauntlet. The point of this death trap as GM is to make them think how to get out, not to actually hurt them. - A pool of chemical: the metal floor being walked on swiftly slides in to try to have the hero fall into the chemical pool. A Dex roll allows them to grab onto the side of the trap side but the hero's grip is slowly slipping (will fall in 3 action phases). Acrobatics/Dex roll at minus/flight all ways to get out. Even after the easy escape, the smell of the chemical pool being breathed caused a 2d6 End Drain, recover 5 pts/hour. If they actually fall in for some reason, it's a 5d6 End Drain, recover 5 pts/hour. A flaw in the trap construction is a ladder on the side for maintenance purposes, which might help if they can get to it before slipping... - Chompers (see Galaxy Quest movie): stepping on a prior metal plate activates the Chompers, which cause metal plates to slam together from top & bottom to try to catch the poor hero. The next plates are from both sides. These alternate for about 5 hexes. Make your Dex rolls for each hex or OUCH! Attacking them will require OCV vs DCV 8 as they are fast. If heroes really want to spend time destroying each one, Def 8, Body 10. Safer but delays the heroes.
  11. Guys, Darkhope never said the HTH damage wouldn't hurt him, just that "any melee attacker has his attack him him as well, like a damage shield." That being the case, I don't think HTH Missile Deflection fits since a successful roll deflects all damage from the character. If he doesn't take damage, sure, go with HTH Deflect. If he still takes damage (as well as the attacker), a damage shield is appropriate, maybe something like a cosmic power pool with the limit: only to match damage hitting him.
  12. Most of my current characters are on one sheet. Partly because I use slightly smaller fonts and sheets are custom for each character, not having the hero games logo on the sheet, etc.
  13. I like the layout, although personally I avoid more than 2 pages for any character (not including history of character). Still I like it.l
  14. Hi all. Been planning on doing "The Island of Dr. Destroyer" 2.0, using the island from "Book of the Destroyer" for the most part. Some of the youngest players were never in the first run of the episode so time for a 2.0 version. I'm looking for music to play prior to playing the episode. Yes, I've dug through my own music & did looking at youtube but so far nothing grabs me. I've already used Mission Impossible theme before. Any suggestions?
  15. dialNforNinja threw down the gauntlet so I'm retelling the two strangest concepts ever thought of for our campaign. 😜 First up... Amoeba Man! A cabbie driver who had the ability to change into a giant, floating amoeba that -cough- used Ego Attacks. His first (and fortunately only) appearance went something like this: the other heroes have already arrived at a bank being robbed by villains and have never met Amoeba Man. So, even with his weirdo concept, how does he decide to make his entrance? While driving his taxi, with a passenger in the back no less, he crashes his taxi through the large glass bank windows, changes into a giant amoeba and blorps/floats out the cab & towards the group. The poor passenger in the back runs screaming down the street! I think it's a natural reaction to his but everyone, both villains and heroes, stop and stare at this, um, something-or-another. It's only because A.Man uses his 3d6 Ego Attack on a villain that the heroes didn't attack it. Btw, it was 3d6 with an 18 Ego because the player spent so many points on Enhanced Senses, Damage Resistance, etc. He wanted to have Duplication every time he was hit but fortunately the power Duplication had only just come out and I was not going to tell him, much less allow it! Second... Photogen! A photographer who had an injury and became a cyborg but still normal appearance. The original concept was (again) lots of Enhanced Senses. He wanted to be able to take a picture by blinking his eyes and pulling the photograph out of his stomach.... 😵 Oh, and he had no attack powers; managed to get him to agree to take a 10d6 Lightbeam attack (Stun only). This concept fortunately only last two sessions. I think it's only appropriate we use Amoeba Man with a group of other villain reject ideas from time to time for a joke once in a long while.
  16. Duke, I've found that if a player wants a power concept bad enough, they will accept almost anything the GM will throw at them for their power (limitation-wise). I don't believe assigning a mechanic to it would change anything. That is, of course, my experience.
  17. I remember an episode (don't ask me to remember which ), where it was a very quick assemble or disassemble of the lions. I wouldn't go with a turn if only because alot of combat is over with by then.
  18. Agreed. Ximenez asked how do create it, I stated it RAW Doc D. I think Images is the way to go. I'm not saying I agree with the rules for Duplication either (among others).
  19. Unless I missed something Doc D, if it's bought as a duplicate and it dies, that's it for the duplicate - it doesn't come back even though you spent points for it originally. I'd go with Images which is exactly what the power description is looking for.
  20. Well, this project is finally done and I'm glad. With the help of my older brother, I created my own full-page hex paper that is effectively a smooth transition when places printed off sheets together. Thanks for your suggestions and for the links for other material.
  21. Thanks for the suggestions. What I'm looking for now is to print off my own 1" hex paper. I've already done my searches online. I can print off hex paper. However, none of them printed off are continuous if two sheets are placed side-by-side. All of them that I've found involve trimming - which causes problems. Has anyone found full-page printable hex paper (with no margins) which would have a smooth continuous hex grid when printed sheets are placed side-by-side? I can tape them together.
  22. Ok, if that title wasn't confusing, congrats! I'm looking for pre-made hex-grid maps I can print off to use as a battlemap for our Champions games. In particular, I'm looking for areas in a city, whether downtown, a park, a warehouse, etc. I have a 4-way street intersection map on hex paper for example. So, any suggestions?
  23. Foxbat is certainly a character. For those of us who use him, how do you use him? Is he an actual mastermind, a henchman, a solo villain or what? For myself, Foxbat is (in his own mind) a mastermind and every mastermind needs people to carry out his greatest idea. Of course, all his efforts are considered to be his 'best idea yet', regardless of the reality of it. Foxbat likes to scheme of ways to make himself look good by making the heroes look bad: one such scheme had the hero team show up at a factory where he dumped lotion on them and took a picture to send to the press (it turned into a slippery game of 'catch-the-camera'). Really though, all his schemes are ridiculous. Foxbat always goes out of his way to make sure no one gets hurt, because that shows what a wonderful mastermind he is. Back to the people he has: The Awesome Exo-skeleton Man: who can't love a guy with a name this long, who heaps praise and adoration upon Foxbat everytime the heroes dare to question Foxbats ideas Speedster: a superfast-reaction guy with some superstrength (has a Speed of 10). He follows because Foxbat always has an idea to get rich & because he's greedy but fun. Surprisingly, he's not all that fast as a superspeedster Airhammer: an easy-going young lady with a super jetpack of incredible speed who uses an airhammer attack to knock heroes around. However, she gets bored easily and doesn't listen to orders for long Scarecrow: a guy dressed like a scarecrow, or is he dressed? No one knows really. He's greedy, overconfident and likes to throw little explosive pumpkins. Tries to be a mastermind himself but has 3d6 Unluck... With a team so, hmmmm, not tight, how could the great Foxbat fail? So, how do you use him?
  24. The simplest is best: I'd go with Steve's 3 pt level for a bounce.
  25. How would you build a defense for someone who cannot become dizzy? (Gas can't cause damage defined as dizzines, Drain can't drain Dex defined as dizzy, etc). It feels like the Damage Reduction vs special effect somewhat.
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