Jump to content


HERO Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Tech

  1. Increase mass of opponent: #1) 3d6 Suppress vs Running and 2d6 Suppress vs OCV (Limit: constant concentrate DCV 1/2): total limitations -1. Active: 50, Real Cost 25 + #2) 4d6 Suppress vs Str (Limit: constant concentrate DCV 1/2, takes effect on next PHA after power #1 -1/4): total limitations -1 1/4. Active 40, Real Cost 18 + #3) 60 Str TK -Advantage: constant +1/2 (Limit: constant concentrate DCV 1/2, takes effect on next PHA after power #2 -1/4, only to pull down -1/2): total limitations -1 3/4. Active 135, Real Cost 49 Total Power Cost: 92 pts. END cost... (wow) 22 each PHA. I didn't bother using linked but the power is effectively bought as one power. It's broken down that it takes place on 3 separate phases, gradually getting worse for the opponent. Assuming a 6 SPD, it hits on phases 2, 4 and on phase 6, all three are in effect & onward as long as END is paid. I don't use 6th edition so I may have missed some things writing this up in 6th ed.
  2. Tech

    Paralyzing Toxin

    You're correct; campaigns are vastly different as are the agents. I myself have a hero with a 13 CON. I think Amorkca may need to talk to the GM to decide how to correctly emulate this for that particular campaign.
  3. I thought I'd show my notes for the opening of the Supervillain Awards for your amusement: Foxbat: “Thank you, thank you. Welcome to the Second Anuual Supervillain Awards. When I first looked out at this crowd, I thought ‘What a nice group of people…’” (There’s laughing from the supervillain crowd) “Then I thought ‘Wouldn’t it be nice if I could do something and rip everyone off!” (There’s some clapping). Foxbat bows. “I see a lot of you have joined via the internet, what with masterplans to finish and agents to hire. I tell you, heroes don’t appreciate how much work it is to be a villain. As a matter of fact, heroes need us – without us, they wouldn’t have anything to be a hero about.” (lots of clapping) “Actually, we’re here to award those villains who have achieved heights of glory, who have excelled at being a supervillain.” (He gestures to a screen which shows various camera views from normals and newscenes showing some funny clips of supervillains): Clips: a) The Giant is running away from a bank with a bag of money and slips on some oil falling down b) Utility stops by a fruit market stand, quickly grabs an apple and the rest of the apples start falling off while he desperately tries to stop it c) Blackstar is talking to some police about how they can’t stop him, and unexpectedly belches d) Foxbat is standing in front of something, looks left, then right, then is shown shaking a gumball machine, getting a free gumball e) Armadillo is facing the heroes, saying “You can’t stop me. My plan is foolproof. It’s… um, I forgot.”
  4. It's played for laughs. The villains showing up there would not be antisocial or psychopathic; they'd be more down-to-earth villains. The villains in the categories are referenced from other GMs (we have 4 GMs total) as well as mine. About 65% of the villains I use are my own created ones.
  5. Some years ago, I ran a Champions episode called, "The First Annual Supervillain Awards". Various categories for supervillains were mentioned with Foxbat being the MC. I even had a little commercial for it to show for the players. Heroes attended it undercover as supervillains. I don't remember everything but during a break, the heroes suddenly revelated themselves & announced the villains were under arrest. The supervillains thought it was a wide-scale attack and most fled, only a few staying to attack the heroes. This weekend, although it's long overdue, I'm going to run "The Second Annual Supervillain Awards"! With Foxbat being the MC again, the categories for the supervillains will be: 1) Best Master Plot 2) Best Escape 3) Best Supervillain Costume 4) Most Interesting Thefts 5) Best Quotes I'd make more but if things go anything like last time, things may not make it past #4 before the heroes do something.
  6. Tech

    Paralyzing Toxin

    Why not just make it Entangle 3 Def, 2 Body, takes no dmg from attacks, vs CON not Str, Not vs a CON of 20+, only lasts 5 minutes? Agents with a 13 or 15 CON will find it difficult to break out of and the 'Not vs CON of 20+' generally keeps heroes safe from it.
  7. Here's how our campaign uses it: a character may abort to dodge, even if their phase hasn't occurred yet. Ex: A speed 6 hero aborts to dodge on phase 5 for his phase 6 move. The dodge bonus continues through phase 7. How often do people abort to dodge? That's hard to gauge: that depends on so many circumstances. What prompts an abort to dodge is also hard and entirely player dependent. I guess if they don't want to be hit, they can dodge - what more do you need than that? How's it influence combat? How we do it works well, maintains the colorful comic action flow and villains can do this as well.
  8. The 1993 Viper book has your standard Viper agent with 25 Stun, Trainees with 22 Stun, upwards to 29 Stun for Viper Commanders. The 2003 Viper, Coils of the Serpent, has General Combat Specialist at 30 Stun to 31 Stun. As a GM though, I seriously questioned the 2003 book standard agents costing 186 pts, with the Superhuman Combat Specialist up to 329 pts. That's a personal opinion but I stick by it. Being able to incapacitate a 25 Stun agent (not including defenses) almost sounds like a 10d6 Blast, AE of some sort.
  9. By arbitary, I'm assuming you mean a roll penalty with no reason for it, to which I agree. However, it is not unfair as GM to make a character make a roll at a penalty based on the circumstances and situation. I'm quite fair in my GM'ing: I have characters make rolls with a bonus or a minus, as the game situation comes up. I deem a normal characteristic roll without + or - to be ordinary situations, modified by creative responses by the player(s). As the books show, easier situations should give a bonus, harder situations a negative to the roll, and I use that as my guide. An arbitrary negative roll with no reason behind it is indeed unfair but this is not the case.
  10. Hero Games created some time ago a book on Gadgets. Can't find the book at the moment but it went something like this: repulsor cannon was a blast, does no body, x2 knockback (in 6th ed rules). That's what I go with.
  11. The video doesn't give fair comparisons. They're using Frozone from The Incredibles 2, why not use Elsa from Frozen 2? Frozone (an adult) sliding on his snow on a snowboard in combat situation vs Elsa (a young girl without something to slide on) gently pushing her little sister around: this is a fair comparison?
  12. Have tried Superhero2044, Villians & Vigilantes, Battletech (not really a rpg per se), Mighty Protectors (helped fund it), Gamma World (1st edition), Champions (ALL versions), Teenage Mutant Ninja Turtles, Big Eyes-Small Mouth, Robotech RPG (1st editions). Gamma World could be manipulated to creating honking powerful heroes. Roll the dice, you hit, they're dead - doesn't matter what your stats or powers were. Was fun to have someone like that on your side. Tactics was king in that game; if they couldn't hit you, you survived, if they could, well, you didn't survive long. Had an entire team killed off in the first fight. Ouch. Superhero 2044 (1st ed) was a pathetic DnD version of superheroes, and very math intensive (see White Dwarf Magazine #9, October/Nov 1978). V&V was too random. TMNT could end up with a powerful hero... or not: battles could take a long time.... looooong. BESM, even the most powerful heroes ended up gasping for energy after a few attacks. On the other hand, you could easily make someone invulnerable. Robotech was fun. Had a campaign lasting, wow, over 20 years I think. Stopped because people moved, couldn't get everyone together. Been playing Champions since 1981 so that makes it 39 years - and the same campaign is still going and expanding. If it was a good campaign before, it's become even more excellent. Some of the first characters created are still being used, and have reputations like Superman.
  13. Gnome, your scenario appears to be one where the character has a chance to see that the bridge is unsafe and that they can tell it's unsafe. I was specific that it was a surprise. I didn't go into specifics because I wanted a quick reply. Hugh, I've had lots of adventures where characters stand in areas they expected to fall apart, fall, etc, etc. It keeps players on their feet and makes for exciting adventures. Thus, yes, they were, in fact, standing on areas they were expecting to drop away.
  14. Hey, SF, so I get a feeling of what you think, what Dex roll (if any) would you give for the example I gave?
  15. Ordinarily, a Dex roll is made when attempting a feat of agility. I'm curious if you assign any penalties or not to characters when they have to make a Dex roll due to a surprise situation. Example: your character is walking along a stone bridge when a piece under you suddenly falls out.
  16. If I recall the benchmarks correctly, the average was CV 7-9, 11d6 attacks, 20-25 in defense and speed was 5.5.
  17. Duke, I'm just now getting to this thread and after reading your reply, I laughed (not at you). You were so animated there. Please don't hold back your feelings. I agree in large with you and am (and have been) giving consideration to Shape Shift myself. Never liked that way it's built with it's PER-based version - it's a power, not a skill-vs-skill roll! I have to ask: how long did that take to write out? Must've been awhile.
  18. Things have gotten crazy over in the city so I'm declaring the winner today: Quackie, you win.
  19. We as human beings constantly and subconsciously rely on our senses moment by moment. Being in darkness where an opponent cannot see doesn't give the opponent an automatic "This is a Darkness attack, not a Flash attack" awareness. They cannot see. Ever play a game where you're blindfolded and you have to tag someone? It's not easy. A suggestion: I'd say have them make an INT roll to see if they can remember which direction they are facing and/or the area. If not made, a random roll could be made by the GM as to which direction they're actually going as to opposed to which direction they actually are going. I usually just go with the flow and make a judgment call on an individual basis. Really, the special effects of the darkness are so varied that what I just suggested may not apply.
  20. Next up, this guy:
  21. Unless I missed something, 6e does away with inches, not hexes. Hexes are rooted in old boardgames and used hexes for whatever distances required. Agreed, use whatever scale you wish. Howabout 1"=1million miles? Wow, those range modifiers are going to be harsh.
  22. 1) We use battlemaps on occasion so we use the 1 hex = 2". Our battlemap sessions have become quite the hit with the players. Seeing the warehouse they're in with all the crates around gives them tactical knowledge; the amusement park with it's buildings, the rocky area with a beach nearby, the underground viper base and on & on. With the battlemap (with water erasable markers) and the terrain out where everyone can see it gives a very different feel to the game. We don't really use 6th ed so we're at 1"=2 meters. 2) For years now, I've written out my Champions episodes: a) First, the adventure title and the hero group/heroes. Next a quick GM summary of the episode plot. Next, the specific heroes, villains, agents, npcs, whatever to appear. After that, for fun, I write out things that have happened to the heroes in their secret id/private lives during the week that may, or may not, have a bearing on the game - leave the players guessing. I often put little hints of things to come in the episode in one of the heroes weekly events. b) I write out the flow of the episode. Things that must happen, things that could happen, and things that are optional, making GM notes for unexpected Player changes. It's okay for Players to throw a monkey wrench in; I generally anticipate that. If the players come up with something totally unanticipated, I run with it and give them praise at the end. I'm glad to say I know my players and can usually write out a story with little to no problem. c) the episode will highlight a supervillain/team goal, reveal things about a supervillain background history (which can give the villains some sympathy points) or a danger that will come about if the heroes don't defeat the goal. d) If the episode can go any number of ways where I know things could become totally chaotic, I write out brief summaries at those points, as well as what possibly to do as GM. e) Print it out (double-sided). f) Write out a quick stat sheet for the baddies: Stun/Body/End Total PD/ED, Dex & Speed, CV, and a quick + for any lvls. This is for me a necessity if making the heroes actually fight some super-agents, instead of 'you hit, they're out'. I know some of you do things differently but this is how I do it and it works for me. Writing out the episode really gives you time to think of story options that winging it simply cannot do as well. Perhaps the NPC the character knows stops to talk to them, giving the NPC more personality. The ice cream shop the character went to last episode went out of business; the little old lady who brings her car into the car repair shop and annoys the character's secret id, etc. Adding these little things adds the background flavor needed to differentiate it from last weeks.
  23. Below is the link for the Haymaker! website, which appears to have long since been discontinued. http://www.livelyland.com:4080/haymaker/index.html On the main page is an email address which you might try. No idea if it's still valid. If you check the authors, you might find someone who might be able to help.
  24. I used to do something somewhat similar many years ago. I'm just surprised to hear something like that from someone on the boards.
  • Create New...