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Tech

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Posts posted by Tech

  1. Using a shield in combat is more accurate to say that you are attempting to block an incoming attack - both HTH and ranged. If you block, the shield takes the damage. The shield should have BODY because after awhile of blocking, it's going to get worn down and break, depending on what material is used in it's creation. In Champions, shields with extra PD/ED are given an Activation roll as an example of how well the shielder (I made up a new word) is able up protect himself. I don't play Fantasy Hero but I think it's defined as extra DCV.

     

    It might work better as: Extra defense, with the limitations: must make a block roll & foci

     

    Ultimately, how realistic are you wanting a shield to work determines how it's going to be used in any campaign. I'm okay with extra PD/ED foci, with an Activation roll, although I'm beginning to like my example.

  2. steriaca, I'm not sure I'm onboard with the Egoist/Mentalist/etc feeling like he's hitting a mental wall. If a hero with a 40 Str (8d6 damage) hits a tough guy with a 35 PD and doesn't affect him, he doesn't necessarily feel like he hit a wall. I guess the special effects kick in here: Tanner is artificial. What would an Egoist feel trying to hit something artificial? Throwing out an idea is that the Egoist might feel a buzz in his head when trying to attack Tanner with Ego Attack/Mental Blast, but otherwise is unaware that he's doing no Stun damage. He doesn't have a power "Detect how much damage I did".  Thoughts?

  3. One of the enemies in this book, Mr. Tanner, is an odd one. He has an Ego of 10, yet has bought the autonomaton power: Takes No Stun. What might happen if an Egoist attacks him with an Ego Attack? Obviously, he takes no stun damage, yet he has an ECV to attack. Would the Egoist notice anything or not? Can the Egoist attack him with a non-damaging attack, such as Mind Control?

  4. 12 hours ago, drunkonduty said:

    Assuming "average" heroes with OCV/DCV 8-10; 12-14 DCs; Defences 15-25 (about half resistant); SPD 4-5; STUN 35-50. 

     

    I'd go with:

     

    Basic Mugger/Petty Criminal/Bank Robber: OCV/DCV: 4, Damage: 1d6K-2d6K (depending on how well armed they are likely to be); Defences: 5 with no resistant def; SPD: 2; STUN20.

     

    Tough Mook/Enforcer/Trained VIPER thug: OCV/DCV: 6 Damage:  8-10DC; Def 10 (about half resistant); SPD3; STUN 25.

     

    Elite Thug/Senior Henchperson: OCV/DCV: 7-8; Damage: 8-10 DC; Defences 10 (about half resistant); SPD 3-4; STUN 30.

     

    It really varies for me due to the episode. However, a very general listing would be:
     

    The Tough Mook would be CV 5, Dmg varies 6-8 DC.

    The Elite Thug would be CV 6, Dmg 6-10 DC, depends on the hero & situation

    The Senior Henchperson could be CV 6-8, Dmg 8-10DC, again depends on the hero & situation.

  5. I have a villain who's a living shadow now due to a scientific accident. I'm pulling the supervillain out of retirement & I'm looking to update him now. Other than Desolidification and a cold HA, any other suggestions?

     

    As for his PD & ED, I've gone back and forth: on one hand a shadow doesn't have much substance so originally I opted for a low PD but high ED. On the other hand, a shadow can't really be hit so a high PD (or Damage Reduction) may be better with a lower ED since energy can hit him. Sooooo, what do you think?

  6. Duke, we always use paper minis. Bolo has his minis with the name of the villain on the back. What I do with mine is I copy the character for the back but color it in black. When someone sees the black image, the hero is looking at the villains back. I make the majority of the paper minis. For the paper, I print them on vellum paper, 67 lb.

     

    We have two large hex battlemaps from years ago and we added a smaller battlemap about a year ago for those times when the larger battlemap isn't needed.  This year, though, I started using colored battlemaps on occasion and adding hex grids on it, then printing them out. However, it uses alot of ink so I figured out a way to make the maps so they can be reused.

  7. On 10/17/2020 at 7:08 PM, BoloOfEarth said:

    Sonic character surrounded by an infrasonic field that causes anxiety and fear in anybody getting too close.  Drain PER and EGO, AVAD (Hearing Flash Defense), Invisible Power Effects. 

    Drain PER? Don't you mean PRE?

  8. A fear attack is one of the most vague of special effects. I had one person with a fear attack & dislike using Mind Control. Instead, I decided to ask, "What does the fear do?" Do the person stand still in fear (Mental Paralysis); does the fear make it more difficult for the hero to attack? (Drain vs OCV, Dex or SPD) and so on. Decide what the fear does first. If you want to use Mind Control or PRE attks and it works for you, go ahead.

  9. On 10/4/2020 at 1:30 PM, massey said:

    The game mechanics dictate many of the "sweet spots" for stats.  If people are using a 10D6 average attack, then they're going to average about 35 Stun.  If you've got an 8 PD/ED and 20 Con, that means a normal attack will leave you missing your next action.  Buying up those stats so that you can take an average damage hit without being Stunned just makes sense.  Higher Speed is always helpful as long as you've got enough Endurance to make it to the post-12 recovery.

     

    The very first character I ever built was a power armor guy.  I hadn't seen any of the published characters and didn't understand the system all that well.  This was in 4th edition.  His OCV/DCV was 5, because I didn't realize that such things were important.  Our team's first adventure was a Danger Room type scenario.  Our GM had played before, but none of the players had ever tried Champions.  So he let us fight each other and try out our characters, with the idea that we'd then rebuild after the session and fix all the various problems we had.

     

    We were a bunch of players with zero experience in Champions, but very familiar with rpgs in general.  It took us exactly one battle before we each had a big list of changes for our characters.  Our second drafts looked very much like classic Champions characters, with Dex and Con scores in the mid-20s and Speeds of 5 to 6.  Those are simply the most effective places you can spend your points.

     

    (I hope this doesn't become a duplicate post)

    Massey, it's cool to hear about your beginning Champions experience and I think it will help others. :)

  10. fv, I ultimately decided on Constant/Continuous (forget which one is needed) because anyone entering that area regardless of PHA will be hit while it's being swung around. Not having it constant/cont means a hero on the villains off-phase can attack him without being affected, as I see it.

     

    ex. Vilain has a 5 Spd, hero has a 6 Spd. Villain swings chain around on phase 5. On phase 6, hero moves up & punches him since the attack on phase 5 is now over.

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