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Tech

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Everything posted by Tech

  1. Oh, that is so true. Recently, I had a Champions adventure - it was supposed to last, oh. 2-2.5 hours. The players pulled a fast one of me I didn't expect but I respected and went that route. The game lasted 1 hour but I told the players I greatly enjoyed their ingenuity.
  2. Regardless of how good the GM's plot, there are always more players than GM to out-think the plot.
  3. Corollary to that: The GM should beware of grinning players.
  4. Holds up fine. Still using it; doesn't seem to matter which edition is used. If regular points are gathered from heroes, instead of Mastermind option, you can get an okay base. Using the Mastermind option, you can get more of an advanced Avengers type base. Quite frankly, I will stick to the Mastermind option.
  5. The "Champions Minus" article, a humorous nod to "Champions Plus". Champions Minus is a several page parody of their powers, pretty funny! I'll list one of them. Overall Levels: A hero with an Overall Level skill level gets a +1 on everything he does, as long as he wears overalls when doing it. This is very popular in rural communities.
  6. NinjaB, I used villains of all different versions. I still use Wee Willie as originally created (which includes using the powers as intended in Champions 1st/2nd edition). I've used villains from Edition 1, 2, 3, 4, 5. Don't use 6th edition. I adapt easily from edition to edition and the players are none the wiser. Yes, sometimes I do update a villain to a newer edition but overall, just use them as is.
  7. Thanks, BJB. I had this a long time ago but it's lost. It's great reading this again, and fun.
  8. I use it for all the superhero groups in the campaign. No, I never found it gamebreaking, nor have the players.
  9. Cool! You remember the AC? Got most of them myself.
  10. I ran into this situation once. I merely had the hero make a block roll to send it back and then to make an to-hit roll against the villain. It was a one-time event and heroic; I'm not going to penalize the player for trying something cool and heroic. If the character is going to be able to do this on a regular basic, then I'd go with Reflection.
  11. Thanks, LL. Haven't felt my best lately and didn't want to look for the books.
  12. I can't say I've ever had this brought up in the campaign before but can someone using TK do a haymaker with it? I'm just too tired to look for the answer right now.
  13. Okay Duke, sounds fun. (will use 5th ed version because that's easiest but feel free to use 6th ed to answer as I have the book) 1) Energy Blast 2) Energy Blast, AE (any) 3) Energy Blast, AE Cone 4) Drain 5) NND 6) AVLD 7) RKA 8 ) Another Drain 9) Duplicate 10) Transfer 11) Life Support 12) Flash
  14. Last night's game. This shows you how used we are to the Stun/Body roll on D6... Hero blasts a plant with fire. "it takes 14 Killing attack and 4 body"... We laugh, "What!?" this is immediately followed by the next player rolling 9d6 for damage... next hero: "30 Body and..." (we're still laughing. 30 BODY!?) he says, "30 stun and 9 Body"
  15. More like Songbird. I know there's no mandatory effect, etc etc with Hero Games system; I'm just so uncreative with sonic powers.
  16. I'd like to create a character who uses sound powers. Oddly, I have never been creative with sound powers. Can you help out with suggestions, or a book that has suggestions? Thanks in advance. One more thought, if I went the way of 'song powers', throw suggestions out for that, too!
  17. The problem with Transformation is that the amount of dice needed may be considerable to do that on the average. Go with a Mental Paralysis with a limitation, can be woken up instantly by outside help. That should be cheaper. 'Course, depending on how deep a sleep, being woken up by outside help may not be a limitation because they can't - the sleeper has to wake themselves up.
  18. Oddly, I figured out a way to do it and much cheaper than what I suggested. 5d6 Unluck Act 8-, Side Effects 15 pts of 3d6 Unluck. As for it lasting the entire day, I put that at -0.
  19. I've working on a character concept of a hero who's Unlucky alot (3d6 Unluck) in humorous ways. However, once in a long while, the character becomes Lucky (basically 5d6 Luck. It's a Act 8-. Roll once for episode; if it activates character has it the whole adventure, it it doesn't character doesn't have it that adventure). Here's the kick: when the Luck finally does happen, the Unluck is not active. I'm still working on the concept so I'm now sure how to work this. How would you handle this entire thing?
  20. Hero in secret id sees supervillains show up. To get away to change to superoutfit says aloud, "Excuse me, I have to conjugate some verbs!" and runs away.
  21. My hero, upon meeting a couple guards (and me mis-speaking)... "Well, we're alot smarter than we think you are!" ... everyone is quiet.... GM looks at me with a HUH? look.... ... a few snickers... ... more laughing... ... everyone bursts out laughing... GM finally says, "The guards are totally confused. You get past them."
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