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Tech

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Posts posted by Tech

  1. 10 hours ago, Sketchpad said:

     

    How does it hold up in more recent editions?

    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.

  2. 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.

  3. On 7/12/2023 at 8:37 AM, Sketchpad said:

    I was looking through some older Champions books and came across the Mastermind option in Champions II (p. 21-22). Anyone ever try and bring this forward into newer editions? I often wonder why it wasn't included going forward. Was it just too game breaking? Anyone know?

     

    I use it for all the superhero groups in the campaign. No, I never found it gamebreaking, nor have the players.

  4. 2 hours ago, Doc Democracy said:

    I think how much detail you want will vary by genre.  If I am in Champions, I reckon 99% of the time I dont want any difference in how grenades work.  If I am playing a skirmish WWII game then I want the potential for throwing back grenades and, potentially, shooting grenadiers who drop their grenade among their fellows.  Grenades in the second can be high risk, high gain weapons. 

     

    Would have made a good article for Adventurer's Club....

    Cool! You remember the AC? Got most of them myself.

  5. 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.

  6. 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

  7. 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"

  8. 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! :)

  9. 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.

  10. 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?

  11. I don't give XP to NPCs or villains, and I have very few NPC heroes.  As a campaign goes on, I check to see if the villain has become less effective, simply because the heroes are getting more experienced and powerful. If it's needed, then I may revise the villain a little to make him a little more in line with the concept effectiveness, i.e, more powerful, but that's about it.

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