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Tech

HERO Member
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Everything posted by Tech

  1. 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.
  2. 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."
  3. Destruction was built on 15 pts per 1d6, the same as Killing Attack. The thought being if a KA attacks the BODY stat, then Destruction for the same cost attacked other stats. That's about all I remember at the moment.
  4. 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.
  5. Do I have the newsletter? Yes. Can I find it? Not at the moment; it's somewhere. I really like Espionage chart.
  6. If Espionage had rules for using polyhedral dice with HERO system, it most likely came from an Adventurer's Club newsletter, as shown below for you.
  7. unclevlad, I already decided to go with LoneWolf's idea earlier.
  8. Ah, Super Agents. I still have that book!
  9. Technically, it's 7th lvl according to everything I've read. Nonetheless, CrT is correct. Since I have an answer, time to go totally offtopic... CrT... CRT! Ah ha! CRT - you're a Transformer, aren't you? Twas obvious! The only question remaining is: Decepticon or Autobot... hmmm.
  10. I don't want an exact duplication of it, and am aware of the differences between the systems. I like what LoneWolf suggested: LW - "What I would do would be to have the power just deal damage of different types. Buy it as a blast and use a partially limited power to change the special effect. Buy variable special effect on the blast and apply the -1 no conscious control on the variable special effect. When you hit the target, you always do the same damage, but roll a die to see what the special effect is. This creates a spell similar to Prismatic Spray that works well in the hero system. " Besides, a player isn't going to use it, I as GM will. Thanks for the suggestion.
  11. Based on the old DnD spell - Prismatic Spray - how would such a power be made for a superheroic game? Below is how the spell was originally phrased: 1 Red 20 points fire damage (Reflex half) 2 Orange 40 points acid damage (Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane (Will negates) 8 — Struck by two rays; roll twice more, ignoring any "8" results. Now, I'm looking for a less deadly form of it but it's still something I'd like to see. Any suggestions?
  12. Exactly. As Duke mentioned about the 70s, this is the effect I was thinking of. I wonder if perhaps a +1 OCV might be a good idea to add to the weapon to represent it. Would I need to buy Invis on the attack?
  13. If you go by rules only, then strictly speaking: she's immune. However, that ignores the special effects of the power, which is the very reason we have such a diversity of powers. I've seen alot of rules lawyers ignoring special effects. Special Effects of a power are indeed a determining factor. For example, Missile Deflection takes that into account as part of the rules. Part of the attack is hot, part is cold; system shock of those two is nasty (been in that situation IRL). I'm inclined to still give a little damage because hot is still hot and she'd still still react the hot aspect.
  14. The old villain, Fire and Ice, has been around in the campaign so I gave him a new attack. It's a 5d6 EB NND (LS: heat or cold). He fires intense cold from one hand and intense heat from the other hand; the hero getting hit gets caught between fainting from heat and falling unconscious from the cold, hence the NND. I ran into a situation last game where a superheroine is immune to cold but vulnerable to fire. What would have happened if she'd been hit by the attack? Been pondering this and I'm thinking she'd still take some damage in a convulated way, since she would still be getting hit with intense heat. Fortunately, she wasn't hit by the attack and I didn't hurt my brain trying to figure this out. A straightforward response is she doesn't take damage since he has one of the LS required but special effects says otherwise. How would you handle this?
  15. There is more than one instance, such as Viper, where someone has an obvious focus, yet the attack itself is Invisible. Do you simply treat the attacker as Invisible for purposes of hitting an opponent? I doubt this. If an agent is pointing a weapon like a blaster at a hero - even if the attack itself is invisible - the hero will be trying to get out of the way. However, it should be harder to get out of the way of an attack you can't actually see. How do you handle this?
  16. Can't resist: so, you're saying that using the idea of Desolid is immaterial? *ba bumpt ish* That said, I wouldn't use Desolid; I've always used superleap/leap to negate falling damage. It also within the power concept; if you're falling and your legs are really tied up, desolid won't work nor will superleap/leap.
  17. Alot of people seem to think END is a nuisance for them; for me it is not. Since we use END in our Champions campaign, I take that into consideration very much when designing a character - hero or villain. In this last weekend's game, a hero and a villainess were fighting for about a turn and a half. He was getting tired. I surprised him by the villainess saying, "Okay, I might consider leaving (huff) but it's not because I'm getting tired (huff)." The players got a laugh out of that.
  18. Lone Wolf, I never paid attention to the old guides by Marvel. According to that, the Hulk and Thor could lift 100 tons, so by that standard they also had around 60 Str.
  19. I think any player who has to speak Valley Girl talk for a long period of time might go insane, or at least annoy the other players.
  20. After everything you mentioned, I look at this version of Ben Grim and wonder if you overdid it. I haven't read any Fantastic Four comics for a long time I admit so maybe the Thing's changed. However, I have to say I never thought he had more than an 80 Str. The +8 Levels with Martial Arts seems overly generous: at most I'd give him 5 lvls. I don't recall him ever being worthy of a 25 Ego and his Pre is way too high - with that, people will be fainting with him just walking into the room. I don't think he needs that much Body with the defenses you've given him; wow.
  21. Pretty much the same. When I GM though, if it's a villain who's going to run out of END, I keep track. If it's a villain that will take 3 turns or something like that of constant use, no need to. Only 2 game sessions in many, many years have ever gone beyond 3 turns of combat.
  22. Since this has veered away from the question which I believe has been adequately answered (Thank you), I suggest you start a new thread about Stretching, etc.
  23. When using a battlemap for a Champions episode, there are times when lots of agents show up. Since we use paper minifigs that we create, creating 18 minifigs is not fun. However, there is a way around that. My brother used this when the hero team was surprised in a ballroom; the civilians turned out to be Viper agents in disguise. Suddenly, 18 minifigs are needed. Simply put: use D6. Get 3 sets of colored D6, each set a different color. Ex: red, green, blue. Now, put each die down with a number facing up. The set of blue D6 is Viper agents 1-6, second set of red D6 is Viper agents 1-6 and finally the third set of green D6 is Viper agents 1-6. Of course, if you have alot of the other dice (D4, D8, D12, etc), you can use those as well.
  24. A hero has a 50 Str TK power, and using TK grabs an opponent to hold him in place. Can the hero on his next attack PHA grab another opponent with TK and hold them, for a total of 2 opponents?
  25. Get the idea of what you want to do with the power, then discuss with the GM. In something trivial like this, I would hope the GM doesn't make a fuss. "If the desolidifed is a ghost, etc.. feel ghostly" Not necessarily. I can easily think of reasons why it wouldn't. One such example would be a heat elemental. It's invisible to normal sight, desolid and if it touched something, it'd feel hot. But your point was not missed by me.
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