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Tech

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Everything posted by Tech

  1. Re: Character fiction: Shadows Of Things Past I enjoy reading character fiction. It seems like you were a little unsure of how to describe her in the beginning, using a lot of generalized words (accents mine): "The girl looked very much like any other teenager in any high school. She was maybe 5’2†tall, and might have weighed 100 lbs. She looked to be in very good athletic shape, and was built like a gymnast." I would have written it as: "The girl looked like a teenager you'd see in any high school. She was approximately 5 feet tall, perhaps a little taller and weighed about 100 lbs. She appeared to be in excellent athletic shape and built like a gymnast." I don't write professionally so you can ignore my critiquing. On to the story: simply put - I liked it. Starting off in the present and slipping back to the past to explain her current situation was nice.
  2. Multiple Disarms My brother has a superspeedster who wants to be able to disarm multiple opponents. Assuming he buys Martial Disarm, and based on the above ideas, would Area effect, Selective bought on his Str be sufficient or would something need to be done to the Martial manuever itself?
  3. Re: What is YOUR favorite Champions character? You didn't mention published or personal so I'll pick both. Published: Foxbat. This guy is crackers but loads of fun. I've had him actually make some serious moves (in a serious manner) on a heroine who almost reciprocated but decided the hero/villain combo was a bad idea so he went back to being his usual self. Need a somewhat nutso villain scheme? Foxbat fills that role. Personal: Black Hole. I created him back in 3rd edition rules and later updated him to 5th edition. He's possibly the most durable villain around, period. I had him go toe-to-toe with another villain my brother used - who threw 22d6 EB - and the battle lasted several turns but turned into a draw. He's able to suck in almost any form of energy (hm, can't think of any he can't) even those energies not directed at him. What's so fun about him? Despite heroes running into him now and then, he's actually helped them out a few times and spends his free time helping kids in the slums better themselves. 'Course, weighing 200 tons means special technology to get around and it doesn't come cheap so..
  4. Re: Deck of Many things This works for me! Good, good, you put uncontrolled on as a disadvantage. Add Fragile to the disadvantages unless for some reason the deck can't be damaged.
  5. Re: To agree or disagree with Steve's answer I've been doing quite a bit of thinking on this topic since first starting this. First, I'll say I've never done it Steve's way. However, I can go with Steve's answer - its a simple point, although it almost begs to have heroes and/or villains start buying delays on return, which are no fun. However, it does lead to an awful lot of more bookkeeping, as each attack requires a note of each attack's drain. I've gleaned from other postings in other forums that some new players dislike the bookkeeping and this seems just another thing to pile on top of it. Now, adding weight to my way of handling (this only applies to my game, not yours) is the houserule that you recover 1 pt/segment. Now, that's not official but it allows the stacking to occur, which means less bookkeeping, it allows the pts to come back sooner and it makes for villains and/or heroes to be less likely to buy a delay on the drain. It also means the villains/heroes will get back their points faster than waiting to post-12, assuming no delay and in one turn will turn out to be 12 pts returning instead of 5 pts. I guess I can suggest Steve's ruling to the group but they already dislike bookkeeping and this will simply add more. I guess I'm still stuck in the middle: I agree and disagree with the ruling.
  6. Re: Need Help: Attacking through Images (raises hands) Ooo! Ooo! I do, I do!
  7. Re: turning off powers... Whatabout when he loses powers when eating an armadillo burger and drinking a can of Jolt on the asteroid belt?
  8. Re: Feelin' philosophical... So true, so true!
  9. Re: To agree or disagree with Steve's answer Mmm, didn't say he was wrong, more like questioning the reason behind it. Excellent points, there Hawksmoor. Now, playing the devil's advocate, it is true that they are indeed fade at the Fade Rate, yet it could also be suggested that two identical attacks with identical fade rates could allow the attacks to add together. Also, whether it's Ability Damage or Stun Damage, it's still a damaging attack versus, oh, Mind Control which I would consider non-damaging (although consequences of the Mind Control could change that.) I'm not so much disagreeing here but more like ironing out all the kinks in my train of thought.
  10. Re: More Amusing Meeb stuff I am not scared by wonder 3rd edition for forsooth, I verily understand and can adapt to yonder rules from 1st - 5th edition. Oh, and thanks for the link! ..... Glurb Burbble - LOL! I love it! There's nothing wrong with him, it's just a skin condition, yeah, that's it.
  11. Generally, I agree with Steve's answers in the Hero System 5th Ed Rules Questions and even when I don't, I generally defer to house rules of the campaign. However, this time I felt torn enough between whether to agree or disagree to ask what other's felt about it. Now, specifically, in answer to MikeyMitchell's question about being hit by multiple Drain attacks by different people (trying to get this exactly) Steve said:
  12. Re: More Amusing Meeb stuff All right, you've got me curious. I want to see his stats. If you've posted them before, link me. Curious GM's like me want to know.
  13. Re: newbie first character creation help Ah, fighting each other.. that's always loads of fun. Earth Mover is a character similar to Kwame from Captain Planet (thought I'd help you with the name).
  14. Re: Storn's Art & Characters thread. Wow! Excellent article, Storn.
  15. Re: Storn's Art & Characters thread.
  16. Re: Storn's Art & Characters thread. Doesn't his energy rifle somewhat remind you of a flamethrower, at least because it seems like it wants to spout flames from the nozel?
  17. Re: Character for review:Ran I'm not clear if this is supposed to be a player character with a huge base (600 pts), a NPC or a villain. As I was looking through the powers, I saw the Disabling Strike (3d6, Does BODY). Although interesting, the Does Body portion of it is almost useless since anyone with a 3 PD or higher will take not Body damage, nor it is likely to do any knockback. However, in the interest of concept and since it's in an ultra slot, keep it.
  18. Re: Hero System women are all insanely attractive My older brother put it this way: "The better genetics in superpowered individuals generally makes them better looking people (stronger, more agile, etc.)." Works for me.
  19. Tech

    Rebuild her!

    Re: Rebuild her! Mike W, thanks! I'd totally forgotten about SS skills. The change from a Multipower to an Elemental Control was a pleasant surprise. The Flash attack originally was: roll the dice & count the BODY. The BODY was the amount of actual phases (not segments) that the flashed person would be blinded.
  20. Tech

    Rebuild her!

    Re: Rebuild her! Suggestions anyone? I know there's a lot of talented re-builders out there. None? No? Maybe? Maybe a little idea. I can hear you breathing out there.
  21. Re: Weapon Definition I don't know if this is on the topic or not but since you brought up the point about OCV bonuses on weapons.. It occured to me that if someone were to pick up an exceptionally balanced, well-built rapier that adds +1 OCV due to the fine worksmanship, picking up another of the same well-built rapiers would not give you a total of +2 OCV. It would stand that each weapon built helps the wielder strike the intended target but would not be necessarily cumulative; it's just that each weapon is well-built and using either rapier would give you a +1 to hit. Any thoughts on this?
  22. Tech

    Rebuild her!

    One of my favorite superheroines is coming out of retirement. As to why I retired her, I don't remember it's been so long. She was built on 1st & 2nd edition Champions rules. I want you to update her to 5th edition rules and expand on her. Some guidelines: a) Even though 5th edition suggests a 200 base, for old times sake, keep her Disadvantages base at 100 or 150 base. If you absolutely must, then you may use a 200 base but I'd rather not. She has 301 Experience pts that can be used. Do not drastically change her concept, examples such as adding Superstrength or Stretching. c) Get rid of the Disadvantage of her powers (not usable in absolute darkness). Possibly change the Forcewall. d) Expand on her skills. Very, very brief origin and personality: Christine Truman was a chemist at CHEM INCORPORATED. She was the chemist in charge of a special solar program for the government. It would be an answer to the energy crisis using alternative energy. Darkflash, a villain, broke in and knocked Christine unconscious. Not wanting to have any witnesses, he put her on the solar power collector receiver and turned it on. Instead of being incinerated, Christine gained powers. A surprise attack by her left Darkflash unconscious and later, captured by Stronghold. Christine is still relatively young, now in her middles 20's. She has exceptionally bright blonde hair but not so much that it glows in the dark. She is modest in dress and holds high principles. She does not believe that killing is an answer in a fight, even in a superpowered fight. She is an accomplished chemist and one of the foremost scientists on the experimental concept of Liquid Light, a chemical mixture that holds light or changing the light itself from energy to a liquid. Her high Body comes from her zeal for life more than for her body structure. SUNSTAR 10 Str 21 Dex 20 Con 15 Body 12 Int 12 Ego 20 Pre 18 Com 5 PD 5 ED 6 Spd 12 Rec 50 End 42 Stun TOTAL CHA cost: 142 Multipower (150 pts) - not usuable in absolute darkness -1/4 m 10d6 Heat Blast at 1/2 End m Flash 8d6 (old 1st/2nd ed version) 10pts/die m Flight 20" at 0 End m Forcefield +18 PD, +20 ED at 0 End m Forcewall 17 PD, 17 ED, may not move (MP Cost with powers after disad is: 160 pts 15 Flash Defense -15 pts 3 +1 Level with Energy Blast 10 +2 Overall Levels 5 +1 Level with Multipower 19 Paramedics 19 or less 5 Chemistry 14 or less 5 Knowledge Skill: Liquid Light 14 or less 12 Heroes Base TOTAL Powers Cost: 234 Disadvantages 15 Secret Identity 20 Code against Killing (bought off all other disadvantages but for old-times sake, will shows those) Previously had: 15 Fear of death 15 3d6 from Intense Darkness (even in a countryside with no citylights would this be triggered) 10 2x Stun from Cold Attacks
  23. Re: The President wants to talk to you Very true. There's enough overused ideas in comics about the government being the bad guy and my group just wouldn't go for that.
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