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Tech

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Posts posted by Tech

  1. 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?

  2. 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..

  3. Re: Deck of Many things

     

    The direct conversion version would be a high point multipower with every card assuming a slot. Slap OAF: Deck of Cards(-1), Uncontrolled (-2), and Independent (-2) to knock the cost down.

     

    I'd personally favor a large VPP with the same disads.

     

    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.

  4. Re: To agree or disagree with Steve's answer

     

    I've always done it the way Steve said and It never occurred to me to do otherwise. But I haven't played in a hen's age and I have no opinion on which way to do it is best.

     

    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.

  5. Re: turning off powers...

     

    Sounds like a Physical Limitation ("Loses Powers When He Sees Anything Colored Purple").

     

    Whatabout when he loses powers when eating an armadillo burger and drinking a can of Jolt on the asteroid belt? :nonp:

  6. Re: Feelin' philosophical...

     

    [Old geezer goblin]

     

    You young whippersnappers and your color art!

    In my day, we had to walk uphill in the snow, both ways, to get a black-and-white game book. And we were proud to have it!

    Next thing you know, you young'uns'll be taking computers to a game, or some such nonsense.

     

    (shakes cane)

     

    [/Old geezer goblin]

     

    :winkgrin:

     

    So true, so true! :rofl:

  7. Re: To agree or disagree with Steve's answer

     

    No, Steve is right. You are talking about Ability Damage and not Stun or Body. To whit each power is bought with an effect called FADE RATE. Thus the effects of those powers reduce in accordance with their own set of rules. They do not stack or otherwise interact with other Drains, Transfers or even Suppresses. Their effects fade according to their particular power build.

     

    Hawksmoor

     

    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.

  8. Re: More Amusing Meeb stuff

     

    I've posted them here before, but the one on my webpage is more current -

     

    And be warned when looking him over, the GM prefers some things 3rd edition style, so Meeb's EC would be illegal in other games, but it is okay in his.

     

    This Page is the character sheet, background and also has all of the Meeb artwork to date.

     

    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.

  9. 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:

    Each Drain affects a character separately — they don’t all lump together for purposes of regaining the lost points. Regardless of whether the Drains come from a single or multiple attackers, track each use of Drain separately. The character recovers 5 points/Turn from each Drain separately either in Post-Segment 12 (standard method) or 12 Segments after a given Drain affected him (optional method).[/Quote]

     

    I'm wondering about this. Damage from NND, AVLD, EB, RKA, HKA, Ego attacks is indeed lumped together (after defenses). One hit from two different opponents doing 10 Stun each after defenses will lower Stun 20 pts. You will only get one Recovery against the 20 Stun, not two Recoveries against the 10 individual attacks although one could say 'Just keep taking Recoveries'.

    Unless I'm mistaken, Mind Control or Telepathy are not lumped together for total purposes; each are an individual attack.

     

    So, I'm wondering if several Power Drains should be treated as seperate attacks (post twelve - get as many 5 pt returns as attacks) or lumped together (get one 5 pt return).

     

    I very well couldn't ask Steve in that particular thread his reasoning on the answer so I started this. I wonder what others think about it and if perhaps Steve would grace me with the reasoning on his answer.

  10. Re: More Amusing Meeb stuff

     

    Yeah. With his odd combination of powers, he has been very much a jack of all trades and covers most things the team needs. Some really interesting synergies have happened - he has 360 vision (SFX seeing from every inch of his body) combined with stretching and shapeshift to send little tiny tendrils to see into something a distance away sorta like a fiberoptic camera... his extra limbs (as many as needed) has come up once or twice. He has an area effect on his str (gloms over a whole big area) that has pretty much turned into an anti agent move... Each session something odd or wierd comes up with him.

     

    It has been a blast to play. :)

     

    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.

  11. Re: newbie first character creation help

     

    I dont have anything yet, because as a newbie, I dont fancy forking out for stuff that maybe useless. I think I'll play a few times first to see where I'm falling over, and get the appropriate books.

     

    The characters the others are going to use are:-

    Swordsman - highlander type character, that was a musketeer etc..

    Ratman - just overheard but dont know any details.

    Wraith - Matrix wraith, invisible and desolid, with secret identity of normal solid person.

    Earth mover - Like character from Captain Planet cartoon (although nobody knew what i was talking about. I have a much younger brother so others must have missed it)

    Black hole guy- Crichton

     

    We are going to start off by fighting each other, to get used to the system.

     

    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).

  12. Re: Storn's Art & Characters thread.

     

    Actually' date=' I thought it was a rifle grenade on the end.[/quote']

     

    (looks a picture again) Hmmm, I could see your point of view but it still looks like it's ready to deal some real fire-power to me. :)

     

    Regardless, great pic Storn!

  13. 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.

  14. 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.

  15. 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?

  16. Ben

     

    Ben has the necessary info; it's just a matter of finding the time to check it all' date=' get it into the store, etc. Thanx to his recent oral surgery he's moving a little more slowly right at the time when a lot of extra work has come his way, but don't worry, he'll get to it as soon as he can. :hex:[/quote']Don't know if Ben will see this but I hope you heal quickly and painlessly!

    ::shudders at oral surgery::

  17. 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.

    B) 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

  18. Re: Aging Campaigns

     

    Charity events work great too. Yes' date=' Mr. Hero-man, can you stop by and help us raise money for the new Children's Hospital? TV works good too if you have a mystic, scientist, or techie who has knowledge well beyond the norm. Every news show/talk show may want their opinion on the latest cloning development, whether witches are real, or what the newest computer trend might be.[/quote']

    Total agreeance. I periodically use charity events for many reasons. Having the heroes help raise money is a great morale booster for the players and characters. However, I've also used charity events to have villains show up to a) attempt to steal the money raised (you dirty rats)

    B) attack the heroes

    c) attempt to use the audience there to speak out on something the villain feels strongly about, possibly the reason for them being a villain, environmental issues, how great/wonderful they are or whatever

    d) challenge a hero to a fight and if the hero wins, the villain will also donate money (and if the hero loses, the villain got to publicly beat up the hero and humiliate him)

    e) any multiple reasons

     

    Talkshows have been used many times also. It's so much fun to take a talkshow the players don't like, put it in your episode and stage a battle during the talkshow.

  19. Re: The President wants to talk to you

     

    Regardless of what you choose, I wouldn't screw the PC's over, especially if this is their first contact with the President/White House; it will leave a bad taste and set an untrusting precedant.

    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.

  20. Re: Aging Campaigns

     

    Tech you have some good ideas but some of the things you posted missed what I was after. Take, for example, your #4.

     

    I want relationships to happen. How do I get those to happen?

    Sorry about missing that. Alot of the ideas suggested already are good, such as 'bluebooking'. Regarding relationships, it depends on the age of your players. If you have a bunch of 10 year old players, don't expect too much. The players must be willing/interested in having their hero become involved with someone whether good friend, girlfriend or boyfriend, etc. One way is to introduce alot of NPC's, whether the secretary at the hero's job, the waiter at the restaurant and so on. Different people with different personalities allow a PC to interact with them.

     

    Oh, don't forget to have someone become a 0 pt DNPC at times for a hero without saying it to the Player. At times, I have one of my female NPC's show up when there's trouble and the dashing PC rescues her. However, don't make the NPC a walking target; make the NPC capable. This will enhance the NPC's likeability. (Is that even a word?) Having a picture for the NPC will also help.

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