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Tech

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Posts posted by Tech

  1. Re: How to build a curse?

     

    Drain vs Characteristics (some or all), which in turn will lower the skills based on those characteristics. Add drain vs. skill levels (or negative skill levels or however you want to do it). This should create the effect you are looking for.

  2. Re: Gun multipower

     

    I'm a little confused by this, giving up the ability to move and attack isn't a disadvantage?

     

    I'm sorry if I'm coming across as a mini-maxer or powergamer or something - that's really not my intention, I'm just trying to build something correctly.

    I would go with a -1/4 for a modified Extra Time: Delayed Phase. This disad doesn't take away any action from you, you still end up with a full phase. It's just that the power activates on the Dex x1/2 (If your Dex was 24, you'd attack on Dex 12). Losing 1/2 a phase seems a comparable equivalent.

  3. Re: Robots and more robots

     

    Does anyone else have robots/androids that they've created for villains, other than what Hero Games has created? I'm sure some of you have written up stats for robots Mechanon may have created. What self-respecting megalomaniac wouldn't have mechanical slaves assisting him or her in the quest for world domination or at least, a robot to be sent out for the weekly junkfood binge for the agents.

  4. Re: Robots and more robots

     

    His offense is rough, but his defense confuses me. He takes increased BODY from physical attacks and "energy blasts"... ?

     

    If "energy blasts" is the SFX (like a laser, plasma beam, electric bolt), then he's really hurt by energy AND physical attacks. If "energy blasts" is the game term (not how I do Disadvantages, but whatever), then a slingshot defined as an EB against physical defenses gives 3x BODY - ?

     

    I'm sure that isn't what's going on here. Still, seems like he's vulnerable to most everything - why not just reduce his BODY?

     

    Oh - and that's one really smart android! Do any of them figure that serving Dr D is a quick way to death & leave?

    I didn't say it was perfect. The point of the disadvantages was to ensure that it's possible that a Haymaker could cause BODY to it. Any Energy Blast would likewise be more likely to damage it. Lowering it's defenses would make it take more Stun damage. The high BODY takes care of things such as it being dropped in acid, which according to Champions II, is a NND EB which did BODY. We still use this in our campaign. The rewrite of it will change how this robot is written anyways. The robot's high INT enables it to outthink superheros. Although not written down, it's loyal to Destroyer. Again, it's not perfect but it's a GM tool and it really only matters to me.

     

    As the quote goes, "As long as it works."

  5. I've heard alot about how people view Dr. Destroyer and the various power levels GM's play him at. I thought I'd throw out one of the robots Destroyer's created. The players groan when they see this one. It's still in pre-5th edition rules so I'm not putting down the costs. Of course, I intend to update this to 5th edition. This 'robot' is more of an android but hey, so what. Although it's primary purpose to to guard, it has also been used as a tank. The picture I used was from an old 'The Avengers' comic. It's the issue where Ultron has sent a robot to Henry Pym's lab to acquire Ad Resin X and Ad Resin Y, the Wasp meeting it during the night. If anyone knows what issue I'm talking about, would you be so kind as to post that picture.

     

    GUARDIAN DRONE
    80 Str	 DISADVANTAGES
    20 Dex	 Distinctive Features
    48 Con	 2x BODY - Energy Blasts
    20 Body  1 1/2x BODY - Physical attacks
    30 Int	 2x BODY - Electricity
    20 Ego	 No sense of Smell
    30 Pre	 2d6 Stun/Phase - Magnetics
    4 Com	 3d6 Unluck
    35 PD	 Hunted by Hero Group 8-
    35 ED	 Experience pts/Villain Bonus
    5 Spd
    24 Rec
    96 End
    80 Stun
    
    MULTIPOWER
    u. 16d6 EB at 1/2 End
    u. 6d6, 6 Def Entangle, 6" rad, 1 cha.
    u. 8d6, 8 Def Entange, 4 cha
    u. Stretching 8" at 0 End
    u. Tunneling 14", 15 Def at 1/2 End
    u. 6d6 AP EB, 10 pts Resistant Piercing at 1/2 End
    (From Champions 2, subtract your ED by 10 pts before halving. 
    The resistant aspect of it means that even Resistant defenses are 
    affected.)
    Damage Resistance 18 PD, 18 ED
    Full Life Support
    Sonar
    Power Defense 7 pts
    Lack of Weakness 5 pts
    Flash Defense 5 pts
    5 Lvls with Grab
    3 Lvls with Punch
    2 Lvls with Multipower

  6. Re: What was you most powerful Attack vs. Supervillian???

     

    Four of the most powerful attacks occurred within one episode. An alien discovered his hated enemy had an heir on Earth. Consumed by vengence for having been imprisoned in another dimension by a past member of the royal family, he escaped. His name was Kain and sought the hero's death. Kain was in our campaign a Class A1 villain, the highest rating available for dangerousness. Kain would have easily defeated anyone in CKC. He was overwhelmingly powerful. After all, who would take seriously a villain rumored to have virtually unlimited power only to be KO'd by a hero with 50 STR doing a pushed haymaker?

     

    Kain decided he wasn't satisfied with only the hero's death. He wanted to kill off the entire family line so he went into the past to kill the hero's mom. The heros followed after discovering the temporal abnormalities, arriving a few days before Kain. The build-up was great as clues were uncovered about who would be arriving. :fear: The whole atmosphere was perfect and the dice seemed to agree, as you'll see. The hero got to meet his mom while she was a highschool girl, which was touching. Eventually the bad guy arrived and the build-up was great so that the heroes were gravely concerned and the players on the edge of their seats. The bad guy warps them all to a battlefield in a dimensional rift and the battle begins! Just as the bad guy moves to kill the heroes' mom, he leaps at Kain from above with a 7D6 KA doing 35 Body and 175 Stun. :jawdrop: Kain was injured and angered (not out and not stunned). The hero barely manages to dodge the counter-attack. He attacks Kain again with 7D6 KA doing 30 Body and 150 Stun. Kain is injured again. Now, he's furious (again, not out, not stunned). They barely survived the retaliatory attacks. Later a different hero, friend of the royal hero, attacks and pushes - 24 KA on Kain (a good dice roll). On the outside of the dimensional rift, a different friend of the hero draws forth the Dimensional Cannon, a weapon strong enough to destroy a small planet. The heroes start to sweat as the countdown begins before it fires. They barely made it out in time followed by Kain who is hit by the Dimensional Cannon for 128D6. Kain is finally killed.

  7. Re: If AVLD, why not DVLA?

     

    I remember reading that in Fantasy HERO. My main problem with it is that I have absolutely no intention of ever letting my players know in advance what the maximum amount of damage they are likely to encounter in my campaign is. ;)

     

    When I have needed an insurmountable defence against a limited type of attack in the past I have built it this way: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (120 Active Points); Only To Protect Against Limited Type of Attack (-1). Total Cost: 60 Points.

     

    As it says on page 149 of 5ER (yes, all my page references will be 5ER from now on) "However, at the GM's option, a character with a limited form of Desolidification doesn't have to buy Affects Physical World; he can touch and affect the solid world automatically". As a GM I'm usually willing to take that option assuming the power is appropriate for the character and the type of attack it protects against is reasonably limited, because I don't think 60 points for total protection against a limited type of attack is unbalanced.

    The biggest problem I've found with this is best summarized in an example:

     

    Fireboy is made of living fire. The player decides Fireboy shouldn't be affected by fire and buys Desolid vs Fire as mentioned in the quote. Unfortunately, he runs across someone who has a fire EB, Affects Desolid. Yeah, you could say that the Desolid vs Fire overrules the EB, Affects Desolid but that's clunky and unfair to the person who paid extra points to affect desolid people.

     

    Although I haven't used it, the 100% Damage Reduction vs fire (in this case) is better used. Giving the D.R. a -1 Limitation brings the cost to 60 pts, same as the Desolid vs X: 120/2=60 pts. Same cost, different results.

  8. Re: noob question about END

     

    I'll second that. Most of us wouldn't be the Hero System experts we are today if it wasn't for these boards. The rest of us would be Steve Long. :D

    You forgot about the few of us who actually figured it out on our own and became experts, like my group who created our version of Hardened Defenses before H.D. became an official power and a few other things. :)

  9. Re: Let's Talk CvK

     

    Gotcha. Well' date=' killing someone even in self defense would not be a valid response for a character with a Total CvK. I've known a number of people who have categorically stated they wouldn't kill, even to save their own life or the life of a loved one. That's a Total CvK.[/quote']

    I have a female character who's got innate wind powers. Genocide showed up (forgot why) but Genocide was ready for the fellow teammate with powered armor. They used a small robot which started to kill him; this was all-in-all a very energy-laden and emotional episode, particularly because of the next scene:

     

    My character flies up to the commander and tells him to call off the attack and she'll willingly go with him, no questions. Now, I actually struggled with her saying that because I knew the consequences but it was in character. It worked at any rate and Genocide started to leave, my character with. I had her say a brief 'Goodbye' to her teammates realizing she was walking towards her death. This left the group in tortured confusion for a few moments. Fortunately, that got my armored teammate to seriously push his attack & vaporize the robot hurting him. They rescued her before she got too far (after all, she gave her word, not them) and managed to beat Genocide. Afterwards, the PC's and characters were emotionally drained but thoroughly enjoyed the episode.

     

    The point is that instead of unleashing a barage of attacks to try to kill to protect her teammates, my character willingly offered her life. That's what a total Code vs Killing is about.

  10. VIPER does it big

     

    Some time ago, my brother did an episode called, "Let Freedom Reign". This was a major assault by VIPER (4th edition) on the Statue of Liberty to destroy it and send a signal to the USA. Fortunately, UNTIL was there to help. So many agents you couldn't spit without hitting an agent. He simply set a limit of how many agents attack a hero and did quick dice rolling, something he & I have become proficient at and speeds up games. All in all, I think I recall 200 agents or so. The players had a blast! It takes concentration & alot of preparation on the GM's side to prepare for a massive number of agents.

  11. Re: Electrical NND

     

    Being Insulated' date=' non conductive, ED Forcefeild, any Resistant ED, stuff like that seems to make sense.[/quote']

    I don't know if I'd use Resistant ED for a def to a NND electric attack. At least, I've never used it as a defense for a NND. A No Normal Defense means that the defense shouldn't be normal and let's face it, a lot of villains/heroes have resistant ED's. I generally use Forcefield, Non conducting/insulated or Innate Electrical powers as the defense on my side.

  12. Re: as the day approaches...

     

    Very soon I will be running Island of Dr. Destroyer as a one-off at my local game store. I will be using several hand-out characters (the Champions, the Incredibles and a few of my own) as well as allowing experienced gamers to build their own characters ahead of time.

     

    I have never run this mod before, just played it once a LONG time ago.

     

    I was wondering:

     

    1) Does anyone have any fond memories from their time playing/GM'ing Island of Dr. Destroyer?

     

    and

     

    2) Does anyone have any advice or recommendations for running/playing this old mod?

    I totally forgot to tackle question 2 so here goes..

     

    Don't worry too much about the statistics being in old edition Multipowers or Elemental Controls. The point is to create an episode where the players can enjoy themselves. Don't forget to add DEF statistics to everything since nothing mentioned in it tells what DEF a particular object has. Be aware that this 500 pt Dr. Destroyer is still a match for a group of heroes, especially beginning heroes. Don't forget that even if everything seems to go against the evil Destroyer that he'll have an escape route ready, even if it's one that's not listed in the module or in other words, embellish on what's in it.

     

    My #1 biggest advice: read it thorougly and understand it thorougly. You can't be ready for the heroes if you don't know what traps and defenses the doctor has waiting for them, whether gas traps, villains, agents or something else.

     

    My #2 advice: don't be afraid to change, add or delete things from it that don't match your campaign style or your DM style.

     

    My #3 advice: let us know how things turned out. We want to know.

  13. Re: as the day approaches...

     

    Ahh yes, the Island of Doctor Destoyer. First module I ever got for champions, He was what? in the middle 600 points in that version?

     

    A far cry from what he is now. If you are using the module 'as is' then you might want to update several of the villains as they are likely to be concidered way underpowered (and a few probably illegal) by the current rules.

    Actually, he cost 500 pts exactly. The supervillains can be used as is even though they're using old edition Elemental Controls. The PC's don't need to know that. If you mean illegal in that aspect that they're using the old rules, bingo, otherwise they're not. I still have that module and the fun thing is, I actually went through that module *twice* with some creative thought.

  14. Forgot to mention

     

    His INT seems a little low......where did he learn martial arts? The Neutron from Classic Enemies is a good character along with the other Conquers.....I never heard of Players and NPCs battling over names??? That is a interesting take....

    I forgot to mention, he learned his martial arts training back from VIPER. Over the course of years with various other martial artists having come & gone through the team, he's gotten better from having trained with them.

     

    In the original very 1st edition of Champions, all VIPER agents had martial arts (Classic).

  15. Re: Show me the PC

     

    Mr Tech,

    Would you per chance have an updated 5th ed version of Neutron? I love the Conquerors and would like to keep them around. I had been working on Neutron for a while myself, slowly piecing together elements from USPD and other sources. In past games, Neutron was my campaign world's Magneto, for obvious reasons. When completed i would like to see the 5th ed version much more powerful, or at least more versatile.

    Ack! Just call me Tech.

     

    You want a 5th ed version of Neutron of the Conquerors? My brother has Neutron and is updating him to 5th ed. Send me a private message.

     

    The Conquerors, as my brother has the group currently, consists of: Neutron, Arc, Wyvern, Ankylosaur, Spectre and Vega. The last two are added members. I must say, the picture of Vega is quite cool.

  16. Re: Show me the PC

     

    His INT seems a little low......where did he learn martial arts? The Neutron from Classic Enemies is a good character along with the other Conquers.....I never heard of Players and NPCs battling over names??? That is a interesting take....

    I'm not exactly sure what you mean by his 'INT seems a little low'. Since according to 5th edition, p223-224, an average person has an INT of 8, a noteworthy & skilled normal has a 10 INT and even higher than those two, a competent normal has an INT of 13, his INT of 14 is higher. This agrees with the Champions genre book for 5th edition, p58 shows average being 6-10, skilled 11-13 and competent (just one category below legendary) being 14-20, his INT being 14 is quite fitting. He's not a genius but a good fighter and leader. Besides, PRE is one of the prerequisites of a good leader and he's got quite a good PRE. :thumbup:

     

    You've never heard of Player Characters & NPC's battling over names? Heh, this was the first such battle for a name but not the last. Over the course of the campaign, we've actually had about 3-8 battles of names, including villains fighting villains for their names. Of course being villains, they just keep using the name regardless of whether they lost or won.

     

    Having actually alphabatized his skills, it actually surprised me a little to see just how versatile and skilled he is. He's no one-trick-pony; he's got skills covering international problems as well as social issues, such as pollution.

  17. Pulling out the big guns

     

    Hello, all. Since this thread seemed like it's slow, I thought I would revive it. It took me a long time to format, and even longer to upgrade him to 5th edition rules with a couple exceptions but here he is: my very first character!

     

    He was created a few days after Champions - the very 1st edition came out for the very first time. He was created before Enemies I or II hit the market. He and the supervillain Neutron (of the Conquerors) have battled for the name more than once: once was a draw and the second one, my Neutron won but that hasn't stopped the villain from contesting or using it.

     

    (Note: The Conquerors are still active in my campaign and still very cool!)

     

    His experience isn't what is would've been had I kept using him. I stopped using him for years but more recently, have pulled him out of inactivity. I left him at the original 100 Base for old times sake.

     

    
    Hero Name: NEUTRON 
    Real Name: Christopher Anderson 
    20 Str 10			100+ Disadvantages 
    27 Dex 51			 15 Secret Identity
    24 Con 28			 15 Code vs Killing
    15 Bod 10
    14 Int 4			 651 Experience pts 
    17 Ego 14			 596 Experience Spent
    30 Pre 20 
    12 Com 1
    27 PD 23			 OCV: 9 DCV: 9 ECV: 6
    27 ED 22			 Pha: 2, 4, 6, 7, 9, 11, 12
    7 Spd 34
    15 Rec 12			 CHA: 241
    50 End 1			 POW: 485
    51 Stn 14			 Total: 726
    
    POWERS/ABILITIES/SKILLS
    31 Elemental Control
    38 1. Neutron Blast: 11d6 EB at 1/2 End END - 2
    31 2. Flight 25" at 1/2 End	END - 2
    41 2. Neutron Explosion: 10d6 EB, APx2, 10" radius (increased radius)
    with Hole in Center (fixed), No Range, 2 Cha., Costs End END - 17
    10 N-Ray Vision, stopped by Forcefields
    24 Damage Resistance 27 ED, Hardened x3
    17 Hardened ED x3
    10 Lack of Weakness -5, Normal & Damage Resistance
    7 Mental Defense 9 pts, Hardened
    7 Instant change, one set of clothes
    
    24 Martial Arts, Classic
    Martial Strike +0 OCV +2 DCV 8d6
    Offens. Strike -2 OCV +1 DCV 10d6
    Martial Block +2 OCV +2 DCV Block
    Martial Disarm -1 OCV +1 DCV 40 Str to Disarm
    Martial Dodge	----- +5 DCV Dodge
    Martial Throw +0 OCV +1 DCV 8d6 + v/5
    5 +2d6 HA, 0 End, only with Martial Throw
    8 +2 DC, added in
    4 City Knowledge: NY, Washington DC 12-
    5 Combat Driving: Cars 15-
    9 Computer Operations 15-
    9 Computer Programming 15-
    5 Contact: US Pentagon Official
    6 KS: Autos, boats, planes 12-
    6 KS: Computer Science 12-
    3 KS: Environmental Dangers 12-
    3 KS: Geography - Russia 12-
    5 KS: Government Officials 14-
    5 KS: Supervillains 14-
    3 KS: Viper 12-
    3 KS: World Politics 12-
    9 Languages: English (native), Russian-idiomatic, 
    	French, German & Chinese - very fluent
    3 Linguist
    5 Mechanics 13-
    3 Oratory 15-
    3 Persuasion 15-
    6 Piloting: All planes, military planes, helicopters, space shuttle 14-
    2 PS: Skiing 14-
    3 Security Systems 12-
    3 Streetwise 15-
    5 Tactics 13-
    3 TF: Skiing, All Common motorized ground vehicles
    14 Weapon Familiarities: Common & uncommon martial arts weapons,
     All small arms, Blades
    8 Weaponsmith: All Firearms, Energy Weapons 14-
    10 1 Overall Level
    10 2 Levels with EC
    3 1 Level with Martial Arts
    5 1 Level with CHA rolls
    3 1 Level with Dive for Cover, Pull Punch, Sweep
    15 3 Levels with DECV (House rule)
    3 +1d6 to Presence attacks
    50 Points to Base
    

     

     

    ORIGIN:

    Christopher Anderson was duped, as many were, into easy money by an organization called VIPER. At the same time, unbeknownst to him, another man who would later become PULSAR had also joined VIPER. He trained to become one of their top agents and excelling in computers, became of their top computer experts. Due to his computer expertise, he was kept off actual field assignments to prevent loss of such a useful agent. All in all, he was only in VIPER for a little over a year but life was good or so he thought. In an effort to increase his usefulness, it was offered to Christopher an opportunity to 'volunteer' for an experiment, one that give him incredible abilities.

     

    This was the start of VIPER's ongoing desire to create superhumans and would lead to others who would be 'volunteered' and later, break free of VIPER.

     

    The experiment was a success and Christopher gained superhuman abilities. Unfortunately, VIPER was also a lot more careless at this point; one of the scientists blurted out VIPER's plan to use him to further their plots of world domination. The scientist also blurted out the fact that he was glad Christopher had survived since he had anticipated him dying. Christopher was outraged.. and afraid.. and shocked. This organization was nothing like he had been led to believe! He had been lied to, deceived and finally used as a lab rat. He razed the lab to the ground, letting the scientists barely escape and flew off for fear of his life.

     

    Much time passed and he found himself now working as a salesman for Superhero Insurance: buy this insurance and be protected from damage like a superhero! Yeah, it was lame but people liked the idea of having insurance in a world where people with extraordinary abilities were around. Even though he would become a seasoned and expert salesman for the insurance company, it just wasn't what he wanted. Yes, the money was good and he had a clean conscience but he wanted to do something else. He wanted to use his abilities to try to make up for what he had done. In this time, he met other people with superabilities and within a few months, formed New York's first superteam.

     

    VIPER, however, would not be betrayed and stand idle. They tried time and again to capture him but their efforts at this time were sporatic, mostly because of a great many other superbeings leaving VIPER at this time. In the few times where VIPER would actually coordinate an effort to attack Neutron, they would fail time and again, worse and worse. The last and final attack on him would fail, giving VIPER consideration to stop hunting him. Too much equipment, men and money were lost in such pursuits. What VIPER didn't know is that Neutron's superabilities would also continue to grow as well as his skill. The superhuman VIPER fought early on would pale in comparison to his current power level.

     

    Neutron eventually became team leader of the supergroup and finally found the contentment he had been looking for. Years later and a Presidential Pardon for his past crimes would allow him to concentrate on his superheroing. He has been allowed to retain his Secret Identity and continues to assist the government when called upon.

     

    PERSONALITY:

    Neutron has become a very disciplined superhero, well respected in the superhero community as well as with quite a few supervillains. Due to his past training in VIPER, he is somewhat rough on the criminals that he fights. He tries to show restraint but he never forgets the evil that VIPER is. He would love to see VIPER destroyed but refuses to obsess over it realizing that he may not be the one to deal the deathblow to VIPER. He takes the no-nonsence approach to dealing with supervillains: if a villain gets a little injured while in the course of being stopped from doing a crime, Neutron won't regret it. However, he wants to see criminals prosecuted and will not do things outside the law that will hurt such prosecution. However, if push comes to shove and there is no other way, he will use lethal force. Neutron takes his position very seriously and works to maintain the image of a diligent leader.

     

    Some of his teammates in the supergroup view Neutron has a little harsh or rough in his superheroing. What they don't know is that he still has many regrets and guilt about being in VIPER years ago and works hard at trying to see other lives hurt or deceived by VIPER. With his help, several supervillains have turned from their life of being a supercriminal and a couple have even been cured of their extreme abilities. More recently, he has gotten married and his marriage has helped him to mellow somewhat and let go of the past.

     

    ABILITIES:

    Neutron's abilities deal with Neutron radiation, allowing him to generate it as a powerful energy ray, to see through walls and virtually anything else short of a forcefield and to fly, to name a few. His most violent demonstration of his abilities is his Neutron Explosion. When using it, there is a momentary delay while he prepares to unleash his power. The effect is displayed as black waves of energy surrounding him and being sucked into him. Any villain having been hit by it before fears this, for what comes next: the explosion is extremely violent and appears to be a black & white negative of a bomb going off. Neutron frequently does a Presence attack afterwards. His abilities leave his incredibly resistant to energy attacks and in general difficult for enemies to find any weakness in his defense in combat. Neutron is incredibly skilled not just in combat but versatile in many areas, from computers to the environment.

  18. Re: Show me the PC

     

    I was noticing that although this has been viewed over 2000 times, that there are less than 200 entries. Hmmmm... is it us, it is our supers, is it the blue cheese and onion sandwich I had for lunch? :nonp: (I'm kidding!)

  19. Re: Theme music

     

    Theme music? Oh yes! Currently, I have burned a 2 CD set called Champions Music. It currently contains 58 different pieces of music. I even put a picture of two of our heroes, a different one on each CD. Each theme is for a character, hopefully representing that particular hero. On the end of CD 2 are a few pieces of music for villains, even one for Dr. Destroyer!

     

    Let's see, where have I taken them from? I thought about listing the music by category such as Television, Videogames but it got too difficult so I'll list what I can:

    A-team theme, 'Why Should I Worry?' from Oliver & Co (Disney), the old I-Spy theme, Wild Arms theme, various pieces from Final Fantasy 7, the skating music from A Charlie Brown Christmas, Voltron cartoon ending music, many various classical pieces, music from Tail Spin, musical pieces from Suikoden 2, Ashton from Michael W. Smith, Superman Theme, Superpowers Team theme, music from Lunar & Final Fantasy Tactics, theme from Dungeonmaster: Skullkeep videogame, music pieces from Tenchi Universe, Robotech, pieces from Sailor Moon music, pieced together music from The Prince & The Pauper (Disney), theme music from the British tv series 'Tripods', The Borg theme from Star Trek for Mechanon, the Planets music 'Mars, bringer of War' for Dr Destroyer, Justice League Unlimited theme...

     

    and a whole lot more and continues to grow. I had theme music for Leech but switched out that piece for a different piece for Slug. I had a piece for Darkon but eventually dropped it also. It might get to the point where I need 3 CD's but it's not there yet.

     

    Putting together the theme music took countless days of searching through various CD's, shows, etc., to find just the right piece for a certain hero or villain. I haven't had time yet but I also (hopefully) intend to put together music to assist in the mood of an adventure. All in all, a tiring process but one I'm pleased with. I could try to list each piece but I don't know the names of a lot of the classical pieces I selected. Hm, maybe my music major friend could help me.

  20. Re: The "Whoops" Thread

     

    Our very first superhero team, still relatively new, like 75 xp or less I think, is running out of a villain team base. Why? It's blowing up due to self-destruct if memory serves me - it's been a long time.

     

    Everyone is saying while running through the base things like:

    "Let's find a way out of here."

    "Let's find a jet or something."

    "Yeah, he's gotta have something to move all this equipment in here."

    "I'll take anything so long as we don't get blown up."

     

    It's obvious what their intent is and everyone knows it. They finally find a large helicopter, get in and... someone FINALLY decides to ask:

    "Um, does anyone know how to pilot this thing?"

     

    Well, as they say, necessity is the mother of invention. They made it but crashed upon landing. Still one of the funniest things the players (myself included) ever did.

  21. Re: Show me the PC

     

    That's an interesting character. I like the "metal' date=' glass, and plastic" schtick. Dumb name, though. ;)[/quote']

    I guess you haven't heard of "The Mighty Morphin Power Rangers"?

     

    Computo, I'm guessing, was taken from the Legion of Superheroes old foe from long ago (or at least inspired by the name). Am I right?

     

    I really want to stress to everyone reading this to avoid saying 'That's a dumb name'. Assuming the following people had never hit the comic scene, how much ribbing or joking would the following names get if you or another player had used these names in creation of a hero:

    Mr. Fantastic

    The Thing

    Dr. Strange

    The Human Torch

    We had someone years ago where we joking game him the name 'Flyboy' and although the ribbing started, when he repeatedly one-punched villains with move-throughs, the jokes stopped.

     

    Think about it.

  22. Re: Show me the PC

     

    I present to you Bulls-eye, my sharpshooter hero. I actually play two heroes in the same group, so the experience he has isn't quite as high as his other teammates. Still, he holds his own and has amazed the other heroes with his skill and abilities. Although his stats are a bit on the high side, he is still a talented non-superpowered normal.



    BULLS-EYE Secret Id: Officer Mark Harrison

    20 Str 10 Base 200+

    25 Dex 45 15 Secret Identity

    20 Con 20 15 Code vs Killing

    14 Body 8 5 Hunted by Various Gunslingers 8-

    14 Int 4 (Only to test skills; no punishment)

    11 Ego 2

    20 Pre 10 Dex 14-, Con 13-, Int 12-

    16 Com 3 Per 15-, Hear 15-, Ego 11-

    (24) 10 PD 6

    (24) 10 ED 6 CHA 156

    6 Spd 25 POW 369

    11 Rec 6 Total 525

    40 End 0

    45 Stun 11 Current Experience Pts: 320

     

    SKILLS/TALENTS/PERKS/POWERS

    45 Multipower (102 pts), OAF - Bullseye Gun, takes 1/2 pha to switch Ultras

    5 u. 8d6 EB (Blaster), Autofire up to 10 cha, 4 clips @ 12 cha,

    +3d6 EB - cannot use more than 1 cha.

    (May use up to 8d6 for Autofire attks, 11d6 for single shot; draws from same clip)

    3 u. 6d6, 6 Def Entangle, 2 clips @ 6 cha. (Fast expanding plastic)

    3 u. 6d6 EB NND (LS vs inhaled gas), 2 clips @ 6 cha. (Knockout gas)

    8 +4 OCV levels with Autofire only, OAF-Bulls-eye's Gun (Enhanced tracking)

     

    16 Darkness 3" r, immune to Normal sight, IR & UV vision, Radio, 3 cha lasting 1 turn,

    OAF-Blackout Pellets

     

    6 Elemental Control: Lasso (OAF)

    13 * Entangle 3d6, 3 Def, 1 Recov Charge, can't form barriers;

    + 1d6, 2 def Entangle, 1 turn delay (Hog-tying)

    6 * Stretching 5", no NCM, can't do damage, 1 Recov Charge (Lasso the varmint)

     

    42 +14 PD, +14 ED Armor - IIF (Costume that doesn't look armored)

     

    28 Martial Arts (Tae Kwon Do) with +2 DC added in

    * Punch/Elbow Strike +0 OCV +2 DCV 8d6

    * Side/Roundhouse Kick -2 OCV +1 DCV 10d6

    * Arm Sweep Block +2 OCV +2 DCV Block

    * Martial Throw +0 OCV +1 DCV 6d6 + v/5

    * Martial Dodge -- OCV +5 DCV Dodge

     

    5 Radio Perception/Transmission (OAF-Walkie-talkie)

    15 Enhanced Vision +3, Enhanced Hearing +3 (Sharp senses)

    6 Telescopic Vision +4 (Excellent vision)

    2 +2d6 to Presence Attacks, 2 cha (No-nonsense/Watch-out Glare)

    10 2d6 Luck

    26 2 Combat Levels, 2 Levels with Ranged Attacks

    6 3 Ranged Levels with Guns for Range Modifiers

    15 Up to +10 OCV to neutralize autofire minuses

    6 +2 OCV Levels vs Foci

    15 Autofire Skills: Accurate, Concentrated & Skipover Sprayfire

    21 Acrobatics, Breakfall, Fast Draw (all 16 or less)

    9 Criminology (12-), Stealth (13-), Stealth (14-)

    9 Ambidexterity (reduces all penalties)

    8 Riding: Horses (15 or less) and PS: Showmanship (15 or less)

    9 TF: Common motorized ground vehicles, Rafts,

    Small & Large: row, wind-powered, motorized boats

    2 TF: Motorcycles, Combat Aircraft

    6 Combat Driving (14 or less): Cars, Combat Aircraft

    2 Reputation (14 or less): Bulls-Eye, part of hero group (State-wide, +1d6 to Pre Attks)

    1 Reputation (11 or less): Mark Harrison, superb sniper (Police, +1d6 to Pre Attks)

    3 Perks: Weapon Permit (Bulls-eye gun), Concealed Weapon Permit (Police)

    2 Perks: Local Police Powers (Officer Mark Harrison & Bulls-eye)

    16 Modified Police Car

     

    NOTES:

    1) Bulls-eye's Gun is a marvel of technology, appearing to look no more than a hi-tech blaster

    pistol.

    2) The Blackout Pellets are not smoke pellets. Instead, it creates an electromagnetic

    sphere of darkness, which selectively targets certain senses.

    3) His lasso is just ordinary rope

    4) His walkie-talkie is not standard police issue but appearing more like a pen in size.

    5) I only wanted to be able to use his +2d6 to Pre attks a couple times, hence the charges.

    6) The perk for Officer Harrison & Bulls-eye is actually bought twice. The one for B-E was

    awarded by the GM, hence a cost of 2 + 0 = 2.

    7) Yes, I have the car written up. No, it's not showing up on this sheet.

    8) No, he does not has Watched: Police. Although he 'does' have it as a police officer, it's

    never been a problem, hence, not a disadvantage. He's also been awarded the Cop of the Year

    the past couple years. The police also realize Officer Harrison has ties with the hero group

    and likes being able to have some connection with the group.

    9) Bulls-eye has such a reputation for his marksmanship that other gunslingers 'Hunt' him to be

    have contests to prove their skills vs his, that's all.

     



     

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