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Tech

HERO Member
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Everything posted by Tech

  1. Re: Superhero Images I'm beginning to wonder if this is becoming a dead thread; not because people don't want to show their hero images but because of the 1 meg limit, which has forced quite a lot of images that were formerly on this thread to be removed. I know 1 meg multiplied many times over by various posters can add up but it's seriously hurting further threads such as this.
  2. Re: Q: Move Through... with an LTD That's okay, to which I reply: Heathen!! Quote it right: 'Today, we get behind the wheel of Detroit steel.' And in the case of ramming that car into Grond, it's aptly put (& deserved).
  3. Re: Q: Move Through... with an LTD Totally agree. Unfortunately, it seems to me too many GM's try to go with a hard ruling instead of just going with the flow and let the fun action take place. I agree. This is a blight on the face of the earth and needs to be wrecked.
  4. Re: Superhero Images Years in the coming since I've had this image over ten years, but here's one of our groups, called Counterforce. All the characters in the pic are still together in the group. This was originally done on my Amiga computer.
  5. Tech

    Show me the PC

    Re: Show me the PC Which one? I have several currently. Most experienced? Most fun? Most powerful (a difficult decision to make there)? Just pick one?
  6. Re: Supervillain Images This is a really cool pic!
  7. Re: Superhero Images I've got an image of our hero group from over ten years ago, before scanners existed. Gotta upload that here sometime. Yeah, I've been playing for awhile.
  8. Tech

    Unstoppable

    Re: Unstoppable I hope that full 250 Str isn't usuable against heroes. "50d6 Punch at you - you're splatted."
  9. Re: The Incredibles What? No write-ups yet? I'm shocked.
  10. The Incredibles are Incredible! For anyone who's ever dreamed of being a hero or who loves the superhero world, this is the movie to see! I saw it with my brother and I loved every moment of it. I gotta say that before I saw the movie, I too thought stretching powers were bland. Now, I have to say that stretching powers ROCK! I also have to say the same thing about invisibility and superspeed. If you don't see this movie, you're missing out! By the way, my brother and I are 39. Wow, it seems we sure have a lot of gamers who are adults.
  11. Tech

    GM's "rights"

    Re: GM's "rights" I'm seeing various kinds of styles here. I'm seeing some where the GM creates the world and you get to play in it and I have to say, that sounds more like a MMORPG than Hero Games. There are others where the player has total control and the GM caters to the player. Finally, I've seen the middle ground where both give and take. For myself, I let the players have total control over their characters as long as the characters don't cause problems to the game or balance. Write your history as you want. If I want to change something, add something or anything else, I take the player to the side well in advance of what I might be planning, say an episode, and talk to them. If they don't like the idea, perhaps someone else might want to take a crack. I've had players have their characters acting strange because their character has been kidnapped and a villain is in disguise. My brother had our entire team go undercover and act like villains to get allowance into a villain group. Both of these ideas were fun and have been done more than once. I take the side that it is not that the players have been roles to play out, ala actors playing the part of a character but that the players have created charcters to play out each their own in a world I've created. The game is for the players to have fun in. Finding the balance between coming up with creative and/or new things for the players and out-and-out interferring with the players can be a fine line but getting input from the players is very helpful. Better yet, ask the players to write out ideas they might want to see done in an episode or even the basis for an episode but make them aware all, some, a few or none of the ideas may be used. Generally, out of a vast amount of them, most don't fit in the game setting for one reason or another, some are good, a few are great and there's a beautiful pearl of an idea that occasionally pops up from such suggestions.
  12. Re: I'm afraid to ask... The extra points have been suggested to go towards things such as skills overall. However, using the points to go towards refining the character overall has been my suggestion. You could add a few points towards your INT, EGO or PRE so you don't have a 10 INT, 10 EGo and 10 PRE. Maybe actually buy PS: Plumber 13 or less. Buy that little annoying power that allows you to make your teammates hair turn green. Increasing the Base from 100 pts to 200 pts may make you drool but it goes fast. A change not mentioned you should be aware of is that Hunted by VIPER on a 14 or less is no longer 30 or 35 pts. Points received from disadvantages have changed from 3rd ed to 5th ed. If your character for whatever reason greatly increases in cost, beyond the extra 100 pts received from your base, and your GM allows it, you may receive the extra points necessary to pay for your character as a Grandfather bonus. Interesting enough, the base increase did not change the range of defense, attack or anything else in my campaign.
  13. Re: Another Take on the Animated Justice League I've been out of the circuit with the Justice League for quite awhile, comicbook-wise. Now, as I recall Grundy's origin from like over 20 years ago, he's not undead. His origin was that he came alive from a mix of chemicals. Has his origin changed? If so, I wouldn't be surprised.
  14. Re: Sky Captain and the World of Tomorrow I saw it. I was a good movie but not a great movie. Even though I thought there was at least 1 plot hole, it seemed to resolve any loose ends. I do see it as possible that there might be another Sky Captain movie.
  15. Re: Encouraging cinematic actions and role playing in combat Blue, thank you, thank you. An excellent suggesion I'm immediately implementing. I'm not worthy!
  16. Stats JMHammer, thank you so much for writing up Supergirl & Captain Atom. I really liked those two. I especially liked the stats because they were put in some form of concrete stats that I could use to model my own version of Supergirl. Kudos.
  17. Tech

    The Destroyers

    Re: The Destroyers Ok... I disagree and I'm not wrong.
  18. Re: Another Take on the Animated Justice League Although more part of Justice League Unlimited, I'd like to see Supergirl written up. These are great stats!
  19. Re: SuperVillian Combat problems. Starblaze, I hope we've helped.
  20. Re: Telepathy Refraction I agree. I was checking to see if there were any other ways of building it, and you've come up with creative ideas. However, for simplicity and cost, I'll go with JeffreyWKramer's first suggestion. My hat off to you.
  21. Re: Quote of the Week from my gaming group... My vote for for this month's best quote from my campaign goes to my brother who was GM'ing this past Friday: GM: Wendy, you are having your harp moved when suddenly, a lady wearing an opera outfit with cardboard wings steps out. "Give me your harp! I am searching for the perfect harp with which I shall take over the world!" Me (thinking to self): Huh? Is this a lame villain or something? GM: You may call me: Harp-ee! (everyone burst out laughing) As plain a pun as this may seem, no one saw it coming.
  22. Re: Telepathy Refraction
  23. Re: SuperVillian Combat problems. Listen to what everyone's suggested so far. Depending on how experienced a GM you are, some of these ideas might take awhile to incorporate into your style. I've GM'd for well over 10 years (putting it mildly) so I'll tell a few things that I do: a) Know your villains - When you create your episode, you really need to know what the villains can and cannot do. The players know their characters really well and it's up to you to know what the villains can do. You need to know that Megamuscle has Damage Resistance and has his rarely used Footstomp manuever. You need to know what Whitesnow has Absorption to cold attacks and will purposely get in the way of said attack to power up. You need to know what each villain can do in a pinch; it simply doesn't help you think what a villain should do in combat if you're not sure what they can do and end up looking at their stat sheet. Know the heroes - Same as above. You need to know that although Mooseman is superstrong, he doesn't have Damage Resistance. You need to know if any heroes can actually fly the jet in the base that's blowing up. You need to know the disadvantages of the hero.. and heroines. GM (thinking to self): Wow, Justice Girl has the vulnerability of x2 Effect from Presence attacks from handsome men. Maybe Megamuscle with his 21 COM and 25 PRE could romance her to get the team's secrets. If you don't know what the heroes can take, you may accidentally end up killing one or all of them off when you had expected them to all survive and continue on with your episode - it almost happened to one of my heroes. c) Know the players - This part might be a little off regarding helping you with villains but here goes: I don't know how well you know the players but if you know people for a certain time while they play, they tend to do certain things over & over. If you know Mary likes to have her character run into battle, don't expect Mary to have her character stay back and get clues for a detective-type story. If you know Tom likes to think while playing his character, give him puzzles the figure out in an episode, etc etc. Knowing what the players like allow you to mold adventures to allow them to do things they like to do and increases the overall fun for the players. d) Create villains specifically for certain heroes - I can't emphasize enough of how much fun this is! To do this, you need to know everything about a hero or heroine. Try photocopying the sheet for your reference. Now, create an archnemesis for them. A villain created just for a certain hero will be able to fight for a satisfying battle. This villain will be able to take advantage of the heroe's weakness and likewise, the hero can do the same to the villain.
  24. I want to create a power and for once, I'm really stumped so I throw it out to Herodom to create it: When someone attempts to use Telepathy on him, his mind will deflect the attack so that instead of his mind being read, someone else's mind nearby will be read. The weakness being that if no one's around, it won't work. I'm good at creating powers: I created my own version of Hardened Defenses long before H.D. got officially created but this one's got me stumped.. for now. Well, what say you?
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