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Tech

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Posts posted by Tech

  1. Ah, opinions. Gotta love free speech! Now for mine:

     

    I'll say I liked and disliked it. The agent creation process certainly gives more options for agents but felt scattered and unclear. I don't care for the mystical background of VIPER but to each their own. I felt that Ripper was right alongside that of many of the villains from CKC - too powerful. Yeah, a lotta campaigns are more powerful and need them but from reading the posts, there's not too many of them. The majority of villains nowadays seem inundated with combat skill levels: who doesn't have them? Very few. Not all villains (or agents!) should have levels. The weapon upgrades for almost all weapons seemed overdone. Cross-referencing the old VIPER book vs the new, I saw some powerful upgrades, including 8d6 and 10d6 KA. Seems a bit too much. I'm not going to say sorry - I do think that the VIPER book (and quite a bit of CKC) is overpowering to the new gamer and promotes powergaming. I tried to say why I didn't like things I saw instead of merely saying I didn't like this or that. I'm glad others saw a great deal of use for the new book; unfortunately, I think I'll stick with 4e VIPER with some exceptions.

  2. no comparison

     

    For my money as a GM, normal attacks are better. I still haven't forgetten the GM'ing nightmare which lasted a little over a year where I kept rolling 1's or 2's (ending up as a 1) on the Stun multiplier. (shivers) Okay, I did roll a few more than a 1 or 2 but I just have to groan when rolling a KA and they know what happened. I even changed a few KA's over to normal attacks because of it. :rolleyes:

  3. I'm no lawyer or law expert and having said that...

     

    Is PSI known to be dangerous to the police? Do they know about PSI's mental abilities, even if in only general terms (Hey, they can control people's minds!). This has to be taken into consideration. Was Soulfire known to be dangerous, violent, subject to sadistic attacks on people, etc etc?

  4. Wow!

     

    It's cool to see Circle & METE mentioned again. I used the Circle for a long time and enjoyed it, as did my players. I just wish I could find that book again. Hey, the write-up looks fine to me. Anyone got a spare copy they might want to let go?

  5. Originally posted by Agent X

    These sorts of absolute comments are very welcome to hear. When I meet someone at the game store talking like this I mark them as someone I will not bother to game with. I don't like a mechanic centered approach and I don't like a paranoiac approach to powers.

     

    (shrugs) We have differences of campaigns, that's all. It's not paranoid -it's merely what the GM and players feel comfortable with. It's unusual to have such a strong reaction from someone by me stating a campaign difference. Having read some of the other posts, I add the campaign is balanced and actually doesn't have a cap on points. However, every power, skill, etc., is carefully reviewed and by more than one GM. Yes, it can be done and it works great.

     

    The F.W. rule is a house rule. Others have stated in other posts things they've added or changed in certain powers and I added mine. I see no problem with stating a house rule. There's already been other posts about this so I don't need to say the biting comment was unnecessary. So this ends on a positive note, I'm glad your campaign works well and that the players all like the openness of F.W.

  6. Originally posted by Jhamin

    I think Kim is best simulated as a high dex martial artist with combat luck. Other than that she has lots of general superspy type skills and has Wade to do most of the heavy lifting with research and various specialized knowledges.

     

    The Kimmunicator is a VPP with limited control. Wade actually controls it, all Kim can do is ask him to make it do things for her. If you watch, most of her miraculous "do anything" abilites actually boil down to having Wade pull something out of his bag of tricks.

     

    Kim has (as mentioned) lots and lots (and lots!) of contacts

     

    She is of course Hunted by Draken. I would give her a second "rouges gallery" hunted on a lower roll. She has a raft of social limitations reflecting that she is fifteen and can't do alot of "grownup" things like drive a car. She also has a rival on the cheerleading squad and a watched by her prinicpal.

     

    I would buy Ron as a Follower, with Rufus as his DNPC. Although Kim watches out for them both, Ron seems to spend alot more of his time rescuing Rufus than Kim does.

     

    I didn't know a Follower could have a DNPC. Interesting, interesting. Any other suggestions?

  7. Find Weakness is an almost rare ability in the campaign I'm in. As for F.W. with all attacks, forget it - not allowed. Someone wants F.W. with more than one attack, too bad - not allowed either. Find Weakness is for one attack and only allowed once per character. It takes the edge off of it.

     

    Still... I haven't created a villain with F.W. in awhile. Thanks for reminding me. :D

  8. In a couple Martial Arts manuevers, as well as the Gymnastics Martial Arts in DH2, certain manuevers require that it follows a Martial Grab/Leg Grab. My questions are:

     

    a) why isn't the manuever an automatic attack not requiring an attack role. The target has been grabbed and according to the Grab manuever, couldn't damage simply be done to the target?

     

    B) can the follow-up Martial Manuever, such as Slam Flip occur in the same phase as Leg Grab (or Martial Grab) or would the special effect of the follow-up manuever suggest it be the next attack phase?

  9. Aw, dat's easy!

     

    This is simplicity itself to answer because I created and burned a 2 CD theme disc for my players, containing themes for heroes and villains alike. Too bad I don't have it in front of me - I even wrote out the themes and who the theme was for in the CD case. I'll try a few that I can remember:


    • * A-team theme for Hero Group
      * "Why should I worry?" from 'Oliver & Company" for cool hero
      * I-Spy theme for detective hero
      * Darth Vader's theme for Dr. Destroyer, though I've got a better one.
      * "Our Time Has Come" from 'Cats Don't Dance' for toon character.
      * Luca Blight theme from Suikoden II game for Firewing
      * Snoopy skating on ice theme (can't remember title) for water heroine
      * "Trail of blood" music from FF7 for Leech
      * "Super motorcycle" from OMG soundtrack for college hero

     

    um, these are but a few I remember offhand. I think I have in excess of 70 theme songs for various heros and villains. If I remember more, I'll post them.

  10. For Sale: One somewhat damaged but still wearable ION FIELD BELT. Disclaimer: Belt may not keep hero energy attacks out but stops any personal attacks at heroes. No refunds. For inquiries, write General Hospital, Room 124, Attention: Foxbat.

     

    Wanted: Maid to clean incredible secret Foxbat-base while boss is in hospital. Send all inquiries to The Awesome Exo-Skeleton Man.

     

    WANTED: Any hand-held, high-tech weapons. Must be reliable. No mystical weapons accepted.

  11. In the multi-GM campaign I'm in, I'd have to say there's a fair amount of romance. There's 3-5 guys (depends on who makes it to the games) and 2 ladies in the group, one of them a teenager. We've had a guy who's already married and that it played out here and there. I had a character who started single, had a romance and got married and now has children. There are numerous male and female characters who occasionally go on dates and finally, one on-going open romance. Adventures, whether silly and fun, serious, spooky or inbetween are still high. Of course, there are episodes with no romance and some where it's quite there.

  12. One of the players in my campaign wants to build a Kim Possible clone. I'm kind of scratching my head so I thought I'd turn to everyone for abilities, stats or whatever else you can suggest. I'm looking at Digital Hero 2 for the Gymanist martial arts but still, I need some help here, particularly on skills, stats, personality or whatever else.

  13. Originally posted by Hermit

    Some plots work well in the comics, but are not so great in TT. For example, I enjoyed the old comics where a group of super heroes would get caught and split up in Arcade's Muderworld. I'm not going to run it though. It can be a real pain to ask the other players to twiddle their thumbs while I focus on one PC, even if I try to shift over quickly.

     

    Depends on how you run Arcade's Murderworld. My brother ran us threw one and nobody had any problems waiting for someone for a couple reasons:

    a) waiting was relatively short

    B) GM kept switching rotating characters keeping interest up

    B) players were interested in what was happening to other characters to see what might happen to theirs.

     

    As for my opinion, sorry but I don't buy comics much anymore. Real life is more important money-wise than buying comics.

  14. We have a variety of outfits in the campaign I'm in.


    • * Bodysuit with police jacket (Hi tech police officer)
      * Usual costume with cape
      * Usual costume without cape
      * Tuxedo
      * Fancy but ordinary appearing clothes
      * Armored costume
      * costume that's Armor
      * Hi-tech Powered Armor
      * robes

     

    I think I got them all but I feel like I forgot some.

  15. Originally posted by dugfromthearth

    OIF

     

    if you can't take it away in combat it is not OAF.

     

    I almost agree with this 100% but not quite, so I'll say 80%. If someone created something like this and tried OAF, they'd best be prepared to lose it at times outside of combat and therefore, not be able to use it in combat at all. Oh well, that's why it's a limitation.

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