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Tech

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Everything posted by Tech

  1. Since you asked (and hopefully no one from my group reads this), I'll try to write it out. I don't have the sheet in front of me right now. It's horrendously expensive but it works: note: I don't recall if it's 6" or 12" 6d6 Absorbtion vs. PD to Stun, 6" (or 12") Area Effect + 6d6 Absorbtion vs. ED to Stun, 6" (or 12") Area Effect + +30 ED, 6" (or 12") Area Effect + +30 PD, 6" (or 12") Area Effect + Damage Resistance 30 PD, 30 ED 6" (or 12") Area Effect + some Life Support, 6" (or 12") Area Effect + stuff I can't recall off-hand This isn't the full power but it's at least part of the power. I'm sure I'm forgetting stuff, like Advantages, Limitations & others - I'd have to check later. When Black Hole absorbs 'energy' (whether physical or energy), everybody in the area gets bonus PD/ED because the energy's being redirected towards him. The Area Effect makes sure that if the energy is near him, he gets to Absorb it.
  2. On the pre-made villain side, I'd say my modified version of Ripper from Stronghold always makes heroes worry - alot! I don't even have to bring up Dr. Destroyer, do I now?
  3. Hmm, on the personally-created villains side, I'd have to go with either Black Hole or Hurricane. Black Hole is enormously strong, dense and able to absorb virtually any energy in the area. This includes attacks by one super at another super, even those not aimed at him. This never fails to amaze heroes and villains alike. Ex. Lazer fires an intense laserbeam at you, Skyguy. However, the beam warps and gets sucked into Black Hole's dark corona of energy. Hurricane is superbly strong on the normal side but not superstrong. He can whip up a small hurricane and dash multiple heroes (or other opponents) to unconsciousness as fast as he wants to. He's somewhat tied into nature and can feel the pollution damage depending on his proximity to it. Interestingly enough (and not planned for), both of them greatly have the player & characters respect. Black Hole has an amiable personality and isn't a vicious criminal, just selfish. He's even helped out the heroes a couple times. Hurricane, on the other hand, hates cities due to the blatant damage to the environment from pollution. When Hurricane shows up, the heroes rush to try to find out what he's rampaging against and try to fix it and/or investigate. Hurricane is willing to let them since he won't have anyone opposing his ambition, the heroes find out a lot of corruption while saving the environment and both are mostly satisfied. However, should the heroes fail to act swiftly...
  4. Since you asked... My brother wrote up the 5 Knight Saber ladies. I have no idea about how he did it but when our hero group suddenly ran up against Boomers, the Knight Sabers came right in to help. They seemed flawlessly put together powerwise.
  5. Me, too, though I haven't seen Rayearth and I'm tired of rehashed Gundam ('SD Gundam' coming up).
  6. Ah, I was wondering if you saw a partial episode and was simply clarifying. The Mirror card has quite a personality for showing up so little. I agree with you - Syaoran is quite the principled guy. Then again, Sakura is quite principled, also.
  7. Re: PC Stat Min/Maxing vs. Rest of World I've already stated this in a couple other forums but I'm glad to see this idea given thought. I've been using unusual number endings for years, as have my friends and brothers. It's actually invigorating to not use the stereotypical 23 Dex, 25 Con, 13 Int, etc. Mind you, I'm not against these kind of stats. I've seen entire teams built using unusual numbers and it doesn't endear me to using them - something unnatural with entire teams like this. However, my character originally built with a 22 Dex (and 400+ experience with the same Dex) has become something of a trendsetter in the campaign. I don't know why, but it has. I wouldn't say having Stats like this makes them inefficient. That sounds too much like a powergamer. I will say that it makes them a thought-out character. I've heard some say that it's useless or ridiculous to give a character a 14 Int but I disagree. It adds flavor and does contribute: you're 1 pt. higher away from having your mind read than the 13 Int guy, Dex 27 goes faster than Dex 25 on Phase 2, Con 26 is 2 pts away from getting Stunned than Con 25 and so on. It depends on your players and your GM'ing style. The players will appreciate your paying attention to little details like the differences in the Stats. ex. Heroes Swimmer and Goldfish have a swimming contest. Swimmer has a Dex of 25 and Goldfish a Dex of 27 and both have a Dex roll of 14 or less. Both have +8" Swimming. Both rush to the other end of the swimming pool and back. GM has them roll their Dex rolls and both roll an 11. Goldfish wins due to that last second move (higher Dex) and both heroes are congradulated by their teammates. BTW, if you've never tried anything like the above, you're missing out on some real fun rping.
  8. Re: Change Since the Japanese like to leave the viewer stumped in so many different anime series, the card got into her bed (not pajamas) some mystical way. I'd presume that the card transformation & getting into her bed where she woke up & found it, occured simultaneously in the real world while she was dreaming it happening.
  9. Yeah, it does depend on what your plant to throw at them. No disagreements there. I would however, give Magical Girls some sort of Damage Reduction. Very often, they take a bashing, perhaps getting injured, and keep getting back up. Even Pretty Sammy did that.
  10. As stated already, there are no 'mental' phases. I think what is looking to be stated is that the extra SPD 'is usuable only for Mental Powers'. This clarifies the problem. If you don't use a Mental Power on the extra SPD phase, you can't do anything else, including recover, block, dodge, etc. A mind can very often think faster than you can react and this seems to be the case, if I understand the character concept.
  11. First, slightly off the topic: After reading these posts, I wonder if me & my friends are perhaps the only, or one of the rare, gamers who have no problem with regularly giving Statistics other than the 10, 15, 20 and so on or 13, 18, 23, etc. I posted this before in a different post but I can immediately think of characters I designed with a 22 Dex to start and 400+ experience later, hasn't changed it. 14 INT, 17 EGO, 11 or 12 INT, etc etc., are a few examples and aren't uncommon. We all saw the cheesing from the previous Enemies and CKC with 18 STR, 23 CON, etc., and like the oddball numbers. It's building character, not a bunch of stats, that rules the campaign. Now, on to the debate, I prefer the simple 3d6 rolling, rather than redesigning the system. However, a roll vs roll is at least interesting to read about. Has anyone done this in their games?
  12. Re: Re: Haste Spell I heartily agree with this suggestion. It makes more sense this way.
  13. Re: Re: Re: Champions Battlegrounds Well, all right! Another Champions old timer. BTW, I am not old. I have got to check this book out. Now if only my gaming store would do better than getting it 2 or 3 months (sometimes more) after it's out. Anyways, the book sounds cool!
  14. Hero: "Excuse me, I need a new cellphone." Service Rep: "I'm sorry. You can't have one." Hero: "What?" S.R: "Yes, when you purchased it, you signed this contract." Hero: "So what? I'll pay cash." S.R: "I'm sorry. According to this contract, you cannot buy another cellphone for the rest of your life." Hero: "That's ridiculous! Give me one!" S.R.: "If you threaten me, I'll have to call Security." Ogre stands behind the S.R. in a security uniform and grins. Hero: "Fine, then! I need a new toaster." S.R.: "You bought your last one at the same time as your cellphone, didn't you...?"
  15. Re: Cumulative and Suppress If no one else replies, you might want to pose this question to Steve Long in his forum. As for me, my answer is "Ya got me stumped."
  16. This is another example of why I like the Hero Games rules. Where else are you going to have math discussed to prove or disprove rules? Still, I'd go with the book for falling, although I find the more realistic chart interesting. I'd like to see the more realistic chart fully written out to terminal velocity.
  17. I don't know over what kind of a time-frame you want the person to get hit by this attack. I'm going to assume over several hours for my example. Howabout: 10d6 Con Drain, only takes 1d6/1 hour, only to zero Con + 10d6 End Drain, only takes 1d6/1 hour, only to zero End, linked to above + (I'm assuming the target will eventually die so...) 10d6 Body Drain, only activates after Con & End are at zero, only takes 1d6/1hour = 10d6 Stun Drain, as above, linked to above Add Area Effect, Invisible Powers Effect, 0 End or whatever as your taste deems. Mix & stir receipe as needed.
  18. UltraRob, whereas I find your outline of suggested power levels interesting, I think it's a little too weak. I created the Sailor Senshi and they could not function as they do in the series unless they had a higher points. The Sailor Moon RPG book suggested three power levels, one for beginner, intermediate and powerful. Taking Sailor Moon as an example since I mentioned her, there's a definite progression of maturity, experience and power through the series.
  19. It's interesting reading, I'll say. I have my own houserule version of EC that I use. It's not 5th ed EC but it works.
  20. IIF, OIF, IAF or OAF depends a lot of the special effects. One character got his powers through a neckchain of sorts, very easy to take away. Only thing is, he hid it under his costume and became IAF. A gun can be any of these, depending on where the gun is, is it easy to take away, is it ever seen or does it screen for it to be taken away? More thoughts. A small gun hidden in the palm of his hand could easily be IAF. A mystic necklace that defies being taken away can be OIF. A bow that shoots arrows that's obvious and easily taken away, yet can be teleported instantly back to the wielder's hand is OIF. Special effects really does help define the limitation and should be given a lot of thought other than "I want it to be OIF."
  21. 'Eight-Teams'.... I like that word.
  22. Re: Electricity My suggestion is to make it still go to STUN, CorpCommander. If it absorbs to SPD, the characters will know right away something's up. If it goes to STUN, it'll take awhile before they find out, if at all.
  23. I have no problem with it being -1/2 as Simulate Death leaves you at 0 moment, 0 DCV, etc. already. SirViss, I'm assuming 1 END/Turn is correct, haven't looked it up yet. At 1/10 life functions then, it'd be 1 END/10 turns or 1 END/2 minutes, correct? Sorry but I'm at work and only giving some thought to this.
  24. Re: Five-Teams I don't know about any Five-teams in VIPER or not. However, using the older VIPER material, five-teams are well-respected or feared when I use them.
  25. A suggestion for the Block/Attack manuever is simply buy lots of DCV levels only with a particular attack. A miss is as good as a block. By missing, the attackers attack by special effect has been 'blocked'. I didn't say it's a good suggestion, just that it's a suggestion. Still, it'll work for a campaign without house rules allowing for a dual manuever.
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