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Tech

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Everything posted by Tech

  1. I have the original UMA also. Since certain things have been changed since 5th ed came around, so have certain attacks, such as the eye gouge which temporarily blinded your opponent. Flash has changed so it had to be updated. If I'm not mistaken, I believe there are new manuevers you can purchase. The choice is up to you but since you mentioned you're a 'rabid collector', my suggestion is 'Sure, buy it.' Otherwise, not much has changed although the cover is quite a terrific work of art
  2. Tech

    Cheating Death

    I'm agree with Uncle Shecky, Terror Inc has also been one of my fav teams so I'm thinking of one of two options: 1) ignore what CKC says and have Eurostar intact with Bora and Pantera - well, maybe not Pantera. 2) Muerte faked the death. According to Feuermacher origin, he pretty well slagged Muerte's body. Now, Muerte's been hunted by Eurostar for quite a while and I'm sure he's been studious to keep tabs on what Eurostar's doing and who's in Eurostar. How is it Muerte is still alive? After all, a slagged body is pretty dead. That is, unless he temporarily brainwashed both of them into thinking they actually killed him when it was one of his agents. After all, Fiacho would automatically have Mentalla check their story out. As for Giganto, he's just been waiting around with Muerte, waiting for the time when Muerte would come out on top of Eurostar's plans, exercising and getting stronger. (i.e. convert Giganto from 3rd/4th to 5th ed. as well as Muerte) Muerte can easily upgrade his armor in the interlude as well (convert to 5th ed). Again, there are numerous ways to prevent his death, change it or whatever else comes up. I rather like the degrade in stats for Eurostar; Fiacho no longer has a 32 Dex, although he's more lethal now.
  3. What are some stupid villain concepts that you have in your game - and still use because the players actually like them? One of mine was 'The Squirrel'. A real squirrel given above average intelligence but still thought like a squirrel. Didn't have much PD & ED but just try and catch him... as in DCV 16 with Dex and small size.
  4. I'll throw in my question based on Rechan's original question: assuming I modify Cybermind so he can turn on/off electrical equipment within a certain distance of himself, whether he can see them or not or whether or not he even knows they exist, how would you do that? How could he also turn on an automobile/truck/bus/etc. the same way?
  5. I still use a 3rd Edition Champions power for Mental Paralysis, called... Mental Paralysis. 15 pts for 1d6, 1 Def gained for every 30 pts put into the power. Defense could not be bought to my knowledge. Use Ego as Str to break out. Whether others use this or not, it works for me.
  6. In the case of two heroes attacking a villain, take the following scenario (which happened in a game I was in): Hero 1 shoots his EB at a villain purposely missing but forcing the villain to move. Hero 2, now having the villain in his line-of-sight (with the villain appropriately off-guard), sends a haymaker into the villains' jaw. With the 2 heroes coordinating the effort, Hero 1 successfully made his move so Hero 2 gets a bonu to his OCV.
  7. Regarding where you draw the line, I believe when a rule starts to hit grey areas, go with what your GM says or where your GM & Players agree. After all, the rules are for everyone's fun.
  8. Here he is - my first character One of my favorite characters would be my hero from Champions: Neutron. Now, my character was created well before Enemies I ever hit the stores so you don't think I grabbed the Conquerors 'Neutron' name. My first character and yes, I still play him. His background was that he joined Viper and although not in the fighting field, was one of their best agents at that time, superior skill in the computer field. He didn't join Viper due to hating someone or something psychotic; no, he was just selfish and went for the money. His powers materialized after he was promised more money in exchange for a simple test. Shyeah, right. Later, after his powers became second nature to him, he started the superhero business, realizing that Viper was not so great. Viper didn't care about people and didn't care about him. He also realized his own smugness and selfishness could have cost him his life. He hunted Viper and Viper hunted him - Viper lost the vast majority of the time and for those times Viper got the upper hand, well, that's why you have friends. Time passed and the first New York superteam was formed and he joined it. Steel Fist was the first leader, a brick and a genius, not to mention innate flight. Neutron thought this guy was cool. Later, after Steel Fist stepped down from leadership, Neutron became leader. He didn't feel particularly fit for it but accepted. Surprisingly, he led very well and despite the team's individual 2-year call for leader nomination, he held onto the leadership role. (Yeah, the characters in the team get to vote for who will lead by secret ballot. It's loads of fun!) A lot of changes occurred in the team, members came and went but he still retained leadership, becoming better skilled, more powerful and confident in his leadership abilities. He met a superheroine and married her. This further made him see the necessity of being a model citizen, brave, courageous, defending the public from supercriminals. With time, the group was granted status as Federal agents. It was time for him to face his past and made a meeting with the President for a private meeting. He told the President about his past and was willing to accept any punishment for his crimes in his past. (As player, I was sweating.) The President pardoned him, for all the good he and his group had done - too many times to count, allowing him to keep his identity secret. He also let the government know everything he knew about Viper - ouch! Much more time passed. The team membership changed again. He is looked up to by the new(est) members nowadays for leadership and guidance. In a recent leadership election, the election lasted less than 30 seconds: he was unanimously kept as leader. He leads now with confidence, yet relies on the groups many skills - he knows his limitations. He is well-known by many other hero teams and is known for his competence. Still, not all of his roughness from his Viper days is gone. In a simple test of martial skill against one of his team members names White Shadow, W.S. tried a Nerve Strike on Neutron - to no effect. Neutron promptly punched him at full strength. After the session was over, W.S. commented, "I know that we were practicing but you struck me rather hard. I was trained to take my opponents down quietly and without harm." Neutron replied, "And I was trained to take your opponent down as hard and fast as possible." This greatly surprised W.S. Neutron is still one of my favorite heroes and even though I retired him for awhile, he came out of retirement even more determined than ever to work at ridding the world of Viper. His most feared attack is his Neutron Explosion (though not really an Explosion).
  9. Tech

    Block and STR

    I've always thought Block was 'I intercept the blow or deflect it'. I guess I can also see it as sidestepping, although why not Dodge? Anyways, I'll throw out a few suggestions for those who think the 'a normal can block Ben Grim' scenario ridiculous. 1) Have the Block manuever defined by each character. 2) Have the Block manuever defined by the circumstance at the time it happens in a game. 3) If the Block is defined as 'intercepting/deflecting the blow' we go to: a) Make a Dex roll. If you fail it, you take 1/2 damage You can only Block your STR +10 or so at max. Anything beyond will result in a) above occuring automatically. Just thought I'd throw these out.
  10. Sounds good Aroooo (counts the o's). Buy it as your concept fits. By the way, why'd you pick Aroooo (count's the o's again)? I kinda like it. Gotta werewolf character somewhere? Or is it... YOU'RE a werewolf?!
  11. I disagree with BNakagawa's take on Detect Evil. Evil is definably objective. To say evil is not definable means good cannot be definable either. The attack on Sept 11 was definitely evil. Regardless, if your GM says it's you can buy it, go for it. Someone who can detect an evil presence is quite common, whether comic books, fantasy books or whatever else.
  12. On the subject of AP more than once, it's not particularly munchkiny. The 5th ED makes it clear it's ok to try to purchase more than one level of AP to get past the 1st level of Hardened Defense. Regarding the cost of Hard. Def (+1/4) vs AP (+1/2 or +1 for APx2), I do see a considerable and unweighty amount of pts having to be paid to get past Hard. Def. just to halve the defenses. Why not simply buy more of your power for the points you would have spent with that +1 Advantage? Mind you, I do have a couple villains with a APx2 but even those are on charges to reduce the awful +1 cost. Example 1: 8d6 EB APx2 = 80 pts 16d6 EB = 80 pts What's going to cause more damage? Example 2: 2d6 RKA, APx2 = 60 pts 4d6 RKA = 60 pts Likewise, it's obvious what's going to cause more damage. My only guess is that it is more for concept than anything else. Of course, that 8d6 EB APx2 could be bought with charges but still, you're only halving the defenses, not reducing the defense by 1/4. I certainly understand the complaints of many regarding any more than one level of AP and it's cost. Unless one simply wants more than one level of AP, I might suggest Find Weakness instead.
  13. Hey, some of these power ideas are great! I'm gonna use them on my players.
  14. Been there, done that. Created a 2 disc CD for my Champions game with themes for each hero character as well as some for certain villains, such as Firewing and Dr. Destroyer
  15. Derek, thanks for showing the chart. Zaratustra, you've have there, without a doubt, a serious chart for consideration. Excellent work.
  16. Not everyone from previous Champions/Hero Games books made it in the transfer to the 5th Edition statistics. However, a lot of them still breathe in campaigns, mine being one of them. Some have even gotten a personal upgrade to 5th rules. Whether hero or villain, what are yours? Although I only used the Champions hero group once, I didn't think they were too bad, just mediocre. Hardly exhaustive but some of mine I still use are: Terror, Inc. (still intact in my game) Bora (still alive and still in Eurostar) Pantera (ditto) Cobra/King Cobra Vibron as Vibron 3rd/4th Edition Ruler of Crime (seriously upgraded and head of L.A. mob. Gotta love a 'normal' with 10 levels total) The Maine for some comic relief. 5d6 Unluck rocks.
  17. I noticed no one's mentioned the easiest method yet: He's disintegrated with the bomb.
  18. Interesting that the document's been dl'ed so much, bringing me to my point: It's difficult to read the file you mentioned. I'm interested in reading it also but I want to be able to read it a bit easier. I know it's a .txt format but can you change the format a little? Look forward to seeing it.
  19. A have a villainess who can make a male fall asleep with a kiss (and a smile on his face). The sleep is defined as ordinary sleep. 13d6 NND (Def: being female), 0 End, no range, must be able to kiss opponent (no kissing the hand trick), opponent is not Stunned, opponent able to be waken to full stun. I think that's it but I don't have the stats in front of me. The first attack is almost always x2 Stun from Surprise as the attack is evident, unless you've met her before.
  20. Oh, yeah. Forgot about the one. It was humorous but still, c'mon, that's part and parcel of roleplaying.
  21. King Cobra, although known as Emperor Cobra to my players, is still up and kicking in my game. Also, I using the VIPER book from some time ago. I don't know if I'll ever use the Supreme Serpent as it was presented but the Prime Serpent sure is causing some rucus nowadays. VIPER's flexing it's coils -the Los Angeles mobs working in conjunction with a LA hero group think they pushed VIPER out of LA but in truth - VIPER decided just to leave and let them think they got pushed out. In the process, the mob families are so weakened now, it leaves you wondering what's going to happen now?
  22. Does 'Super Insurance Salesman' count for a job? My very first hero was a salesman selling insurance to cover damage from a super-person battle, whether hero or villain. The insurance sold quite well.
  23. Follow-up Forgot to mention: Some 100 experience pts later, our heroes are confident in their skills when we run across an armored boat with missiles, courtesy of VIPER. We decide to pilot it to go after some of VIPER's own boats. Guess what? No pilot skill for boats. We all shrug and try again. We succeeded again and that was the beginning of everyone starting to buy Luck. As a matter of fact, anyone trying to join the group either has to have Luck or must purchase it soon after joining. The group really does rely on it's Luck to get it through things sometimes and it's marvelous to see how synergistic the group is.
  24. A memory of newbie-ness Many moons ago, our very first hero group created ran into the 'base-blowing-up-let's-get-out-of-here' scenario. Lo and behold - our escape appears from around the corner: a helicopter on a helipad! We all get in, my character in the pilot's seat, a detective heroine in the other pilot's seat and the rest bracing. Suddenly, my hero starts examining the controls and the first words out of his mouth send all the heroes jaws dropping: "Now, let's see, how do you fly this thing?" Everyone yells, "What?! You don't know how to fly this thing?" My hero calmly replies, "No." Another heroine says, "Get out of the seat. I'll fly it!" The brick of the group stops her with, "Do YOU know how to fly?" She replies, "Um, no." My hero shrugs and starts flipping switches and levers. "Let's see now.. let's try this and this and this..." Meanwhile, the explosions are getting closer and closer. Fortunately, luck kicks in and we actually get off the ground and fly it... somewhat. We landed hard on a government helipad, unhurt, and hi-fived everyone. That was the episode that made us start buying skills.
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