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Dreadnought

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Everything posted by Dreadnought

  1. Re: Gun and Armor Critique. You don't need any modifier on the Entangle. Since Entangle is an Instant power, the effects don't end when you switch the multipower away from it any more than the damage from an EB heals after you switch away from it. As for the Armour, I'd buy it as: 36 Nano Mesh Armour Armour (15 PD/15 ED), OIHID (-1/4) Focus would work too, but whenever I hear talk of a retracting suit of armour, my first thought is OIHID.
  2. Re: Random WTF momment... Dreadnought - Climbs back down the ladder mumbling about how he never used to see things like that before he started hanging out with Nephilim.
  3. If a character has 1d6 of absorbtion (energy) to strength and 2d6 of absorbtion (physical) to strength, is the maximum increase to his strength 6 or 12?
  4. Re: Quote of the Week from my gaming group... You don't want to know: "Can we ban the word Roboobs?"
  5. Re: Pokemon HERO Me and my friend have been working on this for the last few days, and we just figured out the capture ability of Pokeballs in a way that actually works: 6 Pokeball: Suppress STUN 2d6, Continuous (+1), Cumulative (192 points; +1 1/2) (35 Active Points); 1 Charge which Never Recovers (-4), OIF (-1/2), Range Based On Strength (-1/4), Pokemon Only (-1/2) Notes: If Pokemon becomes conscious, it breaks out of the suppress. Basically, you hit a weakened pokemon with the ball and it takes a 2d6 suppress stun immediately. If this knocks it out, it gets caught in the ball. Then the suppress activates again each round until the pokemon runs out of stun or recovers fast enough to wake up. If it wakes up, it breaks out of the pokeball ready to keep fighting. If its stun is suppressed to 0, it gets trapped. Upgrades of the basic pokeball would just have more levels of suppress. How we did summoning is that you have a belt multipower with each slot being a pokemon. The belt itself was something each character paid for, and could then increase as they advanced as a trainer. Pokemon themselves would be treated as equipment, and each one would typically be Slavishly Loyal. If you manage to capture something that can't fit into the multipower then you have to sell back the Amicable until it fits into the multipower. If you catch something significantly stronger than you then suddenly you need to make ego rolls to control it.
  6. Re: What Age are we in now Hopefully we'll see the end of the Quesada Age before too long.
  7. Re: Characters favorite manuever Dreadnought is terrible at damage rolls. He has 60 Str, or he can use AoE one hex on 40 Str or a selective radius on even less (extra arms + stretching!). Recently I realized that I could use that to grab fast opponents rather than just hit them. I may not be able to roll even average damage, but I can reduce the enemies' DCVs for people who actually CAN roll.
  8. Re: What Have You Watched Recently? The entire first season of Scrubs. Looking forward to seeing the rest of it.
  9. Re: Do you use miniatures? My group uses whatever we have on hand. If there are actual miniatures hanging around, we use those. If not, we will often use dice. Recently, though, one of my friends has started making lego representations of our characters. He has come up with some amazing likenesses of our Champions characters. He even managed to give Tome a book chained to his hip!
  10. Re: Jokes I wish I could give negative rep for that.
  11. Re: Best Graphic Novels to Inspire a Campaign? I'd have to second the recommendations for the entire Ultimate universe and Astro City.
  12. Re: Joe Quesada as a Disadvantage That's 45 points of disadvantages right there (assuming I had put in Public ID or is otherwise easy to find on the Hunted). Just goes to show how dangerous it is to get of Quesada's bad side!
  13. Re: Joe Quesada as a Disadvantage Hunted: The Powers That Be (Mo Pow, NCI, Totally Ruin Your Life) 14- Physical Limitation: Occasionally Undergoes Complete Personality Change and Retcon (Infrequently, Greatly Impairing) (Note: this is a physical lim, not a psych lim because you can't make an ego roll to avoid a new writer)
  14. Re: What Have You Watched Recently? Saw Sweeny Todd yesterday. That movie was good. Messed up, certainly, but still good.
  15. Re: Hitting Hex Variant You could do what the Negatizer Beam from USPD (which I can't seem to find at the moment) does. It has AoE Radius, only to hit single target. It's extremely accurate, to the point that it veers off to still hit the target if he dives for cover.
  16. Re: Quote of the Week from my gaming group... Playing our Girl Genius campaign for the first time in a long time. James: Swear on your kneecaps to stop being such an evil bastard. ---- Lukas: I don't need a reference point, I have Science! ---- We ask an NPC we just met who he is: GM: I am Mondavi Windermere, the World's Premiere Hunter of Submarines.
  17. Re: No combat respect I'd have to agree with CrosshairCollie and ghost-angel. He looks like he could do some serious damage, and he has respectable defenses with his force field up. The problems I can see are: -he runs into END problems pretty fast -since the "standard" dex for 350 point champions is 23-26, he won't go first very often, so he runs the risk of getting knocked out/stunned before he can get his force field up My recommendations: -buy up his CON and/or END. Lets him last longer and makes him harder to stun -buy him some lightning reflexes to let him get the drop on his enemies. Getting hit with that Repulsor Ray before my turn in Segment 12 would ruin my day, especially if I hit a wall. Unless your campaign uses significantly different guidelines than a standard champions game, that should let you go from being one shotted to being the one shotter.
  18. Re: WWYCD: "He'll be back." Dreadnought: "As a human conciousness that was uploaded into a robotic body (well, billions of nanorobotic bodies), I be iclined to agree with the robot that it's a worthwhile process. That being said, please stop trying to kill the people of my time. They have enough problems without having to worry about assassins from the future." (On the topic of the robots souls, my group has had several discussions about whether Dreadnought has a soul. In the end it was decided that he lost it when he was uploaded, only because the GM thinks it would be hilarious to meet my own ghost some day.)
  19. Re: Pet Powers I have a marked tendency to make bricks (or brick equivalent for non-supers games). I've designed a lot of different types of characters over the years, but for some reason the brick is usually the one who actually makes it into the game. It's a good think I like tanking!
  20. Re: What Have You Watched Recently? Bourne Ultimatum. As I expected, it was a fun movie. They toned down a lot of the hand camera-ing that was in the second movie, making the action scenes actually watchable, which is a major plus. All in all, a good finish to the trilogy.
  21. Re: Twist off the WWYCD Dreadnought would buy his speed up to 5, then probably buy some more Life Support as his body continues to adapt to his new form. Metalhead would buy some CSLs, then start saving for a brick tricks pool.
  22. Re: Suppress CSL I think what people's gut reaction against supress CSLs comes from is that you haven't given the sfx for the power, so people are thinking of it as an arbirtary "and now you have no skills!" move from the GM, which would annoy most players. I know it would annoy me! One of the problems I see with "suppressing" (or however you decide to do it) is that it makes the heroes incompetent. I will put up with a lot of things being done to one of my characters. A normal "make supers more normal" method is drain super-powers, which is great once in a while. It lets the character show that he isn't a hero because of his powers but because of his driving motivation to *insert heroic motivation here*. He may be powerless, but he's still competent. Take away a characters CSLs without explaining why, and he becomes superpowers on a stick (an exageration but you get the idea). Suddenly the fight is about taking a swing and praying for a hit so your superstrength can actually do something. Victory becomes a matter of luck, rather than skill, and if there's one thing players like, it's to feel competent. Of course, if you have a rationale for WHY you're doing it, the suppress becomes more palatable. It's all in the presentation.
  23. Re: LMaSH Result: Enter Keystone I blame Hermit.
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