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hawkfu

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Posts posted by hawkfu

  1. 1 hour ago, KA. said:

    It sounds like you are going for a Joker/Arcade type villain, outwardly "fun" but inwardly cold and unfeeling, with little regard for human life.

     

    Knowing that The Joker never had a problem sacrificing a henchman for a good joke, I though of a more "classic" type of Whack-a-mole.

     

    The heroes are presented with a certain number of Henchmen (the moles) who pop up out of a hole, and the heroes are required to "whack" them, by knocking them out.

     

    The difficulties are:

     

    The attacks used to "whack" have to do at least some Body (no NND's , no Ego Attacks, and no Area Effect, Explosion, etc.)

    Perhaps the Henchmen are protected by some sort of Force Field or Armor that requires BODY to penetrate.

     

    The time limit is short.

     

    Each hero goes in turn, they are not allowed to team up.

     

    The problem is that in order to knock them out in time, the heroes have to risk killing them.

    These henchmen are not vicious killers, they are just guys that get into fights with the heroes, slaughtering them wholesale should give the heroes pause.

    As an added twist, more like Hogan's Alley than Whack a Mole, there is a chance for one of the Hostages to pop up out of the hole, so you can't unleash your attack until you are sure what you are aiming at, and you only have a very short time before the Mole disappears.

     

    Now the villain doesn't care if some Henchmen (or Hostages) get killed, but the Heroes should.

     

    More of a fragment than a complete trap, but there you go . . .

     

    KA.

     

    I do love this idea - thank you for the ideas!

  2. 4 minutes ago, Lucius said:

     

    This set-up is part of a larger adventure with the heroes working to save hostages taken by the villain. Playing these games is only one part and non-compliance risks the lives of other hostages not present. Simply clobbering the bad guy risks innocent lives.

  3. Hi, a "wacky" supervillain has taken hostages and is making the heroes play his games to "win" them back. In one segment they enter sort of a carnival area with 4 challenges to overcome.

     

    The first is a dunk tank that drops the hostage into toxic liquid. The objective is to successfully block or deflect 6 balls thrown by a bad guy.

    The second is a balloon popper where the hero has to throw the darts to hit the balloons that are are around another hostage. Misses more than likely hit the hostage. Ten darts and they need to hit 6 balloons to win. After their first throw, the villain adds a blind fold to the hero.

    The third is to Ring the Bell - the strong man hammer strike that sends a weight to the bell at the top. They have 5 attempts and need to hit the bell 3 times. Whoever swings the hammer faces a resistance equal to the STR they bring to it. A hostage is wired to the game and failing sets off an explosive.

     

    The fourth I need help with. I'm thinking a whack-A-mole style game. Maybe the heroes are the "moles" who have to avoid getting whacked? Or they do the whacking and each success equals points and they have a set amount of time to get a certain number of points?

     

    Any thoughts? I appreciate you taking the time to read this.

  4. "They can prepare for everything but us kicking their @$$!"

     

    During a session, villains took a building and had hostages. The heroes were trying to figure out the best approach to these villains, who were clearly waiting for them. One hero grew impatient and yelled out, "They can prepare for everything but us kicking their @$$!" It became a rallying cry for a little while.

  5. 1 hour ago, Duke Bushido said:

    The old Champions comic book, I believe.  My first GM collected them for a bit, then got sick of the cheesecake they were drifting towards. 

     

    They are available online at the Heroic Publishing website, but sans character write-ups, if I remember correctly. 

     

    Thank you! I went to the website and that is exactly where it is from. I appreciate it!

  6. Hi,

     

    I was hoping you all might have some ideas for a name of a villain group introduced in my campaign. They are machines out to erase humanity - right now in the form of robots scavenging parts to use to build themselves up. I based them on the Clockwork from the old City of Heroes game. In this campaign the War of the Worlds invasion actually occurred. After the aliens were defeated/repelled, World governments got their hands on the alien tech left behind and started to reverse engineer it to build their own, more advanced technology. One of those projects created these robots, but of course the machines decided to rebel against their creators and set out on their own.

     

    If anyone has a suggestion on what to name these guys, I would appreciate it. Drawing a blank on this one, for some reason. Thank you in advance!

  7. Hostages are blindfolded, and dressed in pin covered suits, they must navigate a maze of poison gas filled balloons. The hero watches on a view screen, and can communicate by microphone.

     

    "No Your left!"

     

    I love the bumper car ideas! Great stuff.

     

    I have one room - the Balloon Room with multi-color balloons. Each color releases a different thing - poison gas, a tanglevine that expands and wraps around the hero, an explosion...The door out reflects attacks back at the hero. I'm counting of knockback being really fun here...

  8. I got some great help with death traps from here recently, and I wanted to throw out another idea to see what kind of feedback people might have.

     

    The general idea is that there is an underworld court and a judge who sends out his bailiff's to capture superheroes. They are dragged before the court and made to answer for their "crimes" against super villains. My idea is that there is this black book of criminal laws...and the heroes are forced to try and defend themselves in court. I need to figure out the charges, of course...

     

    Anyway, they would get sentenced and punished in some way that allows them to fight back and of course win the day ultimately. Maybe some kind of Running Man style gauntlet..I don't know yet.

     

    Anyway, that's the idea. Any thoughts would be appreciated. Have a great day!

  9. Hi, my heroes will track down the Prankster hiding out in the shut down Playland Arcade. However, the villain of course is prepared for them and has a series of traps/challenges waiting for them.

     

    Any suggestions on 3-4 arcade themed traps to run some heroes through?

     

    Thanks in advance for reading this post!

  10. Just curious, does your plot assume the villains get away with one or more items or is it completely up in the air (pun intended!) based on the heroes response?

     

    It's completely up in the air. This idea is a last minute addition to fill out a session. Plus I have been trying to put them through more unusual, exciting combat situations.

  11. Hi, I really appreciate the replies so far. Freakin' love this community.

     

    I am in the middle of an ongoing scenario that has the heroes globe trotting to recover magic items before the villain group does. They are travelling by private jet and have recovered two of the 5 items.

     

    This scene is the villain group attacking the plane Rocketeer style. Their goal is first to board the plane and recover the items then make their getaway. Probably try to disable the plane as they leave. The bad guys have their own plane following the heroes - so they jetpack over to the heroes plane to do their thing then jetpack back. The villains can't just blow open the plane until they secure the magic items.

     

    There are 3 other normal on the plane with them.

     

    Thanks again everybody who has taken the time to respond.

  12. Having dealt with a number of scenarios on planes, and without any more information than what you posted, there are 3 areas I would suggest thinking about:

     

    1) Confined space - Planes are small, even the largest passenger jet, especially for characters wielding super-powers. In those terms, they also aren't very tough. Consider the entire plane to be a target-rich environment, whether you are dealing with other passengers, or the fuselage, it could get very messy. AOE attacks are particularly bad (or good if that's your goal).

     

    2) Other passengers - Not sure what size plane you are talking about, but you've got a captive audience in the plane. When the fight breaks out, there's nowhere for the bystanders to go. Figure out how many of them there are, where they are, and how they are going to react (in general) to a battle. Do they hunker down in their seats, trying not to get hit? Do they panic and start swarming the aisle? A combination?

     

    3) Altitude - Brush up on your environmental rules knowledge. You've got multiple effects from altitude--falling, breathing, and cold. If all of the heroes fly and have life support, it may not be a problem for them, but what about the other passengers? Back to #1, think about the non-flyer taking a hit that knocks them out that hole that was blasted in the fuselage, sending them plummeting 30,000 feet to whatever lies below. Timing is everything when you are trying to catch someone in that situation (not only are they falling, but a plane under power is moving rapidly away from them as well).

     

    I hope that at least gives you something to think about for your adventure.

     

     

    Yes! Thank you, Scott. This is helpful.

  13. Hi, I am running a storyline where in a future installment the heroes are on a plane heading to their destination when the bad guy organization sends jetpack wearing agents to attack them. I picture a lot of shooting through the plane, blowing open the door, so on.

     

    What I'm asking - any suggestions on how to handle combat in that environment?

     

    Thanks,

    Walter

  14. I have tried it as a compound power:

     

    Forced Link:  (Total: 135 Active Cost, 70 Real Cost) Mind Control 10d6, Invisible Power Effects (Fully Invisible; +1/2) (75 Active Points); Mandatory Effect EGO +20 (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Set Effect (-1/2) (Real Cost: 30)

    plus

    Clairsentience (Hearing And Sight Groups), Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points); Linked (Mind Control; -1/2) (Real Cost: 40)

     

    Does this look correct?

     

    Thanks again.

  15. Hi, I'm thinking of a mentalist that can force his way into a targets head that allows him to see and hear through them - clairsentience, basically. I'm trying to think of how to buy it exactly...the idea being either the target doesn't know (if successful). What do you think? or am I going about this all wrong?

     

    Thanks,

    Hawkfu

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