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Herolover

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  1. Zodon Player: Val Char Cost 8 STR -2 21 DEX 33 18 CON 16 8 BODY -4 24 INT 14 18 EGO 16 15 PRE 5 10 COM 0 17 PD 3 17 ED 1 5 SPD 19 6 REC 0 36 END 0 40 STUN 19 12" RUN-120" SWIM-20" LEAP-2Characteristics Cost: 104 Cost Power END Floating Chair, all slots OIF (-1/2) 24 1) Armor (12 PD/12 ED) (36 Active Points) 0 24 2) Running +12" (12" total), Reduced Endurance (0 END; +1/2) (36 Active Points) 26 3) LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points) 0 3 4) Extra Limbs (4) (5 Active Points) 0 Powers Cost: 77 Cost Skill 10 +2 with DCV 4 +2 with Stealth 10 +2 with any technological device 7 Analyze: Technology 16- 3 Bugging 14- 5 Computer Programming 15- 7 Electronics 16- 7 Inventor 16- 7 Mechanics 16- 3 PS: Master Villain 14- 5 Security Systems 15- 7 Systems Operation 16- 3 Tactics 14- 3 Scientist 2 1) SS: Chemistry 14- (3 Active Points) 2 2) SS: Computer Science 14- (3 Active Points) 4 3) SS: Electronic Engineering 16- (5 Active Points) 2 4) SS: Mathematics 14- (3 Active Points) 2 5) SS: Metallurgy 14- (3 Active Points) 2 6) SS: Nuclear Physics 14- (3 Active Points) 2 7) SS: Physics 14- (3 Active Points) 2 8) SS: Robotics 14- (3 Active Points) Skills Cost: 99 Total Character Cost: 280 Val Disadvantages 15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing) 5 Physical Limitation: Cant say any kind of obscene word. Instead says something nonsensical. (Infrequently, Slightly Impairing) 20 Physical Limitation: Unable to walk (All the Time, Greatly Impairing) 15 Psychological Limitation: Believes in his Superiority (Common, Strong) 15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor) 5 Quirks 5 GM's Bonus Disadvantage Points: 80 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Hello All. I am going to be Judging a a local Convention (see the conventions forum for more info) and I am going to be running an adventure based upon the PS238 comic. For those of you not in the know, PS238 is a tongue-in-cheek comic about a secret school "Meta-Prodigy Children." You can find more information at http://WWW.ps238.com. Someone has asked me to post the write-ups I am going to use for the characters in my game. So here they are. NOTES: I realize there are much more effective ways to writeup the characters. I tried not to use any power frameworks and tried to stick to the powers the character have shown in the comic. When I knew I had to err I errored in the favor of what I thought was playability with my adventue in mind.
  3. I am not sure exactly what you get from the powerlines. Does it just mean you don't get tired when using your blast? Does it increase the power of you attacks? What exactly does it do for you other than look flashy? if the answer is flashy, then I would say it is a special effect only and needs no game mechanic. If you can't use your powers outside of the range of electrical lines then you could even get a limitation on all you powers. Otherwise I would build a power framework, I would have to study more to know which one would be appropriate, with the following slots. Damage Shield: Anyone who gets near to you during the "drawing of power" is gonna get hurt. AID: Aid to your powers to increase their active points. AID to your END or an Endurance pool (wherever your powers come from. I would think absorption is not really required for this purpose. You could always buy it anyway, but I don't think a GM should penalize you and say you take damage. It would be like saying Iceman takes damage from being in the cold. SFX thing. If you GM is a stickler though I wouldn't go with absorptsion, but a major FF.
  4. Please do not post spoiler information as some of my players reaad this list. Otherwise thank you for the suggestions. I never said the group was evil and only one person is a teen.
  5. As a HERO GM one of the hardest things to do is judge encounter strengths. There are no guidelines or given and with the system so flexible it is hard to figure out what is what. I have come up with a couple of rules that I go by though and I share them here. 1) Points are not Important. Total points are NOT important. Yep, I DO NOT look at point totals. I don't look at point totals because they are very deceptive. If a character spends 400 points on Contacts, Perks, Talents and Skill they will be more points then the characters, but without any kind of attack, defense, or ability to hit the players they will not make a good encounter. 2) Break the Campaign Limits When I look at a challenge for my players I look at OCV, DCV, Defenses (sometimes this is a high DCV), and attacks.. Let me give you an example. Everyone fears King Leo in my campaign. Why? He is built on 350 points and the PC's are built on 375 points. So what makes King Leo so nasty in an encounter. Well, King Leo has a normal DCV of 12 and can boost that up to a DCV of 15 if needed. Second he has a killing attack that is worth 80 active points when the characters can only muster attacks of 70 active ponts. That is what makes Dr Destoyer so bad. He breaks campaign limits. Because of that Character's can't hurt him and he continually can hit and hurt the players. 3) Specific Powers. Mechassassin just became a major problem for the players in my campaign. It isn't that he has any great defenses, is isn't that he has any great attacks. However, his Darkness grenades just stop my players cold. None of them can see through or in them and thus Mechassassin knows to use his grenades to his advantage. 4) Tactics This cannot be overlooked. Be aware of what creature or villain you are using. An example of this could be Mummies. I could write up mummies that would scare the pants of people. However, being mindless they won't use their best ability all the time, they won't use tactics, they will just mindless go. I took Bulldozer up against a player one time and realized that I could really make the combat close. However, Bullldozer, though not an idiot, isn't really smart enough so I, as the GM, made major tactical errors that allowed the player to win easily. 5) Cheat Yep. CHEAT. CHEAT. CHEAT. Players would drather have you cheat and create a great story with a close run combat than a boring encounter in which they loose or win so easy that they yawn. Cheating, fudging, or whatever you want to call it can be done in several ways: Dr. Destroyer has Tactics and a very high intelligence. I do not. According to the rules you should declare what he aborts to before the attack happens. However, Dr. Destroyer is smart so why not let him delcare after? He is so smart, he knew it was coming. He knew the players would go that route so he just happened to have agents set up around that corner. D&D books of challenges talks about GM'ing intelligent creatures and I think every GM for any game should read it. Obviously you can fudge dice rolls. I have found though that it adds a lot of drama to keep the dice rolls in the open. This is just my opinion roll because I roll very good usually. I know one GM that can never roll good and if I was him I would never roll in the open. Change the encounter. I am sure every GM that has ever played the HERO SYSTEM, or any othe system for that matter, has the encounter where he plans on it being very nasty and something that really presses the players. Then, the players suddenly start walking through the encounter. Change it. Add more agents, give them better weapons. Just because you planned to use 6 agents doesn't mean you can't through another 10 in there. This can be used another way to maybe you watching the players get killed by 6 agents don't use the other 10. Change the Character Sheet. Yes I know Kill Man was suppossed to be hurting the players, but his 14d6 EB just isn't hurting or scarring the players. Change it. Make Kill Man's attack be 18d6. Or maybe Kill Man is getting to hurt by the players. Increase his defense. Stun times. Okay sure Kill Man got knocked out and is in the area where he only recovers once every post segment 12. Who says? Have him recover quicker. The players shouldn't know how much defenses or stun he has anyway. I hope any of this helped.
  6. I think you mean to do this, but I want to point it out anyway. As I read your multipower and regeneration when your character gets below 15 BODY your regeneration will automatically kick in and take 90% of the points in your Multipower. This means you will be effectively useless. Is this the way you want it?
  7. The originality of the idea is why I awarded them all 25 extra character points. The rules were that they had to pick an already made character out of any of the HERO books. One player has yet to play and he picked Nighthawk, but that has yet to come up since he hasn't played. Below is some Spoiler information that I don't want my players to know: In truth the players are not clones. They are the actually the entities in question. VIPER captured them and was using strange techniques to "re-program" the characters. Of course none of the players know this. They think they are clones and any differnce between them and the "prime" is due to "genetic anomalies." The truth is: UNTIL perfomed surgery on Grond to change his appearance There were errors in the process and Firewing's alien make up caused him to "de-age" to his current teen appearance. Nighthawks equipment was kept and his "clone" is going to be told it is copies though it is the original equipment. I have lots of plans. The players have already met the Champions and found out that Nighthawk is dead. He "died" in a VIPER attack. The Champions know the truth and some tention has already been created between Firehawk and Ironclad. Of course the player that plays Firehawk is in fear of his "prime" and thinks Ironclad doesn't like him because he is similar to Firewing. Little does he know. Please do not post anything on the informatio above as some of my players read this forum
  8. Exactly how much damage did I just take
  9. I am going to make some assumptions here. 1) When you see Galactus no matter what he looks like you know it is Galactus. 2) Galactus has no conscious control on how he looks. Given these two assumptions I would say it has little if any game effects. Sure you look different, but everyone knows who you are. I would make it a 0 point DF or physical limitation. Now, on the other hand if #1 is false then you are dealing with a power. I would use Images. Looking Different: Sight, Mental, Radio, Smell/Taste, Touch and Hearing Groups Images 1" radius, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Always On (-1/2), No Range (-1/2) Cost 39 Given Galactus size you may need to increase the radius with extra size. Also, you could give him a Social or physical limiation based upon the fact that no two people see him the same. It would not be a DF, becasue DF means you recognizable and we are looking for the opposite.
  10. Hello Everyone. That's right. This board gets to name my group's Super Team. Here are the details: The campaign is a standard campaign set in Millennium City. What is publicly known is that a group of four or five heroes with the backing of Dr. Silverback are going to form a super-team in the city in order to fight crime. The heroes are Firehawk (looks like a teenage version of Firewing and has same powers), Titanic (looks like a smaller Grond without the horns and has same powers), Shockwave (looks like Thunderbolt I from the Ultimates and has same powers) and Psilance (looks like Lancer from PSI and has same powers) Not publicly known is that VIPER cloned Firewing, Grond, Thunderbolt I, Lancer, and possibly a couple of others. VIPERâ€s goal was to mentally program the clones to do their bidding. UNTIL raided the lab and captured the project before it was completed. They had Dr. Silverback complete the project under their direction with different programming. The PC’s and Dr. Silverback have announced their intention to form a super team, gotten some donations, and doing an internet contest to name their team. (Winner gets to cut the red tape on the new base with a grand tour and time spent with members of the team). Our gaming group has decided to post this hear in order to let the HERO fandom pick our group name. Some possible names are Millennium City Sentinels New Avengers New Champions Millennium City Brotherhood Millennium City Meta-Knights Millennium City Justice Corp Millennium City Justice Council Millennium City Justice Force Project Shield Millennium City Justice Watch Millennium City Crime Watch Millennium City Justice Squad. Note on several of these you could loose the Millennium City part. What are your suggestions?
  11. I usually run a campaign that is close to the Champions standard. My usuall campaign is straight out of the book, but I don't charge players for a base, team transporation, and communication devices. So they are 350, but get some free stuff. In my current campaign the characters are 375 point characters. They got an extra 25 base each because they came up with a combined origin. In this one they are going to form a team and I am going to make them pay their own points for the equipment and material.
  12. Most of you are forgetting something. IMO There are two main things to look at here. 1) Does the Entangle have the +1/4 Cannot be escaped Teleporation advantage. If the Entangle has that limiation then obviously the triggered Teleporation doesn't work. If the entangle does NOT have that advantage then the Triggered Teleporation works. As far as other spells that have Incantations and Gestures it would depend upon the Entangles SFX. If the character was put in a "force bubble" and could still talk amd move I would allow them to cast spells, but they would have to go through the DEF and BODY of the Entangle and for NON-damaging spells I woud rule the Entangle would take a certain amount of active points off the spell making some unable to get through the Entangle. SFX is VERY important. As an example I will give you a situation that happened in my campaign recently. I have a character that has a Flash Attack because he shoots a blob of stuff that covers a peron's eyes. I flahsed LAZER (from CKC). LAZER has Flash defense defines as polarizing lenses. My flash to the sight group so I asked the GM how do polarizing lenses help to see through the blobby mass on his eyes. Yes, he has flash defense, but it didn't work because of my SFX. Don't forget SFX.
  13. I am sorrry to ask this, but are you wanting completely bloodless combat? First, I assume that you are NOT using any of the optional rules such as Wouding, Bleeding, etc. You could use Hit-Locations, but just use them as flavor text. All of the above add quickly to the deadliness of combat. Have you PC's make frequent use of block, dodge, and Dive for Cover. Remember, in the 19th Century there were to major defenses for not dying in combat. No getting hit (DCV or Manuevers) or using a lot of armor (high DEF). Remember a person is not DEAD until they reach negative their normal BODY number. In other word a person with a 10 BODY is not DEAD until they reach -10 BODY. Other than this, without you giving more information, I am not sure what to tell you. I have never found normal, standard, HERO combat to be deadly far from it. Assuming you use standard weapon damages and standard armor defenses an attack from a 19th Century weapon will do 3-4 BODY meaning a character can take 3-4 hits before thay are out of the fight and even then if the PC's can take a phase they can stop the PC from dying. I am going to apologize for the next statment ahead of time, because I do understand what it implies, however in my years of using HERO I have had the problem that combat at low levels wasn't deadly enough. It sounds to me like either the "villans" and creatures you are using are to powerful or there is a rule somewhere that you are using, not using, or using improperly.
  14. That is a really great site...wish there were more of it or more like it. As far as HEROCLIX maps goes it depens. I have used them because I am HORRIBLE at drawing maps. I have no spatial awarenesss and can't draw a straight line to save my life and my players want adventures not maps. They are in squares and are set to the scale of the CLIX, which is great becasue that is what we use for minatures. I have used them before and they are okay, not great. Just bring a ruler to measure inches.
  15. reFred Fred Jr. SOF Overall I have to say I really like SOF for Son of Fred....
  16. I almost lost it when I saw this thread. I can't wait for DEMON and have great hope for it. 1) I hope that it is the equivalent to the VIPER book. If you want to know how to do it right the VIPER book is a great place to start. 2) When I read DEMON I want to be scarred and then I want to scare the behiges ouf of my players. 3) Lots and Lots of information on how they interact with the Mystical world. More so than how VIPER interacts with the super world. DEMON and the Mystical World should be so intertwineed that one cannot do without the other. 4) Although DEMON does not use technology I would like to see some information on how they use technology and combine it with magic. 5) Lots and lots of plots and adventure ideas. The more the better. 6) Of course rules and examples for making a routine member of DEMON up at various levels within the organization. Random generation tables would be nice. 7) Why hasn't DEMON been take over by the Takaofanes (sp?) or some other group. Why haven't DEMON taken control of them. 8) I am not sure if DEMON still has the rivalry with Dr. Destroyer, but if they do what caused it. What are the ramification. 9) What are DEMON's current projects and goals. What are some of there best success and worst failures. 10) What are the "good" mystical organizations that fight DEMON. 11) For some reason I often have characters that have or are related to people that have left DEMON> What does DEMON do to these people.
  17. Page 293 of the 5e rulebook has some rules that you might find interesting. It does use optional rules, but gives you an idea. Would it be a move by or move through? I am not sure. I know I would make the character make an EGO roll to continue to hold onto the truck. Maybe an EGO minus some modifier for damage even.
  18. This is one of the flaws in the DOJ business thinking. By making the 5e binding so good they have limited the repeat buys necessary to play the game. tsk, tsk tsk....
  19. You know, not that you mention it I remember that. I guess I should have checked the FAQ first uhh. I just wanted to be able to give a response to this question when I get asked it.
  20. 5e page 293 under Throw has some information on this subject. I just found it, but it uses optional rules.
  21. I am building a summon. I am going to summon a 100 point creature which whill cost me 20 active points. The creature in question is built on a total of 100 points. My question is why not have all these points be Base points? Why would I want to place any disadvantages on the summoned creature? I don't get any more points?
  22. We had a situation come up in our game the other night and I want to make sure we did the correct rulling. Grond made a grab attack on a PC and threw him at another PC 2 or 3 hexes away. Grond missed the PC he was throwing at. We ruled that the thrown PC hit the ground and are wondering how much damage he should take. Grond had 80 Extra Strength in his throw. Now, the way we ruled it is this: 1) The thrown PC, hereafter PC, did a move through on the gound. 2) Grond had 80 Extra STR and looking at the throwing velocity table means he could have thrown the character 32" which equals the characters velocity. 3) The PC's STR was 15. 4) Using the Move Through formula we figured the ground took 14d6 and the PC took 7d6. Is this right?
  23. This is off topic, but someone mentioned one of my great pet peeves and I just can't let it pass. I HATE help files. I foundly remember instruction manuals and hate that they have been replaced by help files. Few help files have ever really helped. What they call instruction manuals now are just glorified installation methods, product requirements, and product specifications. I now return you to your originally scheduled forum discussion.
  24. Thanks for the info, but I am not really worried about making it up. That would be really easy to do as you point out. I am wondering if anyone has already made him up or if anyone has gamed anything along that lines.
  25. I am really dating myself here. There was a television show in the ealry 1980's on ABC about a man that was given a "spandex superhero" suit by aliens. It has many powers: Flight, speed, great strength, etc. However, the guy lost the instruction booklet so wasn't able to completely use the suit. Has anyone ever tried to make this up or do something like it for HERO?
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