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Diamond_J

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About Diamond_J

  • Birthday 04/04/1979

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  • Biography
    I rule
  • Occupation
    antique market

Diamond_J's Achievements

  1. Re: Concepts Killed by 350 In my games I've implemented a 60 base pt limit and no limit on AP. I like to run 350pt games for balance reasons. Some builds are too powerfull when bolstered with surpluss points (450 pt character in example). There some exceptions; I need additional pts, a good 420-450pts to build a halfway decent android.
  2. Diamond_J

    D&D 4th

    Re: D&D 4th I fully agree.
  3. Diamond_J

    D&D 4th

    Re: D&D 4th My point is your supporting arguement stems from the borrowed assessment of others. I'd merely be conceding that your argument has merit and there would be no sence dissputing a valid opinion, that would genuinely be your own.
  4. Diamond_J

    D&D 4th

    Re: D&D 4th What are you saying? Kevin Siembieda isn't so crazy after all? Is he sharing his crack harness with you? (Siembieda's Crack harness: inside gamers joke, a reference to the Juicer of RIFTS fame. The Palladium system is seen as undescriptive and combersome. Creator and head designer Kevin seimbieda has added strange and ubtrusive rules; such as a huge bonus to save vs pain for women only, contradicotory bursting rules, poor lifting and damage ratios, and MDC)
  5. Diamond_J

    D&D 4th

    Re: D&D 4th D&D has allways been more about roles then characters. When has it not? The rules facilitate this, allways have and allways will. It's a class level based hit point system, the same as 3.5, 3rd & 2nd edition. The only difference is that the wizard doesn't get a big veiny shaft up the poop shoot. I've demo'd D&D 4th ED, the first module with pre-generated characters. Every one of my friends thinks it's light years better then 3.5. One member of my group didn't want to try the new system because he hated previous D&D incarnations with the burning fire of 1 000 000 exploading suns. He walked away wanting to buy the core rule books! It's a solid system. Myself, I refused to run 3rd or any incarnation of long ago because the system was a huge cluster "F". Trust me 4th is better hands down no arguement holds up againsts this, no comparison. It's up to the GM to make the game more then just tabletop minitures. If you have a good GM there realy should be no problem running a fun game, and it will allso be balanced for a change.
  6. Re: Help with TK user It dawned on me. If there are a hundred-and-one extra limbs and they all have the invisible power effect, why bother building the power literally. Just build the power as telekinesis, invisible power effect (+1/4) , with range limitation, limited range (5', 10', 15', 20' whatever you want ) (-1/4). The fact there are 101 limbs is irrelevant; it's just a descriptor or power effect. If for example somebody were to use Ultra violet lite they may be able to see the actual limbs, or perhaps if they have mental awareness only. Seeing a-hundred-and-one extra limbs isn't going to mean a dam anyway. even if you could see them all, which one is going to attack you? So again this is just a power descriptor, for flavour only. It just proves that's what the power actually is, 101 TK limbs. As a GM I'd actually force the player to build the power this way to better represent the actual value of the ability. This is also easier to streamline into frameworks.
  7. Re: Spider Crabs! In the final draft I may give them a small skill bonus to strike; a plus one perhaps. If you're familiar with the setting the SpiderCrab's were capable of taking out military vehicles and instillations rather rapidly. There pointed legs do damage on par with a tank from the Vehicles Unlimited source book. In other words they can dish out as well as take damage. Many anime characters are ridiculously powerful it's the culture. One lone warrior stands against the vast forces of evil. Usually in many of these anime the supporting cast is incapable of handling the situation on there own. Often they're useless outside of stall tactics. In the Dragon Ball Z world none of the Z warrior can hold a candle to Go-Ku. It's always up to him to save the day. Goku represents the lone samuri who must do battle one on one to preserve his honor. While Teknoman is not quite as extreme as the Z world he is a candidate for the above example, and the only one who can stop Darkons invasion.
  8. A hero is measured by the weight of his accomplishment; what would Teknoman be without giant space crabs to battle? With that being said here is the first of several installments based on the Tekkaman-Bladerunner anime. Spider Crab 55STR 45 20- Damage: 11D6 Lift:50tons 15DEX 15 12- CV:5, DCV: 3 OCV:5 14BODY 8 12- 30CON 40 15- 6INT -4 10- PER: 10-/12- 8EGO -2 11- ECV: 3 15PRE 5 12- 8COM -1 11- 16PD5 resistant PD:18 Total PD:34 11ED5 resistant ED:18 Total ED:29 3SPD5 4,8,12 17REC0 60END0 57STUN0 Total characteristic points: 121 43 Armored Hide: Armor 18PD/18ED, visible (-1/4) 40 huge and tough: damage reduction 50%PD/ED, (normal damage) 150 Piercing legs: HKA 61/2D6(8D6 with STR) armor piercing (+1/2) 19 Space Crabs: LS; Self contained breathing, safe environment all 6 Sharp Senses: Plus 2 with all sense groups 5 Infra red vision: enhanced senses: infra red 50 Crabs can fly: flight 20'x8 NCM 20 Big and fast: Running plus 10" (16" total) 50 Green acidic bug goo: 1 1/2D6 RKA penetrating x2 (+1), continuous (+1), 8 continuous charges per 12hr period (1 Turn) (+0) (removable by numerous means including shaking or flicking the goo off requires STR 30 Plus or sufficient speed motion), no knockback (-1/4), reduced range (20", -1/4) Total Power cost: 383 Total character cost: 404 Disadvantages: (Details pending; psychological: hive minded, animal intelligence, Physical: Huge 20-25 tons 12ft tall 16 feet wide, no manipulatory limbs) Note: This is the first draft for the Spider Crabs from the anime Teknoman, and there may be some discrepancies. Further adjustments to the acid spray may be in the works based on the way it effects objects and teknomen during the series. I believe they also had a bonding compound (entangle) in adition to the acid spray, but further observation is needed. What are Spider Crabs: Spider crabs (as there name sugests) bear similarities to there namesake. Capable of withstanding fire from heavy weapons, the body of a SpiderCrab is wide and flat (like a crab) with multiple crab/spider like apendages each ending in a weighted point. They are large, bulky creatures standing roughly 10 to 12 ft tall and 14-16 ft in diameter, aproximate weight would likely range from 20-25 tons (not official, but deduced from observation). In the Teknoman series they're shown surviving the rigors of space, and re-entry into Earth's atmosphere. It's unknown but unlikely that they need to breath oxygen. In addition, Spidercrabs are able to fly defying both gravity and logic. Spidercrabs are hive minded. The queen produces eggs at an allarming rate. She seems to be capable of commanding her offspring from vast distances (the moon) possibly through a psychic link. It's just as likely they're programed genetically at birth for specific one shot tasks. This was never fully explained in the 43 international episodes. These creatures are born warriors capable of rudimentary pack/swarm tactics. Spider crabs can tear through tank armor and even wound a teknoman. Though they're nary a match for Teknomen even in swarms of hundreds, they would likely shred a group of 350pt PC's. You've been warned but feal free to use them if you wish.
  9. Re: Tekkaman/Teknoman The shoulder cannons are called Vol-tekker reactor cannons in Japan and Tekno Blasters in the Canadian/American release. Blade's brother survived a direct blast from them at one point though barely. Anyone or anything else he shot was disintegrated. Thanks for the help. I'll post his stats within a few days. Tekkaman is back home, I'm on someone else's computer at the moment.
  10. Re: Setting a real point limit, instead of AP limit In my Superhero games I moved away from active point limits and switched towards base point limits. The base points are what can get out of control and unbalance, seldom the advantages. The sky's the limit this way, it allows for more powers and effects to be reproduced without getting out of hand. When I run fantasy Hero next I'll be incorporating base point limits in the new game.
  11. Re: Tekkaman/Teknoman I think that's a good idea otherwise his thrown lance will resemble his teknorangs. Striking more then one Spider-Crab at a time could also be a rare example of the Rapid-Fire combat maneuver (A flourishment by the GM if you will) I seem to recall Teknoman toeing the blue earth with the same line. On more then one occasion he used the energy line to retrieve his Tek-lancer when he was disarmed (much like Indiana Jones' and his whip). Time limitation one-exta segment (one-phase delay) is very workable, hmmm; perhaps coupled with a limitation, only with moveby. What would that be worth? When in doubt (-1/2). The idea, of course is that it can't be too useful or he'd activate it all the time, especially against other Tekamen. This is something I don't recall Blade/Slade/Nick Carter/Ness Carter/Teknoman/Tekkaman/D-Boy/Slash, Slash, ever doing...SLASH!
  12. Gotta question regarding moveby's and damage shield If I (my character) has activated a damage shield, and wants to do a moveby would he need the (+1/4) advantage, adds damage to punches. The effect is that the character charges up with energy and then proceeds to collide through multiple opponents all in one fluid transition. My understanding: (+1/4) advantage is not present on moveby Damage shield applies to opponents defenses separately, then moveby damage is calculated and applied. Opponent applies his defenses twice, once for each portion of the attack (moveby then damage shield). (+1/4) advantage is present on moveby Damage shield and moveby damage add together then are applied (combined) to opponents defenses. or is it: (+1/4) advantage is not present on moveby Damage shield will not do any damage with moveby. The damage Shield is only activated defensively when others attack, not when damage shield user is attacking even in this manner. (+1/4) advantage is present on moveby Damage shield applies to opponents defenses separately, then moveby damage is calculated and applied. Opponent applies his defenses twice, once for each portion of the attack (moveby then damage shield). or I'm I a jackass and it's neither?
  13. Re: Tekkaman/Teknoman Then the tether is just an "effect" for why the lance returns to his hand, OK. That makes the build much simpler. I'd go over my DVD's again but I lent them to a friend and haven't seen the DVD's nor the friend in some time. Anouther friend of mine is supposed to get them back from this guy. Does he (Teknoman) sometimes slice through more then one spider crab with his thrown lance? I thought he only did that with the Techno-rangs. Interesting perspective on the Charge up power. An AOF line is only straight he turns corners during the attack though. As for the damage shield under the rules it only adds to hand to hand damage with a (+1/4) advantage. Would you say he should have this perhaps with a boost to speed linked and/or concentration as a limitation?
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