Jump to content

Diamond_J

HERO Member
  • Posts

    87
  • Joined

  • Last visited

Posts posted by Diamond_J

  1. Re: Concepts Killed by 350

     

    I can't recall many concepts I couldn't do on 350 though I agree with Nestor that point caps have always been my bane. I love the idea of a full on mimic (i.e. VPP Multiform to copy anyone) but the copies always end up being watered down due to the AP cap on the forms. I'll explain. We typically use a 60 AP cap for our 350 campains. A 60 AP Multiform only lets you make a 300 point copy.

     

    Comic cited another great example. 60 APs in Shrinking will push you past the DCV cap in most 350 campaigns.

     

    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. Re: D&D 4th

     

    I played 4e a week or so ago...in that module that just came out "Darkwood Tower" or "Elderdark Scar" or "Midnight Legion" or whatever the heck they named it.

     

    I've been playing D&D in all its forms for a couple of decades now and, though I've been moving towards Hero, I still have a warm fuzzy for D&D.

     

    My experience with 4e confirms that it will make a nice, casual board game. It did not, in any way, feel like D&D. Here are several remarks overheard by the players:

     

    "This wizard is just an archer. It's the most boring magic slinger I've ever had"

    "Why did they keep the same names for things and change the definitions? This spell..."Magic Missile"...is nothing like magic missile".

    "4E is fun but it's not any faster to play than 3.5"

    "It seems like all we do now is deal damage and we're all doing about the same amount".

     

     

    Make no mistake-we had a lot of fun. Our GM had a great time as well. However, I couldn't shake the feeling that I was playing Heroscape or some kind of simple miniatures "skirmish" game.

     

    Even the two "4e cheerleaders" in our game seemed a little let down by actual play.

     

    Playing 4E is the straw that broke the camel's back-I'm moving my guys to (Fantasy) Hero full time.

     

     

    I fully agree.

  3. Re: D&D 4th

     

    Why would you concede the argument then? I'd only be reflecting my experiences and opinion, which still would vary greatly from yours. No need to concede anythign on your behalf, and I'm not looking for a concession anyway. If you play the game, I hope you have a blast doing it, and don't mind me if I prefer other systems.

     

    I mean, I already dislike hit points, armor class, feats, classes, and levels. I don't think 4e's going to do much about that.

     

    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. Re: D&D 4th

     

    General Gamer conversation? After all' date=' D&D used to be the flagship game for RPG's, and it still is a major player in the gaming industry. The decay of such a storied system is a subject of consideration to those interested in roleplaying gaming in general. The focus of the market selection of the game, and how that has influenced the rules and the very premise of the playing experience is worth discussion.[/quote']

     

    I would humbley suggest you stop using here-say and try the system at least once for yourself.

     

    It doesn't hold much weight for your counter disscussion when you have no experience with the system what so ever. If then and only then you don't like 4th ED, I'll concied the argument to your behalf. After all it's very different form 3rd and I'm sure it wont be everybodies cup of tea.

     

    However, the good news is there are hundreds of supliments for 3rd which you can now buy on the cheap, so many you would and could never use them all. Honestly what was left to release for the 3rd edition?

  5. Re: D&D 4th

     

    People keep saying things like that' date=' but I just don't see it. Mind expanding on what those essential elements are?[/quote']

     

     

    1. An intense crippling fear of change.

    2. The need to uphold nostagia with the rule of an iron fist

    3. The desire to complain freely and openly on the internet

    4. A biological urge for wizards to be made of tissue paper

    5. The ability to fluke role obsene characters.

    6. The bliss of pouting when one doesn't role an obsene character.

    7. All level one characters must suck and be no fun to play

    8. A weesle should be able to leap through the chest of a pesent (2 HP)

    9. The Gm must shed tears trying to put together a game

    10. Mountain due and Cheetos.

     

     

    There, does that itinerize everything for you. It's all sooo clear :nonp:

    D&D 2nd edition is the greatest system of alll tiiiiime:drink:

  6. Re: D&D 4th

     

    Something just struck me. Maybe Kevin Siembieda isn't so crazy after all. By engaging in creative inertia, and refusing to adapt and not improving on the system..it can be said Palladium Fantasy now might be a better RPG than the game it initially was a weak clone of, simply by 4e D&D's backslide.

     

    The triumph of creative stagnation? :P

     

    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)

  7. Re: D&D 4th

     

    4E seems to be moving in the opposite direction of what I want in an RPG. It is less simulation and more abstractions that emulate video games. It is more about roles than characters and characters are more about special abilities than qualities. I'll probably read it but the game doesn't seem to have anything to offer me.

     

     

    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.

  8. 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.

  9. Re: Spider Crabs!

     

    it's fortunate that they can't hit the broad side of a barn reliably.

     

    They'd cripple/kill most things in the CU in one shot.

     

    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.

  10. 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.

  11. Re: Tekkaman/Teknoman

     

    Did you forget his most powerful attack, I think they were shoulder cannons? Those could near disintegrate anything and those he actually used on one of the others once - wiping him out.

     

    You realize curious people like me would like to see his stats once you're done. ;)

     

    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.

  12. Re: Setting a real point limit, instead of AP limit

     

    I am thinking of using a real point limit for a fantasy hero game, instead of an active point limit. The reason is to allow for expensive powers (area effects, etc) as long as they are reasonably limited, as well as really big epic effects.

     

    For starting 150pt characters, I'm thinking that no individual power may cost more than 15 real points. (This may need to be adjusted.) That easily allows powers in the 45 AP range, and you could go a lot higher if you're willing to limit it down.

     

    There would still be guidelines on DCs and defenses, as well as the ole' GM eyeball to watch for problems.

     

    Has anyone done this?

     

    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.

  13. Re: Tekkaman/Teknoman

     

    I seem to recall that he sliced through more than one spider crab but generally it was one. You could simply contribute that to the storywriters.

     

    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 agree that it's a line so I'm thinking on that one.

     

    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).

     

    If you have HTH damage that adds to his strength, then of course the HTH damage would add because it's adding to his Str when he does a move-thru. I would say the limitation is more of a one-phase delay. Concentration may not be a bad suggestion.

     

    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!

  14. 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?

  15. Re: Tekkaman/Teknoman

     

    It's been awhile since I've seen this but I'll give it a shot. Regarding Blade' date=' it's simply a large attack that does alot of damage. I don't recall the cord doing damage though. The lance hitting multiple targets can be bought for example as a [i']RKA, Area Effect with Selective[/i] on it (or an EB depending on your flavor).

     

    The 'charge-up' can be bought as a RKA, Area Effect line, with the limitation must do move-thru to represent that after the attack he is not in the same place. I'm sure it can bought differently but that's the first thought that popped out of my head. If you buy it as a damage shield when he does a move-thru, I'm sure that the combination damage of the move-thru damage + the damage shield should do quite nicely, damage-wise.

     

    I hope that helps.

     

    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?

  16. Re: Help with TK user

     

    The flash attacks are defined that he is pinching the optic nerves or plugging a target ears. Maybe I need some more limitations on those to simulate that better.

     

     

     

    I think there's a tendency for people to force a reason for there characters to have flashes. How rare these powers are in comics and movies. Flashes don't pop up that often.

     

    He pinches there optic nerves? I would never let my players have a power with such clumsy logic.

     

    Are you trying to framework the character to save points?

    What do you need help with?

     

    Points don't matter...that is to say they are only a way to promote balance and fairness. Point limitations coupled with DC caps active pt caps and base pt caps help provide a framework for players. If I could trust my players not to make crap characters with no concept, I'd have no caps in my game. As it is now I still get players with a mish mash of powers that don't work together and make no sense. It happens because they want to be capable of everything, and pout when they aren't.

     

    Some people on this board believe everything should be wedged into 350pts or less. I think if you or your GM is of this mindset you should narrow the concept down. The TK limbs are a cool idea, however I believe the limitation on STR, only with TK limbs (-1/2) implies (by the rules) that there would be no figured attributes and you would not get a further reduction in points. Re-read the extra limbs power; I think I'm correct but not 100% sure.

  17. I've "mostly" built Tekkaman Blade for Champions. I think I've done fairly well. As of so far I've designed his Tekno-Lance as a power framework; all OAF powers since many of his attacks stem from this weapon.

     

    There's only a few of details I'd like some suggestions with: When Blade throws his lance it's tethered by an energy cord. I can't remember, does the cord damage/slice what it touches? If so how would you build that? The logistics of both the tether and the thrown lance each applying damage in different ways is complex.

     

    Secoundly, Teknoman has a rush or boost mode where he charges up with energy then performs what I would call move-by's destroying or damaging all he touches. Is this as simple as a damage shield? I'm not so certain.

     

    Yes, I've built his Tekno-rangs, and no I did not use autofire to do so.

     

    aaaaannnnd go.

  18. Re: Superman

     

    5 PD figured from his base 25 STR

    +5 PD bought

    +10 PD, hardened, from "Armor" of the invulnerability

    +10 PD figured from the +50 STR

     

    = 30 PD (that would be the value after the slash)

     

    It would take an average attack from a 16d6 attack to stun him. Since this is Superman, it's probably a safe bet that there aren't a lot of attacks that are doing more than 15d6 in JMOz's game.

     

    Yes, an ED attack only has to be about 13d6 to stun hum. But this is meant to be the DCAU Superman who was often stunned by energy attacks.

     

    I see, that's a weird way of building the character. It would make more sense to covert PD purchased to resistant using resistant Defense power instead of armor. Why would you need to write 20/30PD? It reminds me of the 4th ED way of building things. Since there's no circumstance that he'd use the 20PD instead of 30PD it's just unnecessarily and confusing.

  19. Re: Where to sell champions books

     

    Hi All

     

    Due to a house move i am selling quite a few champions books. Where is the best place to 'post' about this?

     

    Thanks

     

    Honestly if you want anything for them at all put them up on amazon.ca/com.

    If you just want to get rid of them go to your local used book store. Most of these stores buy RPG books, but they wont give you much for them, likely just a few dollars a book (2-4 dollars)

  20. Re: Value of AVLD

     

    I was thinking about a character who had a sword that can "Cut through anything, save that which lives". That's the concept, but I know how Hero deals with absolutes, so it's actually Cut through anything a 5d6HKA can cut through.

     

    The second part, is if a person gets wacked with the sword, it won't cut them but it's gonna hurt. So the plan is to link the 5d6HKA to an AVLD Hand Attack (or maybe no range EB depending on how the Advantages work out). The Defense will be any organic defenses.

     

    Now if I defined it as Power Defense the value of AVLD would be +1 1/2. That seems fair for that, however, most people's PD and ED will reduce my attack. Pretty much everyone I attack will have at least SOME defense against it. Plus with a normal AVLD, there's only ONE type of defense you can have. If I say the Defense is Power Defense, you either have power defense, or your take full damage. With what I'm proposing if someone has say a power bought as Armor, that puts Tree Bark around them, it defends against my attack.

     

    With all that in mind, if you were the GM, what would you say the value of that Advantage is?

     

    You are over complicating, the solution is easier then you believe. IF you want the sword to have multiple application simply framework it into a multi-power. This is practically what multi-powers were made for

     

    Example: This is what you really want

     

    62 Multi-power (125pts) Grasscutter Sword (OAF, -1)

    4u Cut through anything: 3D6+1 HKA (4D6 with STR), double

    penetrating (+1), Reduced END (0 END, +1/2) inanimate objects only

    (-3/4)(nothing sentient, nothing with a sole), OAF (-1)

    5u Soul Divide: 7D6 HTH (9D6 with STR) NND (defense is thick

    protective armour / force field, +1), Ranged (+1/2), Reduced END

    (0 END, +1/2), OAF (-1)

     

    Part II of that is if I had a 20 STR and 6d6 AVLD HA, would it be 10d6 AVLD?

     

    An AVLD raises the value of each die in the attack. That is to say applying more levels of DC will translate to a steeper cost. It would cost 12 pts of STR to increase the DC by one level (5 x 2.5 = 12.5 rounded down in you favour as always). The attack therefore would be 7D6 HTH attack AVLD with STR).

     

    As is my above sample with the NND attack (which is more like what you want) it also raises the value of the DC from 5 to 10. Not every advantage does this however, the END advantage does not reflect how damage is dealt and therefore does not change the cost of STR to DC. To complicate things further the only the first level of armor piercing increases the DC since the secound level is merely in place to counter the effect of hardened defences. The secound rank also has no benificial effect on the way damage is calculated though the first rank does. So in this case it takes only 7pts of STR to raise the DC (Note that you must use full STR values when adding damage and may not round off)

     

    If you have any further questions I'll be happy to answer them

  21. Re: Black Widow (250 Points)

     

    Or... she could leverage the rapid fire rules.

     

    Since removing the AF advantage would give her some room to tweak, she could include +4 levels vs. rapid fire penalties (a mere 6 points). This would let her get three shots off consistently at her base OCV.

     

    This is true, but for the potential of 5 points with the doubling rule and a (+ 1/4) autofire in theory she could land a total of 6 hits in one action (three from each pistol, power combination rules). For this to work she'd need ambidexterity, or be forced live with some stiff penalties on her off hand. I would argue Black Widow should have the ambidextrous advantage anyway. Sure you could auto-fire (+ 1/2) but the extra shots would never land. Furthermore I don't think I'd allow offset auto-fire penalties in my game as it seems abusive.

     

    In the comics she rarely misses with her sub-machine pistols. A point could be made to include your idea and mine together. That would be fairly crazy, but if she's going to role with the big boys...then again how powerful would you want to make the Black Widow?

  22. Re: Grond + Eclipse = 2 Gronds?

     

    (It's been a while since I looked at Grond, so I may be misremembering what his character is like)

     

    I like the idea of Eclipse becoming Grond. This has potential. Imagine it happens by accident, once. Then, once the power reverts back, some little bit of Grond, deep inside, that's still Potter, starts obsessively looking for Eclipse. When he finds her, obviously, he shortly reverts back to Potter. Potter wants to subdue Eclipse or keep her still long enough to figure out how to make the transfer permanent, so he can go back to being himself.

     

    I imagine this happening several times. Heroes could hear about Grond being unusually active, lately, in weird bursts of activity here and there. Possibly in unusual places. He's stalking Eclipse. When he's Grond, he doesn't know why he wants to find her, but he does. She becomes frightened - maybe she goes to heroes for help? Suppose the powers are transferred, but now Eclipse-Grond is off destroying stuff. Does Potter come to the heroes with ideas about how to take him down? Can they use him to develop new weapons against Grond without helping him stick an innocent... uh, okay... a person with his curse?

     

    I dunno. Like I said, I may be totally misremembering what Grond is like. Right now I have a very Hulk-esque memory of him, but that might not be right. If not, ignore. Or change him.

     

    You wouldn't be far off in comparing Hulk to Grond. This is not a bad story, would you mind if I stole... err borrowed the idea for my game?

     

    It would make a good transition story, and I already have plans to use Grond for a very involved plot in my game.

  23. Re: Black Widow (250 Points)

     

    The EB Autofire is my way of showing her shoot with both wrist blasters.

     

    I've seen some published examples that allow the purchase of a secound gun/weapon for five character points simulating the "doubling rule". Since the game allows for power combos, I'd use that and make both weapons semi automatic (autofire 2-3 shots, +1/4, as you also did).

     

    Widow could also use some kung-Fu and maybe a level or two of combat luck.

     

    Sorry, I like to get my two cents in.

     

    good job though, have some rep.

  24. Re: Superman

     

    Well here is my 350 point version of Superman, based on the animated series, going to revise him a little bit soon, bumping him up to a high power character (Going to do that to all of the AJL characters, then someday do the JLU characters, but they will be at 350 for the secondaries, while the big 7 will be high power)

     

    I'm curious, does your group ignore stunning rules? Your version of Superman has 20PD/ED and 25 CON. On a slightly above average role with average damage classes for Supers (12D6) it's not to hard to roll 45 STUN. Your version of Superman were he to punch himself (15D6) would average around 52 STUN effectively guaranteeing a lost phase...Then again who punches themselves in the face?

     

    My personal formula, rule of thumb is that a brick should be able to take his own punch. Bricks routinely trade blows with each other, any weakness will show very quickly.

     

    If you don't use STUN rules I'd be curious as to why. Though for simplicity I've considered eliminating or nerfing the Stun rules myself.

  25. Re: Batman

     

    http://www.herogames.com/forums/showthread.php?t=64289

     

    There's Cassandra's 350 pt. Superman, and recently even a 250 pt. Superman.

     

    It may not be as detailed as you'd like, but it covers the basics. And in a world of 150 and 250 pt. metahumans, a 350 pt. Superman is pretty honkin' powerful.

     

    It's a sense of scale.

     

    Well, not to my satisfaction but I'm picky like that. I like to get all of a characters powers in while working within a skeleton of the rules. I've made characters who had EB and could fly with Super strength that were similar to sups, but they lacked many of his basic abilites.

×
×
  • Create New...