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Acroyear

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Everything posted by Acroyear

  1. Re: Dealing with high powered characters lol, yeah. Solo they were managable. Add an opponent and they have a VPP, add another guy and it's a bigger VPP... There's just so much more life to end...
  2. Re: Acro is bored I'll direct you to the first post in this thread... I saw your name on here and I was all ready to say "You suck, draw your own stuff!" For those who don't know, KK is a guy -I- pestered to draw stuff for -me-
  3. Re: Acro is bored "Serprize!" Next post here wins.
  4. Re: Tactical Question: How would your characters deal with these villians?
  5. Re: Tactical Question: How would your characters deal with these villians? In this case, the active points exceeds the usual campaign limit since it's a "specialty area." It's certainly not impossible to buy up enough defense to resist it. It starts at 30d6 vs a single target and diminishes power the more area she tries to affect. She gets another 100 points to play with if she's under water. Again, this is just an area where a specific character is bumping into a specific (and narrow) specialty of another character. If Lure were, say, a spider-creature instead then he's golden and I'd again say "well, it depends on just how much raw power they have, because it'll be one hell of a slugfest." Are you looking for generic weaknesses in the concept of the villains? I mean, it's one thing to say "they all take extra damage from fire, so they can be beat that way" but doesn't mean much if your players have no flamethrowers. They're a pretty solid team. They all need flaws or gates, but not necessarily the same flaws and gates. Something for everyone, if you get my drift. Hero 1 might be able to take out one or two, but Hero 2 is needed to take out the next guy... that sort of thing.
  6. Re: Dealing with high powered characters Well, some of us have been playing since the first edition came out way back when. Some characters have literally been active for over 15 years (and when you look at a minimum of 1x a week gaming, usually twice a week and almost daily in summertime before we were allworking stiffs...) 1-2k point characters is not really that shocking. Even if the "power level" is not huge, there's still a lot of points being flung around which means you start getting more widespread abilities, longer skill lists, or start to develop a near absolute mastery over your chosen specialty. For example, one of the tougher character's normal attacks is 14d6 with +6d6 at 2x end (up to 20d6). That's not crazy tough. But put her "in her element" and her power increases a good 50+%. It's not bad to exceed normal campaign limits (in our opinion) in areas of specialty if those areas are infrequently visited. In this same character's case... how often do you adventure under water? Not much, not even in her case. But anything that's going to face off against her, in that arena... it's either super tough or quite short lived. And there's great fun to be had in finding a "worthy opponent" when you're in your own playground. Thor from Marvel is a good example. Hey, he's pretty rough. Everyone thinks of him as strong, hard to hurt, he has that wicked smashing hammer and blasts you with lightning... but if you want to go toe to toe with him in weather control, you're really shaking the wrong tree. Anyone who goes against him there is either super tough or short lived. One of those lesser used but extra potent powers when it comes into play. Anyway, in the above named characters... combat is rough. We always make sure the individuals have flaws. We also don't play the game like "well, he's another player character so we're best of buddies." We have no problem splitting up. One character almost always "secures the area" before entering combat... flying around, getting innocents out of the way, stopping buildings from collapsing before he charges in. He's arguably the toughest one and he may as well have "1 turn activation time" on his powers when it comes to combat. And then, other players groan, when he charges in and throws a 6d6 punch. Because he "tends to hold back" and has a code vs killing. It takes a good 3-6 more phases before he starts hitting hard (and still never as hard as he actually can - in his case, his strength exceeds the DC limit of the game - allowed because of his psychs and the rarity by which he will throw that many dice). And the villains can be just as rough or act in arenas where raw power doesn't mean as much. Some example villains are the Bones Corps (imagine the Green Lantern corps mixed with Judge Death from 2000AD comics), The Master of the Six (think Thanos with agents that are kind of like jazzed up versions of the Fantastic Four), The Council of the Chosen (mix Demon and the Crowns, but tougher), Mitchel Gilchrist (Lex Luthor, but not yet connected to the crimes and a trusted ally of some of the good guys!), a dimensional duplicate of the super strong hero mentioned above (but crazy - think Bizarro), AND the predecessor of the super strong hero mentioned above (but evil - think Black Adam). And even with all that power, a well run group of agents who have done a little homework and the porper planning can really ruin our day!
  7. Re: Shrinky Dink Heroes And we just use those little half inch cardboard counters... we're lame in comparison.
  8. Re: Tactical Question: How would your characters deal with these villians?
  9. Re: Bay City Blues Champions
  10. Re: Tactical Question: How would your characters deal with these villians? I'd actually call some of them lightweights, myself. With the old team that would be able to handle threats like this, only Shift, Adam Farpoint and Fortress would be the ones to give us trouble but don't sound beyond defeat, two of them (Ocean and Lure) would be toast almost instantly. Actually, Ocean might not even be able to come into being to begin with (dead shortly after his power manifests). The others are kind of par for the course. It's probably more important to share the types of characters they'd be facing so you can build in the necessary flaws for them to be overcome.
  11. Re: Character monologues Omega Man Archaeology kind of loses its attraction when you already know the answers. I mean, I lived it... after a fashion. That's why I decided to do it, really, change to politics. You know, do some good in this world without slinging around the power. Working in the system to do some good. I dont know why, but so many people have lost faith in the system and it's not as bad as all that. I don't think it's blurring the lines either. I can be a good example and get some positive things done just like I can when I call on the power. It makes sense for me, too. I mean, I am who I am no matter what form I take and I already have the building blocks here, in school, to set things in motion. Just do things one step at a time like everyone else. I know I'm a good guy. I can make good decisions. Heck, maybe even moreso than anyone else on the planet I have reason to move things forward and do right by the people. Lots of people are behind me, too. Mr Gilchrist was certainly right about that. Just stick to my guns and make the decisions I would make, anyway, and people will get behind me. Things might be a little more difficult when I need the power, but I've already established that slipping in and out... even of secure places... won't be difficult. I don't necessarily have to go all the way to the top, either, like Mr Gilchrist thinks I should. I might like it lower down on the ladder. I might be able to get more done and, as an example, others will follow suit. Well, it's too early to be thinking about that. Fifteen-twenty years, anyway. One step at a time. But it makes me wonder... what would the country think if their leader was that guy in the cape who flies around keeping the bad guys in check? Heck, what would they think if their leader was a god? That part has always concerned me. I mean, what would anyone think if I flew around saying 'Hi, I'm the god of this world' anyway? What would they think if they even knew that the mark I wear on my chest is just half of what it really is supposed to be. Probably no different than before. Things get crazy when you mix men with gods. The first one couldn't handle it, that's for sure. Maybe he didn't want to. I don't know how he could have had access to the knowledge and not willingly set aside the necessary amount of the power needed to fend off the darkness... I won't end up like that, though. A tyrant so feared he was wiped from history. I'll do my best to guide this world in a positive way. One day, I hope, maybe even thousands of years from now, it'll make me happy to look back at the world and see that I did some real good and my people have prospered because of it. Who knows, maybe by then I'll have passed the power on. Yeah. It didn't take much to change from Archaeology. My folks took it much better than I thought they would, too. What more can a guy ask for?
  12. Re: Character monologues I'll give it a whirl We used to get xp bonuses for writing in character stories, so it's not really a new thing for me. Usually, I wrote stuff happening between the story arcs.
  13. Re: Him, AGAIN? Assistance with Recurring Villain Pawns. He can empower other people (for a while) who he sends out to do the bad stuff. Part of the proccess makes them all look the same (like Ripper or a face mounted life support plate that can't be removed... whatever). He's never in danger. He never gets caught. Just give them enough mental defense to withstand the troublesome mentalist (or a combination of mental def and a mental damage shield to help prevent repeated attempts) only vs telepathy (or mind control commands that would force them to answer questions, you get the idea) - you don't want to totally shut down the mentalist, that just wouldn't be fair, but you also have to be able to maintain your "recurring" villain. A side effect of the process (unknown to the pawns) is that when the time is up (pick anything... I'd go with something along the lines of a month), they disintigrate or something. Anyone witnessing this may think the villain is teleporting away and can't understand how or why he's getting around the teleport blockers of their prison/whatever. The actual villain might not even have powers like the ones he gives to others... or he can have similar powers, too, which means he can fill in when needed (say someone amazingly DOES get that close, he stands a chance to fight and/or escape). Or in a similar vein... the "boss" isn't the boss, at all. It's the gang. They just pick someone who "fits the suit" to act as the figurehead... not unlike the Red Hood gang (they were partially responsible for the creation of the Joker).
  14. Re: Superhero Images Go for it. I wouldn't post these things if I wasn't intending them to be enjoyed and used (again, personal non-profit use only. If it's displayed in public, please credit where credit is due. If you find a way to make big bucks with them, let me know because I'm currently unemployed ). For the Dread pic, note that the cape isn't complete (ran into the border on the character sheet he was drawn on) but considering the simplistic style, it shouldn't be hard.
  15. Re: Help with Armor-wearing character Use a variation of the lockout lim (generic lims are usually easy to value). Instead of the lockout focusing on a power to power basis, it works on a group of powers to another group of powers. The MP can only be changed at the proper time (like in the base) or even on the fly, as long as the whole set changes (I think the cartoon version, IM could change armor with some sort of satellite teleporter or something, right?) Standardized powers that are common to all suits could be in the MP, too, they just wouldn't use the lockout.
  16. Re: Superhero Images Well, then they'd be disabling hypertext which means we couldn't link to stuff on our own pages or post formatted character sheets and stuff
  17. Re: Superhero Images Top shelf! I wish my colors were half as good.
  18. Re: Design Challenge: Robot PC I've never had problems with ECs like that either. I was trying to be 5th compliant, though, with that end using power in EC thing. An EC "metal body" with armor, some LS, and knockback resist is OK with me, for example.
  19. Re: Superhero Images Run with it, brother.
  20. Re: Superhero Images Thanks for the kind words. It was many years ago. I think he was kind of burgandy and muted blue-ish/grey with chrome accessories but if you have something more fun and/or interesting in mind, go for it.
  21. Re: Superhero Images And the last of the "found in an old 1989 Batman movie folder old school review" Wildcat He was basically what if Wolverine were the candidate for the Super Soldier serum with Batman's utility belt (no claws, the belt buckle expands into a shield). He's had multiple looks, this one is obviously based on Wolverine (and is certainly not my favorite of the bunch, but I find it funny)
  22. Re: Superhero Images And #3 in the Who the Heck am I? category...
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