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WillS

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About WillS

  • Birthday 10/28/1974

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    WasinWill
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WillS's Achievements

  1. Re: Looking for this Adventure THANKS GHOST ANGEL YOU DA MAN!
  2. Re: Help with a power please Thanks. I linked it to my dodge/martial dodge because the MC would end my segment, and should the bad guys attack on the same segment that I used my MC I wouldn't be able to abort, if I'm understanding the rules correctly.
  3. Re: Help with a power please My character is not a mentallist. He is basically Green Arrow. So build it as a taunt? (Hey ugly, attack me!). Say a 3d6 MC (Figure I shouldn't need more than ego +10) AoE line. LINKED to Martial Dodge. With the lims Only can be used in combat and only if between two people. (-1?) Must be able to speak (-1/4?) Thanks
  4. I'm not sure if this was an adventure in the champs universe, or if another company made it. If another company made it I would like to convert it to champs anyway for a one shot. The premise is that aliens attack earth, the superheroes rise up to fight them and get wiped out. To the last man. All that's left as earths defenders are the supervillains who must now rise up and fight the alien menace. I read a most beautifully detailed synopsis on this about 2 years ago and knew it was 'coming soon'. I googled numerous different words to no luck. If anyone can point me in the correct direction I'd be thrilled. Thanks
  5. Hello. I'd like my character to perform the ol' "Get between two villains and have them both attack me, leaping out of the way so they hit each other" trick. MY GOD! How do I build this?
  6. Here's the situation. The bad guy, a mentalist had a 7" Area Effect Mental Entangle, works vs. ego, ect., ect. None of the players knew this, and what happened was really accidental, so I ruled in the player's favor. I'm wondering what should have been done though. One of the players who's a 'Plastic Man' type, stretched his neck nine hexes up to see over the various buildings if there were any other bad guys approaching. His body was next to the mentallist but his head/brain was out of the A.E.! Like I said I ruled in the player's favor since it was accidental, and somewhat funny, but really, how does that work?
  7. The 'mundane' person's idea of a wild night is mixing a teaspoon of real coffee in with the decaf. (I stole that from Calvin and Hobbes )
  8. OH THANKEWTHANKEWTHANKEW!!!
  9. I have a Mentallist and I want to buy "Lightning Reflexes" but only for his mental abilities. The thing is the book only has "Lightning Reflexes-All Actions" or "Lightning Reflexes-single action" What do I do? *Starts blubbering* Whaddo I waddo I do..............!
  10. After reading JamesG's recent question about Combat Luck and Steve Long's answer, I was curious on what you all thought about it. I see combat luck applicable to a character with little or no armor. Combat Luck is the reason that Batman, Daredevil, ect., are able to remarkably not get hit by bullets. Luke Sywalker had Combat Luck, no Stormtrooper was able to hit him. I would do combat luck differently than the book does, here's my idea: The character would buy as much hardend armor as he wanted, this reprisents how potentially lucky he could be The armor would be bought with the lim 'must make a luck roll to activate'. (The book covers this, I don't know the page off hand but it's under the section that covers 'Lucky Shot'). I figure that the character could decide how many dice of luck he'd need to 'activate' the armor. I would do 2 levels of luck needed on 3 dice of luck culmative. (Basically if I roll 12 or better on three dice, my 'luck' would activate. That's a little less than half the time). I'd also make the armor alblative, this reprisents the more you push your luck the less you can depend on it. And of course the armor couldn't be used to help against knockback damage, throwing yourself in front of a bullet, being squeezed, and all that other fun stuff that JamesG asked about in his question. Now obviously the character would have to buy luck to make this work. But what about characters with unluck or characters that just dont wan't to buy luck? I'd allow players to buy luck with the lim 'only usable for the Combat Luck activation'. That way the luck isn't a reprisentation of how lucky the character is, but rather how lucky he is in combat. The only real problem I see with this system is that this combat luck wouldn't be usable vs. double armor piercing attacks, and I don't think it's really cost effective to buy it as double hardend. Also since the special effect of this armor is "wow how lucky, that shot missed me" there should be some NNDs that logically should miss but wont. I guess you can't have everything. Now the other was to do this might be buying supress vs. OCV with an area effect, with the advantage of 'only vs. attacks aimed at you'. Lasty, I guess you could just buy missile deflection with the special effect of "It works because I'm just that lucky". CHEERS! -Will
  11. I found the following online. Remember the Legion of Doom? Remember the "Banded together" opening line at the start of the show? Well check this out: Luthor: Banded together from remote galaxies we are thirteen... Captain Cold: Luthor what are you talking about? Luthor: Our sinister places of origin! Captain Cold: Yeah, I caught that genius. I meant what's with the "Remote Galaxies" shit? I'm from North Dakota. Toyman: Hey, me too. Giganta: My folks are from Vermont, but we moved around alot. Scarecrow: I lived in Canada after I got out of college. Gorilla Grodd: Gorilla City *Sluuuurp* is pretty fucked up, but it's in Africa, not another galaxy. Bizarro: BeeZarro aM fRoM BeE-zArRo wOrlD. Luthor: Fine! Banded together from mostly North Dakota and a guy from a remote galaxy are 13 of the most sinister criminals... Bizarro: ExCuSe AgAin LoO-tHoR! BeE-zArRo NoT eVeR bE cOnViCtEd CrImE. aM nOt ReAlLy CrIm-I-nAl. Luthor: I hate you people so much. Cheers, -Will
  12. Just more info. I'm the Egoist of the team. I'm a normal human with all the fun Mind Control / Mental Illusions stuff. My character concept was a police hostage negotiator who uses his powers for that purpose. I kept all my powers in the 60 AP cap. I also spent about 100 pts on skills; Oratory, Conversation, Persuasion, ect. Now i've played this character for about 8 months with enjoyment, but if you ask me what SPD I think Negotiator (my character) should be, I'd say 3. Why? Because he's a normal person. However, being in Mark's group for the past 4 years, with everyone else at a 5, I wasn't ging to have Negotiator be at 3. So basically I blew 20 pts 'just to keep up". That's why I think Storn's idea is brilliant. Anyway not to kiss up but Mark is one of those GMs that you'd be lucky to have, and I understand his frustration with all our characters maxed out at caps; after all, where's the character conception that way? Maybe i'm being foolish, If i picture Negotiator as a SPD 3, that's what he should be, and I should just deal with it. Now, if we decide to lift the caps in our games, I'd probably LOWER Negotiators SPD and raise his powers. After all, I envisioned him in the first place being able to do Area Effect Mind Controls and Mental Illusions with a decent amount of dice (something I couldn't do with 60 AP). I figure i'd have Negotiator's AP per power be somewhere in the 120 AP range. I figure if I'm moving on only 4, 8, & 12, then my characters actions should be memorable. Regardless, I'm looking forward to our campaign changes, and hope things go smooth. Cheers, -Will
  13. ROTFLMAO!! You nailed it, that's exactly how it felt for me.
  14. We're also limited to 60 active pts per power which i don't mind. You gave me an Idea about the slow guy beiing the real heavy hitter. I wonder if something like this woul work: Your powers active pts should equal 130 minus your spd times ten. That would be a good cap, since you could have a spd one "Brick" and spd 12 wimp. Maybe the extremes aren't that good of an example, but something along those lines. Thanks for the help
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