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levi

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Posts posted by levi

  1. Re: For FREEDOM!

     

    BTW, this game does have a sequel now that you can also pick up for around $15. It is set in the 1940's and I didn't get the same feeling playing it as I did with the original FF, but if you fell in love with the characters and that Silver Age feel, it's a good cheap buy.

  2. Re: Sky High, the DVD

     

    I saw this movie in the theater and I was surprised at how much I liked it. I saw it with my ten year old son and fourteen year old daughter and they both enjoyed it as well. It's no Incredibles or even Fantastic Four, but definitely better than Elektra. Despite the lack of special features I will probably pick this one up on DVD as well.

  3. Re: Superhero Images

     

    Yeah, it's HeroMachine... happens to work pretty well for this guy.

     

    Here he is, international supermodel and superhero, Baron von Awesome. Autographs are only $50, 2% of which goes to the Baron von Awesome charity for sick kids.

     

     

    I just love this guy's name. Reminds me of the Champ from that 4th Ed Sourcebook.

  4. Re: I need help with a couple power ideas, please.

     

    Here's how I might go about what you are trying to simulate.

     

    39 Cloak of Redirection: Absorption 5d6 (energy into Energy Blast), Can Absorb Maximum Of 75 Points' Worth Of Energy Damage, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (59 Active Points); OIF Cloak (-1/2)

     

    17 Absorbtion Field: +30 ED (30 Active Points); OIF Cloak (-1/2), Bonus ED cannot exceed the amount rolled on the Absorbtion Dice (-1/4)

     

    0 Stored Energy Blast: Energy Blast 0d6; OIF Cloak (-1/2), Incantations (-1/4), Variable Special Effects (Limited Group of SFX; only energies recently absorbed by cloak; +1/4) Total final Mod = -1/2

  5. Re: City of Heroes - Online Hero Game

     

    Don't waste slots on Hover, you really only need it to get to flight and once you can fly, be able to switch to hover with a hotkey. This will allow you to be effective with aerial combat. Although I don't know how much of that you're really going to do as a Tank, great for Blasters though.

  6. Re: The Destroyers

     

    If you really MUST have Death Commando, just use Mechassassin and change the name. Same gun-toting Merc idea.

     

    Sorry all, I just don't have any desire to waste an hour of my life writing ol' DC up. I have plenty of other pointless endeavors to waste an hour of my life on. :P

  7. Re: The Destroyers

     

    For some reason, I couldn't edit Post #14 so I reformatted these characters below.

     

    Requiem

    Val**Char**Cost

    20** STR 10

    20** DEX 30

    25** CON 30

    17** BODY 14

    20** INT 10

    15** EGO 10

    20** PRE 10

    16** COM 3

    15/25** PD 11

    15/25** ED 10

    5** SPD 20

    10** REC 2

    50** END 0

    40** STUN 0

    *

    9"** RUN 0

    2"** SWIM 0

    4"** LEAP 0

    Characteristics Cost: 160 Cost** Power END

    ** Deathstroke*

    20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0

    1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0

    3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0

    6** Athletic: Running +3" (9" total)* 1

    60** Sonic Attacks: Multipower, 60-point reserve*

    6u** 1) Sonic Scream: EB 12d6 (60 Active Points)* 6

    6u** 2) Ear-Splitting: RKA 4d6 (60 Active Points)* 6

    6u** 3) Focused Harmonics: EB 8d6, Armor Piercing (+1/2) (60 Active Points)* 6

    6u** 4) Sonic Wail: EB 4d6, NND (Hearing Flash Defense; +1), Area Of Effect (4" Radius; +1) (60 Active Points)* 6

    33** Sonic Boost: Aid 4d6, any Sonic power one at a time (+1/4) (50 Active Points); Self Only (-1/2)* 0

    Powers Cost: 158 Cost** Martial Arts Maneuver

    ** Self-Defense*

    3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike*

    4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*

    4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*

    4** 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*

    Martial Arts Cost: 15 Cost** Skill

    ** Deathstroke*

    3** 1) Teamwork 13-*

    9** 2) +3 with Teamwork Attacks*

    3** Breakfall 13-*

    3** Combat Driving 13-*

    3** Combat Piloting 13-*

    3** Computer Programming 13-*

    3** Demolitions 13-*

    3** Electronics 13-*

    3** Interrogation 13-*

    3** Lockpicking 13-*

    3** Mechanics 13-*

    3** Oratory 13-*

    3** Paramedics 13-*

    3** Persuasion 13-*

    3** Security Systems 13-*

    3** Tactics 13-*

    3** Trading 13-*

    3** KS: International Finance 13-*

    3** KS: Espionage World 13-*

    16** +2 with All Combat*

    Skills Cost: 79 Cost** Perk

    35** Followers*

    20** Vehicles & Bases*

    10** Money: Wealthy*

    Perks Cost: 65 Cost** Talent

    3** Lightning Calculator*

    3** Perfect Pitch*

    Talents Cost: 6 Total Character Cost: 483

     

    Val** Disadvantages

    5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)*

    20** Enraged: If Brother is downed (Common), go 11-, recover 11-*

    25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*

    15** Psychological Limitation: Greedy, Self-Serving (Common, Strong)*

    15** Psychological Limitation: Anarchist (Common, Strong)*

    15** Psychological Limitation: Driven to be the Best (Common, Strong)*

    10** Social Limitation: Known Mutant (Frequently, Minor)*

    20** Vulnerability: 2 x STUN Electricity Attacks (Common)*

    Disadvantage Points: 125 Base Points: 200 Experience Required: 158 Total Experience Available: 158 Experience Unspent: 0

     

    Chiller

    Val** Char*** Cost

    20** STR 10

    20** DEX 30

    25** CON 30

    17** BODY 14

    20** INT 10

    15** EGO 10

    20** PRE 10

    16** COM 3

    15/25** PD 11

    15/25** ED 10

    5** SPD 20

    10** REC 2

    50** END 0

    40** STUN 0

    *

    9"** RUN 0

    2"** SWIM 0

    4"** LEAP 0

    Characteristics Cost: 160 Cost** Power END

    ** Deathstroke*

    20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0

    1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0

    3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0

    6** Athletic: Running +3" (9" total)* 1

    60** Ice Attacks: Multipower, 60-point reserve*

    6u** 1) Icy Blast: EB 12d6 (60 Active Points)* 6

    6u** 2) Ice Spikes: RKA 4d6 (60 Active Points)* 6

    6u** 3) Ice Bonds: Entangle 6d6, 6 DEF (60 Active Points)* 6

    6u** 4) Freeze Wave: EB 4d6, NND (LS: Extreme Cold; +1), Area Of Effect (4" Radius; +1) (60 Active Points)* 6

    6u** 5) Icy Fog: Darkness to Sight Group 6" radius (60 Active Points)* 6

    6u** 6) Ice Slides: Flight 15", x8 Noncombat, Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points)* 6

    33** Ice Boost: Aid 4d6, any Ice power one at a time (+1/4) (50 Active Points); Self Only (-1/2)* 0

    Powers Cost: 170 Cost** Martial Arts Maneuver

    ** Self-Defense*

    3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike*

    4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*

    4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*

    4** 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*

    Martial Arts Cost: 15 Cost** Skill

    ** Deathstroke*

    3** 1) Teamwork 13-*

    9** 2) +3 with Teamwork Attacks*

    3** Breakfall 13-*

    3** Combat Driving 13-*

    3** Combat Piloting 13-*

    3** Computer Programming 13-*

    3** Demolitions 13-*

    3** Electronics 13-*

    3** Interrogation 13-*

    3** Lockpicking 13-*

    3** Mechanics 13-*

    3** Oratory 13-*

    3** Paramedics 13-*

    3** Persuasion 13-*

    3** Security Systems 13-*

    3** Tactics 13-*

    3** Trading 13-*

    3** KS: International Finance 13-*

    3** KS: Espionage World 13-*

    16** +2 with All Combat*

    Skills Cost: 79 Cost** Perk

    10** Money: Wealthy*

    Perks Cost: 10 Cost** Talent

    3** Lightning Calculator*

    3** Perfect Pitch*

    Talents Cost: 6 Total Character Cost: 440

     

    Val** Disadvantages

    5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)*

    20** Enraged: If Brother is downed (Common), go 11-, recover 11-*

    25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*

    15** Psychological Limitation: Greedy, Self-Serving (Common, Strong)*

    15** Psychological Limitation: Anarchist (Common, Strong)*

    15** Psychological Limitation: Driven to be the Best (Common, Strong)*

    10** Social Limitation: Known Mutant (Frequently, Minor)*

    20** Vulnerability: 2 x STUN Heat & Fire Attacks (Common)*

    Disadvantage Points: 125 Base Points: 200 Experience Required: 115 Total Experience Available: 115 Experience Unspent: 0

     

    Arrowhead

    Val** Char*** Cost

    60** STR 50

    20** DEX 30

    30** CON 40

    20** BODY 20

    15** INT 5

    11** EGO 2

    20** PRE 10

    8** COM -1

    20/30** PD 8

    15/25** ED 9

    5** SPD 20

    20** REC 4

    60** END 0

    65** STUN 0

    *

    6"** RUN 0

    2"** SWIM 0

    21"** LEAP 0

    Characteristics Cost: 197 Cost** Power END

    ** Deathstroke*

    20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0

    1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0

    3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0

    17** Bulletproof Skin: Damage Resistance (20 PD/15 ED)* 0

    9** Strong Legs: Leaping +9" (21" forward, 10 1/2" upward)* 1

    30** Ultra Crossbow: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)*

    3u** 1) Standard Arrowhead: RKA 4d6, 16 Charges (+0) (60 Active Points); OAF (-1)* [16]

    3u** 2) Armor Piercing Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Armor Piercing (+1/2) (60 Active Points); OAF (-1)* [16]

    3u** 3) Brick Buster Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Penetrating (+1/2) (60 Active Points); OAF (-1)* [16]

    3u** 4) Explosive Arrowhead: EB 8d6, 16 Charges (+0), Explosion (+1/2) (60 Active Points); OAF (-1)* [16]

    Powers Cost: 103 Cost** Skill

    ** Deathstroke*

    3** 1) Teamwork 13-*

    9** 2) +3 with Teamwork Attacks*

    3** Combat Driving 13-*

    3** Combat Piloting 13-*

    3** Demolitions 12-*

    3** Interrogation 13-*

    3** Mechanics 12-*

    3** Navigation 12-*

    3** Streetwise 13-*

    3** Systems Operation 12-*

    2** Weaponsmith (Crossbows) 12-*

    6** +2 with Punch, Grab & Haymaker*

    6** +2 with Ultra Crossbow*

    4** Penalty Skill Levels: +2 vs. Range Modifier with Ultra Crossbow*

    Skills Cost: 54 Cost** Perk

    5** Money: Well Off*

    Perks Cost: 5 Total Character Cost: 359

     

    Val** Disadvantages

    10** Distinctive Features: Facial Scarring (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*

    25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*

    15** Psychological Limitation: Compulsive Gambler (Common, Strong)*

    15** Psychological Limitation: Hatred of Capable Women (Common, Strong)*

    15** Social Limitation: Alcoholic (Frequently, Major)*

    20** Vulnerability: 2 x BODY Acid Attacks (Common)*

    Disadvantage Points: 100 Base Points: 200 Experience Required: 59 Total Experience Available: 59 Experience Unspent: 0

     

    Stinger

    Val** Char*** Cost

    45** STR 35

    25** DEX 45

    25** CON 30

    14** BODY 8

    23** INT 13

    14** EGO 8

    20** PRE 10

    6** COM -2

    9/25** PD 0

    5/21** ED 0

    5** SPD 15

    15** REC 2

    50** END 0

    50** STUN 0

    *

    6"** RUN 0

    2"** SWIM 0

    9"** LEAP 0

    Characteristics Cost: 164 Cost** Power END

    ** Deathstroke*

    20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0

    1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0

    3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0

    18** Exoskeleton: Armor (6 PD/6 ED)* 0

    15** Insectoid Wings: Flight 11" (22 Active Points); Restrainable (-1/2)* 2

    24** Claws and Mandibles: HKA 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4)* 3

    10** Wall-Crawling: Clinging (normal STR)* 0

    ** Insectoid Senses*

    10** 1) Increased Arc Of Perception (360 Degrees) with Sight Group* 0

    5** 2) UV Perception (Sight Group)* 0

    10** 3) Tracking with Smell/Taste Group* 0

    9** 4) +3 PER with all Sense Groups* 0

    48** Insectoid Attacks: Multipower, 60-point reserve, (60 Active Points); all slots Limited Range 8" (-1/4)*

    5u** 1) Projectile Stingers: EB 6d6, NND (Hardened Defenses; +1) (60 Active Points); Limited Range 8" (-1/4)* 6

    5u** 2) Sticky Silkish Goo Spit: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); Limited Range 8" (-1/4)* 6

    Powers Cost: 194 Cost** Skill

    ** Deathstroke*

    3** 1) Teamwork 14-*

    9** 2) +3 with Teamwork Attacks*

    6** Animal Handler (Insects & Anthropods) 15-*

    3** Acrobatics 14-*

    3** Breakfall 14-*

    3** Computer Programming 14-*

    5** Cramming *

    3** Cryptography 14-*

    3** Deduction 14-*

    3** Inventor 14-*

    3** Paramedics 14-*

    3** Shadowing 14-*

    3** Stealth 14-*

    3** Systems Operation 14-*

    16** +2 with All Combat*

    9** +3 with Flight*

    3** Scientist*

    2** 1) SS: Biology 14- (3 Active Points)*

    2** 2) SS: Entemology 14- (3 Active Points)*

    2** 3) SS: Genetics 14- (3 Active Points)*

    Skills Cost: 87 Cost** Perk

    5** Money: Well Off*

    15** Vehicles & Bases*

    Perks Cost: 20 Total Character Cost: 465

     

    Val** Disadvantages

    25** Distinctive Features: Insect-Man Hybrid (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)*

    25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*

    5** Physical Limitation: Limited Manipulation (opposable, rigid claws - not fingers) (Infrequently, Slightly Impairing)*

    20** Psychological Limitation: Obsessed with Research (Common, Total)*

    15** Psychological Limitation: Vengeful (Common, Strong)*

    15** Psychological Limitation: Casual Killer (Common, Strong)*

    25** Social Limitation: Abandoned Humanity (Very Frequently, Severe)*

    10** Vulnerability: 2 x Effect Gas Attacks (Uncommon)*

    Disadvantage Points: 140 Base Points: 200 Experience Required: 125 Total Experience Available: 125 Experience Unspent: 0

     

    Scatterbrain

    Val** Char*** Cost

    15** STR 5

    15** DEX 15

    30** CON 40

    12** BODY 4

    13** INT 3

    18** EGO 16

    15** PRE 5

    20** COM 5

    10/20** PD 7

    10/20** ED 4

    5** SPD 25

    9** REC 0

    60** END 0

    40** STUN 5

    *

    9"** RUN 0

    2"** SWIM 0

    3"** LEAP 0

    Characteristics Cost: 134 Cost** Power END

    ** Deathstroke*

    20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0

    1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0

    3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0

    8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0

    6** Jogs 3 Miles a Day: Running +3" (9" total)* 1

    16** Scattered Thoughts: Mental Defense (20 points total)* 0

    56** Like Totally Telepathic: Multipower, 90-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (112 Active Points); all slots Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)*

    4u** 1) Pain Projection: Ego Attack 9d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4

    4u** 2) Pain Wave: Ego Attack 4d6, Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4

    4u** 3) Lemme Show You My Nightmares: Mental Illusions 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), Limited Power (Only to Show the target Nightmare Scenarios (Falling, Drowning, Burning, Swarmed by Insects, Snakes, etc...); -1/4)* 4

    4u** 4) Get the 411: Telepathy 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4

    4u** 5) Find the Target: Mind Scan 10d6, +20 ECV (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4

    Powers Cost: 133 Cost** Martial Arts Maneuver

    ** Basic Self-Defense*

    3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike*

    4** 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*

    4** 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*

    Martial Arts Cost: 11 Cost** Skill

    3** Conversation 12-*

    3** Persuasion 12-*

    3** Seduction 12-*

    3** Trading 12-*

    10** +5 with PRE Skills*

    3** Sleight Of Hand 12-*

    2** KS: Pop Culture 11-*

    15** +5 with Telepathic MP*

    Skills Cost: 42 Cost** Perk

    5** Money: Well Off*

    Perks Cost: 5 Total Character Cost: 325

     

    Val** Disadvantages

    5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)*

    25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*

    20** Hunted: PSI 8- (Mo Pow, NCI, Capture)*

    20** Psychological Limitation: Easily Distracted (Common, Total)*

    20** Psychological Limitation: Fears her Uncles (Requiem & Chiller) (Common, Total)*

    15** Psychological Limitation: Enjoys Manipulating Others (Common, Strong)*

    10** Social Limitation: Stereotypical Vapid Blond (Frequently, Minor)*

    10** Vulnerability: 1 1/2 x Effect PRE Attacks (Common)*

    Disadvantage Points: 125 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0

  8. Re: All heroes are NOT created equal

     

    The easiest way to do this IMHO, is to emphasize Disadvantages. If villains that exploit weaknesses were more common, characters would be less likely to take Max points in Disads. This would lead to more varied point totals for starting characters.

     

    Just out of curiosity, how many of you design characters from the Disads up?

     

    I know I almost always start with a character concept, then buy Characteristics then Skills then Talents / Perks then Powers and finally come up with the Disads to cover all of the points I've spent. Maybe if I started with the character concept, but went to the Disadvantages next I would be setting a point limit for myself to work toward instead of just going for the full 350 every time.

  9. Re: New Superman movie trailer with tonight's Smallville

     

    From what I've read, Bryan Singer is using the first 2 original movies as the backdrop for Superman Returns. So there may or may not be actual footage from those movies in the new one, but the voice overlays seem like a strong possibility. After the events in the first 2 original movies, Supes disappears for a bit, then returns (hence the title) and this film deals with the way the world has gone on without and deals with the return of Superman.

     

    Highlight below for spoilers...

     

    While Superman has been gone on a 6 year round trip to Krypton to see if he is indeed the last son of that doomed planet, Lois Lane has moved on with her life. Lois Lane now has a five-year-old son and the father is no other than Richard White, played by James Marsden. When Superman returns Lois and Richard are engaged to be married.

  10. Re: Where did the idea that Bricks are usually slow come from?

     

    Quote:

    Originally Posted by levi

    This is untrue in the HERO system. Campaigns have DC limits and most characters have attacks at the limit or maybe a die below. Bricks don't usually hit any harder than any other charcter.

     

     

    1: Your statement about Campaigns having DC limits is your claim. Last I checked, you don't speak for every GM in existence.

     

    2: Bricks have been nerfed as noted in my original post. In the days before 5th ed, Bricks tended to hit considerably harder than non-bricks.

     

     

    I apologize if my responce came off as condesending, my comment was made to address the general concepts I have seen in this thread about the use of campaign DC limits.

     

    As to your second point, I have been playing Champions since the second edition, as maybe you have too. I do not recall there ever being a huge difference in the damage dice of bricks compared to other characters. Now an arguement could be made that the highest damage dealing character in 4th Edition was a brick (Grond), but IIRC Starseer, Plasmoid and Charger were all capable of dealing as much or more damage DCs as Grond. Going back to 3rd & 2nd Edition I'm sure there are more examples that could be made, but I will leave that to the hardore researches of these boards.

     

    Again I apologize if any of this has been taken in a negative / dismissive manner, I am only attempting to present another point of view.

  11. Re: Where did the idea that Bricks are usually slow come from?

     

    I do think that Damage Per Turn might be a better Campaign benchmark than Damage Classes. Instead of setting a 12 DC limit on a 350 point game, maybe using 60 DC per Turn (12x5) limit would better simulate what we see in comics.

     

    That way the Thing-like brick could have a 4 SPD & 75 STR and the faster (Beast/Spidey-like) brick could have a 6 SPD & 50 STR.

     

    Of course this give power-gamers the option of making a character with a 1 SPD & 300 STR and enough levels to punch anyone. So maybe a combination of DC Max & DC per Turn is the most appropriate, say 20 DC max / 60 DC per Turn max.

  12. Re: Where did the idea that Bricks are usually slow come from?

     

    ...there's DPS balancing. If you're going to hit harder (as bricks are wont to do) then you're going to have to hit less often. ...

     

    This is untrue in the HERO system. Campaigns have DC limits and most characters have attacks at the limit or maybe a die below. Bricks don't usually hit any harder than any other charcter.

  13. Re: Where did the idea that Bricks are usually slow come from?

     

    Who says that they're slow? Most bricks have a DEX / SPD in the same range as Energy Projectors. Now Martial Artists and Speedsters tend to be faster because that is their schtick, it is their primary form of DEF afterall. Also Bricks tend to have CSLs to compensate for a lack of DEX / SPD.

     

    So it becomes a matter of play balance. STR is already considered under-costed by many HEROphiles. So I wouldn't want to play the Martial Artist in a game where the Brick (who likely has higher DEF and does at least as much damage as I do) and I have the same DEX / SPD. It makes my MA less important to the group.

     

    Another point to consider is that they aren't slow at all. Even an 18 DEX / 4 SPD character is as agile and quick-handed as any (non-super) professional fighter. On top of being able to punch holes in vault doors. So give the MAs and Speedsters the ability to act first and even an extra PHA or two per Turn (tends to run them out of END faster) the group's balance will benefit from your restraint.

     

    Here are some examples from the CKC...

    Black Diamond @ 350 pts.

    20 DEX 6 SPD 9 Max OCV

    -- compared to --

    Hornet @ 350 pts.

    22 DEX 5 SPD 9 Max OCV

     

    Gargantua at max Growth & 557 pts.

    20 DEX 5 SPD 11 Max OCV (vs. your HEX!)

    -- compared to --

    Utility @542 pts.

    20 DEX 5 SPD 14 Max OCV

     

    Grond is the extreme example @ 410 pts.

    18 DEX 4/6 SPD 10 MAx OCV

    -- compared to --

    Force @ 450 pts.

    21 DEX 5 SPD 9 Max OCV

     

    Should the team's Brick be the last guy to act in a given Phase or have the lowest SPD? Not always. Depends on your character's origin, concept and what you can afford (like most things in the HERO system).

     

    Just wanted to help you clear up this mis-perception.

  14. Re: Are the 5th edition heroes to weak?

     

    A great example from another thread came up and it made me think of this thread, so pardon me if I'm beating a dead horse here.

     

    Strike Force is a beloved 4th Edition suppliment. One of the reasons is that it gave stats for the SFUs preimminent Super Team. These characters were all quite powerful and yet have made their way into many games. Now perhaps it is the fact that they are from another dimension that makes them palatable (you will rarely see them, unless the plot calls for it and it makes perfect sense that they would not be around to take care of things the PCs should be handling). I know that in my group, these higher point characters helped us by providing benchmarks for higher point value heroes.

     

    Thanks for indulging this random thought.

  15. Re: CoH groups you would use in your game?

     

    Yeah' date=' they are pretty much all good. I vaguely toyed with the idea of doing a CoH write up for HERO, but when I read they were putting out an RPG I figured they would not take kindly to me using their IP like that.[/quote']

     

    BTW, both the RPG and the TCG look poorly done (and I am being polite here). Now before accusations of Herophile loyalism come about, let me say that I play HERO as well as D20 games and have played almost every TCG. These just look slapped together to capitalize on the success of the PC game. I always find it sad when companies sacrifice the quality of a product to capitalize on hype.

  16. Re: Superhero technology

     

    I have the same problem, most of my players have the comic-book suspension of disbelief thing down and don't seem to care that only heroes seem to have advanced tech. In fact, when I tried to give the PD powered-armor, it made my tech heroes upset, made them feel less important / unique.

  17. Re: CoH groups you would use in your game?

     

    I have run a variation on the Trolls where a street gang gets hold of an experimental geno-toxin discarded by VIPER and uses it to become superhuman. The gang members become superhuman (I used Ogre's stats for them) but only for five minutes at a time. Each use of the geno-toxin causes 2D6 Penetrating Body Drain with a century-long return rate, giving these gang members about 3 uses before death. The hook was an NPCs son had joined a gang and now was terribly ill, while new super criminals were rampaging through the city hitting rival gangs instead of banks. The PCs had to stop the rampages and find the geno-toxin (to make an anti-toxin for the NPCs son) as well as facing the moral dillema of letting these bangers kill themselves on the stuff.

  18. Re: City of Heroes - Online Hero Game

     

    I have a hero SG on Freedom called the Defenders (Battlestar, Masked Marvel & Thunderstorm)

     

    On Champion server, I have all villains (Doctor Destroyer, Professor Muerte, Mentala, Shamrock, Crimson Dreadnaught). I could be persuaded to start a hero on Champion if there's a board team.

     

    My globalchat ID is Battlestar1

  19. Re: But I want to play Champions

     

    I have all but given up the idea that someone other than myself will be the GM in our group. Almost every other player has tried to run games, One guy (ChaosLiege on these boards) even earned himself a phrase we use whenever the players are going off on a tangent "Just go to the @$#% farmhouse!" The most regular alternate GM always has grand ideas that always fizzle out after three or four sessions as he has no ability to prepare for games in advance or make up plot seeds for our heroes or even his own villains, despite the fact that he is the one in our group with the most free time (No wife/girlfriend/kids/job).

     

    I can say that the PBeM experience has been a mixed bag for me as well. Either I seem to find a great group of players with a GM who can't seem to get it together or I get a great GM with a group of players who can't seem to string two posts together. Honestly, I'm pretty frustrated with the whole thing and have found myself playing City of Heroes and Texas Hold 'em with my time instead of Champions stuff, which in a nostalgic kind of way makes me sad.

     

    Sorry for going on like this, thanks for letting me vent.

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