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Zac

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Everything posted by Zac

  1. Re: Catalyst: A Champions campaign on Hero Central I will put this in the complete stack. Looks good all around.
  2. Re: Catalyst: A Champions campaign on Hero Central This all looked fine. Very nice. Considering it is a vignette, numbers are not really necessary.
  3. Zac

    Vehicle - Stilt Suit

    Re: Vehicle - Stilt Suit Stochastic is hereby banned from the Thebes game:eek: He will now, and hereafter, be my convert idea to .hdc file hound. BTW, some of the slots were really neat. Rifled Nail Gun, Ready Mix entangle. And the Clinging power is nice too. I was wondering how I was gonna get this ontop of a 35 story framed steel building. Now I know:D You have my permission to make the warehouse and fire/rescue models
  4. Zac

    Vehicle - Stilt Suit

    Re: Vehicle - Stilt Suit A lot of good comments out there. I completely brain dumped on the Fire Extingusher. It should have been a Dispel. I changed the stretching and purchased another 2" of running. Changed all the other slots to charges too. I think the "Fuel Dependent" option is all wrong. I have "personally" not used fuel charges. Any pointers would be nice. I did not change the size or mass of the vehicle as a characteristic. I was thinking, like the standard rules, they dont want you to purchases Increased Density/Growth (0 End Persistant) when just buying up the stats and putting a physical limitation would do. Now, if this was a car then I woudl buy it larger.. but it is just 8' tall, the weight is the big deal. Would a size value of 1 or 2 be better suited? I did purchase a 4 DEF to start, it just did not port over. I will hand correct it this time. The suit does not "change". Think of the cargo lifter on Aliens. Just a powered exoskeleton. Should I ditch the disads? Or, what kind of disads do you recommend for something like this? I was going with the Large and Heavy. Not only to show it was really big and not something you would bring into a china shop. Also, to simulate around a -3 on stealth type rolls. Dan: "Hey, is that stilt suit following us John?" John: "What! Where?"
  5. Zac

    Vehicle - Stilt Suit

    Re: Vehicle - Stilt Suit I did think about this and I was hoping someone would bring it up. I did not have a problem with 2" just for going up. The issue become when you take your arms 2" out and have to worry about getting pulled over because of 2 tons of weight at the end of your arms. So, if you were on the ground, you would have a lower center of gravity and not have to worry as much about toppling. OR I may be putting to much thought into it. I think I am going to put 2" arms and 2" legs.
  6. Zac

    Vehicle - Stilt Suit

    Re: Vehicle - Stilt Suit I did a little more research and steel worker type rivit guns dont actually punch a hole. The rivot is put in a hole and then hammered in. They are a fastener, not the cartoon-ish fastener I was lead to believe So the rivit gun that was fired at Darkman (in the movie with same name), that was a comic use. So, I am going to ditch the melee version of the rivit gun and keep the ranged version (since I have some prior use in comics ). Maybe replace it with a jackhammer. I realize that Penetrating is a minimum that completely bypasses armor. However, don't knock out penetrating just because it is common constuction equipment. Laying in with some of the higher end blow torches can cut through some hard stuff (given the time). BUT, it may be that the torch just has multiple applicatications of Armor Piercing. I could see it either way. I think Armor Piercing is the norm advantage but I don't think we have to look to mythical artifacts or future tech to find penetrating. I think some of the higher end tech we use today qualifies (industrial lasers, some military munitions) and some of our oldest tech qualifies to (like a forge). However, I dont think any stilt suits will be weilding industial lasers, military munitions or forges in the near future. Though a military styled stilt suit could be useful
  7. I am trying to create a powered exoskeleton type "suit" in my Champions: Thebes game. They are various models built around a common exoskeleton with just a few modification. The construction suit would have a some reach (to get to those tough spots), and a host of tools (Rivit Gun, Arc Welder, Cutting Torch, Jackhammer, etc). The fire/rescue suit would would have some reach (for those second story jobs) and a host of other tools (Jaws of Life, sealed systems, Fire Supression - attached to hydrant, etc). Warehouse grade would have a larger payload area and greater reach. I thought this would best be done as a vehicle (not an acutal suit) and this is my first vehicle. I was thinking of making most the multipower slots charges (except the welder). Any thoughts about make-up, disads, and stats would be helpful. He is the baseline construction unit. Player: Dynamic Industries Stilt Suit, Construction sub-type Val Char Cost 35 STR 25 11 DEX 3 20 BODY 10 3 SPD 9 6" RUN 0 0" SWIM -2 0" LEAP 0 Characteristics Cost: 51 Cost Power 13 Electric Power Plant: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); REC: (10 Active Points); Limited Recovery (Only when attached to recharging system; -1 1/2), Slow Recovery 1 Minute (-1/2) 14 Reinforced Systems: Armor (6 PD/6 ED) (18 Active Points); Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4) 13 Grounded: Armor (0 PD/20 ED) (30 Active Points); Limited Power (Only vs. Electricity; -1), Only When In Contact With The Ground (-1/4) 12 Partial Canopy: Armor (8 PD/4 ED) (18 Active Points); Activation Roll 14- (-1/2) 10 Telescoping Arms and Legs: Stretching 2" 33 Construction Equipment: Multipower, 50-point reserve, (50 Active Points); Requires A Skill Roll, PS: Stilt Suit Operator (-1/2) 4u 1) Rivit Gun: Killing Attack - Ranged 2d6, 12 Charges (Recovers Under Limited Circumstances; +0), Armor Piercing (+1/2) (45 Active Points) [Notes: Charges for the rivit gun are a total of 12 rivits for the entire system. Rivit Gun can only be recharged at the construction site by a support tech.] 5u 2) Rivit Gun (in melee): Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), 12 Charges (Recovers Under Limited Circumstances; +0), Penetrating (+1/2), Continuous (+1) (50 Active Points) [Notes: Charges for the rivit gun are a total of 12 rivits for the entire system. Rivit can can only be recharged at the construction site by a support tech. Charge is continous as long as contact in maintained, once contact is broken another charge must be expended. This is to represent the rivit gun "laying in" on the rivit.] 2u 3) Cutting Torch: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); No Range (-1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4) 2u 4) Arc Welder: Minor Transform 2d6 (Non-fused metal into fused metal), Continuous (+1) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2) 3u 5) Fire Extinguisher: Suppress 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); 4 Charges (Recovers Under Limited Circumstances; -3/4) [Notes: Can only be recharged at construction site by support tech.] Powers Cost: 111 Total Character Cost: 162 Pts. Disadvantage 10 Physical Limitation: Large and Heavy (Frequently, Slightly Impairing) [Notes: The suit stands about 8' tall and weighs in at just under a ton.] Disadvantage Points: 10 Base Points: 155 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  8. Re: Nothing can stop me now! I think a "Master Villian/Archvillian" is not a one stop encounter. The players have to make their way to him thru his traps/minions/lair/etc. When they finally get to him, throw in a mix up. 1. Master Villian has some [robot clones/hard light holograms/whatever] so now the party has to fight a handful of Dr. ABCs. Now, you don't have to worry about the Arch Villian being all that, just some of that. 2. Master Villian choses his battlefield. On more than one occasion I have but the Arch Villian inside a deathtrap that he knows all to well. I have the battlefield all mapped out beforehand with nasty traps and tricks. All that Danger Room nastyness in preset little packages all across the game field. I also love putting the villian on a big pressure plate with a timer, so when he does run... the area may not be as safe as it once was. 3. Players get to the Master Villian and about 1/2 way thru the fight, the villian gives the players an ultimatium. You can continue to fight me OR you can save X. This works well when the players are inside something delicate: Nuclear Reactor, Power Transfer Station, Large Damn, etc. The players can continue to fight Dr ABC but the room is gonna get a lot hotter when those rods start coming out of the water Or when the regulator vales in the damn above the city start opening up ALL THE WAY (hey, big flood). Or when all the power to the city is cut. This seems pretty weak until the villian mocks them "Surely not all of the backup generators in the nearby hospitals could be damaged" and he pushes a small button. He then mocks, "Oh, they can!" 4. ArchVillian is at the helm of a mush bigger threat. When the Master Villian takes the helm of some huge monstrosity (could be a robot, could be a Super Size Mole that is going to burrow under the city, whatever). I personally like the big robot. Now the players get to fight somerthing that is compromised of LOT of body parts. Disabling the parts are hard enough and when a part goes offline, the robot takes a big penality (like 1/2 move for a leg). I give a standard 50' humanoid looking robot a 4 speed, but gets an attack (with a ton of reach) with each arm, maybe a gun turret in its chest and a missle battery in its head. Plus as it walks it does an "explosion" of damage for the hexes is stomps over (Go Go Godzilla). The center of the body is all but invulnerable, but taking out an arm may give the players a way into the suit. Now the players get to foil the villian's master plan and it is a better win than just putting Dr ABC in the slammer. Dr. ABC could get away, but the players get all the karma and bragging rights for defeating the 50' Power Ranger wannabe that attacked Liberty City.
  9. Re: Catalyst: A Champions campaign on Hero Central Current state of character selection: Cut off date March 13, 2009 (T-10 days) 1. Inertia (5 Spd Energy Projector) - Accepted 2. Engram (5 Spd Mentalist) - Accepted 3. Kuan-Ti (6 Spd Martial Artist) - Character complete 4. Raider/Sentry (6 Spd Martial Artist) - Final Revision, need background in HDC 5. Inversion (4 Spd Brick) - Final Revision, need background & picture in HDC 6. Talwar (5 Spd Brick/Magnetic EP) - Final Revision, need picture in HDC 7. Chalice (Water Based Energy Projector) - awaiting resubmission 1. The Ward - dropped 2. Tasha - dropped I will be accepting another character by Friday, with the final three chosen next Friday. I really like all the submissions that are complete or are in final revisions. I think Kuan-Ti and Raider are significantly different that they would not step on each others toes. Inversion is in his own "field" considering his strenght and power effects. While Talwar is just a generic 5 speed brick type. We have a lot of hand to hand potential (which is not a bad thing) with 1/2 of the current group not even from the US.
  10. Re: Catalyst: A Champions campaign on Hero Central You can still push quite a bit, but it is not so far of base. The powers, skills, disads look fine. Taking at look at your stats, you CON seems to be a tad lower than expected. Talwar has a 5 spd, 55 str brick type has a 25/25 Def and a 24 Con. Inversion will get CON stunned before Talwar does (but only by a point). Kuan Ti has 22/22 Defenses and a 28 Con, so you and Talwar will be stunned before him (again, by a point or two). With a 4 Spd and your defenses, you might want to look at 23+ CON. If you say your character is complete, I will accept him as is. Your call.
  11. Re: Catalyst: A Champions campaign on Hero Central OK. Everything looks really good. You can add +1 DC to your character (+5 Strength or +1 HTH Damage Class with Martial arts). Your martial arts should allow a 11d6 attack and a 9d6 attack. Also, you can take your defense to 22. However, I want the batarang to stay at 10d6 attack. If you up your Strength by 5, PD by 1 and ED by 2 you will get that extra boost and it only costs 8 points. The damage class would cost you 4 and then 2 for PD and 2 for ED. So its a wash how you spend it (but the strength gives you better figured stats). You have 5 points of xp to spend, so just cut 3 points somewhere. Fix that small issue and you can color this character complete. Also, fill in the background section on the character in Hero Designer.
  12. Re: Catalyst: A Champions campaign on Hero Central Thats 19% if you take a hit, you have to take DCV into account too. If they miss, then you have a 0% chance of going down Raider also one overall level (so he can apply them against his DCV some of the time) and Martial Arts (Block = +2 DCV, Martial Dodge +5 DCV). His standard 10DC attack gives +1 DCV and his 8D6 punch gives +2 DCV. Now if he does some sort of Sacrific Strike against a tough opponent, he gets what he opens himself up for.
  13. Re: Catalyst: A Champions campaign on Hero Central I will get back to you later today.
  14. Re: Catalyst: A Champions campaign on Hero Central I have not had a chance to look at Raider/Sentry yet. But on the last build you had 14/14 and combat luck 6/6. So, your total was 20/20. 20-22 is the range for a 6 SPD. Now, your upper end melee attack does need to be 11DC and 9DC standard. I was going to recommend keeping the thrown attack at a total of 10 DC. Now, it all plays out with higher speed, higher CV, marial arts, etc. If you wade into a bricks melee game you will probably get clobbered. Batman did not do that often, when he did... he got owned (Clayface is a prime example). He would then come back, think and revist the fight. He would dodge alot, reserve the bigger attacks when it would matter most AND win in the end. Also, Bat's is a very, very experienced hero. I always disuade players from trying to equate themselves to a pulp icon hero. It never works out. Bats is not a speedester (Flash = speedester). However, Bats has a high DEX and probably Lightening Reflexes (well one way to build him anyway).
  15. Re: Catalyst: A Champions campaign on Hero Central I will look this over sometime today.
  16. Re: Catalyst: A Champions campaign on Hero Central As a general rule, heroes can push a lot. We can drag the what if whack a mole out and beat this horse senseless all day long. Considering you are playing superheroes doing superheroic things... pushing can be an accepted standard. Would I allow it just to deck and agent, no. What about to buff a force wall to protect some civilains, sure. Now would I allow it for the other hero, jumping over the force wall, to deck the agent with the minigun... errr I saw a build for a "batman'ish" type (at a con in Dallas, TX) had a stat based multipower, fueld by an endurance reserve and called it pushing. So, he could "push himself", in DEX, to grab the rope and save the girl or PD to take the hit. Worked out well but then actually pushing comes into play too. Felt like a really Heroic build (100+100 street level game) and I was glad I did not have to GM it.
  17. Re: Catalyst: A Champions campaign on Hero Central The standard attack in the game is 11d6 (with an avg stun of 35). 30 defense for a 4 speed tank = avg 5 stun. Avg defesne for a 5 speed, averge joe hero is 25 = avg 10 stun. So around a 30 defense is fine. The 13d6 attack holds true too. Look it over and get back to me
  18. Re: Catalyst: A Champions campaign on Hero Central I did a standard damage sweep and assumed the enemy hit you 3 out of 4 timese. You could push each time it was your phase for 2.5 full combat turns without penality. You are going to have so much free endurance you can push without consequence. Also, 35 PD means a standard roll on a 10 DC attack will bounce. If you push your defense (which you can do with a force field) then you can bounce an 11 DC attack. This leads to me put a 12 DC standard attack (allowing 14 DC push) and around 30/30 defenses for this build. I think it is a good build, but absorption does bring its own balancing factors into play.
  19. Re: Catalyst: A Champions campaign on Hero Central Since you can manage an hdc file, please upload the acutally hdc file to the board in the future. It helps, a lot. If I am reading this correctly, you absorption now fuels Endurance directly? Everything else is just a plain ole vanilla power (which is easier to look at). Now, considering you can PUSH all day long your attacks are fine, as is your DC. Defense may be a bit high considering you will be slugging out 15 DC attacks (before haymakers, move thrus, etc). Let me think about it a bit. Gliding is fine considering your weight went down by like 70 tons. You dont have any other movement powers, and considering your field, gliding and strength maybe jumping is in order (it would fit). Disads are fine, as are your skills. You might want to consider upping that +1 HTH with a +1 overall the way your points are laid out. You still have 22 points (17 + 5 xp) to spend after all that you purchased.
  20. Re: Catalyst: A Champions campaign on Hero Central OK in your disads you have Secret ID: Public ID (Frequently, Major), so I assume it is suppor to be Social Limitation: Secret ID (Frequently, Major). Correct assumption? You are shy 5 points of disads. Suggestion. Take a 10 point hunted (as powerful, 8-) and drop either the unluck or poor (I would drop unluck). Change you Metal Transformation to: Metal Shaper: Major Transform 2d6, Improved Target Group (any metal; +1/2) (45 Active Points); Limited Power (Metal Composition Remains Unchanged; -1), All Or Nothing (-1/2), Concentration (1/2 DCV; -1/4) This gives you back a point (3u to 2u), you can make any change in the metal but you cant change it from metal to something else or an lead miniture to a gold miniture. If you just want to say ".22 pistol to broken .22 pistol" that should be easy. If you want to change a 2 lbs lead ingot into a little statue... that is something else, though still do-able in the range of the power. If I recall correctly, that is what you were shooting for originally, was it not? If you pick up 5 points in disads you will have 6 points left.
  21. Re: Catalyst: A Champions campaign on Hero Central
  22. Re: Catalyst: A Champions campaign on Hero Central I have the new file. Thanks.
  23. Re: Catalyst: A Champions campaign on Hero Central I have a copy of your character. I will try to get back to you on it today.
  24. Re: Catalyst: A Champions campaign on Hero Central I have your hdc file at the office too. I will take a look at lunch tomorrow.
  25. Re: Catalyst: A Champions campaign on Hero Central Ok. I want to give another peak at the campaign. Seems two of the characters (the only ones in the game so far) happen to be on the same Tram into the City. They are both in different cars and have different opportunities ahead of them. This is, of course, a minor encounter... but it does give a chance for players to feel out their Secret IDs. Again, I will be inviting another player into the game next week. You first few posts probably wont have a combat... but they could This is what is going on in Thebes about now:
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