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TheEmerged

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Everything posted by TheEmerged

  1. Re: Need help on Aborting An Action This looks like a job for the competing DEX Roll, captain! At least that's how I handle "can you abort in time?" actions.
  2. Re: Viperia/Champions matchup: Define Witchcraft's VPP Just an update: right now it looks like I'll be running in Sunday night, and right now I'm only seeing one stat'd out proposal. Unless I see something else, that's the one I'm going with.
  3. Re: Element Control Tweaking My standard -- The following powers will NEVER be allowed in a power framework, even a VPP Duplication END Reserve (END or REC) Find Weakness Luck Multiform Skills The following powers will only be allowed in a power framework under very specific cases with a Darn Good Reasonâ„¢ Clairsentience Enhanced Senses Extra Dimensional Movement Extra Limbs FTL Travel Knockback Resistance Lack of Weakness Mind Link Talents Skill Levels (including Penalty and Combat Skill Levels). The following powers might be acceptable in a Multipower or VPP under the right circumstances but will never be allowed in an Elemental Control Characteristics Flash Defense Life Support Mental Defense (technically covered under Characteristics, listed here as reminder) Missile Deflection/Reflection Power Defense The following powers will be allowed in power frameworks but will be watched closely/require some limiting factor Armor (yes, even in an EC) Damage Reduction Damage Resistance (MUST be bought as a separate slot, not “tacked onâ€) Summon Combined Slots This is covered under the Thou Shalt Not protocol -- don't even think of sending me a writeup using these. Movement Multipowers In the past I have forbidden separate movement powers from being in different slots of a multipower, and openly stated that the ability to have the movement power you want is one of the reasons a VPP is more expensive. Quick everyone, how often do you need to use two different movement forms in the same phase? At least for now, I am going to allow one significant exception to this rule. Please note that this will change if I find it abusive. The exception is this: I will allow characters to have two movement powers of the same type in a multipower, but only if one is a “normal†movement and the other is “megascale†movement. For example, you still cannot have Flight in one slot and Tunnel in another. You could however have a normal Flight and a Megascale Flight. editted for formatting issues And before some asks about Armor in an EC -- notice the qualifier "require some limiting factor". There are times when a limited Armor from a power that gets weakened when the 'source' power is appropriate, so I allow it. However for the 'unusual' defenses I find this turns into "free points"
  4. Re: Element Control Tweaking The biggest IMO is that you can't make MPA's (multiple power attacks) with different Elemental Control slots. Another one requires work & judgement calls on the GM -- you should only allow slots in an EC that are part of a "tight set". Usually this isn't too hard, but it is something you should keep an eye on. Personally I use an entirely different standard for what powers are allowed in what frameworks based on my own experience.
  5. Re: Champs Worldwide: Whaddya want? In descending order of importance in my view #1> A wider range of power levels. Count me as a GM whose characters aren't 350-pt anymore. #2> HEROES! AND MORE THAN JUST A FEW! AND YES I'M SCREAMING! Not everyone is running a campaign in which the PC's are the good guys. #3> More in the way of "employable supers" -- the people who aren't dressing up in tights to have fights.
  6. Re: Viperia: Less Pow Than Champions?? For my own campaign, I use writeups of the Champions in the 500-700 Range (I also use a slightly different lineup). However HERO policies forbid posting updates of published characters without permission, so to get what you want it'd have to come from an official source. Of course, I'd like to see more "growth chains" in HERO products. The little blurbs of how to update them are okay but insufficient in my opinion.
  7. Re: Halo characters Master Chief, the main character in the XBox games named Halo and Halo 2. One slot he'll have to have is enough of a computer memory slot to contain an AI who knows all of Earth's history, fleet information, and known Star maps.
  8. Re: Viperia/Champions matchup: Define Witchcraft's VPP
  9. Re: Viperia: Less Pow Than Champions?? One point: Viperia has a goodly number of multiple-target attacks at her disposal and the inclination to use them, combined with a higher DEX, higher SPD, and considerable CV/skills. Maybe one of them can dodge her every phase, but what about two, three, or more? From where I type, it's going to come down to EITHER whether or not they can keep dodging/diving/blocking long enough for her END troubles to kick in -- or whether or not Witchcraft can manage to hose her before Witchcraft gets smeared.
  10. Re: Viperia: Less Pow Than Champions?? /humor on The flip side of which is that they can basically do damage or stay alive, Mitch /humor off
  11. Re: Electrical NND Yeah, mere "resistant ED" is too common. I could possibly see this as "Natural resistant ED" (as opposed to Armor) and even that is really too common. Perhaps "Hardened ED" would be a better standard...
  12. Re: Viperia/Champions matchup: Define Witchcraft's VPP If I can get the group on short notice, I will. It's more likely I'll end up running it myself, as I did the Mechanon one. For the record I'm used to playing games against myself and can "compartmentalize" fairly well.
  13. Re: Thunder and Lightning for 5th edition As I understand HERO's policies, we're not allowed to post "remixes" from previous or current editions without permission. I know of at least one case where permission was granted (European Enemies)...
  14. Okay, as per the discussion in this thread, I'm going to be running a matchup of Viperia against the Champions similar to the one I ran between Mechanon & said Champions. However, to avoid any arguments of partiality here, I need someone else to define what Witchcraft's VPP looks like going into the fight. In fact, on closer examination I may need *two* builds. See, at the start of the fight I'll be making appropriate KS & Deduction rolls for both sides -- so it's possible Witchcraft goes into the fight knowing Viperia's weakness to magic and with relation to END, and it's possible she doesn't. I'm planning to run it Sunday or Monday. Thanks in advance.
  15. Re: Viperia: Less Pow Than Champions?? I'll be using the same rule I did with Mechanon -- the exact writeups as presented in Champions, no errata. I'm adding "as little interpretation / external logic as possible" because of the snafu's related to that bu... issue with relation with Mechanon's class of mind. If it's not explicitly listed on the writeup, it doesn't exist and does not matter, no matter how logical or well argued. Of course this leads to issues of its own. Should Viperia get a bonus to her Deduction roll against Witchcraft (see below) because Witchcraft's description says she chants with her spells out of habit? I personally say a straight roll is the fairest option and that's what I'll use unless convinced otherwise. However I will be treating the "Tactics" section of everyone's writeups as advice not commandments. I also promise to keep myself to no more than a single NightDuck joke As to Witchcraft's 30pt VPP -- to avoid any appearance of impropriety here, I think it would be best if someone else defined this. Keep in mind the following issues. Witchcraft's combat levels do not apply to the VPP, period. "With Greater Witcheries Multipower" is pretty explicit. Without those levels, she's got an OCV of 7 and an OECV of 8 -- against an opponent with an DCV of 9, DECV of 7, and 3 levels that can be applied to ECV. Witchcraft should therefore lean toward an ECV power, or One-hex accurate. Viperia will be played as an INT 23 opponent with combat experience and no psychological limitations (such as Overconfidence) affecting her combat decisions, but lacking the Tactics skill. I will be interpreting the line about "not taking opponents seriously" leavened with the "tries to hit as many opponents at once" line. On that note, Viperia is an INT 23 opponent with serious vulnerabilities to Magic -- facing a group of opponents including someone dressed as a mage. If Viperia makes her Deduction roll, you'd better believe Witchcraft is getting punched on Segment 12 (the beginning) Knowledge issues. At the beginning of the fight, each character will get a roll against appropriate KS skill to know about the other side. This will limit Viperia somewhat, as she lacks KS: Superhumans. However she will get a Deduction roll to figure out certain 'obvious' things ("That one is made of metal, he must be a brick. That one is wearing robes and chanting, she must be a mage.") Insert 'skills should matter' comment here. Arrangement. I'll be using the "Rosie's" map from the resource kit again, with the Champions starting out encircling her at a distance to be determined when I get a better look at the map . Anyone with Flight (including Viperia) will start 5" up. The fight will begin "raw", with no chance of surprise and no held actions on either side. Tale of the Tape. On the one hand, the Champions have a shot at her -- perhaps more than against Mechanon. She has "only" a 32 DEF, 24 MD, and 20 PowD -- no MegaBoss effect (Damage Reduction). On the other hand she has a 45 CON, so CON-stunning her even with teamwork rolls is going to be difficult. On the other paw, she has a number of AE attacks and high movement giving her multiple-opponent options Mechanon lacked. This is especially true of the 36" of Running (or 30" of Flight) with combat accelleration -- given that and her stated tactic of going after as many foes at once as possible, I'd be expecting a Move By/Thru on the first phase...
  16. Re: Bases: Do you charge points for appliances and utilities? Generally I consider this to fall under the "basics" of the base. Unless there's some reason it would matter in a combat situation or perform a noticeable out-of-combat function, it's not worth worrying about the points.
  17. Re: Blink - Speedster powers feedback Nice to see the Extra Limbs one, that's a personal favorite speedster trick...
  18. Re: Viperia: Less Pow Than Champions?? Which is why I'll run it this weekend unless someone else wants to, just like I did with Mechanon :-)
  19. Re: Stay there! I generally use Mental Illusions as the "stand there like a dork" mechanic, usually allowing a limitation for "victim is still aware" at -1/2.
  20. Re: WWYCD: Toy Recall! The Disruptor would find a way to megascale his Gremlin Ray (20d6 Dispel vs Any Technology) -- making sure to save an operational one so he can hunt down and kill Black Harlequin with it. He'd then add the event to the list of time he's "had to do the pretty-people's job for them." (This is a villanous character in a mostly Iron Age campaign).
  21. Re: Leaping plus Move Through? I've always ruled that if you're attempting a v/3 or v/5 manuever against a person with Superleap, the leaping roll is against the DCV of the victim not the hex.
  22. Re: Sex and the Single Superhuman SPOILER! If you're one of the PC's in the campaign, look elsewhere :evilgrin: NeoChampions -- The Disruptor A tragic "romance" is actually his primary motivation. Chuck is actually one of his world's first novas (people with superpowers), as was the 'girl next door' Jenny -- AKA the Silver Streak, who would become one of the world's most prominent novas before her mysterious disappearance. Chuck is one of 2 people alive who knows what really happened, and it's the reason he's a villain now. What follows is spoiler text. To read it, "quote" this post and read the next paragraph The Emergence -- Stefan "The Gray" Sashkey Before leaving the Earth, Stefan and Syrthkai professed their love for each other, got married, and had one night together. Leaving Syrthkai on Earth (where he knew she would be comparably safe for a few years), Stefan started his twin mission -- to save the Earth from the evil machinations of the (deleted for spoiler reasons), and to save the Universe from the scum of the Earth. Syrthkai gave birth to the twins Kit Walker Sashkey and Sala Sashkey... After the Great Galactic War, he brought her a safe haven he'd created so she could live out her last years in peace. Truth and Consequences SythRyss the kobold telepath As of 18th level (it's a D&D campaign) he still hadn't had time for a romance -- he's too busy avenging his race against the "scaleless ones"
  23. Re: The Invisibles Writeups Actually, the "spreading" could just as easily be Rapid Attack...
  24. Re: Harmonious Fist I did such a rewrite once upon a time, but given my policy about cons it couldn't possibly be me...
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