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Dr. MID-Nite

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Everything posted by Dr. MID-Nite

  1. Re: Holocaust Rebuilds Terror, Inc. Beyond the standard consensus of mercenary help, the following villains probably wouldn't mind working with Holocaust: Fenris(Casual killer...plus with his pack mentality he wouldn't be adverse to joining a group) Hornet(His psyche lims seem to fit right in with Holocaust's extreme personality) That's pretty much it from the main book. Rob
  2. Re: Buffing-Up Kodiak I'd boost his STR to 55...or at least 50. That should give him a reasonable offense. the rest is just fluff....in my opinion. Rob
  3. Re: Favorite Master Villain Menton and Gravitar are at the top of my list. I've always been a big fan of mentalists and Gravitar just has an intriguing power set. That area effect TK she has is NASTY! Rob
  4. Re: Transform ideas/advice please.... Well....Quantum's Transform is in a Multipower...so in his particular case...it's cheaper the way he has it currently. Rob
  5. Re: Transform ideas/advice please.... \ Ah...gotcha. Thanks. Quantum most certainly CAN'T do anything on the second list. Too complex. He's new to his powers and isn't even entirely sure how they work...so he usually does simple tricks/feats. He'd be too afraid of killing someone to try transforming them into some other lifeform...even if he had the inclination to do so....which he doesn't...as a general rule. It's much easier for him to visualize turning a person into stone and the like. Rob
  6. Re: Transform ideas/advice please.... The Transform is bought normally....with just that one advantage. It's more of a noncombat power....due to high END cost. His powers are heavily based on Quantum Mechanics(at least in a peudoscience way).....so I think he probobably coulc manipulate energy as well, but I have other powers that handle that aspect well enough. This transmutation power is designed to mostly affect matter. That said....I just want to be able to use the power without the GM throwing a fit.(I'm not sure if he's aware of the potential abuse for this.) My opinion is he could do these things: 1)Transmute elements: Oxygen to Hydrogen and so on. 2) Alter the physical substance of matter: Solid to Liquid...or gas..vice versa. 3) Change dangerous materials into less dangerous ones: Motor oil into soda pop for example. 4) Alter the physical nature of nature of organic life. A tree into cardboard for example...or a human into stone. What he can't do: 1) Affect anything with magical properties...as they defy conventional science. 2) Create life from nothingness. He doesn't have the knowledge necessary. 3)Alter one lifeform into another lifeform. Again, he lacks the knowledge and fine control. Now, given those guidelines....as a GM is there certain things you'd say...get over it....I'm not letting you do that. Keep in mind that I plan to heavily police the power myself, but I want to avoid doing something unbalancing inadvertantly. Rob
  7. I have a character for a new campaign who has a Transform that is bought at the +1 level(anything to anything). The character is named Quantum and have powers that revolve around manipulating matter and energy. My question is for all the GMs out there. What would you allow someone to do with the above powers...and what wouldn't you let them do...given the special effects? I'm looking to maintain game balance. Rob
  8. I have a character for a new campaign who has a Transform that is bought at the +1 level(anything to anything). The character is named Quantum and have powers that revolve around manipulating matter and energy. My question is for all the GMs out there. What would you allow someone to do with the above powers...and what wouldn't you let them do...given the special effects? Rob
  9. Re: What comic group supergroup is your group equivalent to? My player group, The Crusaders, most closely resembles The Defenders, mainly cause they act more like individuals who hang out together rather than a tight knit team. Rob
  10. Can the variable advantages...advantage....at say the +1 level(giving you your choice of +1/2 advantages) be used to give said power the variable special effects advantage? Rob
  11. Re: What is the average attack and defense in your super’s campaign? In Crusadeverse, average attack: 12d6 average defense: 20PD/ED average SPD: 5 A fair amount of variance exists in the groups. The higher DEX characters basically have lower overall defenses(though even the lowest defense character has missle reflection). The low SPD character does much more damage(15-19d6), but obviously has fewer chances to do so. Only one character in my campaign has a CVK, though killing is not encouraged in my campaign. Rob
  12. Re: GMs: PC Scrutiny & Acceptance I couldn't agree with you more. My current group is a lot like this(though I'm trying to work with them to break this habit). It can be very frustrating at times. Rob
  13. Re: Character Building Issues Midgame I generally allow adjustments to characters even well into the campaign. I have to approve everything anyway....so nothing I hate is ever going to go through. Rob
  14. Re: Dean Shomshak's The Mystic World (& Arcnae Adversaries) Interesting to see the different opinions. As a whole, I like the concept of The Devil's Advocates, but thought there should have been more personality clashes than were apparent from the description. Plus, some of the members just didn't seem to fit as you mentioned before. Golem. for example was portrayed as mostly incompetent, which made me think he wouldn't have his focused based powers for very long(as he be killed and the power objects taken by a more clever, unscrupulous individual). His writeup was also all over the place....which didn't encourage me to like him. Maze was a bit too sympathetic. Granny Hex's power set didn't seem useful given her probable(noncombat) plot role. Vilsimbra had 100 points locked up in a varible power pool that can only be used for Images. That and she was boring. Brother Bone was interesting, but I tightened his concept so that his Multipower had one slot to represent each of the 10 biblical plagues. As a group, I like the general idea of their goals, but didn't see these individuals as the best to accomplish it. I mainly used them as encounters on a mystic quest for my PC group...so if....when...I bring them back...I'd probably revise their writeups yet again. But then agian, that's what I love about hero...nothing is "etched in stone". Rob
  15. Re: Galactic Champions Word Well....my point being that they ARE hard to kill...implying combat capability....so I was questioning the need to make them more combat capable. Rob
  16. Re: Dean Shomshak's The Mystic World (& Arcnae Adversaries) Thank you, Steve. That was very informative. I've actually updated The Devil's Advocates for use in my own campaign as well, so I'll be interested in what Dean has done to update them. For my part, I had to improve their characteristics, which were generally too weak for my game. I also removed/ replaced members. Maze, for example, basically has the same powers as Tesseract, so he was redundant. The others stayed, but for the official version....hmmm...if I were a betting man....I'd say Golem and the dark elf chick both got cut.....possibly Appolyon as well. The rest seemed cool enough to remain...with modifications. Rob
  17. Re: Galactic Champions Word Good to hear the book is good, but what's this about improving the combat capability of heroes? They seem plenty tough already. I suggest the difficulty of killing anyone in the game system as but one example. I'm mainly interested in seeing the take on the genre(though I doubt my group is mature enough to handle the incresed power levels). Rob
  18. Re: Dean Shomshak's The Mystic World (& Arcnae Adversaries) Arcane Adversaries should be very interesting. I wonder if Dean will update some of his bad guys from Horror Enemies. That would be great(and save me the work). Rob
  19. Re: Value of this limitation? Hmmmm...perhaps I wasn't clear. The armor is just going to be a standard combat uniform bought through an OIF. I just don't wasnt it to stack with the flying force field(as it'd be grossly unfair). In conception, the character I have in mind is not unlike Marvel's Cannonball character, but older, German, and with a military background. Rob
  20. I want to create a character who flies and has a linked force field. He only has the force field while he's flying(hovering, whatever). I also want to give him a little armor for the times he isn't flying, but I don't want it to stack with the force field defense. I was thinking that this would be a -1/2 limitation on the armor? Thoughts? Rob
  21. Re: Superassassins? I've considered The Flatliners. The group normally only has the five members together at one time. Auto-Gunner is a lone wolf type and rarely associates with the others. He's also the most likely to get caught. Rob
  22. Re: Superassassins? Thanks. That seemed to do it. I do have a Bogeymane/Freddy Kruger type already in the campaign, but this made an intersting read anyways. On the other hand, a mentalist would make the group's work much easier I suppose. Rob
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