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Dr. MID-Nite

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Posts posted by Dr. MID-Nite

  1. Actually, I think the whole point behind the hanging was for there to be a position open for Mr.s Baylock(psycho nanny) to fill. So I doubt the first nanny was a follower of Damien(in fact it looks as if the devil dog infleunces her somehow into jumping). I could do the follwer thing, but the Damien in the first film doesn't really spend that many points(the point being for him not to show off obvious supernatural abilities according to the filmakers) so buying them would be expensive....though I'm not that concerned about point cost. The TK-No Conscious Control idea would be a thought(but'd it have to work over vast distances-Damien is in England when David Warner's character is beheaded in Jerusalem). I might just have to run with the Luck idea(which fits in with the filmaker's idea that everything that happens being explained away as unfortunate coincidences).

     

    Rob

  2. Hello all. I'm trying to write up Damien from the Omen movies. I'm currently working on the version for the first film. Essentially a normal child, but with immunity to disease(mentioned explicitly in the first film). I'm thinking a better than normal EGO and PRE as well. For the "mysterious accidents" that befall anyone who learns his secret...not sure...thinking massive amounts of Luck(what's lucky for him is not so lucky for others concept) maybe, but open to better suggestions. As for the devil dogs and the psycho nanny from hell, I may write them up as followers....or just leave them as plot devices. Any ideas for this Damien...or any of the other two "versions"?(I ignore the abortion known as Omen 4.)

     

    Rob

  3. Regarding Batman/Cap, my personal opinion is that if they fought 100 times, Cap would win 51 of the battles. For all the Bat supporters, note that Batman beats him 49 times...so no whining. I could easily write a scenario with either man winning...and it would be completely plausible. I gave Cap a slight edge for a couple reasons. One....difference in mentality. Batman likes to plan(and don't try to say he doesn't) while Cap likes to improvise. Generally, the latter talent is of a bit more use in a fight.Two, Cap is probably one of the few people in either universe who is a better martial artist than Bats. Cap has more experience and has a soldier's background, which Bats definitely does not have(unless DC has revised him somehow). Plus, Cap does have a physical edge, however slight. Could Bats beat Cap? Certainly. And probably anyone else he puts his mind to. So could Cap in my book. Again, to all the Bats supporters, I can easily write a win for either one....as I could for most DC/Marvel encounters.

    As to the Supes lifting Thor's Hammer thing, it's more telling who hasn't lifted the hammer than who has. Like Sub Mariner could not...even though he's a noble soul. I guess the real question is just how noble one has to be? Overall, I'm guessing Supes can probably lift the hammer. However, I wouldn't say this judging by his behavior in the miniseries which has...to be quite frank...been very odd. It's like he's turned into Super Cynic Man, dissing the Marvelverse heroes at every opportunity. Has anyone else noticed this....or is this something going on in his own book(which I don't read regularly)?

     

    Rob

  4. Ok...since I'm using Champions Battlegrounds, Interface is the villain and he has been studying the heroes for some time and has the mechanical aptitude to build most traps IMO. I'm almost positive this is of the "wake up and find yourself in" variety deathtrap.

     

    Rob

  5. I'm running Champions Battlegrounds and I need a death trap idea for a flame projector. He's a lot like Fuermacher from CKC. He has various flame blasts, flaming damage shield/force field, and flight. No life support except against heat. Any really cool ideas?

     

    Thanks,

    Rob

  6. Ok..the details... this is a male hero with grey armor with silver highlights. He's mostly like iron man..with a combination of strength and energy projection...but he has a superhuman affinity for machines...mostly mental in nature(which will expand into more physical abilities with experience). he's just starting out..so other details not worked out yet...

     

    Rob

  7. Ok....I've read the FAQs and I still don't quite get it. I need an example to visualize it. So.....

     

    I've got a 1d6 Drain with the +2 advantage to affect all powers(characteristics) of a given special effect simultaneously. Let's say it's set to drain six primary characteristics. I roll a 6. Now.....is 1 point drained from each of the six stats....or is 6 points drained from each stat? The former seems useless for the cost while the latter seems ridiculously powerful. In any event...I'm still not sure which is "official". Any light shed on this would be great as I'm reluctant to even attempt to use adjustment powers without a ruling on this issue..

     

    Thanks,

    Rob

  8. Well, to be honest, this comes right on the heels of Champions Battlegrounds. Since that will keep my group occupied for almost two months, I'm delaying the purchase of Shades Of Black until then. Plus, with the Viper book basically on our doorstep, SOB has to compete with both of those products. I intend to buy it, but purchasing it right this second makes little sense, as I wouldn't even touch it until the end of October. This isn't about the quality of the product, just common sense. I'm sure I'll love it when I see it, but I just don't need it right this second....as you just released an adventure book. I'm all for published adventures and I plan to buy every one of them. SOB just came too soon after CB, that's all.

     

    Rob

  9. This may be hard to believe, but I stole the name of the campaign city from the movie "Mothra". In it, the title monster attacks a fictional city which looks a LOT like New York. The city....Newkirk City...kind of stuck a chord with me and I used it for the start of my campaign.(The group has since relocated to Millennium City.)

     

    Rob

  10. My vote goes to Menton as well. he can control most people without even leaving his penthouse suite.....and almost no way to pin most crimes on him unless he allows it. Piss him off and he just mind screws those nearest to you or manipulates the politicians into making you the most hated man alive. As far as direct confrontation, that metal paralysis powers shuts down almost any opponent. Malachite/Teleios is a good runnerup with their scientific know how.

     

    Rob

  11. Hard to pick just one. Among the Master Villain types, I like Menton. yeah he's tough to use as a standard threat, but he's great for background plot. I also like Malachite from 4th edition. He's playing a majpr part in my current campaign. Anklosaur, PSI, Eurostar, and utility also get my votes.

     

    Rob

  12. I liked LXG quite a bit. The story was a bit thin, but I kind of went in thinking the film was more about the spectacle than the plot, so it didn't bother me too much. the only bit that bothered me was when the Nautilus fired the "missle". That stretched scientific reality a bit too much. Tanks, subs, cars, and machine guns were all possible in 1899. the missle went too far. If they had simply said it was an "exceptionally accurate artillery shell" and protrayed it as such, I think it would have worked much better. the characters were all fairly interesting, but I don't know much about Quartermain, so I have no idea if the movie portrays him right. the others all had their moments. I'd like to see a sequel, but hard to say if there will be one.

     

    Rob

  13. For comics books, I'll say The Absorbing Man from Marvel and at least half the roster from the Challenge of the Superfriends show would qualify for best thug. In the Champions universe, my personal pick would be Anklosaur. All that power...and not an ounce of higher intellect to go with it.

     

    Rob

  14. I remember looking at The Mutant File, but not picking it up. What was so bad about it? I remember really liking the Minuteman writeups. The 5th edition versions are far too weak as written...they'd be the equivalent of the Sentinels....when they first appeared maybe, but too weak for your average team of 350pt characters. I don't remember the villains too well, but high point costs don't necessarily make a villain powerful(e.g. Slick). What was so tough about these mutant villains?

     

    Rob

  15. Shadows of the City went over very well with my group. I actually ran all three parts as the first story arc in my campaign. The Disciples gave my group a hard time....and none of my players could forget their loathing of...The Pack. There was enough noncombat stuff to bring the scenario to life. Reverend M currently rests in Newkirk City Sanitarium. Most of the Disciples are in Stronghold....as is The Pack. The Pack was especially hated as they viciously beat up the hero group's police contact.

    What did people think of the Invaders From Below adventure? It looked interesting as a large scale adventure...where the stakes are high.

  16. Well, I'm open to any of the earlier stuff, but pre-4th edition stuff is REALLY hard to find these days, so i mentioned 4th edition as I thought more people would be aware of it and and I'd be more likely to find them if I wanted them. Some of the old stuff I do have is: Alien Enemies(haven't used much), Challenges For Champions(using Dr. Megaton extensively), Shadows of The City(ran the entire thing as my first story arc, Champions in 3D(ran Nazi World and Backworld), and Classic Enemies(not used too much except a 5th edition revamp of Beamline). Now, I thought Strike Force was a campaign book. I have my own campaign and hero group...so I doubt that will be of much use to me. I'd love to get Voice of Doom, but again..pre 4th Edition is VERY hard to find. My players tend to enjoy epic storylines...where a lot is on the line..along with a fair amount of NPC interaction.

     

    Rob

  17. I'm looking to find more Champions related material to use with my RPG group. What was some of the better 4th edition stuff? I'm thinking mostly about the material that probably won't be re-printed in 5th edition. I've heard Classic Organizations was good. Any others?

     

    Rob

  18. Well, the moment where my mentalist character, The Living Ego, had his climatic battle with the man who "killed" him, Anklosaur, was a defining moment for my character. Basically, Anklosaur, killed off my character early in the campaign, but we had him come back by having his mental essence occupy another body. Eventually, I caught up with Anklosaur. despite some justification, i didn't kill him. Instead, I psuchokinetically tore apart his armor and then used my psionic powers to make him forget his criminal past. In essence, I DID kill him, but in a humane way.

     

    Rob

  19. Yeah...pretty bland...I'm thinking 600-800 points each for the lesser gods and goddesses and 1000+ for the majors(Hades, Zeus, Poseidon). I know they were all around this much in the module, but, as you said, poorly constructed. And given what I'ved seen in 5th editon, you better believe the top tier gods are going to be tougher(or at least as tough as) the likes of Dark Seraph.

     

    Rob

  20. Yeah, I kind of thought the same thing myself. One thing I disliked was having Aphrodite's seduction power through a focus. I'd remove the focus and let her affect both sexes.(She can shape change after all.). I'd probably re do the Olympian package deal, which was WAY too expensive for what it did.

     

    Rob

  21. This is a followup to my email regarding tactical advice for the Ultimates. The fight ended up being the Ultimates(Binder, Blackstar,Cyclone, Slick, Thunderbolt...along with Anklosaur and ESPer) vs. The Crusaders:

     

    Bedlam: Team leader....Brick

    Quick Step: Speedster

    Frostbite: Cold energy projector

    Brimstone: Fire energy projector

    Spiritwalker: Teleporting, spell using shaman

    Hound: Shapeshifting martial artist

    Dark Sun: The "jedi"

     

    Slick opened the attack with his area entangle, which hosed most of the team. Spiritwalker was able to get away...as was Quick Step. Binder then glued up the speedster as well...leaving only Spiritwalker free. Anklosaur followed that up with a Flashbang grenade that affected nearly every team member. Despite this, the team fought back, with Hound and Spiritwalker double teaming Cyclone. Hound finished him with a leaping move through that actually hit. The Ultimates just had way too many actions though, and the fight slowly went against The Crusaders. Bedlam was kept blinded and/or entangled the entire fight(The player wasn't too happy about that.) Thunderbolt was The Ultimates' MVP, taking out Frostbite, Quick step, and Hound by himself and helping to defeat Brimstone, who fell to ESPer's psionic attack. Dark Sun, pummeled by Cyclone earlier in the fight, felt the bludgening power of Anklosaur's tail. Anklosaur himself was beaten by the combined efforts of Bedlam and Spiritwalker. Outnumbered 6 to 2(Cyclone was able to rejoin the fight), Spiritwalker used his Word Of Recall spell to transport himself and Bedlam away.

     

    Thanks to everyone who offered me tactical ideas for this fight. The Ultimates gained a measure of respect that evening, though the Crusaders I'm sure will be more than ready for the eventual rematch.

     

    Rob

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