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Dr. MID-Nite

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Posts posted by Dr. MID-Nite

  1. Yes, that is an excellent point. The Ultimates are loaded with area effect attacks, especially with Anklosaur replacing Radium in my version. Slick is faster than any of my PCs, so I guess he'd open the attack, though I can virtually guarantee if he gets close enough to attack, he'll basically be the sacraficial lamb.(My players HATE slick.) LOL

     

    Rob

  2. I appreciate the replies so far.Generally, my group has a strong offense...which is the major reason for their first two victories...along with my poor grasp of tactics. They also have a fairly wide variety of powers. The group is weak to mentalists, but I'm planning to use the Ultimates...and I'm not planning to add members. My major problem, given past battles, is their DEXs are all relatively good...so it's hard to nail them with area effects and so forth(And they would abort anyways...or I would if I were them).

     

    Rob

  3. Thanks for the responses...

     

    For that situation, I allowed the henchman to dive in the way. I may use the opposed DEX checks in the future....or the Dive For Cover. I actually was on the players side in this one...but I figure if I use the DFC rules..I'll apply a penalty..and if I used opposed DEX checks..in general..the speedster should win..which was the major argument to begin with..

    Thanks,

    Rob

  4. Brimstone is only there about half the time..so planning for a six member Crusaders is usually good. In any event, I don't really want to add another member to the Ultimates. You'd think with their higher point totals, The Ultimates would have an andvantage even 6 on 7. If I use another member...any pre-written candidates in mind?

     

    Yeah, the area entangle is good, but it won't bother the mystic at all. Teleportation bascially says "don't bother with entangles". I'm not going to just arbitrarily give Binder the can't escape with teleportation advantage cause that's a copout to me...and not fair to the players.

  5. Ok....I want to have my hero group face off against the Ultimates. they've beaten them twice previously, but I think that was mainly due to my own tactical ineptitude. What I need is advice, both general and specific, on how to use the Ultimates. I am using the CKC versions, but with Anklosaur replacing Radium(who really didn't fit in my opinion).

    My group, The Crusaders, consists of the following:

     

    Bedlam: Team leader....brick...60 STR...21 DEX...4 SPD...20-30 Defs..hardened...full life support...no significant movement powers.

     

    Dark Sun: A "jedi" type character..with all the powers associated with that concept...plus..can also use "force lightning". 24 DEX...5 SPD..relatively low defenses.

     

    Hound: Shapeshifting martial artist...also possesses keen smell and hearing...and has supernaturally keen claws...25 DEX...5 SPD....good fighter..

     

    Frostbite: Ice powers....cold EBs...NNDs...Entangles...plus two area effect attacks..and several Change Environments. Movement of 15" on an ice slide. 22 DEX...5 SPD...

     

    Quick Step: Speedster...stats and powers very close to Kinetik from Champions Universe(who doesn't exist in my world). At 26 DEX 7 SPD...and 20" movement..by far the fastest team member.

     

    Spiritwalker: The mystic...attack powers have the Activation, Focus(OIF), and Incantations limitation... attacks..include energy blast..entangle....and unusual powers like Mind control and EGO attack..along with a body drain..only on non-sentient.. This character also hase a teleport of 20" with no limitations beyond x2 END. 23 DEX 5 SPD

     

    Brimstone: Fire powers...very close to Feurmacher in terms of abilities. 15 " of Flight....flaming damage shield...23 DEX 5 SPD..

     

    All the characters attacks are 50-60 active points...

     

    Need some advice here...how can The Ultimates beat these guys?(I'd prefer combat advice...not..they attack them in their secret IDs). Eurostar is my other choice for a fight if anyone wants to take a stab at them too.(Eurostar isn't my first choice cause things could get bloody).

     

     

    Thanks in advance,

    Rob

  6. Ok...here's the situation:

     

    The speedster wants to do a Passing Strike on a bad guy. The bad guy has a henchman with a held phase. When the hero attacks, the henchman(slavishly loyal) jumps in the path. The hero thinks that he should be quick enough to react and go around the henchman. The rules say basically that defensive actions like this ALWAYS go off first. This comes up all the time...whether it's a held phase or an aborted phase. How should I handle this? Use the DEX rolls maybe...even though it's a defensive move?

     

    Rob

  7. Okay....I'd like to use the Mind, Inc plot idea from Champions Universe/Millennium City, but I'd like to change the name. Mind, Inc is far too obvious for my (deservedly) paranoid players. Any ideas for the name of a self help group that doesn't scream Mind Control. LOL

     

    Thanks,

    Rob

  8. Wouldn't ranged require me to actually hit each target somehow? I chose Area Effect cause I figured it would represent a Teleport circle. Everyone get within 2 game inches of the caster..and you're gone. is that feasible? I dno't like ranged because I don't want this power to be too easily used.....plus..I don't think ranged allows you to hit everyone at once in that fashion...does it?

     

    Thanks,

    Rob

  9. Anyone have any suggestions on how to do a group Teleport? Basically ,the super-mage of the team transports the entire team back to the base. I'm thinking area effect teleport..usable on others..selective target. I have 60 active points to work with. Any Hero wizards want to take a stab at making this power?

     

    Rob

  10. What's the easiest way to build a group telport power? I'm trying to create a spell for a mage..and it basically transports the team back to their base. Not sure what the easiest way would be...thinking an area effect teleport, but for some reason...that doesn't feel right.

     

    Thanks,

    Rob

  11. Hi all,

     

    There's a character from the CKC book, that has a power called Corrupting of the Blood. It's defined as 5 dice entangle with the advantage takes no damage from outside attacks. The special effect(I assume) is that he's freezing the blood in your veins. Now, as a GM, how would you rule as to how to get out of the entangle? Could an energy projector use their powers to free themselves(my first instinct is no)? if so, only chracters with inate super strength can free themselves? Seems too strong in my book, but perhaps I'm just reading the power incorrectly. Opinions?

     

    Rob

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