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Thread: Tar

  1. #1
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    Tar

    Tar is another of my project 275 heroes, the Power Armor Hero. I have used OIF as a short hand, which would be a combination of Restrainable other than holds & OIHID instead

    The Backgrond Summery is that a brilliant Scientist (and arn't all scientists in comics brilliant?) designed a suit of living armor, it is similar in complexion to tar, thus the name. The suit responds to the neural impulses of the individual wearing it and can shape it self to his needs

    The scientist has sense become a hero, partialy because he can't imagine not helping out others, but also because it gives him a chance to experience a life he would never have had before.

    I am not happy with the disads yet, so will be messing with them alot, if you have ideas please share them

    Yes the character is heavily an homage to Spider Man in abilities (However in alot of ways it would be better to say Venom when you think about it)

    Tar

    Player:

    Val Char Cost
    10/30 STR 0
    9/29 DEX -3
    10/20 CON 0
    10 BODY 0
    28 INT 18
    14 EGO 8
    13 PRE 3
    14 COM 2

    5/10 PD 0
    5/10 ED 0
    2/6 SPD 1
    4/10 REC 0
    20/40 END 0
    20/35 STUN 0

    6" RUN 0
    2" SWIM 0
    2"/6" LEAP 0
    Characteristics Cost: 29

    Cost Power
    Suit, all slots OIF (-1/2)
    20 1) +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)
    40 2) +20 DEX (60 Active Points)
    13 3) +10 CON (20 Active Points)
    13 4) +2 SPD (20 Active Points)
    4 5) Armor (1 PD/3 ED) (6 Active Points)
    7 6) Clinging (normal STR) (10 Active Points)
    2 7) Damage Resistance (4 PD/2 ED) (3 Active Points)
    3 8) Endurance Reserve (40 END, 1 REC) (5 Active Points)
    3 9) IR Perception (Sight Group) (5 Active Points)

    30 Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
    3u 1) Tar Blast: EB 9d6 (vs. PD) (45 Active Points) (uses END Reserve)
    3u 2) Tar on your Face: Entangle 2d6, 3 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (45 Active Points) (uses END Reserve)
    3u 3) Tarred Up: Entangle 3d6, 6 DEF (45 Active Points) (uses END Reserve)
    1u 4) Speed of Tar: +7 DEX (21 Active Points); No Figured Characteristics (-1/2)
    1u 5) Tar Blades: HKA 1d6 (1 1/2d6 / 2d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (22 Active Points)
    1u 6) Tar Lines: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points)
    1u 7) Tar Reach: Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points)
    1u 8) Tar Regeneration: (Total: 23 Active Cost, 8 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 6) plus Endurance Reserve: 2 REC (3 Active Points) (Real Cost: 3)
    1u 9) Tar Strength Boost: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)
    Powers Cost: 150


    Cost Skill
    3 Acrobatics 11- (15-)
    1 Acting 8-
    3 Breakfall 11- (15-)
    1 Climbing 8-
    1 Combat Driving 8-
    3 Computer Programming 15-
    3 Concealment 15-
    1 Conversation 8-
    3 Cryptography 15-
    3 Traveler
    2 1) CK: Home City (INT-based) (3 Active Points) 15-
    2 2) CuK: Scientific Community (INT-based) (3 Active Points) 15-
    2 3) CuK: Super Human Community Community (INT-based) (3 Active Points) 15-
    1 Deduction 8-
    3 Electronics 15-
    3 Forensic Medicine 15-
    3 Inventor 15-
    4 Language: Native (idiomatic)
    3 PS: Genetisist (INT-based) 15-
    3 Paramedics 15-
    1 Persuasion 8-
    3 Scholar
    2 1) KS: Common Knowledge (INT-based) (3 Active Points) 15-
    2 2) KS: Sci Fi (INT-based) (3 Active Points) 15-
    2 3) KS: Super Humans (INT-based) (3 Active Points) 15-
    3 Scientist
    6 1) SS: Biology (INT-based) 19- (7 Active Points)
    2 2) SS: Chemistry (INT-based) 15- (3 Active Points)
    2 3) SS: Engineering (INT-based) 15- (3 Active Points)
    2 4) SS: Health Sciences (INT-based) 15- (3 Active Points)
    2 5) SS: Mathamatics (INT-based) 15- (3 Active Points)
    2 6) SS: Physics (INT-based) 15- (3 Active Points)
    3 Shadowing 15-
    3 Stealth 11- (15-)
    1 TF: Common Motorized Ground Vehicles
    3 Tar Manipulation (INT-based) 15-
    3 Teamwork 11- (15-)
    Skills Cost: 90


    Cost Talent
    6 Combat Luck (3 PD/3 ED)
    Talents Cost: 6

    Total Character Cost: 275

    Pts. Disadvantage
    5 DNPC: Significant Other 8- (Normal; Useful Noncombat Position or Skills)
    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
    15 Psych. Lim.: Curiosity (Very Common, Moderate)
    20 Psych. Lim.: Heroic (Very Common, Strong)
    15 Soc. Lim.: Secret ID (Frequently, Major)
    15 Susceptibility: Deforesting Agents, 3d6 damage per Minute (Uncommon)
    10 Vulnerability: 2 x Effect Plant Based Powers (Uncommon)
    Disadvantage Points: 100
    Base Points: 175
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0


    A few other notes, the stat increases from the MP are not added in. And please rip into him, tell me what you like & what you hate
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  2. #2
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    Re: Tar

    OK, first things first, without having taken more than a cursory glance at the sheet...

    Why does your Geneticist character NOT have Science Skill: Genetics?!?
    Be seeing you.

  3. #3
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    Re: Tar

    Quote Originally Posted by Gideon View Post
    OK, first things first, without having taken more than a cursory glance at the sheet...

    Why does your Geneticist character NOT have Science Skill: Genetics?!?
    Good point, and I will consider it, but it was intentional. Biology includes the field of genetics, the reason why the biology skill is so high, according to the Ultimate Skill it would be a -2 penalty to use Biology this way. This allowed for a wider use of the science skill. So, and I seriously want to know, do you feel that he should swap biology out for genetics? If so he would have Biology on a 17 (Genetics -2=17 , most of the disiplines then at a 15 (Zooology, Botany, etc...)
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  4. #4
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    Re: Tar

    I didn't actually know that. i have never used the Ultimate Skill book.

    I think that the highest skill should either be the broadest of the group or the one he is most focused in. So I guess that it does work.
    Be seeing you.

  5. #5
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    Re: Tar

    I'm at work so just glancing at the character Why the vulnerability to plant based powers? for Tar I would think vulnerability to fire would be more appropriate.
    Also a sticky entangle would fit the character.

    I'll go over it throughly later this evening.

  6. #6
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    Re: Tar

    Looking at disads, still not happy with them, so let me break down my thoughts on them

    Pts. Disadvantage
    15 Soc. Lim.: Secret ID (Frequently, Major)
    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
    these two are pretty standard for the project, and I have no problems with them

    15 Psych. Lim.: Curiosity (Very Common, Moderate)
    20 Psych. Lim.: Heroic (Very Common, Strong)
    5 DNPC: Significant Other 8- (Normal; Useful Noncombat Position or Skills)
    Not really happy with Curiosity as a disad, while I see him being fasicnated by new things, especialy with a scientific bent, I question if it should be made more than a quirk of his personality based on his background, not being serious enough to be a disad. I have little problem with heroic, however note that he may complain about it but self sacrificing and helping people out are a key element to this character for me. The DNPC is just boring and tired to me, so something else would be welcome

    15 Susceptibility: Deforesting Agents, 3d6 damage per Minute (Uncommon)
    10 Vulnerability: 2 x Effect Plant Based Powers (Uncommon)
    I like the idea of the suit causing him to take more damage, but wonder if the plant based is the way to go, at first I used it as I saw the suit being almost plant like, but really I want it more like an organic shape changing ooze, thinking Cold might be better, or electricity, or plain poisons, I don't know, I like the Suseptibility/Vulnerability but the to what is still in the air for me...So any thoughts?
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  7. #7
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    Re: Tar

    As with other characters I have been updating to drop dex/speed while including a Sanctioning package, this character has been the hardest to do as his dex and speed came from his powerarmor like abilities (where most have been either a equal exchange or the character getting a few points, I had to work to get this guy the points.)

    If you look carefuly at the Speed given by the tarsuit you will see that he is being credited for 6 points, this is because I handle Dex bought as a power differently than the rules say to

    Tar

    Player:

    Val Char Cost
    10/30 STR 0
    8/24 DEX -6
    10/20 CON 0
    9 BODY -2
    28 INT 18
    14 EGO 8
    13 PRE 3
    14 COM 2

    2/10 PD 0
    2/10 ED 0
    2/5 SPD 2
    4/10 REC 0
    20/40 END 0
    20/35 STUN 1

    6" RUN 0
    2" SWIM 0
    2"/6" LEAP 0
    Characteristics Cost: 26
    Tar

    Player:

    Val Char Cost
    10/30 STR 0
    8/24 DEX -6
    10/20 CON 0
    9 BODY -2
    28 INT 18
    14 EGO 8
    13 PRE 3
    14 COM 2

    2/10 PD 0
    2/10 ED 0
    2/5 SPD 2
    4/10 REC 0
    20/40 END 0
    20/35 STUN 1

    6" RUN 0
    2" SWIM 0
    2"/6" LEAP 0
    Characteristics Cost: 26

    Cost Power
    6 Team Communicator: HRRP (Radio Group) (12 Active Points); Sense Affected As Sight, Hearing, & Radio (-1/2), OIF (-1/2)
    1 Suit: Damage Resistance (1 PD/1 ED); IIF (-1/4)
    Suit, all slots OIF (-1/2)
    2 1) Armor (1 PD/1 ED) (3 Active Points)
    20 2) +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)
    32 3) +16 DEX (48 Active Points)
    13 4) +10 CON (20 Active Points)
    1 5) +2 ED (2 Active Points)
    9 6) +2 SPD (14 Active Points)
    7 7) Clinging (normal STR) (10 Active Points)
    3 8) Endurance Reserve (40 END, 1 REC) (5 Active Points)
    3 9) IR Perception (Sight Group) (5 Active Points)
    4 10) Combat Luck: Armor (3 PD/3 ED) (9 Active Points); Combat Luck Based (-3/4)
    30 Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
    3u 1) Tar Blast: EB 9d6 (vs. PD) (45 Active Points) (uses END Reserve)
    3u 2) Tar on your Face: Entangle 2d6, 3 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (45 Active Points) (uses END Reserve)
    3u 3) Tarred Up: Entangle 3d6, 6 DEF (45 Active Points) (uses END Reserve)
    1u 4) Speed of Tar: +7 DEX (21 Active Points); No Figured Characteristics (-1/2)
    1u 5) Tar Blades: HKA 1d6 (1 1/2d6 / 2d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (22 Active Points)
    1u 6) Tar Lines: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points)
    1u 7) Tar Reach: Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points)
    1u 8) Tar Regeneration: (Total: 23 Active Cost, 8 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 6) plus Endurance Reserve: +3 REC (4 Total) (3 Active Points) (Real Cost: 3)
    1u 9) Tar Strength Boost: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)
    Powers Cost: 146


    Cost Skill
    3 Acrobatics 11- (14-)
    1 Acting 8-
    3 Breakfall 11- (14-)
    1 Climbing 8-
    1 Combat Driving 8-
    3 Computer Programming 15-
    3 Concealment 15-
    1 Conversation 8-
    3 Cryptography 15-
    3 Traveler
    2 1) CK: Home City (INT-based) (3 Active Points) 15-
    2 2) CuK: Medical Community (INT-based) (3 Active Points) 15-
    2 3) CuK: Scientific Community (INT-based) (3 Active Points) 15-
    2 4) CuK: Super Human Community Community (INT-based) (3 Active Points) 15-
    1 Deduction 8-
    3 Forensic Medicine 15-
    3 Inventor 15-
    4 Language: Native (idiomatic)
    3 PS: Genetisist (INT-based) 15-
    3 Paramedics 15-
    1 Persuasion 8-
    3 Scholar
    2 1) KS: Common Knowledge (INT-based) (3 Active Points) 15-
    1 2) KS: Criminal Law & Procedures (2 Active Points) 11-
    2 3) KS: Sci Fi (INT-based) (3 Active Points) 15-
    2 4) KS: Super Human Powers (INT-based) (3 Active Points) 15-
    1 5) KS: Supervillains (2 Active Points) 11-
    3 Scientist
    5 1) SS: Biology (INT-based) 18- (6 Active Points)
    2 2) SS: Chemistry (INT-based) 15- (3 Active Points)
    2 3) SS: Engineering (INT-based) 15- (3 Active Points)
    4 4) SS: Health Sciences (INT-based) 17- (5 Active Points)
    2 5) SS: Mathamatics (INT-based) 15- (3 Active Points)
    2 6) SS: Physics (INT-based) 15- (3 Active Points)
    3 Shadowing 15-
    3 Stealth 11- (14-)
    1 TF: Common Motorized Ground Vehicles
    3 Tar Manipulation (INT-based) 15-
    3 Teamwork 11- (14-)
    Skills Cost: 92

    Cost Perk
    5 Contact: Detective Simon Queen. Police Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
    6 Fringe Benefit: License to practice Medicine, Local Police Powers, Membership
    Perks Cost: 11


    Total Character Cost: 275

    Pts. Disadvantage
    5 DNPC: Significant Other 8- (Normal; Useful Noncombat Position or Skills)
    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
    15 Psych. Lim.: Curiosity (Very Common, Moderate)
    20 Psych. Lim.: Heroic (Very Common, Strong)
    15 Soc. Lim.: Secret ID (Frequently, Major)
    15 Susceptibility: Cold, 3d6 damage per Minute (Uncommon)
    10 Hunted: Local Police Department 8- (Mo Pow, NCI, Watching)
    Disadvantage Points: 100
    Base Points: 175
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  8. #8
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    Re: Tar

    Ohh and still not happy with disads, specificaly right now it is a suseptibility to below -10 degrees, but thinking I might set that up as a drain on the powers...still working on disads I be...
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  9. #9
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    Re: Tar

    Yes I am still working on this guy, this is the current build


    Tar

    Player:

    Val Char Cost
    10/25 STR 0
    10/25 DEX 0
    10/23 CON 0
    10 BODY 0
    28 INT 18
    11 EGO 2
    13 PRE 3
    14 COM 2

    2/10 PD 0
    2/10 ED 0
    2/6 SPD 0
    4/10 REC 0
    20/46 END 0
    20/35 STUN 0

    6" RUN 0
    2" SWIM 0
    2"/5" LEAP 0
    Characteristics Cost: 25

    Cost Power
    6 Team Communicator: HRRP (Radio Group) (12 Active Points); Sense Affected As Sight, Hearing, & Radio (-1/2), OIF (-1/2)
    Suit, all slots OIF (-1/2)
    4 1) Armor (2 PD/2 ED) (6 Active Points); OIF (-1/2)
    13 2) +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points); OIF (-1/2)
    20 3) +10 DEX (30 Active Points); OIF (-1/2)
    7 4) +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
    17 5) +13 CON (26 Active Points); OIF (-1/2)
    20 6) +3 SPD (30 Active Points); OIF (-1/2)
    7 7) Clinging (normal STR) (10 Active Points); OIF (-1/2)
    3 8) Endurance Reserve (40 END, 1 REC) (5 Active Points); OIF (-1/2)
    3 9) IR Perception (Sight Group) (5 Active Points); OIF (-1/2)
    5 10) Combat Luck: Armor (3 PD/3 ED), Hardened (+1/4) (11 Active Points); Combat Luck Based (-3/4), OIF (-1/2)
    30 Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)
    3u 1) Tar on your Face: Entangle 2d6, 3 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (45 Active Points); OIF (-1/2)
    2u 2) Tar Blast: (Total: 45 Active Cost, 19 Real Cost) EB 6d6 (30 Active Points); Increased Endurance Cost (x2 END; -1/2), OIF (-1/2), Linked (Flash; -1/4) (Real Cost: 13) plus Touch Group Flash 5d6 (15 Active Points); Linked (EB; -1/2), Increased Endurance Cost (x2 END; -1/2), OIF (-1/2) (Real Cost: 6)
    3u 3) Tarred Up: Entangle 3d6, 6 DEF (45 Active Points); OIF (-1/2)
    1u 4) Tar Blades: HKA 1d6 (1 1/2d6 / 2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (-1/2)
    1u 5) Speed of Tar: (Total: 22 Active Cost, 11 Real Cost) +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 9) plus LoW (-4) for Mental Defense (4 Active Points); Combat Luck Based (-3/4), OIF (-1/2) (Real Cost: 2)
    1u 6) Tar Lines: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (-1/2)
    1u 7) Tar Reach: Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (-1/2)
    1u 8) Tar Regeneration: (Total: 23 Active Cost, 8 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), OIF (-1/2) (Real Cost: 6) plus Endurance Reserve: +3 REC (4 Total) (3 Active Points); OIF (-1/2) (Real Cost: 2)
    1u 9) Tar Strength Boost: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
    Powers Cost: 149


    Cost Skill
    3 Acrobatics 11- (14-)
    1 Acting 8-
    3 Breakfall 11- (14-)
    1 Climbing 8-
    1 Combat Driving 8-
    3 Computer Programming 15-
    3 Concealment 15-
    1 Conversation 8-
    3 Cryptography 15-
    3 Traveler
    2 1) CK: Home City (3 Active Points) 15-
    1 2) CuK: Medical Community (2 Active Points) 11-
    2 3) CuK: Scientific Community (3 Active Points) 15-
    2 4) CuK: Super Human Community (3 Active Points) 15-
    1 Deduction 8-
    3 Forensic Medicine 15-
    3 Inventor 15-
    4 Language: Native (idiomatic)
    3 PS: Genetisist 15-
    3 Paramedics 15-
    1 Persuasion 8-
    3 Scholar
    2 1) KS: Common Knowledge (3 Active Points) 15-
    1 2) KS: Criminal Law & Procedures (2 Active Points) 11-
    1 3) KS: Sci Fi (2 Active Points) 11-
    2 4) KS: Super Human Powers (3 Active Points) 15-
    1 5) KS: Supervillains (2 Active Points) 11-
    3 Scientist
    5 1) SS: Biology 18- (6 Active Points)
    2 2) SS: Chemistry 15- (3 Active Points)
    2 3) SS: Engineering 15- (3 Active Points)
    4 4) SS: Health Sciences 17- (5 Active Points)
    2 5) SS: Mathamatics 15- (3 Active Points)
    2 6) SS: Physics 15- (3 Active Points)
    3 Shadowing 15-
    3 Stealth 11- (14-)
    1 TF: Common Motorized Ground Vehicles
    3 Tar Manipulation 15-
    3 Teamwork 11- (14-)
    Skills Cost: 90

    Cost Perk
    5 Contact: Detective Simon Queen. Police Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
    6 Fringe Benefit: License to practice Medicine, Local Police Powers, Membership
    Perks Cost: 11


    Total Character Cost: 275

    Pts. Disadvantage
    5 DNPC: Significant Other 8- (Normal; Useful Noncombat Position or Skills)
    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
    15 Psych. Lim.: Curiosity (Very Common, Moderate)
    20 Psych. Lim.: Heroic (Very Common, Strong)
    15 Soc. Lim.: Secret ID (Frequently, Major)
    15 Susceptibility: Cold, 3d6 damage per Minute (Uncommon)
    10 Hunted: Local Police Department 8- (Mo Pow, NCI, Watching)
    Disadvantage Points: 100
    Base Points: 175
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

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    Re: Tar

    I actually quite like the susceptabililty. I don't see why you couldn't make it like a loss culnerability to all tar abilities. There ought to be something between a susc and a dependence, that can simulate how Superman loses his powers near Kryptonite, you know?

    Anyway. I think tar is a fine name. I like the power set, except I'm not sure about the Regen. Is this the suit repairing itself, or is it healing the pilot?
    "Man can live far from God -- not outside God." -Elie Wiesel

  11. #11
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    Re: Tar

    RE: Regen, the wearer, it was imagined as if it was filling the wounds, knitting closed cuts etc...by litteraly filling them
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  12. #12
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    Re: Tar

    If you envision the suit as alive and plant like, then why not a Vuln to diseases and possibly chemical agents, as the suit takes damage that also magnifies the effect on wearer in a sympathetic feedback loop.

  13. #13
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    Re: Tar

    Well like I said, I see the suit as more of a ooze than a plant...

    Anyways, opinion request: are the powers (especialy the multipower with stat ads) on this character to complicated for a starting player?

    Should the characteristics be merged more into the character?

    My inclination is to drop the speed of tar ability, while retaining the strength of tar. I am also inclined to add a armor or FF power, maybe with bulky on it...Him basicaly "tarring up"

    thoughts?
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  14. #14
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    Re: Tar

    Change it all to bamboo powers?
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