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ScrewySquirrel

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  1. to visualize the mountain punch, here is a GIF of it:
  2. YEs, I know these are unusual feats. The question, though, is if such feats can be modeled in the game other than GM Fiat?
  3. Is there a way beyond GM Fiat to do off-the-scale feats of strength or speed? example: In Episode 1 of Symphogear GX, main character Hibiki punches between 100 and 150 feet in height of the middle of K2 (reducing it from the 2nd to 3rd tallest mountain) in order for a crashing space shuttle to fly through the gap. this is 100-150 feet in height and somewhere around 1-2 miles in diameter. Hundreds of millions of tons of solid rock. STR required to do this is easily in the high hundreds, if not 1000! In Superman, Supes flies so fast he goes back in time In Justice League Unlimited, the Flash does 8 Movethroughs on the Lex Luthor/Brainiac merger, where he runs clean around the planet in under a second But modelling any of these straight would seriously skew point values well out of the scale of normal gameplay. Is there something in the mechanics that allows this cinematic 'push well above your stats'?
  4. would anyone want to put together a regular game?
  5. I'm in Raleigh. For me Event Horizon is probably closest. Gamer's Armory and Game Theory are also relatively close and yes, I'm also on Cap's Discord
  6. the new Wonder Woman costume is controversial.
  7. one minor change I've added: drop 'Power' skill (to 11-) added a 4-point fixed shot: Teleport Objects II: Teleport 10" x8 NC. x2 Mass. usable as attack (spends end, maintains full control, target must be adjjacent), (only vs inanimate objects). 3END Which, i spite of the name, was her initial power: to teleport small objects she touched. She's used it as an attack (the RKA), for pratical jokes (she once teleported someones clothes off their body) or practical things (teleporting boxes from a moving van into an apartment)
  8. I'd possibly be interested in joining a game
  9. @Grailknight @Gnome BODY (important!) I forgot to include this before Powers/Tactics: Kuroko has a combination of being able to teleport herself and up to a couple hundred pounds (usually just one other person, but two if they are small) a distance of about 81 meters. She has very precise control over this, even able to teleport clothes off a person, or blink around a person in combat. She will abort to teleports often as a form of dodging. In addition, she has police-trained martial arts abilities, with a variety of takedowns to immobilize suspects, including her signature move of using metal pins teleported into clothes to pin someone to the wall or floor, unable to move. She will threaten to put a pin inside a body in order to get a opponent to back down. She has the skill and ability to do it, but prefers to use it as a threat rather than actually following through.
  10. here's the rebuilt sheet Kuroku Shirai VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 18 DEX 16 13- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 15 PD 2 15 PD (11 rPD) 15 ED 2 15 ED (11 rED) 10 REC 6 50 END 6 12 BODY 2 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 1m/1m TELEPORTATION 41m/82m Characteristics Total: 133 Cost Powers 32 Toughness: (Total: 32 Active Cost, 32 Real Cost) +11 PD, Resistant (+1/2) (16 Active Points) (Real Cost: 16) plus +11 ED, Resistant (+1/2) (16 Active Points) (Real Cost: 16) - END=0 1 Post-Teleport hovering: Flight 1m, Reduced Endurance (0 END; +1/2); Linked (Teleportation; -1/2), no Noncombat movement (-1/4), Limited Power Power loses about a fourth of its effectiveness (only lasts until Kuroko's next phase; -1/4) - END=0 87 Teleportation: Multipower, 70-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (87 Active Points) - END= 6f 1) Teleportation 41m, No Relative Velocity, Position Shift, x2 Increased Mass (61 Active Points) - END=3 5f 2) Nail PIn: Entangle 5d6, 5 PD/5 ED (Reduced Negation (3)), Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4) (70 Active Points); Limited Range (-1/4), IIF (requires dowel-sized pins kept in a bandoleer under her skirt; -1/4) - END=3 [Notes: uses multiple pins to pin a person to the ground or wall by their clothing.] 4f 3) Teleport Objects: Killing Attack - Ranged 3d6, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Armor Piercing (+1/4) (67 Active Points); IIF (Objects of Opportunity; -1/4), Limited Power Power loses about a fourth of its effectiveness (mass of both object and what it displaces cannot exceed Teleport carry weight; -1/4) - END=3 [Notes: her Teleport of mutual displacement. so a pane of glass would swap with an equal-size piece of concrete when she embeds it in a support pillar, or one of her dowels inside, say a lung would displace that part of a lung. She'll threaten the latter, but never does it.] Powers Total: 135 Cost Martial Arts (Police Hand To Hand) 5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike 5 4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 +v/10; FMove 4 5) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block 4 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls 5 7) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls 3 8. Takedown: 1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls 24 9) +6 HTH Damage Class(es) Martial Arts Total: 60 Cost Skills 0 AK: Academy City public transport network 8- [Notes: Replaces Transport Familiarity] 0 CK: Academy City (Everyman) 11- 2 CuK: Todiwakai Middle School 11- 3 Acrobatics 13- 0 Acting 8- 3 Breakfall 13- 3 Bureaucratics 12- 0 Climbing 8- 3 Computer Programming 12- 3 Criminology 12- 0 Deduction 8- 1 Forensic Medicine 8- 3 Interrogation 12- 0 Language: Japanese (completely fluent; literate) (4 Active Points) 2 Language: English (basic conversation; literate) 0 PS: Judgement 11- 2 PS: Student 11- 3 Paramedics 12- 7 Power 13- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 12- 3 Systems Operation (Police equipment) 12- Skills Total: 47 Cost Perks 3 Fringe Benefit: Local Police Powers, Police officer 5 Computer Link 5 Money: Well Off Perks Total: 13 Cost Talents 3 +1/+1d6 Striking Appearance (vs. all characters) 1 Ambidexterity (-2 Off Hand penalty) 3 Lightning Calculator 5 Lightning Reflexes (+5 DEX to act first with All Actions) Talents Total: 12 Value Complications 10 Social Complication: Minor: 13 years old Frequently, Minor 5 Social Complication: Student: Must attend class Infrequently, Minor 20 Hunted: Judgement/Antiskill Very Frequently (Mo Pow; NCI; Watching) 10 Psychological Complication: In Lust with Mikoto Mikasa (Uncommon; Strong) 15 Psychological Complication: Strong sense of Justice (Common; Strong) 5 Psychological Complication: Jealous (Uncommon; Moderate) 5 Physical Complication: Short (barely 5 feet) (Infrequently; Barely Impairing) 5 Distinctive Features: Esper (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  11. I've made further revisions to Kuroko, recorrecting things. I lowered the value of the Entangle to 5d6, returned the teleport to 41m with x2 NC (matching her 81-1/2m range) the RKA is now 3d6 armor piercing, and indirect (always originates at her - touching the object) and always the same arrival (it teleports) with IIF: Objects of opportunity, and a custom limit that the target object and displaced material combined cannot exceed her teleport carry weight (another -1/4). Further she'll threaten, but never seems to actually need to use teleporting one of her pins into a body (remember, her Teleport is a DISPLACEMENT, so if the pin was teleported into say, a lung, a pin-sized chunk of lung and other tissue would appear where the pin originated (in her hand). No one ever takes her up on the threat. I used the reduced value to set the MP to 70 points, with a 1/2 End common Advantage. and tweaked skills a bit. Will post tonight
  12. If you can't teleport objects without 'usuable as attack' then we have to have it. The limitation is she has to touch an object or person to teleport them, and she must teleport with actual people if its farther than 2m away from her ( so she could touch somone and teleport them from standing to flat on their back without moving, but must hold someone to teleport them away. --- updated character chart here: I had to reduce the base teleport to 10m with an x8 NC movement for her 80 meter limit (81-1/2m in universe, but close enough) to fit 'usable as attack'. By reducing her Forensic medicine skill to 8-, Dex to 18 and making teleport a fixed slot, I was able to add the Power Skill and a 1-point Hover flight linked to the teleport. Kuroku Shirai VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 18 DEX 16 13- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 15 PD 2 15 PD (11 rPD) 15 ED 2 15 ED (11 rED) 10 REC 6 50 END 6 12 BODY 2 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 1m/1m TELEPORTATION 10m/80m Characteristics Total: 133 Cost Powers 32 Toughness: (Total: 32 Active Cost, 32 Real Cost) +11 PD, Resistant (+1/2) (16 Active Points) (Real Cost: 16) plus +11 ED, Resistant (+1/2) (16 Active Points) (Real Cost: 16) - END=0 1 post-teleport hovering: Flight 1m, Reduced Endurance (0 END; +1/2); Linked (Teleportation; -1/2), no Noncombat movement (-1/4), Limited Power Power loses about a fourth of its effectiveness (only lasts until Kuroko's next phase; -1/4) - END=0 90 teleportation: Multipower, 90-point reserve - END= 6f 1) Teleportation 10m, No Relative Velocity, Position Shift, x2 Increased Mass, x8 Noncombat, Usable As Attack (+1 1/4), Recipient must remain close to Grantor , Grantor pays the END whenever the power is used, Grantor controls the power totally (90 Active Points); Limited Power Power loses about a third of its effectiveness (must touch object (other than herself) to be teleported, and cannot teleport people more than 2m unless she moves the same distance; -1/2) - END=9 6f 2) Nail PIn: Entangle 7d6, 7 PD/7 ED, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4) (87 Active Points); Limited Range (-1/4), IIF (requires dowel-sized pins kept in a bandoleer under her skirt; -1/4) [Notes: uses multiple pins to pin a person to the ground or wall by their clothing.] - END=9 4f 3) Teleports a pin inside the body: Killing Attack - Ranged 2d6, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Armor Piercing (+1/4) (45 Active Points); IIF (dowel-sized pins she keeps in a bandoleer under her skirt; -1/4) - END=4 Powers Total: 139 Cost Martial Arts Police Hand To Hand 5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike 5 4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 +v/10; FMove 4 5) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block 4 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls 5 7) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls 3 😎 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls 24 9) +6 HTH Damage Class(es) Martial Arts Total: 60 Cost Skills 0 AK: Academy City (Everyman) 11- 2 CuK: Todiwakai Middle School 11- 0 AK: Academy City public transport network 8- 3 Acrobatics 13- 0 Acting 8- 3 Breakfall 13- 3 Bureaucratics 12- 0 Climbing 8- 3 Computer Programming 12- 3 Criminology 12- 0 Deduction 8- 1 Forensic Medicine 8- 3 Interrogation 12- 0 Language: Japanese (completely fluent; literate) (4 Active Points) 2 Language: English (basic conversation; literate) 0 PS: Judgement 11- 2 PS: Student 11- 3 Paramedics 12- 5 Power 12- 0 Shadowing 8- 3 Stealth 13- 3 Streetwise 12- 3 Systems Operation (Police equipment) 12- Skills Total: 42 Cost Perks 3 Fringe Benefit: Local Police Powers, Police officer 5 Computer Link 5 Money: Well Off Perks Total: 13 Cost Talents 3 +1/+1d6 Striking Appearance (vs. all characters) 1 Ambidexterity (-2 Off Hand penalty) 3 Lightning Calculator 6 Lightning Reflexes (+6 DEX to act first with All Actions) Talents Total: 13 Value Complications 10 Social Complication: Minor: 13 years old Frequently, Minor 5 Social Complication: Student: Must attend class Infrequently, Minor 20 Hunted: Judgement/Antiskill Very Frequently (Mo Pow; NCI; Watching) 10 Psychological Complication: In Lust with Mikoto Mikasa (Uncommon; Strong) 15 Psychological Complication: Strong sense of Justice (Common; Strong) 5 Psychological Complication: Jealous (Uncommon; Moderate) 5 Physical Complication: Short (barely 5 feet) (Infrequently; Barely Impairing) 5 Distinctive Features: Esper (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  13. > I'd also comment that the Nail Pin strains my credibility past the breaking point. A 7d6 Entangle based on little pins and the strength of somebody's clothes? What are clothes made of in this setting, titanium fibers stitched with carbon nanotubes? > I mean, the idea makes sense but the numbers are way too high for me to suspend disbelief. I just judge by the fact that people with considerable power -- a mage that coudl summon high STR Golems, people who can throw fireballs, and fairly skilled martial artists could NOT break them. long enough for police vans to arrive to cart them off to jail. Yeah, Yo'd think even moderately STR levels could break out of what are basically large nails pinning their clothes to the ground, but in-show evidence indicates they can't, thus the high stat value. adding 'usable as attack' should be doable, I think -- will check it when I get home, some point tweaking may be needed, but I can figure that out as I go. (and BTW, its actually how her power developed, as was shown in a flashback: she could teleport other objects first (as a Level 3), and only later was able to teleport herself and other people (when she broke through to Level 4), due to the complex in-head calculations required. Lightning Calculator is a MUST for all espers, as they tend to be doing some really complex physics on the fly.
  14. one thing that could be added I think is 1 Inch of flight (0 end), but with 'only lasts until her next phase' to explain the 'hovers in mid air a moment after teleporting' ability.
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