Corven_Ren Posted August 17, 2008 Report Share Posted August 17, 2008 Hey Herophiles. My Hero Central campaign Justice Squadron has recently lost two players do to personal issues. When the first one left we ran one down for a while but now that we have lost two I need replacements. Here are the campaign guidelines. This thread is the official call for players. I am thinking of a roster of 5-7 characters. Here is another link to the timeline and also the basic campaign background. http://www.herogames.com/forums/show...17&postcount=1 Campaign Background....For years the Justice Squadron protected the world from superhuman and alien threats...Dr. Doom, Kill Ratio, Dr. Destroyer, the Skrulls. But these major threats eventually began to fade away. Dr. Doom made peace with the world and became one of the world's most beloved rulers. Dr. Destroyer was finally captured and is now in prison. Kill Ratio was last seen flying into space after a intense battle with the Hulk. And no alien has dared attack Earth. So the in 2008 the Squadron decided to disband, and while some minor threats occured, smaller groups of heroes, such as Vigilant & The Forces of Nature were able to take care of these. Now 20 years later a new Dr. Destoyer has emerged, Kill Ratio has returned and there are rumors of an invasion by an unknown alien speices. The Squadron is needed again. You are the child of one of the heroes of old. Points 450+150 disads. Can be the child of any combination of DC/Marvel hero (heroes) Or even one of my custom heroes mentioned in the time line. If you want to go that route pm me and I will provide a character sheet so you could base powers of of that. I will post a Justice Squadron package later House of M, Civil War did not happen. Inferno, X-Tinction Agenda (minus Cable) and Rise of the Midnight Sons story lines did. Certain villains also do not exist (Apocolypse, Mr. Sinister & Darksied for example) Also there is no mythtlogical pantheons. Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted August 17, 2008 Author Report Share Posted August 17, 2008 Re: Call for Replacements Just a few more notes. Please read the time-line carefully if you don't see someone on there and want to do their offspring ask me. Here is a list of the current and former PC's so you know who's children are already in play. Current PC's WildCard- Son of Gambit & Rogue Plastyque- Daughter of Reed & Susan Richards Moon Knight II- son of the original Moon Knight Spider-Lad- son of Spidey & Black Cat Victor Reed VonDoom- son of Dr. Doom Former PC's Valkyrie- Daughter of Thor & Wonder Woman Scion- Geneticlly engineered son of Namor & Susan Richards. Quote Link to comment Share on other sites More sharing options...
matrix3 Posted August 17, 2008 Report Share Posted August 17, 2008 Re: Call for Replacements http://www.herogames.com/forums/show...17&postcount=1 The link there is messed up(the hyperlink includes the ellipses). You probably meant http://www.herogames.com/forums/showpost.php?p=1261617&postcount=1 right? Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted August 17, 2008 Author Report Share Posted August 17, 2008 Re: Call for Replacements Yes thanks for fixing that for me..thats what I get for cutting and pasting it from the original thread. Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted August 17, 2008 Author Report Share Posted August 17, 2008 Re: Call for Replacements Actually one correction to above. I stated I was not using mythological pantheons. I have since changed that and have added the Asguardians and Olympians. Also here is the required Justice Squadron Package 6 Justice Squadron Communicator: HRRP (Radio Group) (12 Active Points); OAF (-1) 5 Hall of Justice & Hoverjet Donation: Vehicles & Bases 3 Reputation: Justice Squadron Member (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers 3 Paramedics 11- 3 Systems Operation 11- 2 KS: Justice Squadron Foes 11- 1 TF: Hoverjet 2 KS: International Law 11- As far as disadvantages go You must have some form of Code against killing and 5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor) Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted August 18, 2008 Author Report Share Posted August 18, 2008 Re: Call for Replacements I have recieved my first official submission. I will be taking submissions for two weeks and then decide from there. Dr. Strange II- Son of Dr. Strange & Clea submitted by CoreBrute Quote Link to comment Share on other sites More sharing options...
Beast Posted August 19, 2008 Report Share Posted August 19, 2008 Re: Call for Replacements resubmitting computer and Multivehicle are attached as HD files Silk Detective Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 14 BODY 8 12- 23 INT 13 14- PER Roll 14- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 10+25 PD 5 Total: 10/35 PD (0/25 rPD) 10+25 ED 5 Total: 10/35 ED (0/25 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 50 END 0 40 STUN 0 Total Characteristic Cost: 169 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Teleportation: 25"/50" Cost Powers END 30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼) 25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7 30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3 25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7 40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼) 4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0 4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0 3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½) (90 Active Points); 32 clips of 1 Charge (-½) [1] 20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0 Notes: Only to figure out how somthing works 5 Defensive Strike +1 +3 5d6 Strike 4 Fast Strike +2 +0 7d6 Strike 3 Martial Throw +0 +1 5d6 +v/5, Target Falls Perks 60 Personal computer,multi-vehicle,personal base,JS donation 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers 5 Money: Well Off Skills 3 Breakfall 14- 3 Combat Piloting 14- 3 Combat Driving 14- 10 +2 with Ranged Combat 10 +1 Overall 12 +4 with all attacks vs range 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14- 3 Concealment 14- 3 Demolitions 14- 3 Electronics 14- 3 Forensic Medicine 14- 3 Inventor 14- 4 KS: Archeology 13- 3 Lockpicking 14- 3 Magic 14- 3 Mechanics 14- 6 Navigation (Air, Dimensional, Land, Marine, Space) 14- 3 Paramedics 14- 3 Security Systems 14- 2 KS: Justice Squadron's foes 11- 2 KS: international law 11- 3 Stealth 14- 3 Streetwise 13- 11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14- 5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14- 15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Language: A.S.L. (Completely Fluent, w/Accent) 2 Language: Anchient Egyptian (Fluent Conversation) 2 Language: Anchient Greek (Fluent Conversation) 0 Language: English (Imitate dialects; Custom Adder) 3 Language: French (Idiomatic, native accent; Custom Adder) 3 Language: German (Idiomatic, native accent; Custom Adder) 2 Language: Greek (Completely Fluent, w/Accent; Custom Adder) 2 Language: Latin (Completely Fluent, w/Accent; Custom Adder) 3 Language: Russian (Completely Fluent, w/Accent) 2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder) Total Powers & Skill Cost: 431 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture 10 Psychological Limitation: Curious Common, Moderate 10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong 15 Psychological Limitation: annoyed by incompetence Common, Strong 15 Psychological Limitation: Code vs Killing Common, Strong 10 Reputation: Loose cannon, Frequently (11-) 15 Reputation: Property Damage, Frequently (11-), Extreme 5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Id Frequently (11-), Major 5 Social Limitation: Justice squadron rules (Occasionally, Minor) Total Disadvantage Points: 600 Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix) Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use Caitlin was all that but also had a mind of her own and had no use for the bad Dr. Personality/Motivation: always curious for knowledge of everything around her loves free will Quote: you got a flaw there and there Powers/Tactics: pocket diamention manipulation allows her to store her weapons & defenses she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets Campaign Use: detective and scientific analysis ranged combatant with some hand to hand Appearance: Platium blond blue costume red boots pulls weapons out of nowhere Quote Link to comment Share on other sites More sharing options...
CoreBrute Posted August 19, 2008 Report Share Posted August 19, 2008 Re: Call for Replacements r40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼) 4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0 4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0 3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, You are aware the active point limit is 75? You are above it so you probably won't be allowed in. However I'm sure the GM has already informed you of this. Quote Link to comment Share on other sites More sharing options...
Marcus Posted August 19, 2008 Report Share Posted August 19, 2008 Re: Call for Replacements By my first glance, hes only 'over active points' due to reduced endurance cost on powers. Now, Im not sure what approach the GM in question takes on things like that, but in my experience, saying that (for example) 4d6 RKA is acceptable but 4d6 RKA 0END is not just changes how characters are built... suddenly people dont take reduced END advantages, they instead by END reserves, giant REC, or (the eternal favourite!) a big ole attack multipower with alot of different attacks, with charges on each slot. Basic result: Foci, Guns, Battlesuits=Good, Innate Powers=Bad (because certain SFX fit game efficiency break-points better) Sorry for the derail. Quote Link to comment Share on other sites More sharing options...
Doc Samson Posted August 19, 2008 Report Share Posted August 19, 2008 Re: Call for Replacements By my first glance, hes only 'over active points' due to reduced endurance cost on powers. Now, Im not sure what approach the GM in question takes on things like that, but in my experience, saying that (for example) 4d6 RKA is acceptable but 4d6 RKA 0END is not just changes how characters are built... suddenly people dont take reduced END advantages, they instead by END reserves, giant REC, or (the eternal favourite!) a big ole attack multipower with alot of different attacks, with charges on each slot. Basic result: Foci, Guns, Battlesuits=Good, Innate Powers=Bad (because certain SFX fit game efficiency break-points better) Sorry for the derail. My 2 cents as a mostly full time GM: In our campaign we use strict AP caps, including End Reduction. 0 END powers may not seem more powerful than other powers, but the results are there. The character can take half-phase moves, push str, movement, ect. all combat without worrying about END. Reduced END is worth the points and it should count against the AP cap due to its other effects. As an aside, END Reserves cost most powers to take a 1/4 advantage in 5ER. Even a 37 REC (the campaign max) doesn't provide unlimited END. As far as Charges in a MP go, its an effective build, but at least the slots all cost more points. Quote Link to comment Share on other sites More sharing options...
CoreBrute Posted August 19, 2008 Report Share Posted August 19, 2008 Re: Call for Replacements Thank you. someone is on my side. If I was aware that the GM would have let the AP limit be broken due to Reduced endurance, you can bet I would be far more broken for the campaign. (Incase you weren't already aware, I'm Dr Strange II) Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted August 19, 2008 Author Report Share Posted August 19, 2008 Re: Call for Replacements Actually I've been busy and hadn't glanced at the char yet. But yes tha active point limit is 75 points to start. Also Beast I would prefer a more detailed back story please. Quote Link to comment Share on other sites More sharing options...
Beast Posted August 19, 2008 Report Share Posted August 19, 2008 Re: Call for Replacements She has not done all that much since she is a construct and pretty much made plans to jump ship right after meeting Dr Destroyer Silk Detective Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 14 BODY 8 12- 23 INT 13 14- PER Roll 14- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 10+25 PD 5 Total: 10/35 PD (0/25 rPD) 10+25 ED 5 Total: 10/35 ED (0/25 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 50 END 0 40 STUN 0 Total Characteristic Cost: 169 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Teleportation: 25"/50" Cost Powers END 30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼) 25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7 30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3 25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7 33 Found/Modified weapons in a dimensional pocket: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼) 3u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0 3u 2) 2x Colt m1911a1 .45 cal with Mercy bullets: Energy Blast 6d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0 2u 3) alien power core on a staff setting 1: RKA 5d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7 2u 4) alien power core setting 2: EB 15d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7 3u 5) C4 Demo packs w/varible trigger: Killing Attack - Ranged 2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½), Explosion (-1 DC/3"; +1) (75 Active Points); 32 clips of 1 Charge (-½) [1] 3u 6) Greek fire bomb: RKA 1d6, 8 clips of 1 Continuing Charge lasting 20 Minutes (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character can set Trigger multiple times; +¼), +1 Increased STUN Multiplier (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Sticky (+½), Penetrating (x2; +1), Continuous (+1) (75 Active Points) [1 cc] 2u 7) tangler grenades: Entangle 4d6, 8 DEF, Autofire (3 shots; +¼) (75 Active Points); 16 clips of 3 Charges (-¼), Range Based On STR (-¼), Can Be Missile Deflected (-¼) [3] 20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0 Notes: Only to figure out how somthing works 5 Defensive Strike +1 +3 5d6 Strike 4 Fast Strike +2 +0 7d6 Strike 3 Martial Throw +0 +1 5d6 +v/5, Target Falls Perks 60 Personal computer,multi-vehicle,personal base,JS donation 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers 5 Money: Well Off Skills 3 Breakfall 14- 3 Combat Piloting 14- 3 Combat Driving 14- 10 +2 with Ranged Combat 10 +1 Overall 12 +4 with all attacks vs range 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14- 3 Concealment 14- 3 Demolitions 14- 3 Electronics 14- 3 Forensic Medicine 14- 2 KS: Justice Squadron's foes 11- 2 KS: international law 11- 3 Inventor 14- 3 Lockpicking 14- 3 Magic 14- 3 Mechanics 14- 6 Navigation (Air, Dimensional, Land, Marine, Space) 14- 3 Paramedics 14- 4 SS: Archeology 13- 3 Security Systems 14- 3 Stealth 14- 3 Streetwise 13- 11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14- 5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14- 15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Language: A.S.L. (Completely Fluent, w/Accent) 2 Language: Anchient Egyptian (Fluent Conversation) 2 Language: Anchient Greek (Fluent Conversation) 0 Language: English (Imitate dialects; Custom Adder) 3 Language: French (Idiomatic, native accent; Custom Adder) 3 Language: German (Idiomatic, native accent; Custom Adder) 2 Language: Greek (Completely Fluent, w/Accent; Custom Adder) 2 Language: Latin (Completely Fluent, w/Accent; Custom Adder) 3 Language: Russian (Completely Fluent, w/Accent) 2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder) Total Powers & Skill Cost: 431 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture 10 Psychological Limitation: Curious Common, Moderate 10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong 15 Psychological Limitation: annoyed by incompetence Common, Strong 15 Psychological Limitation: Code vs Killing Common, Strong 10 Reputation: Loose cannon, Frequently (11-) 15 Reputation: Property Damage, Frequently (11-), Extreme 5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Id Frequently (11-), Major 5 Social Limitation: Justice squadron rules (Occasionally, Minor) Total Disadvantage Points: 600 Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix) Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use Caitlin was all that but also had a mind of her own and had no use for the bad Dr. Caitlin was able to transfer her expense account (funded by the Bad Dr)into cash,gems,metals and other easily liquid commodites to fund her self) She has set her self up as an explorer for hire in her secret Id Personality/Motivation: always curious for knowledge of everything around her loves free will Quote: you got a flaw there and there Powers/Tactics: pocket dimention manipulation alows her to store her weapons & defences she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets Campaign Use: detective and scientific analysis ranged combatant with some hand to hand Appearance: Platiium blond blue costume red boots pulls weapons out of nowhere apperant age 25 Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted August 19, 2008 Report Share Posted August 19, 2008 Re: Call for Replacements As an aside' date=' END Reserves cost most powers to take a 1/4 advantage in 5ER. Even a 37 REC (the campaign max) doesn't provide unlimited END. As far as Charges in a MP go, its an effective build, but at least the slots all cost more points.[/quote'] I find most players divide powers between using the reserve and using regular END, and don't take the advantage. Even if they do take the advantage, +1/4 impacts AP less than +1/2. Quote Link to comment Share on other sites More sharing options...
Doc Samson Posted August 20, 2008 Report Share Posted August 20, 2008 Re: Call for Replacements I find most players divide powers between using the reserve and using regular END' date=' and don't take the advantage. Even if they do take the advantage, +1/4 impacts AP less than +1/2.[/quote'] It's true that a +1/4 advantage will affect the AP cap less, but the overall points are somewhat made up in the Reserve Cost. Strict AP caps are definately not for every group, but they sure make potentially off balancing builds alot easier to spot (hmm...why does the player have exactly 16 charges on every slot of his MP?). Sorry for the tangent all. As an aside, if I had the time to play I would have submitted the great, great, grandson of Cyrus Gold. After researching his family tree, he finds out that his great, great, grandfather is none other than the infamous Solomon Grundy. His powers were bestowed up him by the Parliament of Trees after he layed to rest soul of his tortured ancestor by bringing the great, great, grandson of Grundy's murderer to justice (he also was a murderer). He is now the second hulking brute to bear the name Solomon Grundy except he uses his vast strength to fight evil and avenge his family's name. His powers would be similar to the original except he can transform into a normal human form (and possibly be able to Duplicate himself if there is enough nearby plant matter). Quote Link to comment Share on other sites More sharing options...
Short Shot Posted August 20, 2008 Report Share Posted August 20, 2008 Re: Call for Replacements I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow, though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM. Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted August 20, 2008 Report Share Posted August 20, 2008 Re: Call for Replacements Points 450+150 disads. I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow' date=' though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.[/quote'] I'm not the GM, but one of the players in this campaign. You actually have another 250 pts to play with. I think that those skill levels would make you competitive with other characters and villains. Don't want to speak for our GM though. You should go and check out the other characters in the game for comparison. Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted August 20, 2008 Author Report Share Posted August 20, 2008 Re: Call for Replacements I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow' date=' though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.[/quote'] OCV/DCV Cap is 12. I could see this with a speedster or an extremely well written Weapons master. I do not use hit locations. I have no problem with a 4d6 ka as long as it a rarely used attack. As alwyn suggested go to the HeroCentral sight and look at the characters there. Also one note to anyone else interested the team does not have a pure brick Quote Link to comment Share on other sites More sharing options...
Short Shot Posted August 24, 2008 Report Share Posted August 24, 2008 Re: Call for Replacements VERY rough draft here. Part of the problem is that I never followed anything seriously in DC or Marvel except a few titles, and even that stopped in the early 90s. Obviously, subject to the GM's approval. One comment concerning the character is that most of his abilities really should be OIHID but I couldn't think of any valid thing that would prevent him from changing. I'll still take the hit if he's walking around in his alter ego. Information on Captain Atom used as a reference found here: http://en.wikipedia.org/wiki/Captain_Atom Nathanial Allen Cobert BACKGROUND Son of Captain Atom and Catherine Cobert Holds dual citizenship between US and and France. Intiially raised by his mother, he didn't find out who his father was until later. With his combined engineering and science background he worked initially with the French space program. On a join US/French project, a torrorist attack resulted in emergency conditions with with the potential of the destruction of a major city. One of the US scientists, Dr. Andrew Glover, found Nate and suggested they put Nate through the same process that created both Captain Atom and Major Force, stating that he believed the time shift had been compensated for. The process is successful, as is the rescue. PERSONALITY Nate is a scientist with abilities both in the theoretical world and in practical world. He wishes to work to improve the human condition, and follow in his father's footsteps QUOTE "Don't call me Captain Atom. My father held that name. He earned the rank of Captain. So far, I haven't earned any name. If you to call me by a name other than the one I was born with, you can call me Quantum". Val Char Points Total Roll Notes 15 STR 5 15/30 12- / 15- HTH Damage 3d6/6d6 END [1/2] 23 DEX 39 23 14- OCV 8 DCV 8 20 CON 20 20 13- 12 BODY 4 12/20 11- / 13- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 15 PRE 5 15 12- PRE Attack: 3d6 15 COM 3 15 12- 7 PD 4 7/30 7/30 PD (0/20 rPD) 10 ED 6 10/30 10/30 ED (0/20 rED) 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 7 REC 0 7/25 40 END 0 40/60 30 STUN 0 30/46 6" Running 0 6" 2" Swimming 0 2" 3" Leaping 0 3"/6" Total Characteristics Cost: 127 Cost Powers END Metal Skin 75 1) Metal Skin I: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points) 0 30 2) Metal Skin II: Energy Damage Reduction, Resistant, 50% 0 30 3) Metal Skin III: Physical Damage Reduction, Resistant, 50% 0 56 Atom Flight: Multipower, 56-point reserve 6u 1) Combat mode: Flight 20", Position Shift, Usable [As Second Mode Of Movement] (+1/4) (56 Active Points) 6 3u 2) Flight 10", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (35 Active Points) 3 75 Energy Control: Multipower, 75-point reserve 7u 1) Energy Blast 14d6 (70 Active Points) 7 7u 2) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7 Atomic Effects 15 1) Radar (Radio Group) 0 5 2) Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4) 1 20 3) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0 16 4) +8 BODY 30 5) +15 REC 10 6) +20 END 15 7) +15 STR 1 6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0 Perks 5 Vehicles & Bases 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers Skills 3 Paramedics 13- 3 Systems Operation 13- 2 KS: Justice Squardon Foes 11- 2 KS:International Law 11- 5 Language: French (idiomatic; literate) 2 TF: Science Fiction & Space Vehicles 3 Jack of All Trades 1 1) PS: Electronics (2 Active Points) 11- 2 2) PS: Mechanic (3 Active Points) 13- 2 3) PS: Zero-G Operations (3 Active Points) 13- 2 4) PS: electrician (3 Active Points) 13- 3 Navigation (Air, Space) 13- 3 SS: Optics 13- Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations. 2 SS: Physics 11- Combat Skills 3 1) Combat Piloting 14- 6 2) +2 with any three maneuvers or a tight group of attacks 10 3) +2 with DCV Total Powers & Skills Cost: 474 Total Cost: 600 450+ Disadvantages 10 Psychological Limitation: code vs killing (Common, Moderate) 10 Psychological Limitation: Living up to his father (Common, Moderate) 5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate) 15 Psychological Limitation: Protective on Innocence (Common, Strong) 15 Psychological Limitation: Avoids the Press (Very Common, Moderate) 15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Social Limitation: Public ID (Occasionally, Major) 10 Physical Limitation: Goes BOOM if he looses half his BODY (Infrequently, Greatly Impairing) Notes: If he loses more than half his body, he has about 30 seconds before his body detonates in a nuclear blast. Damage up to GM. 5 Hunted: Military Intellegence 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Reputation: Occationally detonates like a nuclear blast, 8- (Extreme) 5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor) 10 Vulnerability: 2 x STUN Magic (Uncommon) 15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal) Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky Total Disadvantages Points: 150 Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted August 25, 2008 Author Report Share Posted August 25, 2008 Re: Call for Replacements Ok Submissions I have recieved so far. Dr. Strange II- Son of Dr. Strange & Clea. Silk Detective- artifically created being made from the DNA of Forge & Magik Quantum- Son of Captain Atom. I will keep submissions open for a little longer. I like what I am seeing so far, but one thing the team honestly needs is a brick. Quote Link to comment Share on other sites More sharing options...
Short Shot Posted August 25, 2008 Report Share Posted August 25, 2008 Re: Call for Replacements Well, if you think we need a brick... I'm not stuck on the being the son of Cpt Atom, although I think I've built what could be a fun character. However, I've tweaked him somewhat to make him tougher. I've actually been trying to keep the cheese down. Changes include upping his strength and Con, and giving him an Absorb option to make him even stronger and tougher. In addition, his Damage Reduction has been raised both for PD and ED to 75% resistant. I'm willing to take suggestions on construction here. Keep in mind 1) I'm still trying to get a feel for the boundaries, 2) I've never purposely built a brick before and 3) trying to stay with the concept without going over the top in cheese. I'd be happy to take a shot at building a son of Colossus. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted August 25, 2008 Report Share Posted August 25, 2008 Re: Call for Replacements I will keep submissions open for a little longer. I like what I am seeing so far' date=' but one thing the team honestly needs is a brick.[/quote'] How can that be? It takes no time at all on the Boards to be blasted with the fact that STR is hideously overpowered and underpriced. Congrats, Corven Ren - you must have the only pool of players, existing and prospective, in the entire world that includes no one trying to take advantage of blindingly underpriced constructs! Or am I spending too much time on the 6e Boards? Quote Link to comment Share on other sites More sharing options...
Drakkenkin Posted August 25, 2008 Report Share Posted August 25, 2008 Re: Call for Replacements Well, if you think we need a brick... I'm not stuck on the being the son of Cpt Atom, ... I have been working on making a brick to submit during last night. I wasn't planing on posting anything till I was done, but I thought I should say something now since people are thinking about changing there plans. It would be the child of Luke Cage and Jessica Jones. Nevertheless, if you would prefer to make the brick, I'll whip up something else to submit. Quote Link to comment Share on other sites More sharing options...
Beast Posted August 25, 2008 Report Share Posted August 25, 2008 Re: Call for Replacements here is Wraith a gravity based Brick Wraith Val Char Cost Roll Notes 60 STR 15 21- Lift 102.4tons; 12d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 15/30 CON 10 12- / 15- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 5/37 PD 0 Total: 5/37 PD (0/20 rPD) 4/35 ED 1 Total: 4/35 ED (0/20 rED) 3/6 SPD 0 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 11/24 REC 6 30/60 END 0 32/70 STUN -3 Total Characteristic Cost: 104 Movement: Running: 6"/12" Flight: 21"/84" Leaping: 5"/10" Swimming: 1"/2" Teleportation: 5"/10" Cost Powers END 37 Mutation Gravity manipulation: Elemental Control, 74-point powers 25 1) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (all flesh turns invisible but outline can be seen; -1/4) 7 26 2) (Total: 79 Active Cost, 50 Real Cost) +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2) (Real Cost: 35) plus Flight 5", Costs END Only To Activate (+1/4), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (27 Active Points); Linked (STR; -1/2), Only In Contact With A Surface (-1/4) (Real Cost: 15) 2 37 3) Flight 16", x4 Noncombat, Costs END Only To Activate (+1/4), Usable Underwater (+1/4), No Gravity Penalty (+1/2) (74 Active Points) 6 Gravity enhancements, all slots OIHID (-1/4) 24 1) +15 CON (30 Active Points) 10 2) +12 PD (12 Active Points) 6 3) +8 ED (8 Active Points) 24 4) +3 SPD (30 Active Points) 16 5) +10 REC (20 Active Points) 24 6) +30 STUN (30 Active Points) 14 7) Knockback Resistance -9" (18 Active Points) 33 8) N-Ray Perception (Touch Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, Transmit (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot read or see colors; -1/4) Notes: stopped by force walls/ fields 16 9) LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points) 6 Justice Squadron comm: HRRP (Radio Group) (12 Active Points); OAF (-1) 75 Intense gravity manipulation: Multipower, 75-point reserve 7u 1) Gravity locking: Drain STR 1d6, Alterable Size, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1), NND ([standard]Gravity based powers,mass,or density altering powers; +1), Area Of Effect (12" Radius; +1 1/4) (75 Active Points) 7 7u 2) Invisibility to Sight, Mental, Radio and Hearing Groups and Spatial Awareness , No Fringe, Reduced Endurance (0 END; +1/2) (75 Active Points) 7u 3) Gravitic Crush: Drain BODY 7 1/2d6 (75 Active Points) 7 7u 4) Gravity warping: Teleportation 5", x16 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) 7 7u 5) Desolidification (affected by Force wall/fields), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (70 Active Points) 3 Perks 5 Horror writer profession: Money: Well Off 5 Vehicles & Bases 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers Skills 2 KS: Justice Squadron foes 11- 2 KS: international law 11- 3 Concealment 13- 3 Criminology 13- 3 Deduction 13- 3 Mimicry 13- 5 Navigation (Air, Land, Marine, Space) 13- 3 Paramedics 13- 3 Systems Operation 13- 3 Shadowing 13- 5 various monster lore: KS 14- 5 PS: Horror writer 14- 3 Stealth 14- 20 +4 with HTH Combat 1 TF: Grav Vehicles/Hovercraft 3 Language: Russian (completely fluent; literate) (4 Active Points) 3 Language: Lithuanian (completely fluent; literate) (4 Active Points) 0 Language: English (idiomatic; literate) (5 Active Points) Total Powers & Skill Cost: 496 Total Cost: 600 450+ Disadvantages 20 DNPC: Publisher Fred Garvin editor Dameon Grey 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 20 Hunted: Dr Destroyer 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture) 20 Hunted: Comunist super soldiers 8- (Mo Pow, NCI, Harshly Punish) 10 Psychological Limitation: dislikes killing (Common, Moderate) 10 Psychological Limitation: Loves playing the spooky motif (Common, Moderate) 15 Psychological Limitation: Thrill seeker (Common, Strong) 15 Psychological Limitation: annoyed by incompetence (Common, Strong) 15 Psychological Limitation: Hates Commies (Uncommon, Total) 15 Social Limitation: Secret Id (Frequently, Major) Total Disadvantage Points: 600 Background/History: Rena is a mutant late bloomer(she is 28 yrs old) she also 1 of Dr Destroyer's genetic experiments using gravity manipulating elements from the DNA of Binary and the Blob this was done during a pre-natal test by a dr that Destroyer had on his payroll when no powers appeared during puberty,Destroyer thought the experiment failed but kept a watch on Rena till she was 25 with still no results Dr Destroyer gave up on Rena Her powers manifested 2 yrs ago she has spent most of here time learning how to use them and is only now getting back to writing horror stories/novels she is a first generation born american on her father's side of the family Rena's father was a Soviet Sub captian who defected with his sub(a boomer)and most of the officers(3 yrs before she was born) when Rena's powers manifested her father used his contacts with the US goverment to get some help and training for her for her Rena got sent to Primus be trained Rena has helped out Primus but perfers to be a writer that was until Dr Destroyer detected the gentic markers he placed in his work Personality/Motivation: thrill seeker Quote: gennerally Wraith does not speak much Powers/Tactics: 60 str :brick plain and simple can use flight :flys upright(ala Magneto)and walks while flying increasing gravity field those in it are being made heavier by making them more attuned to the planet's gravity increased stats: time space is being stretched around here, the universe slowed greatly in relation to her N-ray perception:mass based and very accurate but cannot read unless it is carved or raised and cannot percieve colors Mega-scale teleportation she is using gravity to warp 2 points in time space thing would be bad should she go under 1 km(think leaving a crease in time/space Drain(gravitic crush)she is creating an intense gravitc field to crush her target down to as small as a singularity)think going past crush depth in a sub) invisibility just extending the field from skin tight to include her clothing and refining it as to be perfect camoflage knock back resistance using gravity to hold her in place desolid warping space around her and a friend Campaign Use: Front line brick some stealth transport this character is coming from goverment training but has no wish to be a governemt agent(would prefer to just write horror novels or a movie) but fate has handed her other things to her hand word got out less than a yr ago about her father that he survived those who had a grudge paid him back by killing him and his wife they are after the daughter but did not know that she was super powered much to their surprise Appearance: clothing a waffenrok made for a woman 15/16 century battle dress for a landskennect tall(thigh high)boots elbow length gloves great cloak with hood all clothing looks to be worn but no body is visible Quote Link to comment Share on other sites More sharing options...
Nechevo Posted August 26, 2008 Report Share Posted August 26, 2008 Re: Call for Replacements How can that be? It takes no time at all on the Boards to be blasted with the fact that STR is hideously overpowered and underpriced. Congrats, Corven Ren - you must have the only pool of players, existing and prospective, in the entire world that includes no one trying to take advantage of blindingly underpriced constructs! Or am I spending too much time on the 6e Boards? That or the two characters we lost were bricks... It's not like we are completely deprived of high strength characters. Valeria is a stretching brick (60 STR, 30 PD/ED with 50% Dam reduction). Spider-Lad is a pseudo brick since he has the resistance of a brick but the SPD, and DCV of a martial artist (plus martial arts). Wildcard is a pseduo brick at 40 STR, 30sish def but is centered more around Gambit's powers than Rogue's (or really Ms Marvel's since he doesn't appear to have inherited Rogue's absorbing powers) Victor is almost a brick with 40 STR and 30s defence but his low (for the group's power level) Stun and concentration on his EB's makes less of a brick.. Really the only character currently on the roster who isn't brick-like is Moon Knight. But all of us pseudo bricks are focused more on our non-brick aspects than our brick aspects. Which is why we are thinking a pure brick might be a good idea. But really, as a player in the game, I'm more interested in good quality characters than what power set is brought to the table, and whether the concept and personality fits in well with the team. Also a player who is good at role playing, will be active and won't leave would be another selling point We are after all the Justice Squadron, so we really should be looking for the best of the best, or at the very least characters who are on the cusp of becoming the elite. So i'm sure Victor is looking for experienced, proven heroes who will mesh well with the current team, preferably bringing something to the table that we don't have (which really, considering our wide range of skills and powers is going to be hard). Quote Link to comment Share on other sites More sharing options...
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