steriaca Posted August 27, 2014 Report Share Posted August 27, 2014 Undrainable Intelagence Effect: Inherent (+1/4) on up to 60 INT Target: Self Duration: Continuous Range: Self END Cost: 0 Description: Your charaters brain can easly withstand "brain drain" effects without any lost of intelagence (basicly INT Drains and INT Dispells). On the other hand the INT your charater normaly has can't be Aided eather... Game Information: Inherent (+1/4) on 60 INT. Active Points: 15. Real Cost: 15 1) 40 INT Version: Active Points: 10 CP. Real Cost: 10 CP. 2) 30 INT Version. Active Points: 8 CP. Real Cost: 8 CP. 3) 20 INT Version. Active Points: 5 CP. Real Cost: 5 CP. 4) 70 INT Version. Active Points: 18 CP. Real Cost: 18 CP. 5) 80 INT Version. Active Points: 20 CP. Real Cost: 20 CP. Quote Link to comment Share on other sites More sharing options...
steriaca Posted August 27, 2014 Report Share Posted August 27, 2014 Quick On The Buzer Effect: Speed Of Thought (+16 EGO To Act First To Answer Questions And Recite Facts) Target: Self Duration: Instant Range: Self END Cost: 0 Description: Sometimes, it is not just that you know something, but how fast you can recite what you know. That makes all the difrence between winning a million dollars and grumbling that you knew it, but were not fast enougth to answer befor your oponent. This 'power' uses the optinal Speed Of Thought Talent on page 48 of the Advance Player's Guide, and uses the "Answers Questions" and "Recite Facts" as a Mental Action (and since they are related, the GM calls them both a "Small Group Of Mental Actions"). Game Infromantion: Speed Of Thought (+16 EGO To Act First To Answer Questions And Recite Facts). Active Points: 4. Real Cost: 4. 1) More Quickly On The Buzer: Increse it to +32 EGO To Act First To Answer Questions And Recite Facts, makeing the Active Cost to 8 CP, and the Real Cost to 8 CP. 2) Lighting Fast Quick On The Buzer: Increse it to +64 EGO To Act First To Answer Questions And Recite Facts, making the Active Cost to 16 CP, and the Real Cost to 16 CP. 3) Slower, But Still Quick On The Buzer: Decrese it to +8 EGO To Act First To Answer Questions And Recite Facts, making the Active Cost to 2 CP, and the Real Cost to 2 CP. 4) Lighting Fast Buzer Pressing Also: It is not just being fast in your brain. It is worthless if your slow in singling device pressing also. Add Lighting Reflexes (+16 DEX To Act First To Activate Singling Device And Press Buttons), making it the Active Cost of 4 CP, and the Real Cost of 4 CP. Quote Link to comment Share on other sites More sharing options...
Mister E Posted August 29, 2014 Report Share Posted August 29, 2014 I allow PCs to answer impossible to answer questions w/ Extraordinary (-10) INT rolls if they have at least an 18-. Quote Link to comment Share on other sites More sharing options...
steriaca Posted August 30, 2014 Report Share Posted August 30, 2014 Speed of Thought alowes the character tp answer faster, not accurately. Quote Link to comment Share on other sites More sharing options...
steriaca Posted December 20, 2014 Report Share Posted December 20, 2014 Bump...for thoes in the Ultimate Detective thread. Quote Link to comment Share on other sites More sharing options...
Lucius Posted November 3, 2015 Report Share Posted November 3, 2015 Bump...for thoes in the Ultimate Detective thread. It doesn't take a genius to bump a thread! Lucius Alexander The palindromedary points out that even Lucius Alexander can do it Quote Link to comment Share on other sites More sharing options...
steriaca Posted May 2, 2016 Report Share Posted May 2, 2016 Bump to let new members see this. Quote Link to comment Share on other sites More sharing options...
Mister E Posted May 4, 2016 Report Share Posted May 4, 2016 APGII p. 29 under Killing Attacks gives a GM the option to allow a character to declare which Characteristic adds damage to a HKA in the same way STR does. So INT can be made to add damage to a HKA. -- This leads to a new Advantage called Multiple Characteristics (+1/4) allowing a character to define two Characteristics that can add damage & switch between them as a Zero Phase Action. STR Or INT (+1/4) would make a great Naked Advantage for a character with lots of INT. Quote Link to comment Share on other sites More sharing options...
Wardsman Posted May 13, 2016 Report Share Posted May 13, 2016 Re: Genius Tricks As a complete tangent, for my "Warhammer Inspired Super Heroes" game (aka WISH), one of the SFX (groups of abilities) is called Acuity. It is a collection of intelligence & perception based Stunts. Many of the abilities could be translated into HERO System terms, and might provide some ideas for your set. Your DNS is down. Quote Link to comment Share on other sites More sharing options...
Midnightninja Posted May 28, 2016 Report Share Posted May 28, 2016 An enemy fires at you, you cock your head to side, the round whizzes by your head, and after several *PTANKS* the bullet finally stops in the shooter's knee. Your team thought it was a terrible idea to stand out in the open. Someday they'll realize you know exactly what you're doing. "Don't play with guns: (Total: 60 Active Cost, 13 Real Cost) Deflection (20 Active Points); OIF Immobile Durable (Sufficiently Hard Surfaces of Opportunity; -1 1/2), Requires a PER roll; Must be made each Phase/use; -1, Requires a Deduction roll ; Must be made each Phase/use; -1) (Real Cost: 4) plus Reflection (60 Active Points' worth) (40 Active Points); OIF Immobile Durable (Sufficiently Hard Surfaces of Opportunity; -1 1/2), Requires a Perception (PER roll; Must be made each Phase/use; -1), Requires a Deduction Roll (Must be made each phase/use; -1 (Real Cost: 9)" Quote Link to comment Share on other sites More sharing options...
steriaca Posted December 9, 2016 Report Share Posted December 9, 2016 Bump for someone looking for powers about being smart. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted December 10, 2016 Report Share Posted December 10, 2016 I Love It When A Plan Comes Together Extradimensional movement to a dimension where what you just did actually worked Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted December 10, 2016 Report Share Posted December 10, 2016 Playing it out in my head until I get it right Extradimensional movement back in time 5 minutes Option: add trigger on your death or enforced unconsciousness. No, really, I can go on all night. I have not even started on Transform and Change Environment yet. Quote Link to comment Share on other sites More sharing options...
Rebar Posted December 11, 2016 Report Share Posted December 11, 2016 Reading this now. Thanks for the bump. She has a perfect memory. So perfect, she once used it as a Targetting Sense/Darkvision: http://www.theduckwebcomics.com/Mindmistress_at_Drunk_Duck/5439229/ This is such an awesome addition for someone with Eidetic memory. N-ray vision. Does not work in places character has never been (or seen) before. Quote Link to comment Share on other sites More sharing options...
steriaca Posted December 11, 2016 Report Share Posted December 11, 2016 Playing it out in my head until I get it right Extradimensional movement back in time 5 minutes Option: add trigger on your death or enforced unconsciousness. No, really, I can go on all night. I have not even started on Transform and Change Environment yet. Reminds me of the Replay power from Advance Players Guide 2 pages 40-42. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted December 12, 2016 Report Share Posted December 12, 2016 Reminds me of the Replay power from Advance Players Guide 2 pages 40-42. Looks like an excellent way to hack off the GM and other players Quote Link to comment Share on other sites More sharing options...
steriaca Posted December 12, 2016 Report Share Posted December 12, 2016 Looks like an excellent way to hack off the GM and other players "That didn't go the way my predictions said it would go. Lets do that again." Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted December 16, 2016 Report Share Posted December 16, 2016 Detect Plot,Discriminatory, Analyze The more obvious the villains plot, the easier to figure out. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted December 17, 2016 Report Share Posted December 17, 2016 Has anyone suggested the simple 'buy Luck, call it "Having a Plan"'? Probably... Quote Link to comment Share on other sites More sharing options...
steriaca Posted December 17, 2016 Report Share Posted December 17, 2016 Has anyone suggested the simple 'buy Luck, call it "Having a Plan"'? Probably..."i Love It When A Plan Comes Together": Luck 4d6, Requires A Roll (INT) The special effect of this power is that it is not luck at all. The miraculous event was all planed, as was the period where the opponent was winning. Make them overconfident, then activate the turnaround. Apology to the A-Team. Quote Link to comment Share on other sites More sharing options...
GCMorris Posted December 26, 2016 Report Share Posted December 26, 2016 Great ideas Quote Link to comment Share on other sites More sharing options...
Hadmar von Wieser Posted February 7, 2017 Report Share Posted February 7, 2017 Somehow the Genius always manages to stand, move, or react in a way you hit surrounding things before you hit him. Sometimes he maneuvers you into striking a lamp post, sometimes he manages to hold some kitchen utensis in your fist's way.4d6 BLAST, Damage Shield, Variable Special Effects (+½), 0 END CostO OIF Arrangement (Objects of Opportunity Within Reach, universal; -½) Quote Link to comment Share on other sites More sharing options...
Rhino Posted February 7, 2017 Report Share Posted February 7, 2017 This was the VPP and sample powers of a player in my Champions Universe game. 71 By Will Alone I Set My Mind In Motion, 28 base + 50 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (103 APs); Limited Power Only Powers of Percepton and Intellect (-½); all slots Requires A Roll (Int or Int Skill roll, -1 per 20 APs modifier; -¼) 0 Uncanny Deduction 1) Retrocognitive Clairsentience (Sight And Hearing Groups) (50 APs); Extra Time (5 Minutes, -2), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Vague and Unclear (-½), No Range (-½), Requires A Roll (Skill roll, -1 per 20 APs modifier; -¼) Real Cost: 10 5end 0 Prescient Tactics 2) Precognitive Clairsentience (Sight And Hearing Groups) (50 APs); Time Modifiers (-½), Vague and Unclear (-½), No Range (-½), Requires A Roll (Skill roll, -1 per 20 APs modifier; -¼) Real Cost: 18 5end 0 So Predictable 3) Telepathy 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Receive Only (-½), Limited Power No Fine Details (-½), Surface Thoughts Only (-¼), Requires A Roll (PER roll, -1 per 20 APs modifier; -¼) Real Cost: 20 5end 0 Profiling 4) Telepathy 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Extra Time (20 Minutes, -2 ½), Receive Only (-½), Limited Power Requires Questions and Asnwers (-½), Limited Power No Fine Details (-½), Requires A Roll (Psychology roll, -1 per 20 APs modifier; -¼) Real Cost: 9 5end 0 Convincing Argument 5) Mind Control 8d6, Invisible Power Effects (Invisible to Mental Group; +¼) (50 APs); Extra Time (1 Minute, -1 ½), Limited Power Requires Conversation (-½), Requires A Roll (Psychology roll, -1 per 20 APs modifier; -¼) Real Cost: 15 5end 0 Omnicient Defense 6) Desolidification (40 APs); Requires A Roll (Int roll, -1 per 20 APs modifier; Must be made each Phase/use; -¾), Cannot Pass Through Solid Objects (-½), Limited Power Must Have Plausible Cover Against AOE (-¼), Limited Power Must Be Aware Of The Attack (-¼) Real Cost: 14 4end 0 Combat Awareness 7) +5 OCV (25 APs); Requires A Roll (Int roll, -1 per 5 APs modifier; Must be made each Phase/use; -1 ½) Real Cost: 10 0 Combat Awareness 8) +5 DCV (25 APs); Requires A Roll (Int roll, -1 per 5 APs modifier; Must be made each Phase/use; -1 ½) Real Cost: 10 0 Precise Shot 9) Killing Attack - Ranged 2 ½d6, Armor Piercing (+¼) (50 APs); OAF (-1), Requires A Roll (Int roll, -1 per 20 APs modifier; -¼) Real Cost: 22 5end 0 Precise Strike 10) Killing Attack - Hand-To-Hand 2 ½d6 (3d6+1 w/STR), Armor Piercing (+¼) (50 APs); OAF (-1), Requires A Roll (Int roll, -1 per 20 APs modifier; -¼) Real Cost: 22 5end Quote Link to comment Share on other sites More sharing options...
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