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jwpacker

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Posts posted by jwpacker

  1. Re: Ultimate Suppresser

     

    Sorry my hyperkinetic friend, but I don't think that would acomplish what you desire

     

    You need to choose a f/x for what you can suppress with it

     

    Var F/X does not let you get around it, it just lets you change the how of it, so you might be suppressing fire powers, this might be (based on Var F/X) because of magic, your technology, your control of fire, or your control of the great egg of happieness, but in the end it it does not let you change what you are effecting

     

    Interesting...he would need to pick a special effect for that to work...so, is there an appropriately large advantage version of Variable Effect that would allow suppress to suppress whatever power the character chooses, one at a time? Or even more awe inspiring, all powers regardless of sfx?

  2. Re: Restrainable Limitation

     

    hmmm.... maybe a stretch but:

     

    Spinning Staff: Restrainable (requires wide open spaces to operate)

     

    See, that's my gut feeling too - that you'd get more of a disad if you took the focus, but it could be taken away - but what if the sfx are just ninja reflexes and dodging and interposing objects of opportunity?

     

    And what's your feeling on gestures as a limitation for missile deflection?

  3. Re: resurrected being

     

    Hawksmoor has it exactly right. Regular resurrection with a strange bit of SFX. Is this guy like the one in the Great Lakes Avengers?

     

    No kidding... a bit like a biological Mechanon...

  4. Re: Campaigns bases off alternate sources.

     

    Great topic. I'm generating a world whole cloth from the origin stories myself. Putting it all together from scratch. Going to take some time, I think, before it feel fully fleshed out, but I've got three or four different directions my players could take things in without totally throwing me for a loop.

  5. Re: Not "Secret", not "Public", just "Identity"

     

    Of course' date=' I've had some GMs insist on the players taking Secret ID as one of their disads for their characters as part of the campaign guidelines.[/quote']

     

    And I think that's totally reasonable. In his or her world, there are no public superheroes, and he intends to make it part of the roleplaying to determine how they deal with the fact that nobody (or nearly nobody) knows who they really are.

     

    In this case I was referencing in my OP, there was no mandate, and my character fit better without either. Given all that I've learned here, I'm going to press Zac to play along with the middle ground I've chosen, which is effectively secret identity, yet taking no pains to maintain it, and not expecting it to come up much in the game. He'll have plenty of fun with my two intersecting DNPCs to hose me without that. :)

  6. Re: An odd form of memory manipulation

     

    The character can cause a target to vividly recall memories have been forgotten or suppressed. They can't erase' date=' alter or implant false memories with this power only make a target remember and with crystal clarity. The restored memories are natural and just as subject to bias and interpretation as any other but are extremely clear as if the target possessed Eidetic Memory. The power user doesn't automatically learn the memory she restores but can try to "refresh" memories of specific times or events.[/quote']

     

    Does the character also vividly recall? Or just the target. Because it sounds like it could be built with some variant on Telepathy, with linked Mental Illusions.

  7. Re: Restrainable Limitation

     

    But if he says no, remember that then you can still bite your way out of a grab or entanlge, because the GM said that it 'couldn't be Restrainable'. :D

     

    More to the point, if you deliberately don't take 'restrainable', does that give you a sort of limited usage stretching to twist your neck around just so as to be able to bite the grabber?

  8. Re: A DC Animated-style HeroMachine

     

    That Colossus tribute-Alloy is good. Mind if I borrow him?

     

    Not at all. He's fresh from HDC and has never been used in a campaign, so knock yourself out.

     

    I'll PM you the .hdc file as well, if you're interested in my take on him.

  9. Re: A DC Animated-style HeroMachine

     

    A character I just put together last night while I was supposed to be doing laundry. He's a high school math and drafting teacher whose mutant power was that his body turned entirely to steel. He has since left teaching and makes his money from endorsements, commercials, cameos on TV and movies and the like.

     

    He goes by the monicker "Alloy"

  10. Re: You. Make. The Call.

     

    Agreed. If you're going to allow that MP you might as well just let him have the VPP. If the on-the-fly flexibility is problematic' date=' make him list all the slots like he's done above, but don't overcharge him for something he should be getting for a lot less than he is.[/quote']

     

    I honestly never expected him to go this nuts. It was never so much about cost versus value as it was the general impracticality of VPPs in some games. I'm going to let him come up with as many as he likes, and so long as he's cleared them through me before the adventure starts, he can use them.

  11. Re: You. Make. The Call.

     

    He started out with only 20 slots, at which point it was less useful than a VPP, but also a point cheaper, and less likely to cause problems. Then he just went ape-dookie and added all the rest.

     

    In a heroic game, this would be a real doozy.

  12. Re: You. Make. The Call.

     

    Just to keep one of my own ridiculous threads going, how do you all feel about this construction? Mind you, this is a Champions game, and many of these just wouldn't work on just anybody, but it does make him remarkably flexible...

    15 Cantrips: Multipower, 15-point reserve

    1u 1) Blind: Sight Group Flash 3d6 (15 Active Points)

    1u 2) Blink: Teleportation 5", Position Shift (15 Active Points)

    1u 3) Blur: Negative Combat Skill Levels (-3 to opponent's DCV) (15 Active Points)

    1u 4) Body of Rubber: Stretching 2", x4 Noncombat (15 Active Points)

    1u 5) Body of Stone: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB) (15 Active Points)

    1u 6) Brambles: Entangle 1d6, 2 DEF (15 Active Points)

    1u 7) Breathless: Life Support (Self-Contained Breathing) (10 Active Points)

    1u 8) Chill: Change Environment 2" radius, -2 Temperature Level Adjustment (13 Active Points)

    1u 9) Costume Change: Cosmetic Transform 2d6+1 (Any currently worn outfit into any other outfit, Changing Clothes), Variable Special Effects (Any clothing; +1/4) (15 Active Points)

    1u 10) Dispel Minor Magics: Dispel 4d6, Variable Special Effects (Any one magic power, one at a time; +1/4) (15 Active Points)

    1u 11) Distant Fingers: Telekinesis (3 STR), Fine Manipulation (15 Active Points)

    1u 12) Distant Hand: Telekinesis (10 STR) (15 Active Points)

    1u 13) Ennervate: Aid END 1d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (15 Active Points)

    1u 14) Feather Fall: Gliding 15" (15 Active Points)

    1u 15) Giant Size: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (15 Active Points)

    1u 16) Healing: Healing BODY 1d6, Ranged (+1/2) (15 Active Points)

    1u 17) Hide Minds: Darkness to Mental Group 3" radius (15 Active Points)

    1u 18) Impart Wisdom: Aid INT 1d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (15 Active Points)

    1u 19) Invisible Wall: Force Wall (3 PD; 2" long and 1" tall), Transparent to ED Attacks (+1/2) (14 Active Points)

    1u 20) Lighter than Air: Flight 5", Position Shift (15 Active Points)

    1u 21) Limited Invisibility: Invisibility to Hearing Group and Normal Sight (15 Active Points)

    1u 22) Little Lightning: Killing Attack - Ranged 1d6 (15 Active Points)

    1u 23) Long Jump: Leaping 10" (Accurate) (15 Active Points)

    1u 24) Magic Missile: Energy Blast 2d6, Autofire (5 shots; +1/2) (15 Active Points)

    1u 25) Mind Meld: Mind Link , Human class of minds, Any Willing Target (15 Active Points)

    1u 26) Pugilism: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2)

    1u 27) Read Thoughts: Telepathy 3d6 (Human class of minds) (15 Active Points)

    1u 28) Revive: Healing STUN 1d6, Ranged (+1/2) (15 Active Points)

    1u 29) Shimmering Aura: Force Field (5 PD/5 ED/5 Power Defense) (15 Active Points)

    1u 30) Shocking Grasp: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points)

    1u 31) Sicken: Drain CON 1d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (15 Active Points)

    1u 32) Spider Climb: Clinging (25 STR) (15 Active Points)

    1u 33) Steal Energy: Transfer 1d6 (END to STR) (15 Active Points)

    1u 34) Steel Skin: Armor (7 PD/3 ED) (15 Active Points)

    1u 35) Stolen Strength: Absorption 2d6 (physical, STR), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (15 Active Points)

    1u 36) Suggestion: Mind Control 3d6 (Human class of minds) (15 Active Points)

    1u 37) Surefoot: Running +5" (6"/11" total), x4 Noncombat (15 Active Points)

    1u 38) Terminal Velocity: Killing Attack - Ranged 1d6 (15 Active Points); OIF (Objects of Opportunity; -1/2)

    1u 39) Tiger Claws: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points)

    1u 40) Tongue of Flame: Energy Blast 3d6 (15 Active Points); No Range (-1/2)

    Powers Cost: 55

     

    ETA: This is what I get when I suggest he not use a VPP because who wants to build all those powers...

  13. Re: Vehicle - Stilt Suit

     

    Stochastic is hereby banned from the Thebes game:eek: He will now' date=' and hereafter, be my convert idea to .hdc file hound.:eg:[/quote']

     

    I'm okay with Stochastic doing his thing, but if he figures out a way to include Mental Defense, I'm going to have to register a protest... ;)

  14. Re: Character regrets

     

    I've got a character right now without a home: a mage with one fairly large EC of elemental magics (high power, only four slots) and then a really low powered MP of cantrips with something like 24 slots. He's a freakin' swiss army knife...

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