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Split Decision

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Everything posted by Split Decision

  1. Re: Picking a codename that, like, a million other characters haven't already used. Saratoga: Stay back and let me handle this with my powers of second-hand smoke! Nimitz: No, Saratoga, you stand aside and let me handle this with my Ultra-Nimitz-Vision! Saratoga: What's a-- Nimitz: Shut up and go with it.
  2. Re: Need advice on Growth I just yesterday built a character who is always tiny in this exact same way. Phys Lims to represent size, microscopic strength, running, swimming, etc, and loads of CV levels. Additionally, -PER rolls versus, and good +PER rolls. The only thing that isn't strictly book-legal is his base -20 STR
  3. Re: When your superhero group became powerful enough to rule the world? I think that's a good way to handle it. But now that he's the President, how does he have time to get out and fight crime?
  4. Re: Ordeal His first love is family law, which he does pro bono. Mainly he litigates in a criminal law court. As he adds experience, I think I'll give him a KS in Superhuman Law, which could lead to interesting subplots, rather than just being background info.
  5. Re: Picking a codename that, like, a million other characters haven't already used. I remember Myrmidion was one of the Paths to Immortality in D&D Basic. But yeah, it feels like it's been used.
  6. Re: Child of Mine . . . 3-D Man was a Marvel hero from the 70s who was composed of the mental energy of two brothers, who called him into existence by putting on 3-D glasses and thinking real hard. I kid you not. Sun Boy and Night Girl find that they can't seem to meet. One of them is always busy. Even when they do produce an offspring with the assistance of a fertility clinic, the family gathering never quite gets to three individuals. So their son is called The Loner, and his power is to make lifelike illusions of the loved ones of his enemies, in order to trick them. Sort of like Black Mamba. So... Superia and Eon
  7. Re: When your superhero group became powerful enough to rule the world? Seems like it's too time- and money-consuming for anyone to dabble in the Presidency. How much in-game effort did you spend on that subplot? It would be a blast for a politics junkie like me but I imagine I'm in a distinct minority
  8. Re: Picking a codename that, like, a million other characters haven't already used. Phlebotomist sounds like a pulp villain serial killer. Very visceral.
  9. Re: When your superhero group became powerful enough to rule the world? good answers, good answers. Now that they are superplanetary beings, are they again challenged by their opposition in a more traditional way?
  10. Re: When your superhero group became powerful enough to rule the world? The closest thing I have played in, is the idea of a small and relatively underpowered superteam fighting against such a totalitarian super-ocracy. It was a theme of the campaign world that Ordeal (then known as Nighthawk) ran in that we'd sometimes have to go somewhere to liberate an oppressed people from a dictator, whether despotic or merely illiberal. I think that if I was a player in the type of campaign you describe, I'd get bored after two or three adventures as a secular god of the world. I'm more interested in the Daredevil than I am the Thor. And in terms of power and (a value-neutral kind of) arrogance, these characters put Thor to shame. Sounds to me like they've become the ultimate supervillains. It could not have been thus however without the avenues made available for them to enact their scheme, placed by the GM. If you are happy playing this game though, go for it! Supervillains are, as a rule, cooler.
  11. Re: When he bleeds, he bleeds vermin Definitely a PRE attack of some great size, Trigger. Imagine the revulsion even the most stalwart among your heroes would feel if his attack released thousands of squirming beasts, pouring forth, getting in their costumes, biting at their fingertips, spitting on their faces, wriggling around their necks and legs... totally horrific
  12. Re: Build A Kaiju Giant mindless baby. Make it one of the DNPCs who has been regressed and mutated.
  13. Re: Catalyst: A Champions campaign on Hero Central RKA 1D6 AVLD (+1 1/2) Does BODY (+1) is 52 pts and pretty useful
  14. Re: You. Make. The Call. Psycho Kid could make a force field on that level. But every time her did it, he aged a year. Superboy: Psycho Kid! Quickly! Erect your force field! Psycho Kid: Ummm... pass.
  15. Re: You. Make. The Call. no, too flexible. Yes in theory 5 Real of one thing ought to be the same as 5 Real of anything else. But they're just reasonable approximations.
  16. Re: You. Make. The Call. If he or she is interested in a Green Lantern style MP, I have a good one written up that is recognizeable, strong, but not broken for a 350
  17. Re: You. Make. The Call. so someone actually proposed such a boring MP?
  18. Re: You. Make. The Call. I don't think I would allow it. So many ways this could go wrong, either for the bad guys I run or for the character.
  19. Re: The Dealer his powers are Bullseye's (except Bullseye has the Admantium skeleton, which I don't like).
  20. Re: Stacking Strength and Hand-to-Hand Attack See G-A's answer
  21. Background Clint Coolidge was formerly the golden boy of the supervillain set, and Simple Simon's right-hand man. Back then he was called Jackson Jillian, the Drag Queen Killer. He had dispatched dozens of high-value targets in the underworld, ranks of supervillains, and city government. But when Simon double-crossed him and left him for Interpol during a contest Simon was having in Eastern Europe with the nefarious Dr. Reizenscheine, Clint ditched the Jackson Jillian personna, hid his cash, and went straight. So far, Simon has kept his vendetta to silence Clint "in the family", since Clint has as much dirt on Simon as Simon has on Clint. As of late, Simon brought in Black Harlequin to deal with the turncoat Clint. But who knows how long Simon will be patient with the new-styled Dealer still sucking air, and throwing the monkey wrench into Simon's operations? Simple Simon and his Revenge Squad are very resourceful. He does not kill anymore, despite his literal deadly accuracy. Costume: Full spandex bodysuit with cowl mask in cerulean (Captain America) blue and white. Playing Card motif on chest and gloves. Personality Clint is flamboyant, loud, and loves to play to the camera. As Jackson Jillian, he used what his momma gave him to inspire fear and wonder in his potential targets in the underworld and the public at large. "No pub is bad pub, baby," he said whever there was a camera nearby. As The Dealer, he will try to outshine other heroes, pull outrageous stunts, and be the first one to mug for "his" adoring public- even if he doesn't really do anything to stop the bad guys. He no longer uses his drag queen act, but his personality is as large as he can get away with within the bounds of the "normal upstanding citizen-hero" role he finds himself in. As a former hitman who is used to working solo, he has few interpersonal or teamwork skills, exaserbating his love for the spotlight. He does not play particularly well with others, which has lost him two partners in the short time he's been active as a superhero. The Dealer Clinton Coolidge Val Char Cost 20 STR 10 26 DEX 48 20 CON 20 20 BODY 20 10 INT 0 10 EGO 0 15 PRE 5 12 COM 1 15 PD 11 13 ED 9 6 SPD 24 10 REC 4 46 END 3 40 STUN 0 10" RUN 8 2" SWIM 4" LEAP 0 Characteristics Cost: 163 Cost Power END 53 Everything is a Weapon to Me Multipower, OIF (-1/2) (simple objects of opportunity), 80-pt Reserve 4u Calling Card: 8d6 EB vs PD 1/2 END (+1/4), Variable Advantages up to +1/2 (+3/4, limited to Armor Piercing, Reduced END and Autofire), OIF (-1/2 objects of opportunity), Restrainable (-1/2) END 3 4u Finishing Touch: 3d6-1 RKA vs PD, 1/2 END (+1/4), Variable Advantages up to +1/2 (+3/4, limited to Penetrating, Reduced END and Autofire), OIF (-1/2 objects of opportunity), Restrainable (-1/2) END 3 3u Pressure Points: Drain Inborn Characteristics 4d6, any one Characteristic one at a time (+1/4), 1/2 END (+1/4), Range (+1/2), OIF (-1/2 objects of opportunity), Restrainable (-1/2) END 3 3u Hobble: Drain Inborn Movement Power 4d6, any one Movement Power one at a time (+1/4), 1/2 END (+1/4), Range (+1/2), OIF (-1/2 objects of opportunity), Restrainable (-1/2), Can Be Missile Deflected (-1/4) END 3 3u Weapon Break: 12d6 Dispel technological device Powers, any one technological device Powers one at a time (+1/4), Range (+1/2), OIF (-1/2 objects of opportunity), Restrainable (-1/2), Can Be Missile Deflected (-1/4) END 7 1u Pin Clothing: 2d6 1 DEF* Entangle, OIF (-1/2), Restrainable (-1/2), Entangle has only 1 DEF (-1), Arrangement: Target must be against a wall or large immobile object, or prone (-1/2), Cannot form barriers (-1/4), Can be Missile Deflected (-1/4) END 1 1u Spit in your Eye: Major Transform 5d6 (sighted person into a blinded person), Restrainable (-1/2), Can be Missile Deflected (-1/4), Limited Range: 5" (-1/4), Side Effects: Takes 1d6 KA, no defense, always occurs (-1/2), Extra Time: full phase (-1/4), 1 charge, recovers in a dentist's office (-2 1/2). SFX: breaks off own front teeth and spits them at target's eyes. Normal Sight has a value of 25 Character points; for each 5 BODY scored by Transform, target acquires a permanent -2 to Sight PER rolls (or for the duration of one month or until target has eye surgery, GMO). END 7   11 Linegun Multipower, 40-point Reserve, OAF (-1), 2 Charges on Entire Reserve (-1 1/2). Note: Each slot uses one charge from the slot as well as one from the reserve. 1u Jumpline: 40" Leaping, Vertical Only (-1), OAF (-1), Str Does Not Add to Base Value (-1/4), 2 Charges (-1 1/2) 1u Swingline: 20" Swinging, 0 END (+1/2), OAF (-1), 2 Charges (-1 1/2) 1u Rope in your Eye: 2d6-1 RKA Penetrating (+1/2), OAF (-1), 2 Charges (-1 1/2), Limited Range: 10" (-1/4) Powers Cost: 86 Cost Skill 24 Accuracy I: 8 Penalty Skill Levels versus Range Modifiers (no range penalties out to 64") 17 Accuracy II: +5 with Ranged Combat, OCV Only (-1/2) 5 Accuracy III: Rapid Attack (ranged) 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Stealth 14- 10 +1 Overall Level Assassin Training 5 Choke Hold 4 Nerve Strike 4 Killing Strike 4 Flying Dodge 16 +4 Damage Class w/MA Skills Cost: 101 Total Character Cost: 350 = 163 + 86 + 101 Val Disadvantages 15 Social Limitation: Secret ID 20 Social Limitation: Dark Secret. Former supervillainous assassin. Killed dozens of people and is wanted in his old identity. 20 Psychological Limitation: Code vs. Killing 15 Psychological Limitation: Gloryhound, constantly seeks the spotlight 15 Psychological Limitation: Claustrophobia 20 Hunted: Simple Simon 11- 20 Hunted: Black Harlequin 11- 10 Hunted: City Street Gang 11- 15 Vuln: 1.5x Effect from PRE attacks and Interaction Skills Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  22. Re: Utility Belts Although both the bug and the receiver are in themselves correct constructions, I prefer this sort of build. It just feels righter.
  23. Re: Inceptum Terminus: Chronicles of the New Confederation Hunh. With everyone so old on here, it didn't occur to me that some of this would be basically new to folks. I feel a little embarrassed now.
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