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Split Decision

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Everything posted by Split Decision

  1. Re: Patriotic Equipment Heroes from 50 States. South Dakota.
  2. Re: Superhero Package Deals, by Genre: Four Color Seconded!
  3. Re: Patriotic Equipment Bah. You're clearly thinking of the old patriotic. Now leaves and gears are the symbols of America. So... attack plants and throwing gears I guess. btw, is anyone else reminded of the hammer (gears) and sickle (plants)?
  4. Re: Randy Orton I think it's so hard to figure out the real stats because it's fixed. That is my guess.
  5. Re: Patriotic Equipment How about a spring with razor-sharp ends, to defend freedom?
  6. Re: 275 point Patriot: The Sentinel Thank you Bubba. I'm not sure about whether he's on the right number of points and points from disads, nor whether he has the right Everyman package as Jim envisions him. I think conceptually, he's right; but I'm still building a 350 point character sheet and then whittling it down to 250 + 25. My complaints, in order of importance: 1) He's only a SPD 4. Might be too slow for someone who will inevitably need to be Dodging and delaying in combat. 2) Missile Deflection on an OAF in a Multipower with the main attacks is a fairly weak way to go; but then again, it costs 1 Character Point. 3) Nonresistant PD and ED of 8, plus 6 or 12 rPD and rED means he's lightly armored against 12 DC attacks. May compound the problem of low SPD and contingent secondary defenses. May have to depend upon a kind GM not to spend much of combat flat on his back. Mitigated somewhat by an 18 CON and Damage Reduction in pill form. 4) DEX in a pill? pfft. But if he's a government agent, then he would have access to the best experimental drugs. --- 1) That all being said, he has the potential to be a neat character to play. Kind of a Captain America or Nick Fury in larval form. 2) Probably a very effective leader, and 3) don't discount the efficacy of martial arts in conjunction with a 2" staff. 11d6 Off Strike at (short) range can make short work of opposing martial artist types, and maybe even hold bricks at bay. 4) The sheer variety of what he's able to do when he does get a chance to act will make him the "utility belt" of the team so to speak. In the AD&D game I DM for, we have a halfling, 5Rog/5Sor with a motormouth and good interaction skills. She isn't a great combatant or a great classic rogue, but she's easily our MVP every week with the great variety of tricks she can pull out of thin air. I think this guy could be that kind of useful to a supergroup, in addition to being the mouthpiece and public face.
  7. Re: Patriotic Equipment Colt .45... bah. that's .05 less! But the principle still stands.
  8. Re: Patriotic Equipment Torch of Liberty, and Left- and Right-Winger use that gizmo. Which doesn't make it a bad thing. How about a .50 cal Desert Eagle handgun with red white and blue enamel? And of course, custom red white and blue plastic bullets, to reduce fatalities.
  9. Re: Randy Orton I would, Sketch, if I knew whether he meant the sports entertainer, or the character he plays on TV
  10. Re: Patriotic Equipment As long as we're talking about quintessential American heroes... I don't think that's all that bad a place to go. Conspicuous consumption fueled by the greatest wealth engine the world has ever known! Even our welfare cases can be morbidly obese, that's how rich we are haha But on the other end of the health spectrum, most marines I've met are variations on the Mr. Universe theme. So we make them like that here too. Arms like iron and work ethic to match.
  11. Re: A DC Animated-style HeroMachine I like them both; but the triangle needs to be a color other than black. It simply does not stand out. Perhaps it would look good as a silver triangle with a thick black outline. I'm not sure. And given the choice, I would go with the plain triangle. Maybe the silver triangle with a black F in the middle? Great work either way.
  12. Re: Patriotic Equipment There's nothing more patriotic than an M-16 and an infantry helmet, except perhaps marlboro cigarettes. For examples of conventional weaponry themeing a superhero, I suggest you look for pictures of Kurt Busiek's Old Soldier. http://www.comicvine.com/the-old-soldier/29-42321/all-images/108-200604/46103-the-old-soldier/105-94137/ Here is one.
  13. Re: Master of Several Martial Arts Bloodstone, to clarify: I know you can build things with great validity in a hundred different ways. One of the greatest things about this game. It's not a matter of right versus wrong, it's a matter of right versus wrong for this particular guy.
  14. Re: Master of Several Martial Arts It's an authenticity thing. Sure. I could just throw down with a Cosmic VPP, and define it as awesome martial artist skills. But that's both bland and inauthentic. This is a very specific person, and he very specifically is a master of several martial arts. Although buying some sort of resistance to Analyze Martial Arts Style would be hilarious. Kind of like buying a Flash that only affects Bump of Direction.
  15. Re: Captain America and Cast Baron Zemo I Baron Heinrich Zemo Val Char Cost 15 STR 5 18 DEX 24 18 CON 16 20 BODY 20 23 INT 13 11 EGO 2 20 PRE 10 6 COM -2 8 PD 5 8 ED 4 4 SPD 12 10 REC 6 36 END 0 33 STUN -4 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 105 Cost Power END 40 Adhesive X Gun Multipower, 90-point Reserve, 16 Charges for Entire Reserve (+0), OAF (-1), Limited Range: 30" (-1/4) 4u Narrow Beam: Entange 6d6 8 DEF, Both Entangle and target take damage (+1/4), OAF (-1), Range: 30" (-1/4) 4u Wide Beam: Entangle 4d6 4 DEF, Area of Effect: Circle 5" (+1), Both Entangle and target take damage (+1/4), OAF (-1), Range: 30" (-1/4) 4u Stream: Entangle 4d6 4 DEF, Area of Effect: Line 20" (+1), Both Entangle and target take damage (+1/4), OAF (-1), Range: 30" (-1/4) 4u Glue Blob: Entangle 5d6 5 DEF, Ares of Effect: 1 Hex (+1/2), Both Entangle and target take damage (+1/4), OAF (-1), Range: 30" (-1/4) --- 27 Disintegrator Ray: (Note: This is an early laser.) 2 1/2d6 RKA vs ED, Armor Piercing (+1/2), OAF (-1, ray gun), 12 Charges (-1/4) --- 20 Costume: 10 PD 10 ED Armor, OIF (-1/2) Powers Cost: 103 Cost Perk 70 Followers: Size-changing Androids (300-pt Followers, x4) 40 Base: Points for Castle Zemo 10 Wealth: ($5M/year) 5 Contact: Arnim Zola 11- 8 Contact: Adolf Hitler 11- Perks Cost: 133   Cost Talent 9 Lightning Reflexes (DEX 24, only to determine order of actions in combat) Talents Cost: 9 Cost Skill 2 PS: Nobleman 11- 2 PS: Military Officer 11- 1 AK: South America 11- 1 AK: Germany 11- 1 AK: Washington, DC 11- 1 AK: Northern Mexico 11- 0 Language: German (native) 4 Language: Spanish 4 Language: English 3 Scientist 3 Traveller --- 3 Inventor 14- 2 SC: Robotics 14- 2 SC: Lasers and Optics 14- 2 SC: Chemistry 14- 2 SC: Growth and Shrinking Technologies 14- 3 Electronics 14- 3 Mechanics 14- 3 Tactics 14- 3 Demolitions 14- 3 Gambling 14- --- 3 Acrobatics 13- 3 Breakfall 13- --- 3 High Society 13- 3 Oratory 13- --- Master of Karate and Capoeira 4 Martial Dodge - +5, Abort 3 Legsweep +0 +1, 7d6 Strike, Target falls 5 Killing Strike -2 -1 1d6 HKA (2d6 w/STR) 4 Martial Block +2 +2 Abort 5 Offensive Strike -2 +1 10d6 Strike 12 +3 Damage Class with Martial Arts 18 +6 CSLs with Martial Arts 2 KS: Capoeira 11- 2 KS: Karate 11- Skills Cost: 115 Total Character Cost: 465 = 105 + 103 + 133 + 9 + 115 Val Disadvantages 20 Normal Characteristic Maxima 15 Social Limitation: Public Identity 15 Social Limitation: Subject to the orders of the Third Reich and German Military 5 Social Limitation: Highly Wanted Criminal 20 DNPC: The Baroness Lady Zemo 11- 20 Psychological Limitation: Hatred of the West 10 Psychological Limitation: Casual Killer 15 Psychological Limitation: Treacherous 15 Distinctive Feature: His mask is irrevocably stuck to his head Disadvantage Points: 155 Base Points: 200 Experience Required: 110 Total Experience Available: 210 Experience Unspent: 100 Wikipedia Page Pictures Here Real Name Baron Heinrich Zemo Aliases None known Identity Publicly Known Occupation Would-be conqueror, Scientist Citizenship Citizen of Germany; Wanted by officials for war crimes Place of Birth Castle Zemo, Germany Known Relatives Harbin Zemo (distant ancestor), Hademar Zemo (distant ancestor), Heller Zemo (distant ancestor), Herbert Zemo (distant ancestor), Helmuth Zemo (distant ancestor), Hackett Zemo (distant ancestor), Hartwig Zemo (distant ancestor), Hilliard Zemo (distant ancestor), Hobart Zemo (grandfather), Herman Zemo (father), Hilda Zemo (Wife; Deceased), Helmut Zemo(Son), Heike Zemo (daughter-in-law) Group Affiliation Founder of the Masters Of Evil, Nazi Party, Legion of the Unliving (after death) Education Doctorate Degree Height 5'9" Weight 180 lbs Eyes Blue Hair Grey/Black Powers none Abilities Zemo was a brilliant scientific genius who made great advances in the field of laser technology, the development of adhesives, genetic manipulation, and the creation of androids. During his decades in South America, Zemo trained himself in various forms of unarmed combat, including karate. He remained a formidable master of these skills until the end of his life. First Appearance (In shadow) Avengers #4 (1964); (full) Avengers #6 (1964) Origin Avengers #6 (1964) Significant Issues First appearance in shadow (Avengers #4, 1964); fought Howling Commandos (Sgt. Fury & his Howling Commandos #8, 1964); created Medusa Cannon, Hilda's death (Captain America: The Medusa Effect, 1994); killed Citizen V (Thunderbolts: Distant Rumblings #-1, 1997); believed to have killed Bucky (Avengers #4, 1964); founded Masters of Evil (Avengers #6, 1964); killed during battle with Captain America (Avengers #15, 1965); body destroyed by Crossbones (Captain America #361, 1989)
  16. Re: Starting power level for a superhero game 200 + 150 is the "normal superhero" level we refer to here on the HERO boards. And yeah, 350 is about the right number of points to build a starting superhero on. For DCs, 12 ought to be a soft cap. 60 active points of a power ought to be a hard cap... except for one power that caps at 80. This way, each character can have something they excel at, or a player can build a really wonky power that just wouldn't be effective at 60 Active. I used to do the 100 + 150, then switched to 150 + 100... it wasn't as satisfying as a 350, and I didn't know why until I switched. Definitely, keep it under 600. 600 point characters generally are so versatile, their schticks will overlap. Requires a higher level of attention to RP to keep players from making each other unhappy by hogging the spotlight, etc.
  17. Split Decision

    Bat gear

    Re: Bat gear Whatever you want to build and share, I am sure we will be grateful. I have found a few new ways of building little tricks for my utility-belt-heavy characters in nearly everything you've put up.
  18. Re: Randy Orton Do you mean a character sheet for the character he plays on TV or a character sheet for him as a sports entertainer? Probably two very different characters. I don't know much about the person behind the personna, but there have been lots and lots of lucha heroes/minibricks/martial artists posted here. Lots and lots! What sorts of things would you want your Randy Orton to do?
  19. Re: Master of Several Martial Arts All of these ideas feel right. For this particular project, Jim's construction feels the rightest- which is not an excuse to spend fewer points. I think TQM's build is worth the point difference, but Jim's is going to work better for this guy. Thank you and don't let me stop the conversation.
  20. If I wasnt to build a character who is master of several martial arts, and some of them overlap, do I have to buy the same Martial Maneuver multiple times, defining it as different things each time, or is there another thing I need to do, such as some sort of Variable SFX Advantage, to connote the different ways the character can execute the Martial Maneuver?
  21. Re: A DC Animated-style HeroMachine Woo woo! Awesome job!
  22. Re: 275 point Patriot: The Sentinel I don't think you'll find anything remarkable enough to steal. Maybe you will find something though.
  23. Re: Captain America and Cast So, that's not nearly all. But I think we have a good set of good guys and some of my personal favorite bad guys. Here is the preliminary list of who else I will be writing up after this next week of heavy school nonsense has come and gone: Definitely coming (at some point): Cutthroat John Jameson Machinesmith Mother Night II Red Skull The Sleeper Other possible candidates: Free Spirit and Jack Flagg Hauptmann Deutchland and Zeitgeist Black Widow Sharon Carter The Voice Minister Blood Peggy and Fabian Arnim Zola Doughboy Is anyone on the second list interesting to anyone? And have I missed someone critical to the Cap family?
  24. Re: 275 point Patriot: The Sentinel Here is my stab at the concept: Bronze Agent Col. Phillip Jacques Val Char Cost 15 STR 5 20 DEX 30 18 CON 16 13 BODY 6 13 INT 3 11 EGO 2 15 PRE 5 12 COM 1 8 PD 5 8 ED 4 4 SPD 10 9 REC 4 36 END 0 34 STUN 4 10" RUN 8 2" SWIM 0 3" LEAP 0 Characteristics Cost: 103 Cost Power 30 Arsenal Staff Multipower, 60-pt reserve, OAF (-1) 2u Electroblast: 12d6 EB vs ED 8 Charges (-1/2), OAF(-1) 2u Gyrojet Missiles: 2d6 RKA Indirect (+1/2), Explosion (+1/2), 8 Charges (-1/2), OAF(-1) 2u Tangleweb: 6d6 6 DEF Entangle, 8 Charges (-1/2), OAF(-1), Limited Range: 10" (-1/4) 1u Flare Blast: 6d6 Sight Group Flash, Area of Effect: Cone (+1), OAF (-1), 4 Charges (-1), No Range (-1/2, eminates from staff) 1u Staff's Reach: 2" Stretching 0 END (+1/2), No NCM (-1/4), Always Direct (-1/4), Limited Manipulation (-1/4), Limited Body Parts (-1/4), OAF(-1) plus +4d6 HA 0 END (+1/2), Standard HA Lim (-1/2), OAF (-1) 1u Energy Absorption Field: Missile Deflection, All Missiles, OAF (-1), Does Not Work on Heavy Missiles (-1/4) --- 9 Scalemail Jacket: 6PD, 6 ED Armor, OIF (-1/2), Activation 14- (-1/2) 12 Costume: 6 PD, 6 ED Armor, OIF (-1/2) --- 33 Utility Gadgets Multipower, 50-point Reserve, OIF (-1/2, tactical pockets) 2u PRIMUS Communicard: 5 Communication: HRRP (Radio Group), OAF (-1), Affected as Sight and Hearing Group as well as Radio Group (-1/2) 12 Broadcast Tracking: Detect Source of Radio Transmissions (PER roll) (Radio Group), Discriminatory, Analyze, Increased Arc (360 Degrees), Range, OAF (-1) 3 Onboard Computer: Computer "secretary" in Communicard. OAF (-1) 1u Standard-Issue Sidearm: 1d6+1 RKA, 8 Charges (-1/2), Beam (-1/4), OAF (-1) 1u Flashlight: Sight Group Images, +4 to PER rolls, Increased Size (4" Cone), 0 END (+1/2), OAF (-1), Limited Range: 20" (-1/4), Only To Create Light (-1) 1u Camcorder: Eidetic Memory, Sight and Hearing Only (-1/4), OAF (-1) 1u Nightsight Monocular: Nightvision, OAF (-1), Concentration 1/2 DCV throughout (-1/2) 1u Freeze Capsules: 4d6 Minor Transform (small object or device into frozen object or device, heals back through normal melting based upon ambient temperature), 1 Charge (-2), OAF (-1) 1u Stim Pill: +3 DEX, Does Not Add to Figured Characteristics (-1/2), OAF Fragile (-1 1/4, small pill, easily lost or dissolved), 1 Charge lasts 1 Hour (-0) plus 25% rPD and 25% rED Damage Reduction, STUN only (-1/2), OAF Fragile (-1 1/4, ibid.), i Charge Lasts 1 Hour (-0), Linked (-1/4) 1u Cable Shooter: 20" Swinging, 0 END (+1/2), OAF (-1) 1u Gas Mask: Life Support: Self-Contained Breathing, OAF (-1), 1 Charge lasts 6 Hours (-0) Powers Cost: 103 Cost Skill 3 Acrobatics 13- 3 Breakfall 13- 2 AK: City of ops 11- 1 Acting 8- 3 Analyze: Super Powers 12- 1 Climbing 8- 1 Combat Driving 8- 1 Concealment 8- 1 Conversation 8- 3 Criminology 12- 3 Deduction 12- 3 Demolitions 12- 2 KS: Police Procedures 11- 1 KS: Player's Choice 8- 3 KS: Common Knowledge (INT-based) 12- 2 KS: Criminal Organizations 11- 2 KS: PRIMUS 11- 4 Language: Native (idiomatic) 2 PS Federal Agent 11- 3 Paramedics 12- 1 Persuasion 8- 3 Shadowing 12- 1 Stealth 8- 3 Systems Operation 12- 1 TF: Common Motorized Ground Vehicles 3 Tactics 12- 1 Teamwork 8- 3 WF: Small Arms, Blades --- Martial Arts 3 Legsweep 5 Offensive Strike 4 Martial Block 4 Flying Dodge 1 Elements: Barehanded or with Arsenal Staff 16 +2 CSL with All Combat Skills Cost: 90 Cost Perk 1 Wealth (100k/yr) 3 Fringe Benefit: Federal/National Police Powers Perks Cost: 3 Total Character Cost: 300 = 103 + 103 + 90 + 4 Base Points: 200 Val Disadvantage 20 Normal Characteristic Maxima 10 Social Limitation: Subject to Orders of PRIMUS 15 Social Limitation: Secret Identity/Public Identity (Player's Choice) 20 Psychological Limiation: Code vs Killing, Honorable, or Overconfident (Player's Choice) 20 Hunted: Main Campaign Villain or VIPER 8- 15 DNPC: Player's Choice 8 or 11- Total: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
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