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Vox

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Posts posted by Vox

  1. Re: A New Dawn. 'Post-Apocalyptic' Fantasy

     

    I only have the basic templates for HD, and none of them seem work quite properly with this website. But in any event, here's Arius the Smith.

     

     

    Arius

     

    Player: Vox Clamantis

     

    Val Char Cost

    15 STR 5

    17 DEX 21

    17 CON 14

    13 BODY 6

    15 INT 5

    15 EGO 10

    15 PRE 5

    2 COM -4

     

    4/13 PD 1

    4/13 ED 1

    3 SPD 3

    6 REC 0

    34 END 0

    30 STUN 0

     

    6" RUN 0

    2" SWIM 0

    3" LEAP 0

    Characteristics Cost: 67

     

    Cost Power

    15 Bloodless: Does Not Bleed (15 Active Points)

    41 Undead: Life Support (Character Does Not Breathe; Eating: Character does not eat; Immunity Most terrestrial diseases and biowarfare agents; Immunity: Most terrestrial poisons and chemical warfare agents; Longevity: Immortal; Sleeping: Character does not sleep)

    9 Hardened Bones: Armor (3 PD/3 ED)

    15 Metal Magic: Elemental Control, 30-point powers

    15 1) Major Transform 2d6 (One Metal Object Into Another, Reworking or Another Application Of This Power), Improved Target Group (Any Shape; +1/4) (37 Active Points); Limited Target, ( Metal Objects) (-1/2)

    10 2) Bone to Steel: Physical Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance (-1/2)

    18 3) Metal Storm: Killing Attack - Ranged 1d6, Penetrating (+1/2), Area Of Effect (8" Line; +1) (37 Active Points); Gestures (-1/4)

    Powers Cost: 123

     

     

    Cost Skill

    24 +3 with All Combat

    7 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 14-

    7 Armorsmith 14-

    3 Power: Elemental Metal 12-

    3 PS: General 12-

    3 Analyze: Magic 12-

    3 KS: Lore of the Walking Dead 12-

    3 KS: Magic 12-

    3 KS: History 12-

    3 Disguise 12-

    1 WF: Blades, Unarmed Combat

    Skills Cost: 60

     

     

     

    Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

    Masterpiece Light Plate Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

    Masterpiece Miao Dao: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4)

    Total Character Cost: 250

     

    Pts. Disadvantage

    15 Distinctive Features: Walking Skeleton (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    10 Physical Limitation: Unholy Being (Infrequently, Greatly Impairing)

    10 Psychological Limitation: Self-Assured (mildly Overconfident) (Common, Moderate)

    20 Psychological Limitation: Keeps His Word (In Spite of His Best Interest) (Common, Total)

    20 Social Limitation: Feared and Despised (Very Frequently, Major)

    10 Social Limitation: Upper Class (Accustomed to Command) (Frequently, Minor)

    15 Susceptibility: Hit By Dispel Or Magic Drain, 1d6 damage per Phase (Uncommon)

    Disadvantage Points: 100

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

     

    Background

     

    In life Arius was a warrior and sometime smith for a fairly small agrarian village. Despite his advanced years (he was nearing 60 at the time), Arius was given the honor of leading the village's defense against the army of Varakus Bane. While attacked by nothing more than a general's entourage (that had chanced upon their settlement), the village was destroyed in a single evening. Of his people, only Arius was taken alive. He had rallied the villagers together for one last stand, and outmaneuvered the undead for so long that the Doom general who watched the proceedings from atop his horse decided not to waste such strong will. The process of making him a Doom began as soon as the group returned to the main encampment.

     

    As a Doom general, Arius proved to be something of a failure. While he remembered little of his life before, one thing remained: his love of the craft. What magic he was taught became nothing more than a tool for smithing, and he had no patience for other matters. Realizing that his use as a smith was greater than his potential as a general, Bane and his commanders allowed Arius to dedicate himself solely to the forge. He spent the remainder of the war crafting weapons of incredible beauty, which was largely wasted on the undead who bore them into battle.

     

    The fall of Bane proved troublesome for Arius, in that it deprived him of the sheltered lifestyle to which he had become accustomed since his death. The days of spending twenty hours a day shaping metal were past. Now he was a fugitive, an abomination in the eyes of the victorious army and the priests who accompanied them. He fled into the mountains and spent most of the intervening years on the run from hunters both real and imagined.

     

    Finally Arius could take no more. His overture to New Dawn took the form of a letter written in a fastidious hand, left on the doorstep in the dead of night. He wanted amnesty. He would do whatever it took to prove himself, so long as they could provide a way for him to stop being hunted. Surely they would have some use for a Doom master of metal, even if he were something of a savant?

     

    Personality/Motivation

     

    Arius was never a complicated man, and that has remained largely unchange since his transformation. He loves the work of shaping metal, creating weapons, armor, or whatever else catches his fancy. Having been raised originally in a simple, rural community, he has low expectations, and his time in Bane's army was for him just one more uncomfortable situation that he had no choice but to endure. Matters of the living he remember well enough, and the callousness he sometimes evinces is simply that of a cranky old man rather than an unsympathetic undead.

     

    Quote

    "Don't pester me! Can't you see that I'm working!" - when informed of Bane's destruction

     

    Powers/Tactics

    The ability to change weapons to suit a situation leaves him flexible, and hardening his bones renders him difficult to injure. Metal Storm is excellent for softening a formation before it comes to close combat.

  2. Re: Sub-Zero's Ice Clones

     

    Link the ice clone to the Martial Dodge maneuver via Trigger, Resets. If he uses Dodge and the attacker misses with a melee attack, the Entangle goes off. No need for a physical manifestation. Just make it an Area to avoid accuracy issues.

     

    My two centavos. :cool:

     

    ~Gabriel

  3. Re: Costumed Crimefighters Collective

     

    I get the feeling that a campaign of this sort would be a great learning experience for everyone involved. Players that aren't ordinarily inclined to optimize would get to play the 'most powerful hero' every once in a while, and optimizers would be forced to see how the other half lives.

     

    ~Gabriel

  4. Re: TK Techniques for a BIG FIGHT???

     

    It seems almost as though you've each read more into what the other was saying than was actually there.

     

    In the interest of keeping things civil, I think it's important to recognize that so long as the preferences of the players and GM agree, everything will be hunky-dory. And that's true regardless of what those preferences are.

     

    ~Gabriel

  5. Re: TK Techniques for a BIG FIGHT???

     

    This may go without saying, but having Fine Manipulation on his TK opens up a can of very nasty worms in the form of grabbing particular pieces of a hero's equipment/armor. The heroes who need foci are often the ones who can't resist an 80 STR grab. Does the aforementioned sorcerer have a staff? A crystal?

     

    Depending on how smart Solbreaker is, very nasty things can happen without his even doing any damage to the heroes.

     

    ~Gabriel

  6. Re: A New Dawn. 'Post-Apocalyptic' Fantasy

     

    I understand completely.

     

    PbP gaming is a strange beast, isn't it? I can't even count the number of games I've had implode on themselves over the years. It's rare to see a game that has managed to keep going despite so many players dropping.

     

    Anyway: if your bad luck continues, drop me a PM.

     

    ~Gabriel

  7. Re: A New Dawn. 'Post-Apocalyptic' Fantasy

     

    Being an incurable insomniac, I find myself with a degree of free time. If you're still looking for players, I might consider applying.

     

    First, however, I'll need to wade through all of the established background. I prefer to have a character that inhabits the world smoothly.

     

    ~Gabriel

  8. Re: Hero Philosophy - SPEED

     

    Buying Speed with limitations seems like a natural solution to the 'spotlight' problem. Give every character the same base Speed (say, 4) and then allow them to buy additional Speed with character-appropriate limitations. Gadgeteers with +2 Speed (Only For Adjusting VPP), Martial Artists with +2 Speed (Only To Use Melee Attacks), and so on.

     

    With a system like that in place, you could have an 8 Speed speedster without everyone else feeling left out. The non-speedsters would be getting to make combat decisions at the same pace as the speedster, while leaving the speedster feeling as though he did in fact have an edge.

     

    ~Gabriel

  9. Re: London Knights

     

    While the character himself won't have a CvK, I myself have a pretty strong Code Versus Not Screwing Up Games. He'll use the edge on robots and the like, and just clobber everything else. I deliberately avoided giving him any Enraged Disads for that very reason.

     

    That being said, if a villain commits some truly heinous crime right in front of him, the sword might just be the right answer to the problem... :sneaky:

     

    ~Gabriel

  10. Re: London Knights

     

    @vox: I think a ghost horse' date=' that even has a name, deserve more than just being a SFX for flight. Write Enbarr up and buy him as a follower.[/quote']

     

    I thought about doing that, but I wasn't sure how much hassle would be involved. If you have any more specific advice, I'd appreciate any suggestions.

     

    ~Gabriel

  11. Re: London Knights

     

    mac Lir's completed .hdc attached. I'll reproduce the stats and background here for those who're only casually interested.

     

     

    mac Lir

     

    Player:

     

    Val Char Cost

    50 STR 40

    20 DEX 30

    25 CON 30

    17 BODY 14

    18 INT 8

    11 EGO 2

    20 PRE 5

    20 COM 5

     

    27 PD 17

    27 ED 22

    5 SPD 20

    15 REC 0

    50 END 0

    55 STUN 0

     

    6" RUN 0

    2" SWIM 0

    10" LEAP 0

     

    Characteristics Cost: 193

     

    Cost Power

    12 Strength of Arms: Damage Resistance (12 PD/12 ED)

     

    5 Tuatha de Danann: Life Support (Longevity: Immortal)

     

    5 Summon Horse and Arms: Cosmetic Transform 2d6 (mundane outfit into heroic identity, another application of this power) (10 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) [Notes: With a whistle mac Lir summons the mighty horse Enbarr, who appears out of a sudden mist. The moment he leaps into the saddle, mac Lir's arms and armour appear in a swirl of furious winds.]

     

    Mythic Regalia, all slots Only In Heroic Identity (-1/4)

     

    20 1) Enbarr of the Flowing Mane: Flight 15", x4 Noncombat (35 Active Points); Only In Contact With A Surface (-1/4), Only Functions Where There's Enough Space To Ride A Horse (-1/4), Only In Heroic Identity (-1/4) [Notes: Manannan's fabled horse, faster than any other. Enbarr disappears when mac Lir chooses to dismount, reappears again when needed on the crest of fog bank.]

     

    8 2) Enchanted Hauberk: Damage Resistance (8 PD/8 ED), Hardened (+1/4) (10 Active Points); Only In Heroic Identity (-1/4)

     

    4 3) Flaming Helm: +5 PRE (5 Active Points); Only In Heroic Identity (-1/4) [Notes: An ancient Viking helm with horns of flame.]

     

    20 4) Cloak of Mists: Change Environment 4" radius, -6 to Normal Sight PER Rolls (25 Active Points); Only In Heroic Identity (-1/4) [Notes: A grey cloak that can shroud the wearer in a rising fog.]

     

    30 Fragarach, the Answerer: Multipower, 61-point reserve, (61 Active Points); all slots OAF Unbreakable (-1) [Notes: This legendary weapon can penetrate any armor and puts the power of the winds at your command.]

     

    2u 1) Fragarach's Edge: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Unbreakable (-1), No Knockback (-1/4)

     

    1u 2) Hilt Smash: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2)

     

    3u 3) Cyclonic Blast: Energy Blast 7d6, Double Knockback (+3/4) (61 Active Points); OAF Unbreakable (-1), Will Not Work Underwater Or In A Vacuum (-1/4)

     

    Powers Cost: 110

     

    Cost Skill

    2 WF: Blades, Common Melee Weapons

    6 +2 with Fragarach

    3 Climbing 13-

    3 Conversation 13-

    2 Gambling (Chess) 13-

    3 High Society 13-

    3 KS: Irish Mythology 13-

    0 Language: Gaelic (idiomatic; literate) (5 Active Points)

    3 Language: English (completely fluent)

    3 Navigation (Land, Marine) 13-

    3 Persuasion 13-

    3 Riding 13-

    3 Stealth 13-

    3 Tracking 13-

     

    Skills Cost: 40

     

    Cost Perk

    2 Reputation: Recognized as Manannan, God of the Sea (A large group) 8-, +2/+2d6

    5 Money: Well Off

     

    Perks Cost: 7

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    15 Hunted: Mystery Supervillain 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    15 Dependent NPC: Eileen Buckley (Irish Ministry of Defense) 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) [Notes: A 28-year old former soldier and current government bureaucrat assigned to deal with mac Lir. Owing to the interested coverage of the media, Eileen's identity is nearly as well known as his.]

    25 Hunted: Mystery Organization 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

    20 Hunted: the Catholic Church 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    15 Physical Limitation: Hard to Miss (All the Time, Slightly Impairing) [Notes: He's tall, broad-shouldered, impossibly fit, with curly dark hair and fine cheekbones. Easy to pick out even in a crowd.]

    15 Psychological Limitation: Acts Stereotypically Irish (Common, Strong)

    10 Psychological Limitation: Ring-Giver (Noblesse Oblige) (Common, Moderate) [Notes: Feels the need to reward good behavior in his subordinates - which he sees just about everyone as being.]

    15 Social Limitation: Public Identity (Frequently, Major)

    10 Social Limitation: Real or Not? (Frequently, Minor) [Notes: Many people don't believe he is he who claims to be.]

    10 Social Limitation: Out of Place (Frequently, Minor) [Notes: Not really made for the modern world, mac Lir occasionally has a hard time with everything from the laws against brawling to the presence of firearms.]

     

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Manannan mac Lir was born during the reign of the Tuatha de Danann, the mythical first kings of Ireland. His father was the sea, and for centuries he ruled Ireland and protected it against the gods of other lands. Then the Christians came, and the old ways began to die. A pact was made: that the old gods would slumber under the stones of Ireland, to come awake only should Ireland truly need them again. For mac Lir (son of the sea in old Irish), that time came sooner than for the rest.

     

    mac Lir is a god in the old sense of the word; he's not omnipotent, just superhuman in nearly every way. Like the heroes of the ancient world he stands apart from humanity, like Heracles and Gilgamesh, while guarding their interests. His dedication to the people and soil of Ireland is unparalleled. In more ways than one, it's HIS island, and to a somewhat lesser extent he feels the same way about all of the British Isles.

     

    "So I took Conn up by the neck of his chain mail and held him up to my face and says I, 'and just who do ye think you're dealing with?' Next thing I know, the sad bastard has pissed himself so thoroughly that it soaks through his breeches and has dripped onto my tunic!"

     

    mac Lir is unbelievably straightforward. There is nothing hesitant or strategic about his methods. In accordance with the general mood of the times (and the constant reminders of Eileen Buckley) he does reserve the edge of his blade for only the most heinous offenders, but he has no qualms about killing. In the world he knew, war was simply a fact of life.

     

    mac Lir is a brick, plain and simple. He prefers close combat, but will use Fragarach to blow one of several enemies away from him just to clear some space.

     

  12. Re: London Knights

     

    Well, I have been drawing up stats for an Irish hero named Manannan mac Lir (after the traditional god of the sea); but if you don't want to have too many mystical types, I can always pan around for another idea.

     

    ~Gabriel

  13. Re: Raw STR: Marvel

     

    I prefer to invoke a particular era, or even run of comics, when I define a character's stats. It ensures that anyone reading instantly has an idea of where I'm coming from.

     

    For example, Hulk from Secret Wars? Starting STR well over 100. Held up a mountain and he wasn't even enraged when he started. Hulk from Planet Hulk? Much lower starting strength.

     

    Superman's invulnerability/weaknesses from Infinite crisis? Nearly incalculable. He flies through a red sun and takes no damage at all except for losing his abilities; i.e. goes up against his greatest weakness in its most extreme form and tanks it like a man. Superman's invulnerability/weaknesses from any comic in which Batman needs to be shown kicking his butt? The green K allows an ordinary bloke to bloody him.

     

    If you want to avoid bickering, build for a specific appearance.

     

    ~Gabriel

  14. Re: Android Selves

     

    Hypothetically, you could build the Android as a vehicle. Buy limited megascale TK and clairsentience to represent the ability to 'pilot' the android remotely. This actually has several benefits:

     

    1). You can buy several androids, and still be limited to using only one at a time.

     

    2). Each individual android is fairly replaceable.

     

    2). It would leave open the possibility of a villain with similar technological abilities taking over your android! Competing for control over your creation? Awesome!

     

    Maybe something like this:

     

    Become The Android

    See Through His Eyes: Clairsentience (Sight, Touch, Smell/Taste And Hearing Groups), Discriminatory, Targeting, Reduced Endurance (0 END; +1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1 m (+1/4) (195 Active Points); Only To Perceive Through The Senses Of An Android (-3/4)

     

    Operate Android: Telekinesis (10 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1 m (+1/4) (75 Active Points); Only To Operate Androids Remotely (-3/4), Linked (See Through His Eyes; -1/2)

     

    Total Cost: 144 points

     

    You'd get a massive cost break on the androids themselves because they'd be built as vehicles, so I think it's only fair to pay a lot for the ability to operate them remotely. Plus, I think it's really cool to have the ability to operate to operate ANY android built as a vehicle, even if you didn't build it yourself (a rival's androids, perhaps?).

     

    Anyway, just an idea.

     

    ~Gabriel

  15. Re: Catalyst: A Champions campaign on Hero Central

     

    I have been asking all new players a few questions before I can really start them up the game. With that in mind, I will just post them here :)

     

    1. If you have any DNPCs, I need their name, relationship, age and where they live.

    2. Where does you character live? If you took a disad such as poor, then you would probably live in the Rookery or some similar low income area. If you took poor and are a college student, professor, etc. then you probably live around the college in an apartment (garden loft, etc). You can actually have an home in some of the less "affluent" location if you would like (ie Switchback) and have a warehouse type loft (maybe you are a squatter, maybe not). If you character has a lot of family in the area, then put that down. For instance Engram's DNPC mother lives in Sugar Hills, his sister lives in Waxhaw, his girl friend lives in Center City, his has an apartment in Eastvale (close to TSU in Waxhaw).

    3. Where do you work?

    Again, pointing to Engram, he works in Waxhaw but TSU has a campus in Center City as well.

     

    You character needs a reason to go to Center City occassionally, or at least go thru Center City to get somewhere else. Half of the cities population lives and works in Center City. You don't have to live and work there, but it would be nice to have a reason you pass through now and again. If your character lives at the far edge of the Market District and has little reason to exit the area, it is going to a lot more difficult to get you "into the city". I don't want anyone to suspend belief as to why where they live, work, etc... but having your book of the month getting routed into the city everytime Dr ABC attacks is going to get old really fast :P

     

    Thanks.

     

    Kuan Ti's only DNPC is Wu Fei Chun, one of his childhood friends who followed him to Taiwan and served as his right hand man. He is slightly older than Kuan Ti, but only by a few years (early-forties). In the fighting that preceded Kuan Ti's arrest and annihilated his organization, Fei Chun was wounded in the neck and paralyzed below the waist. During the years that Kuan Ti was in prison, he lived with his son's widow in Beijing. Upon breaking out, Kuan Ti recovered his armor, accessed some of his assets from the old days (that had been in a Swiss bank), and decided to take Fei Chun and his daughter-in-law with him to America.

     

    Having set Fei Chun up with a house in Center City, Kuan Ti now lives in hotels all over Thebes, never staying in the same hotel more than a week. He works as a dealer in antiquities using the name Gordon Lau. For the most part he works out of his hotel room, but he frequents all of the antiquity dealers in the city, both major and minor. His interest in the business, aside from providing money, is the recovery of mystical artifacts similar to his armor that he had once owned, but were confiscated and then sold internationally by the Chinese government.

     

    He takes a taxi (Kuan Ti doesn't drive or even have a license) to Center City about twice a week to visit Fei Chun and his daughter-in-law. Kuan Ti is attracted to the woman (her husband died at the age of 20, having been married less than a year, so she's now 35 years old), but respects his only friend far too much to ever make it known.

     

    ~Gabriel

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