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MaximaPain

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  1. I'm designing a time travel power that teleports the user to wherever they were 6 phases previously. Since that isn't normally that far, I could build the power with a small amount of Teleportation and Limit it (only to teleport to location 6 phases ago), but I want it to still work properly in the rare instance the user is moved an extremely large distance in a small number of phases. Is it possible to create a floating teleportion point that changes automatically?
  2. Do the martial maneuvers Passing Disarm, Passing Strike, and Passing throw deal damage to the attacker, like a Move-by does?
  3. I'm trying to create a speedster power that represents a character moving back and forth between two places so quickly that there are functionally two of them (although the duplicate is a weaker version) STUN and BODY feedback (since there's still technically only one character). However, I want to make it so that the original has to pay END for any actions taken by the duplicate... How exactly would I do that? Is there an END equivalent of Feedback?
  4. MaximaPain

    Toxic

    Re: Toxic I actually do have the hero designer file. Although I think there might be a few slight differences between it and what I posted here, mostly from my incessant character tweaking. And I've left the disadvantages blank, but that doesn't really sound like a big deal for ya, since you've got your own ideas for her.
  5. MaximaPain

    Toxic

    Re: Toxic Ghostly Countenance is actually supposed to be like... An active attempt to be scary, whereas her costume is represented by Spectral Guise. The gestures are anything that makes her look more intimidating, and there's an activation roll because she has to make an effort to be scary. The antivenom is a great idea. I hadn't even thought of that. Thanks for the suggestion! ^^ Her day job is supposed to be a toxicologist, which is represented by the Poisoning and Paramedics skill, as well as the fringe benefit Doctor. But I do agree with you. I feel like she needs a few more skills to represent her expertise. Thanks for your feedback
  6. MaximaPain

    Toxic

    So here's the latest character I've been working on. The concept is a young doctor who is a prodigy in the field of toxins, poisons, and serums. She uses said serums in an injector claw to inflict various negative effects on her opponents. She also uses fear as a weapon, wearing a costume specifically made to scare her targets. I basically wanted to make a character who has as few "traditional" attacks as possible, while still remaining an effective combatant. Tell me what you think, please Val Char Cost 15 STR 5 23 DEX 39 15 CON 10 12 BODY 4 23 INT 13 17 EGO 14 15 PRE 5 10 COM 0 10/25 PD 10/25 ED 7 5 SPD 17 6 REC 0 40 END 5 30 STUN 2 8" RUN 0 2" SWIM 0 13" LEAP 0 Characteristics Cost: 128 Cost Power 17 Jump Assist System: Leaping +10" (13" forward, 6 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (23 Active Points); IIF (-1/4) 7 Syringe Claw: Killing Attack - Hand-To-Hand 1 point, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (10 Active Points); No STR Bonus (-1/2) 34 Toxins: Multipower, 60-point reserve, (60 Active Points); all slots Limited Power Power loses about a third of its effectiveness (Syringe Claw must do BODY; -1/2), Linked (Syringe Claw; -1/4) 3u 1) Anesthesia: Drain STUN 4d6, 4 clips of 8 Charges (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Syringe Claw must do BODY; -1/2), Linked (Syringe Claw; -1/4) 4u 2) Fear Inducing Toxin: Drain EGO 2d6 PLUS Drain PRE 2d6, 4 clips of 8 Charges (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Syringe Claw must do BODY; -1/2), Linked (Syringe Claw; -1/4) 3u 3) Muscle Relaxant: Drain STR 4d6, 4 clips of 8 Charges (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Syringe Claw must do BODY; -1/2), Linked (Syringe Claw; -1/4) 3u 4) Sight Suppressant: Sight Group Flash 12d6, 4 clips of 8 Charges (+0) (60 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Syringe Claw must do BODY; -1/2), Linked (Syringe Claw; -1/4) 2u 5) Synapse Blocker: Entangle 2d6, 2 DEF, 4 clips of 8 Charges (+0), Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Syringe Claw must do BODY; -1/2), Cannot Form Barriers (-1/4), Linked (Syringe Claw; -1/4) 9 Spectral Guise: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause fear; -1), Only In Heroic Identity (-1/4) 6 Ghostly Countenance: +20 PRE (20 Active Points); Increased Endurance Cost (x3 END; -1), Activation Roll 14- (-1/2), Gestures, Requires Gestures throughout (-1/2), Only In Heroic Identity (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 9 Reliable Injection System: +3 with Syringe Claw Toxins 12 Running +2" (8" total), Reduced Endurance (0 END; +1/2) (12 Active Points) 30 Reinforced Fiber Weave: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) Powers Cost: 139 Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Concealment 14- 3 Criminology 14- 3 Deduction 14- 3 Interrogation 16- 3 Inventor 14- 3 Lockpicking 14- 3 Paramedics 14- 3 Poisoning 14- 3 Security Systems 14- 3 Shadowing 14- 3 Stealth 14- 3 Streetwise 16- Skills Cost: 42 Cost Perk 1 Fringe Benefit: License to practice a profession Perks Cost: 1 Total Character Cost: 310 Disadvantages are still up in the air as of this post, and any ideas in that area would be appreciated as well.
  7. A new character of mine uses toxins/serums/etc delivered through an injector-based melee weapon as her main form of attack, and I've run up against a wall trying to develop a few of them. 1. Fear-inducing toxin - Mental Illusions, No Range, No Conscious Control (Only to make the subjuct experience their worst fears), 4 clips each with 8 charges. So the problem I'm having here is mental vs physical. The attack is dependent on the subject being hit physically (eg, normal CV rather than ECV), but I want breaking free from its effects to depend on willpower, rather than constitution. Is there a way to make this based on CV, but still apply to mental defense and EGO for breakout? 2. Neurotransmitter Inhibitor - Entangle, No range, No damage from physical attacks, Works against EGO not STR, Cannot form barriers. Same problem here. Its not a mental attack, so I want it's attack roll to be normal CV, but escaping is a matter of willpower rather than strength. I suppose this is more of a HeroDesigner question, because it seems to think that the "Works against EGO, not STR" advantage is only available with the purchase of BOECV.
  8. Re: Help with "subtle" psionics Wow, these are some great ideas so far, thanks! I really like the idea of the bonus to DCV for reading an opponent's mind. I was looking for a way to give her a respectable defense, but I didn't want to use high PD/ED to do it (I usually play characters with a lot of armor/force field, and I'm looking for something different). What's a reasonable activation roll? 13-? Mental awareness is a good idea too. Maybe something like a 360 mental sense group with the limitation that keeps one from discerning exact location/direction? I was also thinking of some psychometabolism abilities. Like changing her own or others' biorhythms to increase energy efficiency (a type of healing, maybe?), increase speed, change bodily composition, etc. Ideas?
  9. So the new character I'm working on is a martial artist/weaponmaster (i've got that part under control) who also happens to be what I like to call "mildly psychic." She's not gifted enough to use the more power-intensive mental abilities like Mind Control or advanced Mental Illusions, and I was wondering if anyone had any ideas for more subtle psychic abilities? Less out-and-out power, and more utility/support.
  10. MaximaPain

    Vortex

    Re: Vortex I actually gave her 16 DC because she's supposed to be a prodigy among her race in terms of water manipulation. She's like the Anakin Skywalker of The Blue, after a fashon. So she's supposed to be significantly above average in terms of offense. So far I'm thinking of dropping Wall of Water, the HtH attack, and a few inches from swimming. After some research, I found out that she shouldn't be swimming QUITE that fast. That'll leave me with 21 points to throw around. I'm thinking maybe a force field, but what do you all think?
  11. MaximaPain

    Vortex

    Re: Vortex 1. Since the Desolid has the only to defend against specific attack limitation, she still is able to affect the physical world, so she can stay in water form and still attack normally. 2. The +2 HtH was actually something I was kinda iffy on. I'll probably change it later. =/ 3. The Armor's focus is that its actually physical armor. 4. Thanks for pointing that out. I actually bought it up to 50, I just accidentally didn't list the point cost. 5. I did leave her total defense low on purpose. I just wasn't really sure how low to leave it. Her vulnerability out of water form is purposely a weakness, I'm just not sure what the line is between relatively vulnerable and too weak to play successfully.
  12. MaximaPain

    Vortex

    A water-based character inspired by Aspen Matthews/The Blue. Its a work in progress, and any suggestions/criticism would be awesome. Characteristics -120 13 STR (3) 20 DEX (20) 15 CON (10) 15 BODY (10) 20 INT (10) 13 EGO (6) 15 PRE (5) 18 COM (4) 7 PD (4) 7 ED (4) 5 SPD (20) 8 REC (4) 50 END (10) 30 STUN (0) Powers - 193 Water Form Desolidification - 0 END, Cannot pass thru solids, Only vs. "small" physical attacks (punches, small arms, etc) - 60A, 24R 50% resistant energy Damage Reduction - Linked to Desolidification 30A, 20R Aquatic Heritage Underwater breathing - 5A, 5R Safe in high pressure/intense cold - 3A, 3R Swimming +6" - 0 END, x4 Noncombat - 17A, 17R Armor of the Blue Armor 5/5 - OIF - 15A, 10R Athletic +2" running - 0 END - 12A, 12R Water Manipulation - 80 pt multipower - 80A, 80R Water Blast - 12d6 EB - 1/2 END - 75A, 7u Geyser - 8d6 EB - Explosion (1" more slowly), indirect (always comes from the ground) - 80A, 8u Drowning Bubble - 5d6 EB - NND (defense is expanded/underwater breathing), does Body - 75A, 7u Skills - 16 +2 w/ Water Manipulation - 6 Deduction - 3 Navigation - 2 KS: Marine Biology - 3 KS: The Blue - 2 Disadvantages (Still in progress) Hunted - US Gov't - MoPow, NCI, 11-, Capture - 25 Hunted - Killian & the Dissenters - MoPow, 14-, Capture/kill - 25 Code against killing - Common, total - 20 Claustrophobia - Uncommon, strong - 10 Secret Identity (Not human) - 15 As yet unassigned - 55
  13. Re: Water-based transformation I'm not really sure, actually... I don't know if I've ever read or seen anything about what electricity does to water if it isn't grounded... But thinking about it, I think it might very well be the other way around...
  14. Re: Water-based transformation Haha, I hadn't thought of that. I was actually got the inspiration from Michael Turner's Fathom.
  15. Does anyone have any ideas on how to build a power/powers that allow a character to transform part/all of their body into water? Specifics include: Immunity or near immunity to physical damage Retain humanoid shape unless the character desires otherwise Able to pass through small areas (but obviously not pass through solids) Anything else that makes logical sense
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