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Naanomi

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Posts posted by Naanomi

  1. Re: Superbeing Rights Debate

     

    There's one other to bear in mind with comic book clones. They have limited shelf-life.

     

    There is another time of comic clone... the long-term replacement clone who believes he is the original. When he dies, it was a 'clone all along' and the real hero/villain was off on some solo adventure/gaining new powers/on another planet/whatever. Occasionally played where the original returns and tries to prove that he is in fact the real Dr. Doom (or whoever).

  2. Re: Summonable Hero

     

    In the end I went with a Summon. It seemed the best way to get a 'come and go' hero without a great deal of fuss. Plus I could drop the very expensive 'resurrect Captain Amazing' power and simply summon a new one. After all, he is really just a psychic manifestation... not really summoning the *same* manifestation. Thanks for all the help!

  3. Re: Summonable Hero

     

    Ok... so how is this for a basic rundown of Chip's powers... specific points not included, and I need to figure out how those Power groups work... remember this is one of my first characters in this system, so I may be doing it wrong.

     

    'Bond Between Hero and Sidekick': Mind Link (5)

     

     

    'Help me Captain Amazing!': Absorption (5 per Die): To Duplication

     

     

     

    'Get 'em Captain!': Aid (10 per Die) +1 LOS Range, + Variable Effect, -1/4 Gestures, -1/4 Incantations, -2 Limited: Only on Captain Amazing

     

     

    'Captain Amazing!': Duplication (1 per 5 points, +1 per 1 above total) ; Altered Duplicate +1, No Averaging -0, Difficult to Dispel +1/4, -1/4 Incantations, -1/4 Only in Heroic Identity

     

     

     

    'Get up, Captain!': Healing (10 per die +5 Can heal limbs, +20 Resurrection) +1 ¼ Usable every turn, +1 LOS Range, + ¼ Variable Effect, -1/4 Gestures, -1/4 Incantations, -2 Limited: Only on Captain Amazing

     

     

    'Ignore the Sidekick': Invisibility, Non-targeting (Sight, Sound, Smell, Mind) (25) -1/4 Linked to Duplication, -1/4 Still visible to mindless

     

     

    'Skateboard': Running (2 per 1’’) -1/2 only on appropriate terrain, -1/2 RSR, OAF -1

     

     

    'Trusty Slingshot': Energy Blast (5 per 1d6) -1/4 Reduced Penetration, OAF -1

     

     

    'Your secrets are safe with me': Mental Defense (1 per 1) -2 Only to protect ‘Captain Amazing’ secret

     

     

    'Sidekick Training: Skill (Teamwork) (As skill cost) -2 Only with Captain Amazing, -1/4 Only in Heroic Identity

  4. Re: Summonable Hero

     

    Does it really affect play? Seems like flavor to me. When the game needs supers' date=' there he is. How he gets there is kind of immaterial / off camera.[/quote']

     

    No, I envision Chip getting some spotlight time... sneaking in, getting captured by the badguys, and yelling 'Help me Captain Amazing!' and *poof* he appears to save the day. I can also envision a 'My work here is done, I must return to Dimension Z to rest!' situation. Where Chip has no 'superpowers' on his own really, he is less conspicuous (no on expects the kid to be a threat) and more useful in social situations (Captain Amazing is a collection of cliche's and imagination... not much personality on him)

  5. I'm looking to play in my first game... my GM nixed my earlier character idea (I wasn't aware of some background in the game setting he is running), so I had to come up with something else...

     

    Chip Smitson AKA Amazing Lad of 'Captain Amazing and Amazing Boy'

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Chip Smitson had always been, in some way, a member of the super-hero community. The son of one of the world's most powerful psychic villainess 'Mind Mistress', when she destroyed her own mind fighting against , they decided to take in the young infant as their collective ward. His undeveloped mind possessed dangerous and unpredictable psychic abilities. The normal world was not a safe place from Chip, and so he grew up in the top-secret headquarters of ; spending much of his childhood living inside a psychic inhibitor field.

     

    As he grew, his powers stabalized and, by the age of 7, apparently faded. While psychic probing demonstrated strong psychic potential still existed, he showed no unusual abilities born from his strange lineage. Still, he was knowledgable about the super-hero community, and nearly obsessed with the super-hero world. The era of 'kid sidekicks' had mostly passed, and Chip was sent ot live with loving foster parents... though Chip was still allowed to hang around the base and was on friendly, if patronizing, terms with many of the world's greatest heros.

     

    Nearing his tenth birthday, Chips wildest dreams came true. An Amazing hero, sent from Dimension Z to protect Earth, came and (with no knowledge of Earthly heroes and villians himself) sought to take in Chip as his Ward. Chip named him 'Captain Amazing' and dubed himself 'Amazing Lad'. While Amazing Lad has no powers himself (other than being quick on a skate board, a good shot with a slingshot, and quick at hiding when danger strikes), his Encyclopedic knowledge of the Heros and Villians of the world have helped the enigmatic Captain Amazing become a world class hero!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    The gimmick is, of course, that Captain Amazing is just a psychic construct, built by the powerful desire of Chip to fit in to the world of heros he grew up in. Captain Amazing will be a pretty standard flying brick build, played to the hilt with old hero cliches.

     

    What would the best way to do this build? My first thought was have the Captain be a high point duplicant/summon, and Chip's only real power to be an invisability/mind control 'ignore me, I'm just the sidekick!' power linked to when the Captian is 'out of Dimension Z'. Would this be the best way to try something like this, or would it be better to make the actual Hero be 'Captain Z', and make Chip an always present low powered 'Focus' of sorts? Or should he just be a powerful telekinetic effect with 'independent' limitation? Any help is appreciated, we start playing Sunday.

  6. Re: Help with child 'soft martial artist' build

     

    Actually, I was thinking the opposite... big invulnerable guys are often the targets taken down by finesse aimed blows in classic heroes stuff... the guys cocky enough to not wear armor or try too hard to dodge are the ones who pay the price for underestimating the attack.

  7. Re: Help with child 'soft martial artist' build

     

    Again, I am not perfect with the rules... and the GM is not here to look this over... but is this reasonable? Maybe with slight point reduction for a multi-power/power framework setup (once I figure out how those work :) )

     

    "Sleeping Goddess Strike"

    Major Transform 4d6

    (living animals into paralyzed ones)

    Transforms their 'spirit:, based on PRE,

    Penetrating, Reduced Endurance

    Slightly limited target: biological life only

    Gestures (both hands) and Incantations: The flourish and kai shout

    No Range, Requires attack roll with No Active Point penalty

    Restrainable (requires both arms and hands free)

    Cannot target area in armor (including heavy cloth)

    Curable by successful profession: Acupuncturist (or Knowledge: Acupuncture)

    Total Cost: 40 points

  8. Re: Help with child 'soft martial artist' build

     

    Building a Hinata/Neji homage' date=' I see.[/quote']

     

    Not quite, but same combat style... the 'little guy beats you up with superior semi-mystical knowledge of your body' archetype is an old one in the Martial Arts genre... either a kid or a really really old guy, either way... one touch and you are out.

     

    You do understand that Armor (the Hero Power) does not have to look like armor (the special effect)?

     

    The more details you keep describing the more it seems like a case for a Hand To Hand Attack with one of the following:

     

    * No Normal Defense Advantage

    * Find Weakness

     

     

    I understand that Armor (the power) is not necessarily 'armor'... which is why I would have it be 'Stopped by worn armor -1/2' or something similar rather than actually be effected by the 'armor' rules. Bypassing the armor/defense reduction/whatever system is part of the reason I am struggling with the build... and why 'transformation -> paralyzed guy' seemed attractive as a bypass to the normal combat system.

     

    Again, I am not perfect with the rules... and the GM is not here to look this over... but is this reasonable? Maybe with slight point reduction for a multi-power/power framework setup (once I figure out how those work :) )

     

    "Sleeping Goddess Strike"

    Major Transform 4d6

    (living animals into paralyzed ones)

    Transforms their 'spirit:, based on PRE,

    Penetrating, Reduced Endurance

    Slightly limited target: biological life only

    Gestures (both hands) and Incantations: The flourish and kai shout

    No Range, Requires attack roll with No Active Point penalty

    Restrainable (requires both arms and hands free)

    Cannot target area in armor (including heavy cloth)

    Curable by successful profession: Acupuncturist (or Knowledge: Acupuncture)

    Total Cost: 40 points

  9. Re: Help with child 'soft martial artist' build

     

    Indeed... I have to hit the enemy's 'pressure/chakra' points, which might work through loose cloth and everyday clothes (so not the 'must touch skin' requirement), but hard armor and the like will have to be broken through/stripped off/whatever to be effective. So the two defenses I propose is to move out of the way or cover up those vital pressure points (which would be numerous across the body, so a good small opening on the torso or head, or larger opening on a limb would be sufficient)

  10. Re: Help with child 'soft martial artist' build

     

    What do you want to be the 'appropriate' defense to such an attack?

     

    As I imagine it, the defense would be 'don't be hit'... either by dodging or wearing extensive armor that does not leave an opening to be touched. I will have a normal attack to try to strip away armor, but not nearly as effective. I would also be next-to-helpless in dealing with robots and other 'non-living' targets (undead, golems, some 'rock aliens', elemental enemies, beings composed of pure energy)

     

     

    Does the character himself actually possess such a defense? Should he?

     

    In terms of having good dodging abilities, yes... and later if there is a 'ki defense' rating of some sort, I might buy it up to show increasing mastery of his own internal energy.

  11. Hello, I will be playing in my first champions game... still trying to get a hold of the rules. The character I want to play is a child-martial artist... I've got a good back-story about past lives and being taught in my (heavy sleeper) dreams by my grandfather. Overall a high agility wuxia type character.

     

    I'm piecing it all together, and having trouble with my 'signature move'. I want a 'soft martial strike' that attacks a person's life energy to paralyze them. There seem so many ways to build this effect, and I am wondering what would be the most effective?

     

    Any route I go would be 'requires an attack roll, touch range, only effects living things' attacks. Ego attacks, mental entanglement, agility/speed drains, 'transform' a person into a paralyzed person, high stun 'no normal defense' attack? Which works best for the classic 'touch your pressure points/chakra gates/whatever and down you go', particularly with the 'no permanent damage caused when you wake up' effect.

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