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Super Squirrel

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Posts posted by Super Squirrel

  1. Okay, one of my players has a character who is 19 year old girl who looks 13 in actual age. She wants to have Secret ID but has yet to come up with a name yet. The press has been assured that she is, infact, 19. She has a press released photograph of her in costume (not yet designed).

     

    Knowing only this tiny bit of information, what nickname would you think the press would give her?

  2. Its all about the points

     

    Yeah, but how do I get them point wise set up? I mean what skills and powers do these guys have to make a good sinister guy? What kind of disadvantages do sinister villains posses? That is what I'm really in need of right now.

  3. Thanks KA that helps a whole lot. There are two parts of this problem, the "what do sinister villains do" and the "how do I build a sinister villain"?

     

    Take The Demon King for example. He has that EDM, Usable on Others power (which may become a transformed). Should he have lots of attacks, should he be +100 points compared to the heroes, or should he have lots of followers and such?

     

    I want my sinisters to initially show up as part of a multipart event. My game is very episodic. There is three part episode that ends with an event that goes partially successful in the villain's favor. This is later revealed to be connected to a master villain who has not yet been indentified.

     

    I'm just looking at my villain write-ups at this point and realizing they just aren't sinister at all. I'm trying to get that 'true evil' feel to them and could use some help there.

  4. A person created a tiered system for their character. He had four 'gears' and each had a new and harder activation roll to turn on. He was built in such a way that fourth gear had the multiplier of a -15, -13, -11, and -8 all stacked together. I swear that if you took away all his limitations you were looking at close to 1200 pts worth of powers on a 350 game.

  5. My campaign is off to a good start. I have my goons, I have my equal pointed villians both one-shots and balanced. Heck, I even have Unphased; A 250-pt character who is nothing more than a Skill Normal with PD, ED, MD, PD, and Clinging resistant to throws through the roof.

     

    However, despite having made nearly 14 villians for my campaign to keep it going for a while, I am lacking Sinister Villians. So far, the best I have is a partially built villian named "Demon King" who has a dimensional rift in his chest. He removes people he doesn't like by having his minions grab them and letting the "Demon King" expose them to the portal. I don't know where it goes yet but it is kind of sinister.

     

    I guess I just don't think 'sinister' enough. What do sinister villians do?

     

    I have an organization named VITAL, Villians for the Inhuman Treatment of All Lifeforms (It was a play on PETA), and I suppose this organization's ultimate goal is sinister but I'm still coming short on the sinister aspect of things.

  6. Originally posted by keithcurtis

    IIRC, Bad Medicine for Dr. Drugs had a decent map of a high school. I don't think it was as bad as some are saying, but I could be looking back with nostalgic glasses.

     

    Keith "I got nothin' here" Curtis

    Ah, nostalgia glasses! I remember when I was young and I thought Mysterious Cities of Gold was decent. Now I look at it... and there is a flying shark?!? What the heck?
  7. There is nothing in the rules under Force Field that prohibits a person from picking up, dropping, moving, pushing things at all. In fact, it clearly states that it doesn't hinder the player's attacks (which could be anything from throwing a knife to putting his hands in his pocket as some sort of weird energy attack).

     

    However, as a GM I see it this way. When you attack someone with a force field, unless they have Invisible Power Effects, it because clear they have a force field on. I generally give it a sort of light glow unless there is a stated special effect. So Always On means it is always visible.

     

    Furthermore, I bet this person has desolid. I would NOT allow a person with force field with ED to pass through a wall that possess electrical wiring. Because the Force Field is putting up a resistance to this.

  8. This is an easy one:

     

    I'd knock him out. If I get word of the diamond market being robbed in enough time it is a very easy win for me. I use tunnelling to get underneath the bad guys and use my Detect Precious Stones and follow them back to their base. I then knock them out, destroy their base and return the diamonds.

  9. Originally posted by JohnTaber

    Hi Gents,

     

    Absorbtion only works AFTER the damage is taken. So this would not prevent said character from getting blinded. I assume you know that...just a comment... ;)

     

    FYI. I would allow it. Sure!

    I just want to correct you on this. Let me quote the book:

     

    The attack applies normally to the character's defenses after he has calculated his absorption.

    The book goes on to clarify that absorption to defense does not improve his defense against the attack.

     

    So it goes:

    E: Attack Roll

    E: Damage Roll

    P: Absorption (determine how many points gained)

    P: Defense applies

    P: Effects from Absorption kick in.

  10. Originally posted by winterhawk

    WOW...munchkin alert!

     

    Lemme guess...2xBody from the two attacks that he absorbs is so he can get extra points on his Absorption?

    I would hardly consider that to be call for munchkin. If you consider the fact that he only has 8 points in armor, anything higher than 1d6 killing or 4d6 EB is going to be dishing out massive damage to him it balances out. Absorption does not allow you to reduce the damage you take, it allows you to pick up some of the energy. He is designed so that his power is his weakness.

     

    Originally posted by winterhawk

    The DF: Costume and SL: Villain are two of the lamest Disads I've ever seen. If any of my players handed me a character sheet with DF: Costume and SL: Hero, I'd tear up the sheet.

    Good points. I'll remove those disadvantages and maybe add in a cool/decent Psych Limitation.

  11. Cataclysm

     

    Player: NPC

     

    Val Char Cost
    16 STR 6
    11 DEX 3
    20/35 CON 20
    30 BODY 40
    7 INT -3
    16 EGO 12
    25 PRE 15
    12 COM 1
    11 PD 0
    12 ED 0
    3 SPD 9
    7 REC 0
    40 END 0
    49 STUN 1
    6" RUN02" SWIM03" LEAP0Characteristics Cost: 104

     

    Cost Power END
    44 Absorption 5d6 (max. Absorbed Points: 30): Physical, Delayed Return Rate (5 Points per Minute; +1/4), Persistent (+1/2) (44 Active Points)
    44 Absorption 5d6 (max. Absorbed Points: 30): Energy, Delayed Return Rate (5 Points per Minute; +1/4), Persistent (+1/2) (44 Active Points)
    3 Retrobution: Energy Blast 1d6 (vs. ED), No Range Modifier (+1/2), Reduced Endurance (0 END; +1/2) (10 Active Points); Limited Power (Using Power Drains Absorption Pool; -2), Beam (-1/4) [Notes: 3 points of Absorption adds +1d6]
    19 Costume: Armor (8 PD / 8 ED) (24 Active Points); IIF (-1/4) (added to Primary Value)
    10 Unstunned: +15 CON (30 Active Points); Limited Power (Only for determining if Stunned; -1 1/2), No Figured Characteristics (-1/2) (added to Secondary Value)
    6 Shock Absorber: Knockback Resistance -3"
    Powers Cost: 126

     

     

    Cost Skill
    8 +4 with Retrobution
    3 Breakfall 11-
    3 Interrogation 14-
    3 Persuasion 14-
    3 Streetwise 14-
    Skills Cost: 20

     

     

     

     

    Total Character Cost: 250

     

    Val Disadvantages
    30 Vulnerability: Physical Attacks, Very Common, Vulnerability Multiplier (2x BODY)
    20 Vulnerability: Energy Attacks, Common, Vulnerability Multiplier (2x BODY)
    25 Hunted: ACT, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence, Limited Geographical Area
    5 Distinctive Features: Costume, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
    10 Social Limitation: Mutant, Occasionally (8-), Severe, Not Limiting In Some Cultures
    25 Social Limitation: Villian, Very Frequently (14-), Severe
    5 Psychological Limitation: Pride, Uncommon, Moderate

    Disadvantage Points: 120

     

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  12. Just a minor note, but Hercules was only a half-god.

     

    Hercules is also my cat. So he must have the Psychological Limitation: Random Mewing Fits with no apparent purpose other than to drive the rest of the room nuts trying to figure out what cat is communicating. (Frequent, Total)

  13. After playing with letters and words, I think I like the idea of ACT but I don't know what the A could stand for. The rest of it is Criminal Team.

     

    The idea is spin-off branches if it succeeds. So a special ops version of ACT could be Ghost-ACT

     

    Argh, now I don't even like ACT. I stink at this. :D

  14. I'm starting up a new campaign and I have already run into two road blocks for getting it started.

     

    The campaign is a world where genetic mutations have been happening for some time (the first was a Japanese fisherman in 1952) until at about today's date, an estimated 1 in 1 every million people is a mutant of some kind. In truth, the number is closer to 1:50,000 but the catalyst event has not happened yet.

     

    The game starts out in a generic city where the city board with cooperation of the state government and a couple of high power corporations is starting an experimental law enforcement body with mutants. The theory is that a group of mutants can enforce laws and deal with crime better than standard law enforcement. So they are implimenting this test program in a district within the city to see its effectiveness.

     

    Problem 1:

    I can't think of a name for the program. I thought of a couple of acronyms but nothing is standing out that I like.

     

    Problem 2:

    One of my players is playing a mutant who doesn't know she is one yet. How do I get her into the game without her knowing she is a mutant? Or should I tell her to create a new character who knows she is a mutant?

  15. My character would tunnel underneath the train until he got ahead of it. Once he has a good managable distance, he would destroy the train railing and derail it. Disconnect as many cars as possible to save as many lives.

     

    His reasoning is like this: The baddie is willing to die. The best way to save human lives is by seperating the blast from as many of them as possible. Those immediately nearby would likely die.

     

    But again, this is how he would operate alone.

  16. I thought it would be fun to build a Champions character together. You know, instead of just making a character and posting it up asking for advice, we just each in turn add one thing to the character until it is finished. Try to keep your addition under 30 pts and feel free to clump powers together into a multipower if they have a legal explanation.

     

    Tidbits of Background, Names, and Descriptions are all of course legal choices. So let's see who the next Champions hero is. Lets go with 200 + 150 points.

     

    +10" Flight, Only in Hero ID (16 Real)

  17. I can't get into specifics because I'm part of a campaign with half of the players as bad guy side and the other half as good guys and many frequent here.

     

    My character is a brick currently on the low-end of everything with a phenominally high INT. I'd love to reveal why I'm low end and where the XP was all spent but this would certainly get my GM to kill me. :)

     

    One of my powers is a force wall that I use to rise up from the ground. I have been experimenting with it in battle and it has been a riot. The GM had to sit down and figure out the physics behind a forcewall rising underneath two very heavy bricks.

     

    I'm really enjoying playing an uneducated character that is learning things very, very quickly.

  18. I'm avoiding the mutant protestors who don't use restraint events until the mutant issue becomes more heated. It will be based more on how the superhero team does. I like the hospital idea though. I'll jot down some notes on that.

     

    One thing I thought of on my way to work is insurance companies. I think it would make an interesting plot point if the bank's insurance company refuses to pay for damages because the insurance policy doesn't cover mutant power damage.

  19. Re: Don't pee on the electric fence.

     

    Originally posted by ChickenTomato

    He convinced me that since he was Irish, he could pee on command.

    Aye, that we can do. But I wouldn't use the Irish talent like that, not at least without having enough to drink to numb the pain.

     

    I had a player who was challanged to a hand-to-hand fight by a member of a gang. He immediately went for a killing strike on the gang member and ripped out the juggular. Needless to say, the hunted he had gained spent no time tracking him down and killing him. (It took 8 Turns)

  20. Our local group of gamers has become lazy. We either only role-play online by Play-By-Post or we don't role-play at all. Well, little do they know that is changing.

     

    I've decided to start a 250-pt Superhero Campaign. The world is vaguely X-Men like. Superheroes are gene-related mutants. Today during my 16 hours at work I will create a superhero group and the concepts behind at least one supervillian.

     

    I'll probably have it start out with no laws protecting mutants but one passes early on that 'protects' them much like other protected classes. The hunteds will come from groups that hate mutants and the supervillian groups also.

     

    I'll have my wife's character who will be a reformed cat burgler with the ability to supercharge weapons (+2d6 EB, Variable SF/X). The 'group' founder will be a politician who is too busy to fight crime himself but wants to establish a guard. The players will start out without legal authority to act as a police body but might earn it later.

     

    The gaming group will learn tonight that they are being enlisted into a game every other week for 3 hours or more.

     

    Now, what I could use help with is ideas. I don't even know where to begin other than a cliche bank robbery for the first game.

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