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Stone

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  1. The power requires the PC to actually punch/strike the ground with his fist. My question is would you make this gestures or restainable. I can see an arguement for both. Gestures - ex. spellcaster waving hands in a complex pattern to cast a spell. This is probably the most common version of gestures, however the character is not required to actually strike anything and may only need a small amount of mobility in order to make the needed gestures. Restrainable - ex. a character who's flight sfx is wings. The wings must be able to flap in order for the character to fly. While there is no need for complex gestures, the amout of mobility required is much greater. So...a power that requires the character to actually strike the ground with his fist is that a gesture or a restrainable limitation?
  2. Re: Character for review - Grimlyn Good points. I will go back and define the Gremlin sleep attack as magic. And yes the Multipower does represent some of the abilities of a gremlin. I see your point about the CSL's and I will remove the sleep attack from the CSL's and I can change the MA to HA.
  3. An idea I have been playing around with...what do you think?? Grimlyn Player: Val** Char*** Cost 15** STR 5 26** DEX 48 23** CON 26 12** BODY 4 15** INT 5 11** EGO 2 15** PRE 5 6** COM -2 * 10** PD 7 10** ED 5 6** SPD 24 10** REC 4 40** END -3 40** STUN 8 *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 138 Cost** Power END 10** Clinging (normal STR)* 10** Damage Resistance (10 PD / 10 ED)* 75** Gremlin Sleep: Energy Blast 5d6 (vs. ED), Area Of Effect (5" Radius; +1), No Normal Defense (Magical Defense 10pts; +1) (75 Active Points)* 7 40** Multipower, 40-point reserve* 4u** 1) Gremlin's Touch: Dispel 10d6: mechanical devices, Expanded Effect (One At A Time; +1/4) (37 Active Points)* 4 4u** 2) Gremlin's touch: Dispel 10d6: electrical devices, Expanded Effect (One At A Time; +1/4) (37 Active Points)* 4 4u** 3) Desolidification (40 Active Points)* 4 4m** 4) Teleportation 10" (20 Active Points)* 2 Powers Cost: 151 Cost** Martial Arts Maneuver 4** Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike* Martial Arts Cost: 4 Cost** Skill 9** +3 Combat Skill Levels Gremlin Sleep or Dispel Attacks* 3** Breakfall 14-* 3** Computer Programming 12-* 3** Concealment 12-* 3** Electronics 12-* 2** KS - Occult 11-* 2** KS - undecided 11-* 2** KS - undecied 11-* 1** Language: Afrikaans: Basic Conversation * 3** Lockpicking 14-* 3** Mechanics 12-* 3** Mimicry 12-* 5** Rapid Attack (Ranged) * 3** Security Systems 12-* 3** Shadowing 12-* 3** Stealth 14-* 3** Systems Operation 12-* 3** Ventriloquism 12-* Skills Cost: 57 Total Character Cost: 350 Val** Disadvantages 10** Distinctive Features: coming soon, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses* 20** Hunted: Demon, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence* 20** Hunted: Viper, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence* 20** Psychological Limitation: Greedy, Very Common, Strong* 20** Psychological Limitation: Need to cause mischief, Very Common, Strong* 15** Social Limitation: Half demon, Frequently (11-), Major* 10** Social Limitation: Lecherous, Frequently (11-), Minor* 10** Susceptibility: Holy ground, Uncommon, 1d6 damage, per Turn* 20** Vulnerability: Light based attacks, Common, Vulnerability Multiplier (2x STUN)* 5** Reputation: Mischief maker, Sometimes (8-)* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 When Murphy created his law, he seemed to have harold in mind. If it could go wrong for Harold, it usually did. The final straw came when he actually had the winning lottery ticket, but was held up 1 block away from the claim center. He then decided he needed to do something drastic to change his luck. Harold searched through the city trying one scam cure after another. He stumbled across a women who claimed he was plauged by a mischievous spirit and that she could exercise it, for a price. Desperate Harold did all he could to get the money. When he finally got the money he went back to see the woman. Unknown to Harold, the woman worked for Demon. Her shop was a front for moving some minor artifacts and allowed her to make a little extra cash. Once the ceremony began , Murphy raised his ugly head again. Viper was pulling a caper nearby the store. A local group of heroes interrupted them and fight broke out. Viper tried to escape in a car, but a hero shot out the tire and the car crashed into the shop. The woman had just successfully forced the spirit to begint o exit Harold when the vehicle came crashing through the wall and struck her. The spirit immediately tried to re-enter Harold, but when it did something happened. Somehow the spirit and Harold merged. The result left Harold looking like a much larger version of the spirit and retaining some of its abilities, but he was able to control the powers. The spirit did however drastically effect his personality by imprinting a large part of its on personality upon Harold.
  4. Re: Help w/a power It never was my intention to make a construct to sneak past anyone. Like I said, this power was going to be the only offensive ability of a character. It was designed to disable a group of people without actually hurting anyone. I see now that the construct will not work, so I will go with something simple like an area effect NND or AVLD. Thanks everyone for your input =)
  5. Re: Two questions about damage Doh! I had forgotten all about HA. I promise one day I will figure out what I am trying to do. Thanks.
  6. Re: Help w/a power Whoops! Thanks =)
  7. Re: Help w/a power I want him to be able to do more than be a "set-up" character for PC's/NPC's. The transfer allows him to take out folks with out actually hurting anyone. Of course they can still yell/scream, or maybe even break the entangle.
  8. 1) Where is the breakdown on how to add damage from items used as weapons (baseball bat, telephone pole, steel I-beam, etc..) 2) I know on damage shields if the person with the shield punches a NPC/PC, damage is rolled for both the punch and the damage shield if the character pays an additional +1/4 advantage. My question is could this same advantage be applied to an EB with the no range limitation (ex. Ironfist)?
  9. Ok I think I have this built right, I just want to run past everyone to see its right. This is a combo power (2 powers linked). 1) 4d6 Entangle Area of Effect Radius = 90 pts/End cost 9 40 base points +1 advantage for radius +1/4 X2 area 2) 2d6 Transfer Area of Effect = 78 pts/End cost 10 30 base points (transfer Stun to End) +1 advantage for radius +1 continuous +1/4 delayed return rate (5pts/min) -1/4 Linked to entangle This is basically designed to be an anti-agent attack. The problem I am running into is the high End cost. The base cost of 19 is bad enough, but the additional 10 per phase is high as well. Granted this attack will also give End back, but I don't know if it is going to be enough to even out. Of course if the attack is able to entangle a large number of agents at once (5 or more) at one time, then that problem is mute. I was thinking about setting a duration instead of continouos, but I am a little unsure how to use that.
  10. I have had a question come up in my game and I just want to make sure I am doing this correctly. When a NPC/PC is hit w/a drain or transfer attack, the attacker rolls his number of dice and what ever gets through the targets defenses is the number of active points taken from the target. My question is mainly about characteristics. Since some characteristics cost more and some less than one point, then 1 active point is relative to the cost of the characteristic. ex. Target A gets hit with a 3d6 END transfer. Attacker A rolls a total of 12. Target A has no defense and loses 12 active points of END. Since END cost is 2 points for every one active point, Target A loses 24 END. Attacker A then gains 12 active points to add to his/her designated power/stat. If the designated is END, Attacker A gains 24 END...if it is DEX, Attacker gains 4 DEX. Is this correct way to apply Transer attacks?
  11. Re: Sneak vs Mental Awareness? Mental awareness only detects the use of a mental power w/in the line of sight of the character. It does not detect characters not using or without mental powers. Therefore your player would not detect the ninja sneaking on her unless the ninja uses a mental power.
  12. Re: Multipower and Experience Sounds like you are almost treating it as a VPP. As far as PC's w/MP's outdistancing PC's w/out MP's, it all dependings on the PC's and character concept. If the concept is a uber-blaster, than most likey the xp's will go into attacks more than anything else. While this can make for a high DC attack, how are the PC's defenses, speed, & OCV? It is a trade off the PC will have to make. Not that I advocate designing a villian/NPC specifically for expoilting a PC weakness, but weakness is not a weakness if it is never encountered. In my games, it usually does not take long for PC's to spend xp to improve defense...buts that another topic all together.
  13. Re: Mental Entangles and the Weak-Willed I am not a big fan of BOECV entangles myself, but they do serve a useful purpose at times. I am not sure about the Ego haymaker, that opens up a whole different set of problems w/Ego based powers, but I would deffiantly create a set circumstances where the entangled character could break free. This could range from a time limit, range restrictions, aid from another Egoist, etc....
  14. Not sure about this, but it has come up in my game.. Player A pays 20 pts for an EC (40 pt EC). Player A then buys two 60 pt powers in this EC (60 base pts - 20 EC = 40 pt cost). Player A saves some points then spends 10 pts on his EC for a total of 30 pts (60 pt EC). The question is what happens to the powers Player A bought in the EC? Does the cost of the powes adjust down to 30 pts each (which would basically give Player A 20 pts to spend - I said no), or does the cost stay the same and powers are increased to 70 pt powers (70 base pts - 30 EC = 40 pts), or is Player A out of luck and has wasted points when buying powers. Your thoughts...
  15. I am currently running a Modern Magic game and I am trying to design some designed around guns. I need a spell for creating (transform or summon...not sure which works best for this) a gun, a spell for enchanting (extra damage, or maybe varible power effects) a gun/ammo. I have some ideas how to set them up, but they are costing more than the 40 active point cap limit I have set for the character. The summon spell w/slavishly loyal is one way I was working on the create gun spell. Any ideas?
  16. I'll check them out, thanks =)
  17. My mistake. I forgot to mention that trying not to copy Mage: The Ascension as much as possible. While I do find WOD's game interesting, I do not like the clan/tribe/college aspect and the impending doom/madness/defeat aspect the game has. I do appreciate the suggestion though...thanks =)
  18. Ok, I know the idea of a modern age compaign is nothing new. I just started trying to put together some ideas for a compaign and began to realize I am soon going to have an entire group of magic users on my hands. While I do not want to limit character choices, I do want to prevent my gaming group from taking over the world in short period of time. So here is what I have so far.... Point setting - 100 base + up to 50 points in disadvantages Stats - double point cost for any base stat (STR - COM) over 20 Magic - In order to use magic, PC's/NPC's must purchase a perk enabling them to use it. Low Magic - 5pt, no more than 20 active points in a spell. Mage Blood - 10 pts, no more than 30 active points in a spell Mage Born - 15 pts, no more than 50 active points in a spell. Low Magic can be purchased with XP pts, but the PC cannot upgrade later on. Mage Blood or Mage Born must be purchased during character creation and cannot be upgraded/downgraded at a later time. World Setting - Magic does exists, but the mass populace is unaware of its existance (hence the perks). Those who are aware and/or capable of using magic take great care in using it and keeping it secret due to fear of the rest of world becoming fearful of them and reacting against them. There are some Mage Councils that "govern" over geographic areas to prevent mages from exposing magic of acting too recklessly. They also can influence who can and cannot receive training in magic. Reason for the game - Not sure yet. Thats going to kind of depend on what type of characters my players make. No one is required to make magic using characters, but I am sure there be at least two in a group of six. Thoughts, suggestions, criticisms?
  19. Stone

    Agents vs Supers

    I also have suffered similar problems with a GM who viewed it as a competition between him and the players. It was not uncommon to run into four or more Viper 5 teams in an ambush situation. Now, I do admit that a well design ambush with well armed agents can be a very effective way to handle supers and very demoralizing to the supers. The problem comes from the constant ambushing and running into agents w/high skill levels (OCA 12+) with AP or NND weapons....plus flash gernades and such. When I GM I do use Viper as a plot device. I throw a V5 team or two against my players to drive a story or as back up for a villian team, but it is not a competition against my players.
  20. I was toying w/an idea to curb the "stun lotto". I was going make the SM be 3 and increase the cost of increased SM to 1/2. Not sure if I am going to keep this or not though.
  21. JLA hands down. The power levels are so tilted towards the JlA, the X-men would stand little chance. I'm a huge X-men fan, but JLA wins.
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