Jump to content

Matt Holck

HERO Member
  • Posts

    1,177
  • Joined

  • Last visited

Posts posted by Matt Holck

  1. Re: Cassandra's Corner

     

    I've got six players so complications are their responsibility to bring to the table

     

    not much time is devoted to individual secrete identities

     

    I had a player with a public id High Tower FBI

    who took issue with travailing out of the United States on assignment.

     

    Plantmatter ultimately made a bureaucrat roll

    as the trip was to escort Orca (a super hero friend of Plantmatter and High Tower)

    while he meet with Smither (wanted for murder geneticist) in Brazil.

     

    The complication was presented by the player.

  2. Re: The Chessman - a re-write

     

    depends on the number of other players I imagine

     

    having less speed than the majority of the party just means one gets to play less

     

    the pawns are followers but even so a lot of back work for the GM

     

    though they won't always be n combat

     

    _______________________________________________

     

    it appears Chessman may not have a kings pawn

  3. Re: The Basic Enimies Chalange!

     

    The Team is Chessmania

     

    Ego is the leader as she likes to control things

     

    she had little trouble gathering together a team of super villains

     

    zephyr, a live in the moment flying invisible thief (bishop)

     

    LavaMancer, a petty wizard that can turn into a lavaman and move through the ground (knight)

     

    Spin, this man was always spinning and consequently stay in place till ego moved him perhaps a case of ottism ( queen's pawn )

     

    SheClaw, Lobster Woman mutant(Lobster side) does not speak a word of human (Rook)

     

    Ball Lightning hot shot teenage rock star anarchist (king's pawn )

     

     

    The crime ...

     

    acquisition of smither

  4. Re: The Chessman - a re-write

     

    I can compare the characters attacks against it's defenses

     

     

    I'm sort of stuck. If I beef up the defenses' date=' it will increase the Rook & King's defenses. The DCV is high (13), but I was hoping that would offset the low defenses. What would you suggest?[/quote']

     

    roll with the punch

     

     

    the characters only got 37 stun

     

    raising the constitution to 28

     

    I see 39/38 defenses for Rook with density. 12d6(42) attacks would scratch him most times

  5. Re: The Chessman - a re-write

     

    give the rook running only in a strait line and a move through

     

    give the bishop flying can not land (2 m radius spin flying clearance that includes the ground)

     

    give the knight short range combat teleport with clairvoyance and a horse with the same

     

    Rooks shouldn't jump

     

    multiform write ups can be simple

     

     

    I like the king and his pawns as an egoist

  6. Re: The Basic Enimies Chalange!

     

    Fern

     

    05 Str: 15

    08 Con: 18

    -2 Dex: 8

    05 Body: 15

    -2 Int: 8

    08 Ego: 18

    05 Pre: 15

    27

    20 Speed: 4

    00 OCV: 3

    15 DCV: 6

    62

    08 PhD: 10

    08 EnD: 10

    78

    15 Stun 50

    04 End 40

    06 Recovery 10

    103

    10 Running 22 m

    113

     

    12 Fern Stalking

    3 stealth

    3 concealment

    3 shadowing

    9 3levels (stealth, concealment, shadowing)

     

    25 A NOSE of GENETICS 14-

    smell detect genetics 5 sense smell +2 tracking +5 (+3) perception +6 analyze +5 eidetic sense +2

     

     

     

    45 PIG FART

    2d6 Drain +1/2 (variable powers derived from genetic mutation)

    +1/2 Area of effect 32 m Explosion drains a 1 dice beyond 16 m radius

    +1/2 cloud lasts a turn +1/2 Invisible +1/2 armor piecing +1 returns at 1 point a turn

    -1/2 must have genetic sample of target -1/2 No Range

    (20+3.5=90-1=45)

     

    This attack disrupts genetic mutations to a specific genetic target and generally only affects effects one target unless two targets in the area share a specific genetic mutation. It is especially vicious as the attack lingers continuing to drain over the turn as long as the target remains in the area

     

    113

    012

    025

    045

    195

  7. Re: The Basic Enimies Chalange!

     

    I like the clairvoyance and telekinesis of the other

     

    I also noted the speed change on Duplex

     

    ________________________________

     

    homosporous ferns are polyploids so ideal for storing dormant genetic code

    layer upon layer of inactive sequences copied

    it would take a pig to sniff out gene sequences

    and thus Fern the bush pig (half fern / half pig) was created

    to root out, digest and save genetic material.

    .

    Fern is also able to release gas that can drain mutant abilities

    if Fern knows the genome of the target mutant

     

    Fern is a 100 kg pig with ferns growing out of her back. If sitting sill, she may be mistaken for a large bush. Fern can change the color of her leaves to blend in to a particular vegetable environment

  8. Re: Blip final version

     

    Quote Originally Posted by Hugh Neilson

     

    How many fire and electrical force fields exist in published writeups? Flames do not stop a punch. Yet we accept these force fields. Why is the Teleport Defense so different? And the Build Mechanic is a 6e Force Field, 0 END anyway.

     

    how many can justify reflect ?

     

    perhaps electricity with electrical magnetic fields

     

    I understand that deflect reflect requires an action so perhaps extra speed

     

     

    True - which further devalues the impact of that Unified Power limitation, which is why many groups won't allow both Unified Power and Power Defense. Again, a matter of group taste, especially when the character isn't immune to a campaign standard DC drain.

     

    just don't count the power defense for the drains vrs the unified effect

     

     

     

     

    Selective Area if Effect attacks can make agent battles pointless /!\

  9. Re: Blip final version

     

    6 I like the mechanic to allow misses between hits with multiple move by

     

    any decent mentalist is going to be a 7mocv at least, which a 15- to hit a 3mcdv which is a 93% chance of hitting

    lowering it to a 17- roll(99%) is only a 6% change in odds and the 12 pts are better used elsewhere

    besides learning how to defend and resist are viable options w/ exp

     

    er...

     

    there are 216 combinations when 3 6 sided dice are rolled

     

     

     

    here are the possible combinations for rolling a a 15 through 18

     

    18 : 6 6 6 (1iterations) total 1

    17 : 5 6 6 (3 iterations) total 3

    16 : 5 5 6 (3 iterations) 6 6 4 (3 iterations) total 6

    15 : 5 5 5 (1 iterations) 6 6 3 (3 iterations) 4 5 6 (6 iterations) total 10

     

     

    on a roll of 15- or less, 18, 17 and 16 are fails

    which is 1+3+6 = 10 possible combinations for failure

     

    so

     

    10 combinations out of 216 possible die rolls on 3d6 fails

    10 / 216 = 0.0462962963 of the time

     

     

    succeeds

     

    1 - (10 / 216) = 0.953703704 of the time

  10. Re: Blip final version

     

    Not sure what exactly the "Slow Explosion" is doing, SFX-wise. If she's teleporting two different objects (presumably, either things she carries with her or objects of opportunity) into the same space simultaneously to cause the explosion, then I'd think it would have a Focus limitation on it.

     

    Does said power do anything to the objects that are trying to occupy the same space at the same time?

     

    I think the slow explosion may be a spatial distortion wave

     

    I think the limitation damage over time

  11. Re: The Basic Enimies Chalange!

     

    Smither (the inheritor Alumnigator) one of the 5 coils of cobra

    a bipedal alligator man of higher than human intelligence

     

    08 Str: 18

    08 Con: 18

    01 Dex: 11

    05 Body: 15

    08 Int: 18

    08 Ego: 18

    05 Pre: 15

    43

    20 Speed: 4

    10 OCV: 5

    10 DCV: 5

    09 DECV:6

    92

    21 PhD: 18(16) +12 (plasteal armor hardened OIF 15) +4 resistant scales (6)

    21 PhD: 18(16) +12 (plasteal armor hardened OIF 15) +4 resistant scales (6)

    134

    20 Stun 60

    04 End 40

    06 Recovery 10

    144

    8 Running 20 m

    152

     

    03 martial throw (tail sweep) 8d6

    03 grab bite 1 DC KA +5 strength to hold 3d6 KA 45 strength grip

    05 death roll 4 DC KA must follow grab 4d6 KA

    18 4.5 DC MA

    12 4 levels martial arts

    41

     

    30 GENETICS , Biology, Zoology, Chemistry, Anatomy

     

    9 Glass Cleaning

     

     

     

    Smither was Cobra's lab assistant for many years before Cobra was ultimately chopped into five pieces

     

    Smither knows a great deal about Cobra's work because if this and is adept an sterilizing glass ware

     

    He is currently working in Brazil gathering a genetic library with his fellow Allumnigators

     

    152

    041

    030

    009

    232

  12. Re: The Basic Enimies Chalange!

     

    Matt' date=' I am haveing a hard time decipering your charater sheets. Where are the Complications? Are theas sheets works in progress, and not yet finished? And skills? Where are the charater's skills?[/quote']

     

     

    I may be jade but the basic enemy has no history

     

    it was forged to fight the hero

     

    a lot of motivations will become clear when one puts the villains together as a team with a crime

     

     

    Ego

     

    00 Str: 10

    08 Con: 18

    00 Dex: 10

    02 Body: 12

    08 Int: 18

    08 Ego: 18

    30 Pre: 40

    56

    40 Speed: 6

    00 OCV: 3

    00 DCV: 3

    09 EOCV:6

    105

    15 PhD: 14(12) plasteal armor hardened OIF

    15 PhD: 14(12) plasteal armor hardened OIF

    135

    05 Stun 30

    04 End 40

    06 Recovery 10

    150

    00 Running 12 m

    150

     

    40 Point Mental Multipower

    4u 8d6 Telepathy (can make presence attacks and skill rolls through telepathic link !)

    4u 4d6 Ego Bolt

     

    3 Persuasion

    3 Conversation

    3 Oratory

    3 Charm

    3 Bargaining

    3 intimidation

    3 interrogation

     

    150

    048

    021

    219

  13. Re: The Basic Enimies Chalange!

     

    Lavamancer

     

    00 Str: 10 (50)

    08 Con: 18

    -2 Dex: 8

    02 Body: 12

    08 Int: 18

    03 Ego: 13

    05 Pre: 15

    24

    10 Speed: 3

    10 OCV: 5

    10 DCV: 5

    54

    03 PhD: 5 [21(8)]

    03 EnD: 5 [21(8)]

    00 KnBR: 0(8)

    60

    15 Stun 50

    04 End 40

    06 Recovery 10

    85

     

    48 8 LEVELS DENSITY INCREASE cost no endurance

     

    27 Tunneling 10 m 15 pd (linked to density increase)

    21 spatial awareness soild vibrations (linked to density increase -1/2)

    16 8/8 resistant defense (linked to density increase -1/2)

    30 6d6 armor piercing damage shield (linked to density increase -1/2)

    94

     

     

     

     

    085

    048

    094

    227

×
×
  • Create New...