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Beazulbob

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Everything posted by Beazulbob

  1. Re: Redux: Man o' War I believe so. In this case, both the dmg shields are offensive (+3/4) instead of basic (+1/2).
  2. Re: Redux: Man o' War What's up with this mix of powers? Good question.... He is a mentalist with a good strength. He has sport mental abilities, with the only standard mental power being ego blast. While pursuing a drug dealer, he fell to the ground and heaved up (over a two minute period of agony) a wierd field of energy. He ran from it, attacked it, nothing did any good. He finally realized that it is his externalized id as a sort of force creation (thank you forbidden planet for one of the stranger mental abilities). He can ride it (flight), defend with it (absorb), let it settle around him (dmg shield), and temporarily encase someone in it (NND). Always strong (benefit of being a mutant, though clocking in low at 23 strength - some brick!), his self control (high ego and mental powers) and with a desire to protect himself physically, he studied martial arts. He quickly learned kendo (and still takes classes in it today). He's a cop in his non-hero time and was inspired by the equipment he carries as a police officer (gun, handcuffs, baton, radio, etc), that he decided to make his own 'utility belt' to help him. The sword and bokken were natural additions due to his kendo training. The smoke bomb and line gun were inspired by one of his primary research subjects (The comic book character batman. He has all the good toys!), and the shield was added upon the 3rd time he got shot (damn that activating force field). So, while an odd mix of powers, he's supposed to be a sport psychic with martial arts training and tools. In play he's a joy to mix slots to achieve different effects (I played him at a con game and had a blast - though I did have my head handed to me more then once). The powers merge (at least in my head) nicely - but I have a feeling that others are seeing him as a super mutt. Darn.
  3. Re: Redux: Man o' War He's a bit of a mix! Inspired by the below picture, I interpreted the field behind him sort of an id/force construct ala forbidden planet, which led me to him having him be psychic. The gi made him a martial artist, and the sword a very minor gadgeteer. He is 5th edition, and I'm using unified (1/4) (a logical 1/4 limit, I could achieve the same with 1/4 limited power, but this is so much cleaner!). His ECV is lower then I want, but he is points starved. I already have planned out several xp expenditures: higher ego, more varied gadget pool, move up to a 30 strength, and dozens of skills. All told, I'll need about 100 points to bring him to were he should be - but that is about right. He was initially a 350 that I've stripped down to 250. Each MP has a defense, an offense (or more), and a move ability. This allows him to mix things up a bit. He doesn't always have his id field up (the 3rd MP), as it takes time (OIHI) and does damage to him to extrude/start it. The mental MP (the 2nd MP) has activation so he can't always count on it. The final MP (the 1st) is OAF so he is at risk of losing it. As MP become unavailable for whatever reason, he is forced to mix his abilities more carefully. The defenses can go pretty high if I focus my MPs on defending myself, though the bulk of his defense is his FF, which is on activation. Also, the goal is 1/1/1 (attack/defense/move), so unless facing a truly dangerous foe, he would only have 1 slot on defense, putting him at a 22 defense. If a GM felt that having 2 potential defenses was too much (absorb as defense and FF), I'd be willing to use lockout to prevent it. I didn't envision him being a defense god. I'd also be willing to lower his combat luck if need be. The martial arts, using the sword or bokken, does up to a 10.5d6 attack, though the mental powers are limited to 9 DCs. He becomes a higher damage source when he keeps his 2d6 NND dmg shield up while he hits people with the sword or bokken (pretty nasty!) The inability to mix the MP together was intentional. I don't want to have the temptation for a 115 point power! This way he remains somewhat even keeled. [ATTACH=CONFIG]43728[/ATTACH]
  4. Re: Superhero team Leader: PC or NPC? My group would refuse to follow an NPC leader. Then again, running the PCs is akin to herding cats.... luckily there a fun lot to GM
  5. I'm posting a 250 PC named Man o' War. As a prospective GM - is he too powerful for a 250 game? Too dark? Too complicated? If so, what changes would you suggest. My gut says no, but I'm a bit biased when it comes to evaluating my own PC. As a side note: do you think a PC with 3 MP is more complicated to run/gm then a PC with a variable pool? Power wise: In the 250 game, up to 12 DC regular damage, does his variety push him over the power limit in your opinion? [ATTACH]43726[/ATTACH][ATTACH=CONFIG]43727[/ATTACH]
  6. Re: Building a Precog This is some great stuff! I've got more ideas now then he's got points. Thanks folks!
  7. A fellow I know is interested in building a precog character. We are looking at ECs right now. Any suggestions or pre-existing examples? He has the talent dangersense. I'm buying him an EC with precog (no control) and armor (cost end to start, precog dodging)
  8. Re: I like Playing Bricks! Is that wrong? Actually, there is something wrong with it. Deeply wrong. Please, lie down and relax. Now tell me of your childhood...
  9. Re: Speedster Pondering. What is the speed force?
  10. Re: Shield 6E (HC: Guardians Unlimited II) I like the character but I noticed a problem with the build. The radio, life support, and UV vision cost end. Not cost end to start - so every phase you need to maintain it. Unless you are maintaining the end cost, you will be susceptible to gas attacks and will not receive radio communications. You should probably not use that limitation on these constant powers.
  11. Re: Robin Hooding Superhero Crimefighters 01. I'd be fine with taking money from the criminals. If there is anyway to return it to the victims, he should. If he can not do so, taking what you need and donating the rest is ok. Not the best moral position to be in, but workable. 02. Does Stealing Criminal Assets to fund Crimefighting and the excess given to Soup Kitchens, Victims Shelters, and Local Charities in violation of Devoted to Justice? Nope, I think failure to donate would put the PC in trouble with the code. 03. Allow Robin Hood behavior - sure thing! I think it makes sense. Now, getting photographed going through a criminals wallet will look bad, though, is something else.... I find it valid - but it could make for some bad press. Also, you could be charged with theft and end up a vigilante. That's ok with me. 04. Better name for code vs killing: not that I know of. Responds with equal force, maybe? 05. He's fuzzy since he stopped shaving. He may look like he's wearing fur shorts, but that's just body hair gone wild. Reluctant to kill 10 Kill if kill force used vs you 10 Kill to protect innocents only 15 Code vs killing 15 or 20 (I've seen both) Your devoted to justice -in what way does he enforce justice? Eye for an eye (kill killers)? Force dealers to overdose on the drugs they deal? I am curious about this. I ask the above question as I have a PC devoted to justice - and he'll kill people if he can do it without getting caught. He maintains 3 identites - normal, hero, and justice personified. I was wondering how far your PC will go for justice.
  12. Re: Rebel 6E (HC: Circle of Justice) It could simply have been an attack on the complex you were at, destroying the buildings and records and leaving you (the sole survivor). It needn't be a big event in history, just in the lives of the people involved. The attacker(s) can still be a mystery.
  13. Re: Rebel 6E (HC: Circle of Justice) This write-up is excellent! Just two thoughts... 1) I do not believe the battle of Detroit happened in the Circle world. This doesn't mean you need to re-write so much as make it a more local event that destroyed less then the city (a city block or two, though, would be just fine). 2) You head your posting that this is a 6th edition character, though the PC is 5th edition.
  14. Re: Rebel 6E (HC: Guardians Unlimited II) The 6th edition version has unified for all his stats, Genetically Enhanced Physiology does not seem legit. Under that logic, every hero can take enhanced stats with a 1/4 limit - they all have an enhanced physiology. Also, when I think of a unified power, it needs to be a theme that could potentially be a drain (that is the purpose of the limit, grouping powers/abilities together so that they have a joint susceptibility). I do not forsee a foe with drain enhanced physiology. The alternative view is that if you are hit with a drain of any one stat, all stats drop. I'd say no to this limitation. Also, some people have a problem with using power defense on a character with unified.
  15. Beazulbob

    Wraith

    Re: Wraith Its up to your gm, but I wouldn't allow you to take perceivable on your stats or flight. In effect you are gaining a 1/2 limitation that isn't a limit (in effect, you glow to show powers are in use. What is the difference in showing your +end is on vs +str? Visible is a 1/4 limit & I still wouldn't allow it). Seperate yourself from the character for the moment - would you allow this as a GM? You are claiming a -1.5 total limit on powers but other then unified, the other limits do not limit you once you activate. The limits total the equivelant to 14- activation OAF. What you've got is the equal to unified & only as hero (-1/2), like your MP. Some GMs may let it fly, your milage may vary. Other then that, I'd prefer the gravity crush to be a RKA then a drain (a character with density should resist it better then a martial artist with power defense), perhaps penetrating. The gravity field provides very little pd/ed and how does gravity provide power or mental defense?
  16. Beazulbob

    Wraith

    Re: Wraith all slots Concentration (0 DCV; -½), Perceivable (-½), Unified Power (-¼), Extra Time (Full Phase, Only to Activate, -¼) Each slot takes a full phase - she would need to spend a phase to activate each item. It may seem extreme, but you are gaining a +1.5 limitation on each power. It will cost you a lot of points, but you may want to remove extra time. Flight and teleportation do not qualify for perceivable, and I wouldn't think that your stats would qualify either.
  17. Re: The Zodiac I was hoping to be able to change form more often then once a month. I've had PCs with 12+ slots to a MP, but none with slots this complicated. Wanting to build this character is driving me nuts. I managed to squeeze the original version on a single side of a character sheet, though I wrote rather small to fit it all on that sheet.
  18. Re: The Zodiac Each was a compound power, and when done it came to 6 pages. Part of the problem was the limits on the MP repeated on each power within the compound powers, making each entry thick. I did think about making him a multi-form, but then I'm looking at 24 pages! I think the concept is fun but just too 'thick' to apply.
  19. Re: Man o' War I like the alternate write-up! Very well developed. I tend to gloss over a character's past, a habit I've got to break. The write-up you've done gives him definition. I think I'll go over what I wrote and try to add more depth to it. I'm glad you found a use for the write-up!
  20. Re: Man o' War I like the idea of having 2 costumes - but to make it work, he'd have to refrain from using his Man o' War field in his 2nd hero costume (it is too unique a signature)... oh, and his sword & bokken. Damn, two out of three MP. Well, he can focus on fighting normals and limit himself to his mentalism MP & martial arts. That would make the battle much more challenging, but I could see him doing it. As to being a grumpy old man - I am that! He should be easy for me to play!
  21. Re: Man o' War Ok – character concept w/out mechanics. Man o’ War is a sport psychic (non-standard psionic powers) who is able to manifest his id (per the movie Forbidden Planet) as a jellyfish-like field that obeys his commands. It must stay within 20” of him, and it has a variety of effects. It acts semi-independently from him (I thought about getting it as a separate entity & character sheet but decided against it). He can manifest his mental powers while the Man o’ War field does its thing. The Id field is bright, making stealth impossible while it is manifested. He must vomit the field up, harming himself to activate it, and swallow it to get rid of it, so if he desires to be stealthy (or at least not stick out like a sore thumb), he must either not extrude or put away the Man o’ War Id field. In practice, the PC is based on mixing the three MP at once, choosing 1 or 2 offenses and maintaining a defense and or movement. He is supposed to function even if one of his MP is impaired. I’ve dropped the physical attributes of the Id field and added an NND. I’ve changed the limitations on the powers some too. The updated character sheet has replaced the original posting. One fear I have with this PC is that with his focus on Justice –he’d be too obnoxious to play well with others.
  22. Re: Man o' War Bump
  23. Re: The Zodiac Wow! This write-up takes up 6 pages - way too complicated for what little the character actually does. I could do a multi-form 70+20 points to cover 12 forms.... Ugh. I like the concept, but this doesn't seem to be a character that forms a decent write-up. Come to think about it, I think I never played the original for the same reason. Sigh
  24. Re: The Zodiac Aquarius: 20" flight end to start, 30 strength telekinesis, 5d6 nnd EB (LS breathing) Pisces: +10 swim, 10/10 armor, 4 lv density end to start, 10d6 Water blast, 50% damage reduction physical
  25. Re: The Zodiac Sagittarius: +6 running, 4d6 RKA, full missile deflect, 7/7 armor, +10 strength, +9 dexterity Capricorn: 10/10 mental defense power defense FF end to start, 6d6 ego bolt, invis to sight end to start, sight/hearing/mental aware images 8 hex end to start
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