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Epiphanis last won the day on June 21 2014

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  1. I kind of like Archimago as the Biggest Bad of the Silver Age. In many ways the age is defined by its worst supervi)ain. Like, Totenkopf as the Biggest Bad of the Golden Age, Archimago of the Silver Age, and Doctor Destroyer of the Bronze and Modern Age.
  2. The key factor should be diversity of techniques, I think. You can cannibalize a lot of the crunch in The Book of the Machine for other villainous robots and masterminds that employ them--for instance, Brainchild, the Engineer, or SYZYGY. I'd like to see additional books that could similarly be broadened using Big Bads to exemplify a particular modus operandi -- genetic engineering (Teleios); psionics (Menton); magic (Takofanes, or Shadow Destroyer, or the Silver Age Archimago). An interesting gap in the Champions Universe are the lack of really big big bads that utilize cybernetics (Interface? Scott Bennie's Cyberlord?) and martial arts (Yi Lung from Martial Arts Hero, maybe?)
  3. Don't know what you all are going on about. Its exactly like buying two variable slots in a multipower, except each is broken down into two fixed increments. Completely legal. Not seeing the problem you have with it. Not that I plan to debate it further; the only opinion that matters on the issue is Darren Watts'.
  4. Yeah. There is a reason for that.
  5. Character I'm developing for Darren Watts' supernatural team sub-campaign. Not finalized, but: DRYAD (Daphne Kazantzakis) VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 13 DEX 6 12- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 18 EGO 8 13- 19 PRE 9 13- PRE Attack: 3 1/2d6 / 4d6 4 OCV 5 8 DCV 25 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 15 PD 4 15/25 PD (9/19 rPD) 15 ED 4 15/25 ED (9/19 rED) 10 REC 6 40 END 4 15 BODY 5 30 STUN 5 Movement Cost Meters Notes RUNNING 0 22m/44m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward TELEPORTATION 7m/14m Characteristics Total: 154 Cost Powers 60 Powers of the Green: Multipower, 60-point reserve - END= 6f 1) Vine Lash: Blast 12d6, Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points) - END=6 6f 2) Manipulating Tendrils: Telekinesis (40 STR), Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points) - END=6 6f 3) Creeper Tendrils: Telekinesis (25 STR), Alternate Combat Value (uses OMCV against DCV; +0), Indirect (Source Point is the Character, path can change with every use; +1/2) (58 Active Points) - END=6 6f 4) Entangling Vines: Entangle 4d6, 7 PD/4 ED (standard effect: 4 BODY, 7 PD/4 ED), Alternate Combat Value (uses OMCV against DCV; +0), Entangle And Character Both Take Damage (+1/4) (59 Active Points) - END=6 4f 5) Dense Hedge-Wall: Barrier 10 PD/6 ED, 10 BODY (up to 8m long, 3m tall, and 21/4m thick), Opaque Sight Group, Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points); Conditional Power Power does not work in Common Circumstances (Only works when surface it is created upon is within 1 meter of soil, with material with a PD of 6 or less between; -1/2) - END=6 3f 6) Manipulating Scent: Mind Control 11d6 (standard effect: 33 points) (Human and Additional Class of Minds classes of minds) (60 Active Points); Limited Power Power loses about half of its effectiveness (Subjects must be able to smell her scent, i.e. must not be in sealed environment and at short range, about 4 meters in still air, less in winds.; -1) [Notes: Dryad can generate plant pheromones to control weak-willed human- and animal-class minds in her immediate vicinity.] - END=6 6f 7) Plant Speech: Telepathy 8d6 (Plant class of minds), Reduced Endurance (0 END; +1/2) (60 Active Points) - END=0 4f 8) Regrow Body Elsewhere: Teleportation 7m, No Relative Velocity, No Range Modifier (+1/2), MegaScale (1m = 10,000 km; +2) (59 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot carry anything, even clothing; -1/4), Limited Power Power loses about a fourth of its effectiveness (Destination point must have at least one ounce of living plant life; -1/4) [Notes: Dryad can "teleport" by growing a new body anywhere there is a significant amount of living plant matter. Her previous body immediately disintegrates into a pile of fast-disintegrating vegetable compost. Any damage or alteration her previous body sustained is carried over to the new one. This power is too slow and scaled to effectively use in combat.] - END=6 30 Body of Flesh/Wood: Multipower, 30-point reserve - END= 1f 1) Body of Flesh I: (Total: 15 Active Cost, 15 Real Cost) +2 DCV (Real Cost: 10) plus +2 DEX (Real Cost: 4) plus +1 PRE (Real Cost: 1) - END=0 1f 2) Body of Flesh II: (Total: 15 Active Cost, 15 Real Cost) +2 DCV (Real Cost: 10) plus +2 DEX (Real Cost: 4) plus +1 PRE (Real Cost: 1) - END=0 1f 3) Body of Wood I: Resistant Protection (5 PD/5 ED) (15 Active Points) - END=0 1f 4) Body of Wood II: Resistant Protection (5 PD/5 ED) (15 Active Points) - END=0 13 Calling Upon The Green: (Total: 20 Active Cost, 13 Real Cost) +10 REC (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only works in area with at least heavy foliation (forest, jungle, meadow, etc.); -1) (Real Cost: 5) plus +10 REC (10 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Only works in area with at least light foliation (surburban or rural habitation); -1/4) (Real Cost: 8) - END=0 18 Plant Metabolism: Life Support (Eating: Character only has to eat once per week; Expanded Breathing; Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases; Immunity: Phytotoxins; Longevity: 200 Years) [Notes: Dryad only needs a limited amount of breathing and eating, and can thrive in atmospheres in which humans cannot, as long as there is carbon dioxide present. She is immune to plant poisons and all diseases. She has longevity equal to her oak tree.] - END=0 10 Gaia's Grace: Power Defense (10 points) - END=0 10 Preternatural Vigor: Running +10m (22m total) - END=1 Powers Total: 186 Cost Skills 15 +3 with a large group of attacks 5 +5 to offset a specific negative OCV modifier with any single attack [Notes: Only to offset penalty for teleporting to unseen spot.] 3 Breakfall 12- 3 Teamwork 12- 3 Science Skill: Botany 12- 2 KS: Greek Mythology 11- 2 KS: The Mystic World 11- Skills Total: 33 Cost Perks 3 Contact: Gaia (Contact has significant Contacts of his own, Good relationship with Contact) 8- Perks Total: 3 Cost Talents 18 Combat Luck (9 PD/9 ED) 3 Bump Of Direction 3 +1/+1d6 Striking Appearance (vs. all characters) Talents Total: 24 Value Complications 10 Hunted: Gaia Frequently (Mo Pow; Watching) 15 Distinctive Features (Mystic Aura): (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses) 15 Social Complication: Secret: the Oak tree that contains her spirit Infrequently, Severe 15 Social Complication: Subject to Orders (from Gaia) Frequently, Major 10 Vulnerability: 2 x STUN Herbicides (Uncommon) 10 Vulnerability: 2 x BODY Herbicides (Uncommon) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  6. I'm more or less operating in real time. I ran a Halloween and Christmas adventure during the appropriate seasons.
  7. Conceptually its fine. I've sent you an invite for the campaign. Tweak the math and send a draft. Also, I'll continue this through the Obsidian Portal site.
  8. I don't know. If you have a bunch of concepts, just list them from what you most want to play to what you least want to play. Then if necessary I'll veto the inappropriate ones til we get to an acceptable one.
  9. Reading the log I linked should give you an idea of the feel of the campaign. The departing player was the team's main ranged energy projector, so something similar would fit nicely. Also a high-versatility VPP character such as a gadgeteer or sorcerer or some "cosmic" character would work. I would shy away from another brick or mentalist. How the players would respond is up to them, they can chime in if they see this.
  10. CHAMPIONS: THE RETRIBUTORS, online Champions/Hero System 6th Ed campaign, played with Google Hangouts and Maptool, meeting weekly, Mondays 8-10:30 EST. As luck would have it, at the end of our first year of the campaign one of my long-term players dropped out, leaving a spot open for recruitment. This is a pretty stable long-term superhero game. If interested, check out the introduction, character creation rules and house rules here: https://champions-the-retributors.obsidianportal.com/ A log of our first year can be found here: https://champions-the-retributors.obsidianportal.com/adventure-log/synopsis If you wish to join, obtain a free Obsidian Portal account and request to join on the campaign website above.
  11. My online game is full up, but if you are interested in how it has developed over the past year, you can find a synopsis of events here: https://champions-the-retributors.obsidianportal.com/adventure-log/synopsis
  12. Updated group shot welcoming new team member SURGE!
  13. Arc 6: TUNE IN, TURN ON, FALLOUT (Still in progress, partial synopsis so far follows) Mentally challenged mega-brick Grond is rampaging in downtown Millennium City, at the site of a local hospital. Blip, Fortress and Psychon scramble to stop him, only to discover that he is being backed up by several “Irrradiates” with various powers. Irradiates are a kind of ‘mutant zombie’ with powers created by testing of the Delta Bomb in New Mexico in the 1950s-60s. This little group is led by an Irradiate who appears to be an eyeless little girl, Enola, a mentalist who has the power to shield Grond from mental attacks, his only real weakness. Grond and the Irradiates defeat the (partial) team of Retributors, and escape with a canister of radioactive isotopes from the hospital’s radiology department; the Irradiates cannot survive long without exposure to levels of background radiation that would hazardous to normal humans. The Retributors did manage to capture one Irradiate, however, who revealed that they had fled their home in Burning Sands, New Mexico (one of the few places on Earth with strong enough background radiation to sustain them) because their leader, an Irradiate called Littleboy, had embarked on what they considered a suicidal plan to war with non-Irradiates and spread fallout over a large territory to allow the Irradiate ‘race’ the opportunity to expand and grow.
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