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Kristopher

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Everything posted by Kristopher

  1. Yes, too many polls. So many polls, in fact, that I expected this one to be a poll...
  2. I'd call a Batman write-up with that list and a 23 DEX a far deadlier character than a Batman with a 30 DEX and a short list. I'd also call it more accurate.
  3. And then the other character could buy Invisibility to Detect Invisibility to Danger Sense. And then... **bangs head on desk repeatedly**
  4. Re: Danger Sense Question I wouldn't _allow_ "Invisible to Danger Sense." Of course, I would always insist on Danger Sense being defined in some way, which would place it within some kind of sense group (IMO, there is no "Danger Sense Sense Group"). Invisiblility to THAT sense group would make them invisible to the Danger Sense.
  5. I'm not even going to bother looking it up, because I don't care what the book says. Using Dispel as a way to destroy/damage permanent things is just plain wrong.
  6. Would you allow a character with a full-on Cosmic VPP? I guess what I'm asking what it is exactly that worries you about her as a PC. (Not that I'd be all that quick to allow her, but I'm interested in your thought process on the matter.)
  7. That's a pet peeve of mine about a lot of popular fiction. The lack of continuity and consitency is disgusting.
  8. Would it do any good to comment on the excessive universe-melding?
  9. Re: Mental SPD figured stat Someone I know ran a psionics-heavy sci-fi game, and used a stat called PSY. EGOx2 = PSY. PSY was like END, but for mental powers. You might have to consider upping EGO to 3 pts, like DEX, if it starts to figure into ECV, MSPD, PSY, etc, because it has become much more valuable.
  10. At this point, the real nature of her powers is a secret, so a Reputation Disad isn't really appropriate. She's trying very hard to make sure that it remains a secret, and has the appropriate Disad. I don't want to add any more in the way of powers at this point, since she's an NPC for a game with 300-point teen characters. That VPP makes her a lot more dangerous than 318 points would indicate. PS: Thanks.
  11. Watch Bruce Lee, or even Jackie Chan, move. I still think you could justify a 12 SPEED for either of those men. Seriously, take a stopwatch and some of their movies, and count the number of strikes, dodges, blocks, and other maneuvers in the course of 12 seconds. By the way, in case you think it's just movie magic, keep in mind that Bruce Lee had to slow his moves down for the camera. Of course, Bruce Lee might be considered superhuman by some metrics I've seen proposed on these boards.
  12. I'm absolutely loving this thread. Good ideas and great writing. Keep it up. I'll take a shot at it when I get home tonight.
  13. I based the total limitation on the Mimic VPP listed in the back of USPD. (Don't have it with me at work, so I can't tell you the specifics right now, but it seemed about even with what they had.) The permanent access and conscious control over which powers she manifests are balanced out by the way that she has to add things to the list. As for the reaction on the second DF, I was thinking of the kind of response that would get from the medical community if she were ever tested.
  14. Crimson is intended for use as an NPC in a "teen champions" campaign I've been constructing. She needs a few more Disads, technically, but being an NPC doesn't absolutely have to have them. The powers in her VPP are listed in "chunks" that allow her to mix and match -- they don't represent any kind of limit. I would appreciate any feedback you would be so kind as to give me.CrimsonPlayer: NPC Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 12 BODY 4 18 INT 8 18 EGO 16 18 PRE 8 14 COM 2 5 PD 2 5 ED 1 5 SPD 20 10 REC 6 40 END 0 30 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 122Cost Power END 112 Gene Pool: Variable Power Pool, 80 base + 32 control cost, No Skill Roll Required (+1) (160 Active Points); Only to Duplicate Genetic Powers, Must Have Taken "Sample" in the Past (-1 1/2) 0 1) Cerebellum's Brain Drain: Drain EGO 1d6, Ranged (+1/2), Invisible Power Effects (Fully Invisible; +1) (25 Active Points) Real Cost: 25 2 0 2) Cerebellum's Mind Field: Ego Attack 1d6 ( Human class of minds), Penetrating (+1/2), Damage Shield (+1/2), Continuous (+1) (30 Active Points) Real Cost: 30 3 0 3) Cerebellum's Walls: Mental Defense +5 (5 Active Points) Real Cost: 5 0 4) Kinetic's Duracell: +20 END (10 Active Points) Real Cost: 10 0 5) Kinetic's High-Speed Eyes: Flash Defense - Sight Group (5 points) (5 Active Points) Real Cost: 5 0 6) Kinetic's Quickness: +1 SPD (10 Active Points) Real Cost: 10 0 7) Kinetic's Quickness: +3 DEX (9 Active Points); No Figured Characteristics (-1/2) Real Cost: 6 0 8) Kinetic's ReCharge: Absorption 1d6 (energy, END) (5 Active Points) Real Cost: 5 0 9) Kinetic's ReCharge: Absorption 1d6 (physical, STUN) (5 Active Points) Real Cost: 5 0 10) Kinetic's Rocksolid System: PowerDef (5 points) (5 Active Points) Real Cost: 5 0 11) Kinetic's Velocity: 5" Running (10 Active Points) Real Cost: 10 1 0 12) Megadyne's Barrier: FW (5 PD/5 ED) (25 Active Points) Real Cost: 25 2 0 13) Megadyne's Forcebolt: EB 2d6 (10 Active Points) Real Cost: 10 1 0 14) Megadyne's Mind over Matter: TK (10 STR) (15 Active Points) Real Cost: 15 1 0 15) Megadyne's Mind over Matter: TK: add Fine Manipulation (10 Active Points) Real Cost: 10 1 0 16) Megadyne's Shield: FF (5 PD/5 ED) (10 Active Points) Real Cost: 10 1 0 17) Megadyne's Wings of the Will: Flight 5" (10 Active Points) Real Cost: 10 1 0 18) Spartan's Disregard for Pain: +5 STUN (5 Active Points) Real Cost: 5 0 19) Spartan's Mighty Strength: +15 STR (15 Active Points); No Figured Characteristics (-1/2) Real Cost: 10 1 0 20) Spartan's Remarkable Recovery: +5 REC (10 Active Points) Real Cost: 10 0 21) Spartan's Unyielding Resolve: +5 ED (5 Active Points) Real Cost: 5 0 22) Spartan's Unyielding Resolve: +5 PD (5 Active Points) Real Cost: 5 0 23) Spartan's Unyielding Resolve: Armor (5 PD/5 ED) (15 Active Points) Real Cost: 15 0 24) Spartan's Warrior Aura: +10 PRE (10 Active Points); Only for PRE Attacks (-1) Real Cost: 5 5 Ageless: LS (Longevity: Immortal) 3 Bite: HKA 0d6 + 1 (standard effect: 1 BODY, 2 STUN), Penetrating (+1/2) (7 Active Points); No STR Bonus (-1/2), Target must be grabbed, unaware, or willing (-1/2) 1 10 Nightvision: IR Perception (Sight Group), Discriminatory 23 Regeneration: Healing 1 BODY, Can Heal Limbs, Resurrection, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2) 4 The Will: Mental Defense (8 points total) Powers Cost: 157Cost Skill 3 Acting 13- 1 Analyze: Super Powers 8- 3 Breakfall 13- 1 Computer Programming 8- 3 Concealment 13- 3 Conversation 13- 1 Lockpicking 8- 3 Paramedics 13- 3 Persuasion 13- 1 Security Systems 8- 1 Seduction 8- 3 Shadowing 13- 3 Sleight Of Hand 13- 3 Stealth 13- 1 Tactics 8- 3 KS: Sports 13- 1 SS: Genetics 8- 0 Language: English (idiomatic) (4 Active Points) 1 Language: German (fluent conversation) (2 Active Points) 2 Language: Persian (fluent conversation) 2 Language: Gaelic (fluent conversation) Skills Cost: 42Val Disadvantages 10 Distinctive Features: Genetic blood tests result in "nonsense" (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 5 Distinctive Features: Mutant Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 10 Hunted: Anti-Mutant Group 8- (As Pow, Harshly Punish) 15 Hunted: Megadyne's Enemies 8- (Mo Pow, Harshly Punish) 10 Psychological Limitation: Code vs Killing (Common, Moderate) 10 Psychological Limitation: Compulsion to "Sample" genetic powers (Uncommon, Strong) 10 Psychological Limitation: Confident (Common, Moderate) 5 Psychological Limitation: Fascinated by Blood (Uncommon, Moderate) 15 Psychological Limitation: Secretive (Common, Strong) 5 Social Limitation: Minor (Occasionally, Minor) 10 Social Limitation: Secret: "Vampiric" Nature (Occasionally, Major) Disadvantage Points: 105Base Points: 150Experience Required: 66Total Experience Available: 21Experience Unspent: 0Total Character Cost: 321 Height: 1.73 m Hair: Auburn Weight: 55.00 kg Eyes: Green Appearance: Auburn hair, deep green eyes, and skin with a hint of cinnimon. Her fairly attractive appearance has taken on a slightly hungrier look, and her increasing confidence and enigmatic tendancies only increase her mystique. Ironically, it's not something that matters that much to her.Personality: Dierdra is remarkably confident, composed, and mature for a 16-year old girl. She is also reserved, and more than a little secretive. She shares nothing about herself that she doesn't have to, and feels absolutely no remourse or regret over this fact. Despite this aspect of her personality, she is a decent person, loyal to her friends when it comes down to it, and with a deep sense of responsibility. She has only begun to understand the effect that the increasing strength of her personality can have on others. Quote:"You should not speak of things you do not understand." Background: Dierdra didn't have the typical traumatic emergence of mutant powers. During the summer before 6th grade, she slowly developed the ability to see in the dark. In 7th grade, a "serious injury" suffered on the soccer field was an inconsequencial sprain by the next morning. Nothing serious came up, except for that strange little fascination with blood she never told anyone about. As a freshman in high school, her first serious relationship was with Nick Weller, now known as Megadyne. She was the first person he told about his telekinesis. Imagine their suprise when she manifested identical TK powers. The following summer, Nick took the fateful step of saving a falling construction worker in public, resulting in instant fame, and trouble close behind. Someone hired the mentalist mercenary Cerebellum to "aquire" Nick, and she would have succeeded, had someone warned her that he'd be on a date with another mutant. Suprised by the villain at a downtown restaurant, Nick went down without a fight. An empathic wave of panic from the mentalist sent the rest of the patrons screaming for the exits, but as she turned to claim her prize, the restaurant's floor-to-ceiling windows exploded and she was hit from behind by a storm of shattered glass. Confused, and thinking that it was Nick fighting her, she didn't react in time to a very angry Dierdra, who tackled her from behind and instinctively bit her on the shoulder -- hard. Dierdra's canines sank in, and for the first time in her life she tasted hot blood flowing into her mouth -- and she liked it. She recoiled in horror, and spat most of the blood out, but did get enough of a "sample" to aquire some of Cerebellum's repetoir. Cerebellum took advantage of the opportunity to flee, contract be damned. It was soon after that Nick was contacted by The Vindicators, regarding their ongoing fight with Cerebellum's employer, and an offer to train him. Suddenly bitten by the superhero bug, Nick jumped at the chance. Nick and Dierdra eventually grew apart romantically, but remain friends. Nick knows she's a mutant, but not about the exact nature of her powers. (Incomplete portion of backstory follows.) It was around this time that Dierdra's parents learned that she was a mutant. Their reaction was mixed. Through a convoluted series of events, she ended up at The School. Spartan: Heroic brick -- reluctantly sampled his powers after he was knocked out in a fight, in order to save him. Kinetic: Kinetic energy manipulator -- stole a sample of his blood from the medical lab (compulsion got the better of her). Powers/Tactics: Dierdra is a mutant "vampire" with a twist: she's also a walking genetic library. Her body absorbs mutant genes, giving her access to whatever powers those genes grant. Just a handful of "samples" has given her excellent flexibility, and she uses it to good advantage in a fight. She plays it close to the vest, and doesn't brag, announce her attacks, or show off. She doesn't want anyone to figure out how her powers actually work.: .
  15. Any news on the status of the list? Seriously, sometimes I need help coming up with limits. I know I'm questioning HEROphile canon here, but not every person or character is defined by flaws, limits, and drawbacks.
  16. No one is "the best." There is no "ultimate." Everyone loses eventually.
  17. As I'm sitting here thinking about it, I kinda like the Disads solution. From a purely mechanical standpoint, it's not always easy to come up with that last Disad or two.
  18. Zornwill makes a very good point. One of my continuing problems with the insistance on being "true to the comics" is that the comics are not true to themselves. Contintuity and consitency mean a great deal. More than once I've been told that you "can't let that stuff get in the way of a good story." "That stuff" is key to a good story in an ongoing format such as a comic book.
  19. OK, when you said "sexual contact" I guess I took you literally. Oh, and I didn't mean to hijack this thread into a NTT discussion. Oops.
  20. The problem is, that's not at all true to the reality of the situation.
  21. Huh. I wonder if that was on purpose or something...
  22. I'm working on "B" right now. Do you have any idea how hard it is to come up with catchy names for the powers of four different supers at the same time?
  23. T'Shenk Kennet - Considering how much Regeneration he has, he's more likely to wake up and have to work his way out of the rubble. But anyway... The first and most important thing, in his mind, would be to disappear. Then, start figuring out who is going to pay.
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