Jump to content

Blue Jogger

HERO Member
  • Posts

    1,393
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Blue Jogger

  1. Re: Showing my age again Yeah, but couldn't you just see.... "Ah, Superman, do you mind telling us why you dug up our super secret deep underground miltary headquarters?" "I thought you were the bad guys?"
  2. I did one based on Die Hard. For offensive, he picked up weapons, "Where did you get that?" "Found it." For defense, he had minor Armor based on never getting hit anyplace vital and Regeneration, "I heal quickly". The hard part he kept have to "borrow" transportation to keep up with the flying superheroes. "Where did you get that motorcycle?" "I found it." "Oh really?" "Yeah, but ya know... I don't think this is my motorcycle." "Oh?" "It looks just like mine. But it's not." He had a VPP for instant gadgets and borrowed vehicles.
  3. Thanks OddHat, I'm still not sure if it invokes sympathy or just pity. Hmm, my challenge, take a famous Superhero or Supervillian (DC, Marvel or Hero) and have him have a "change of heart". Maybe he's lost his way and become evil. Maybe something finally caused him to become good. Maybe he's just revamping his look for the new decade or passing the torch to the next generation.
  4. Re: Sympathetic Villain Oops, I was wrong about the PD and REC (I went back and fixed it). I'm not sure about the invisible power effects for the TK, if I go with +1 then there's no way to trace it back to Burnout (maybe that's the way to go). It only makes the pool 135 instead of 100.
  5. Ok, my choice for a sympathetic villain with mental powers. It's still a rough draft. Name: BURNOUT 10 STR 0 13 DEX 9 18 CON 16 15 BODY 10 10 INT 0 20 EGO 20 15 PRE 5 10 COM 0 2 PD 0 4 ED 0 3 SPD 7 6 REC 0 36 END 0 29 STUN 0 6" Run 0 2" Swim 0 1"/1" Leap 0 1 Life Support: Only needs to sleep 8 hours a week 5 Eidetic Memory 5 KS: Mental Powers 12- 5 KS: Psychology 12- Powers 38 pts Clairsentience Sight & Hearing (+1 Based on Ego, -1/2 May direct TK, but must report back before Burnout knows) 100 Multipower 10u Telekinesis 30 STR ( +1/4 Invisible to Normal Sight, +1 Based on Ego) 6u Telekinesis 10 STR, Fine Manipulation, Extra Limbs (6 pairs) (+1/4 Invisible to Normal Sight, +1 Based on Ego) 10u 20d6 Telepathy 48 pts 20 PD/20 ED Armor (-1/4 Only perceived attacks) Telekinetic Shield 20 pts 10" Flight 10 pts Mental Defense Disadvantages 10 pts Social Limitation: Mentally ill (Freq 11-, Minor) 15 pts Physical Limitation: Excessive use of powers causes mental confusion (Freq 11-, Greatly) 15 pts Psychological Limitation: Avoids interacting with others especially supers (Common, Strong) 15 pts Psychological Limitation: Believes all powers (except telepathy) are due to six other people helping him (uncommon, total) Appearance: Dirty unkempt brown hair with baggy blue eyes. Late 30's. Dresses in discarded clothes. Background: When Steve was 14, he discovered latent mental abilities, mainly telepathy. His parents signed him up for experimental research into paranormal extra-sensory perception. The research pushed him beyond the breaking point. He is now homeless and unable to deal with anyone but his special friends. Personality: Steve distrusts other people especially those that claim they will help him. He was "helped" once. He is not normally violent, but will tends to lash out at supers out of fear. In his lucid moments, he might actually help someone though at a safe distance. He fears human contact and how scrambled his mind gets. Quote: "Why can't you understand, we don't need you... and you don't need us." Powers: Steve was a fairly good telepath, he is now incredible and developed telekinesis as well. Due to the stress involved, he believes his new powers come from people no one else can see. His clairsentience is based on his belief, so he will not gain information viewed through it until it has "reported back", but will direct the telekinesis as if someone was actually there. In combat, he will naturally be far away (50 hexes away) as his "invisible friends" do his dirty work for him.
  6. I wrote up one dwarven axe that had had no actual attack power, but had several skills based on the knowledge collected over the years. Basically had the following KS: Legendary Battle Tactics Tactics KS: History KS: Dwarvish Divine Law KS: Diplomacy Conversation Oratory Basically, it was designed to lead armies and made the wielder not look foolish doing it.
  7. Extended lifespan might be seen as proof of Divine Right (or at least magical power) while aging quickly might be seen as proof of peasantry. Extended lifespans makes changes in Kings a big deal. If eight years seem like a long time to have someone in power, imagine eight hundred years. A sudden death of a several hundred year old King would cause massive chaos and panic ("Who will run the kingdom now?"). Politics might even change to accept that the King will live forever (especially after eight hundred years) and instead extreme long-term plans of gaining influence with the King. Long lived wizards and short-lived Kings can effective gain control of the government if patient enough. A young boy who will be King will easily believe an wise wizard who seems kind and helpful. How powerful one gets in a thousand years depends greatly on what power he can gain in those thousands years. Collecting magical items, gaining fear/respect of the people, learning certain skills (history, conversation, beurcatics, KS: politics, trading, PS: dipolmacy, etc.), remembering history that others have forgotten (and twisting it to your end). All of these play a factor.
  8. It's not a stupid idea, but it is a rather tough one to run. I rather like the idea of Destroyers contacting each other. "Follow me or die!" "Funny, that's what I was thinking." Most heroes would realize that Destroyer wouldn't just give them an inter-dimensional transport. Instead let the heroes stumble across it. "You do remember, Destroyer has an inter-dimensional transport." Even better, have the heroes "borrow" it while Destroyer watches from his stronghold. "Foolish heroes, they took the bait."
  9. Ok, I like to think that I have a good mixture. I've argued for dramatic license when rules are getting in the way of a valid non-combat concept. It costs X and we'll handwave the rest. Since new ideas are rare in Champions, I tend to want to preserve them using dramatic license. I like the simulation qualities of Hero Games. I don't want to hear, "You hit him." I want to hear, "You hit him in the head, 'AAAGGHHH!'" or "You hit him in the head, the shot bounces off, 'Ha ha ha. Puny man, you can't stop me. No one can stop me!'" We are encouraged by the GM to really focus on the details to invoke imagination. And yeah, I got an inner powergamer. "I bought this as 4D6+1, just so I can push it to 5 dice. Take 5 dice! DIE VILLIANOUS SCUM! Yeah, I made my EGO roll, Eww, 19 END, you can smell the ozone as I burn away that soul energy. 20 BODY and 20 STUN. What he's still standing??? One more time. Pushing again for 5 dice. Yeah, made it, even with the house rule of additional minuses because we push all the time. WITH MY LAST BREATH, I WILL FIGHT YOU! 15 BODY and 45 STUN. Another 19 END, rolling STUN loss. Yeap, that did it. I'm unconscious."
  10. Magnifier glass goes here. Playing a character with an END Reserve and high END Cost means that he's going to have to budget his END so that it will last the battle. If he runs out, make sure that he has some skills or other gadgets so that he'll have something to do. Or he might just go in "guns abazing" since if the bad guys are all down fast enough, who cares about budgeting?
  11. I have been tempted to create EGO Drain, NND, defense is not having Danger Sense or LS: Does not need to sleep. The effect is linked to the main power, Images to Danger Sense, 0 END, persistent, Activate 8 or less
  12. Is the disarm to knock something out of someone's hand or to teleport it into yours? What's the special effect of this ability? If it is just to knock it out, an EB at -2 OCV will work. If it is some sort of take out and control, then I'd go with Stretching and possibly extra STR, only to disarm.
  13. Whole different idea. Buy the power as such 12D6 EB, Use End Reserve or Personal End (+1/4), x10 END Cost (-4), Must use an increasing ratio of personal end (-1/4) (75 Active, 14 Real) Then buy an END Reserve, (note that the minuses are the amounts that have to be paid with personal END) (60-6)+(60-12)+(60-18)+(60-24)+(60-30)+(60-36)+(60-42)+(60-48)+(60-54)= 54+48+42+36+30+24+18+12+6= 270 END (27 Real) Of course, this tops out at x10 END (and no longer uses the END reserve). This gives a total cost as 41 real points. Note, this does go against Steve's warning of High END Cost and END Reserve, but I think it balances out. Personally, I think of END Reserve as worthy of its own power structure next to EC and Multipower. But I'm a "pizza oven" kinda of guy. (For those keeping score, this is equivalent to a net 1/2 limitation) There are two types of Champions players, ones who use calculators, and ones that have Lightning Calculator Talent.
  14. I thought it was Positive Reputation: Smarter Than The Average Bear balanced out with Watched by Mr. Ranger (14-, As Pow) and possibly a Rivalry with other bears.
  15. "Forgot to turn on my turn signal." (click-click, click-click, click-click)
  16. I couldn't choose what my powers should be and then it dawned on me... MULTIFORM Normal True Form - 350 pts Advanced ShapeShifter (including small critters) Form - 350 pts and 3 "Out of Chewing Gum" Forms - 350 pts each Normal Form has 80 pts of Multiform, some Skills, Regeneration, Secret Base, Wealth, Perks, etc... Advanced ShapeShifter has *all* the neat shapeshift package including the ability to become small cute critters (2 levels of shrinking), sprout wings, regeneration and imitate other people. and 3 other Forms. One would be a typical Superman ripoff, named "POWERGAMER!"
  17. I've always been partial to Area Effect Entangles. It gives a DEF and a BODY and you know how many hexes you can create. KS: Sculpture may be required...
  18. Hmmmm 60 Multipower 6u 12d6 Energy Blast 1u +20 STR, Increased Active Cost x3, (-1) 1u +20 ED Force Field, Increased Active Cost x3, (-1) 1u 4" Stretching, IAC x3, (-1) (etc, etc, etc...) You would also have to watch out for an intentionally large multipower reserve with several Increased Active Cost slots. Not that I haven't done this with END Reserve and Increase Endurance Cost, mind you. I would never do that.
  19. One way is to have Mental Illusions and have a limitation that if the victim comes close to breaking out (missed by 3 or less), he is still affected by the Illusions but can ignore them. The limitation would probably be -1/4. The real fun is when the victim is ignoring the illusion and then you add a REAL villian. "Mechanon? You can't be Mechanon, he's in jail." "Foolish Flesh creature! Believe what you will."
  20. I wanted to see how other people would build this power. Bloodlust +3 OCV Hand to Hand, -3 DCV (-1/4) (9 Active, 7 Real) The -3 DCV seems weak at -1/4, but Bulky is -1/2 and it's 1/2 DCV, 1/2 OCV. Next if I wanted to give this to an enemy, it makes it really expensive. Plus, I'm not sure you can put a limit on a 3 point skill. Comments?
  21. Could we make it an armored WOMAN, who is disguised as a man (who can tell in all that armor?) and then have EVERY other woman panting for her unbenownst to her. The kicker, the armor isn't powered, she's just so radioactive that she needs to be behind thick lead shielding. "Let's put this way, I glow in the dark." Watched by EPA. " You fire Gamma Bursts? Not within city limits, you don't."
  22. Here's some questions to help you. Why is it a "city of the future"? Does it have an excellent public transportation system? Do people work and live in the same building? Are the skyscrapers unusually large or do they go underground? Is it expensive to live there? What's the view from a window? Can you see a lake, a river, a forest, the ocean?
  23. One of my favorite moments... I had built the Hall of Justice (the one from the Superfriends). It's purpose was to prevent supervillians from attacking the nearby university (where the Public Id Scientist used to work) and instead attack the Hall of Justice. Well. It didn't work. The supervillians trashed the university and then started trashing the Hall of Justice. The heroes collected outside to determine what to do now since the villians were clearly more powerful. I pantimimed pulling out a remote control and extending the antenna. "Foolish villians! Did you not think I wouldn't have a self-destruct device for MY OWN BASE!" With an evil grin, I mimiked pressing the button. The GM looked at me with huge eyes. "Are you serious?" The other players roared with laughter. I had clearly stated that the walls were made out of reinforced concrete, tough and easy to repair. "Sadly, no." But the expression on everyone's face made spending the points for the Hall worth it.
  24. If I had to rename Detroit, I would go with something that would inspire new hope like Iron City, after all don't they still have iron factories there?
  25. My two cents. Make 2 STR cost 3 points. (This keeps it inline with the No figured Characteristics being a -1/2 limitation.) -7 pts for 5 STR -6 pts for 6 STR -4 pts for 7 STR -3 pts for 8 STR -1 pt. for 9 STR 0 pts for 10 STR 1 pt. for 11 STR 3 pts for 12 STR 4 pts for 13 STR 6 pts for 14 STR 7 pts for 15 STR 9 pts for 16 STR 10 pts for 17 STR 12 pts for 18 STR 13 pts for 19 STR 15 pts for 20 STR +3 pts for +1 STR Things that Aid STR are aided only 2/3 the amount listed OR cost 3/2 more (whichever makes more sense)
×
×
  • Create New...