Jump to content

incrdbil

HERO Member
  • Posts

    4,626
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by incrdbil

  1. Re: A campaign for my kids

     

    And now my wife's character, Synapse--the edgy 'wierdo' who just needs good friends to put her on the right track.

     

    SYNAPSE
    Val	Char	Cost	Roll	Notes
    13	STR	3	12-	Lift 151.6kg; 2 1/2d6; [3]
    14	DEX	12	12-	OCV 5 DCV 5
    15	CON	10	12-	
    10	BODY	0	11-	
    13	INT	3	12-	PER Roll 12-
    18	EGO	16	13-	ECV: 6
    13	PRE	3	12-	PRE Attack: 2 1/2d6
    12	COM	1	11-	
    
    4/21	PD	1		Total: 4/21 PD (0/17 rPD)
    4/21	ED	1		Total: 4/21 ED (0/17 rED)
    4	SPD	16		Phases:  3, 6, 9, 12
    6	REC	0		
    30	END	0		
    25	STUN	0	Total Characteristic Cost: 66
    
    
    Movement:	Running: 6" / 12"
    Swimming: 2" / 4"
    Leaping: 2" / 4"
    Teleportation: 15" / 120"
    
    Cost	Powers	END
    17	Teleportation Powers: Elemental Control, 34-point powers	
    18	1)  Teleport Protective Field: FF (14 PD/14 ED), Reduced Endurance (1/2 END; +1/4) (35 Active Points)	1
    19	2)  Stepping Out: Teleportation 15", x4 Increased Mass, x8 Noncombat (50 Active Points); Activation Roll 14- (-1/2), Concentration (1/2 DCV; -1/4)	5
    11	3)  Back at You: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); Costs Endurance (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)	4
    
    11	Mind Shield: Mental Defense (15 points total)	0
    
    28	Mental Powers: Multipower, 50-point reserve,  (50 Active Points); all slots Activation Roll 14- (-1/2), Concentration (1/2 DCV; -1/4)	
    2u	1)  Ohh, I love Secrets!: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4); Stops Working If Mentalist Is Stunned (-1/2)	2
    2u	2)  Psychic Smackdown: EB 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Beam (-1/4)	2
    3u	3)  Messing with your Mind: Ego Attack 4d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4)	2
    2u	4)  See things My way: Mental Illusions 5d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4), Cumulative (60 points; +3/4); Stops Working If Mentalist Is Stunned (-1/2)	2
    2u	5)  I like things done My Way.: Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Stops Working If Mentalist Is Stunned (-1/2)	2	
    
    Perks
    1	Fringe Benefit:  Membership: Clique
    
    Talents
    6	Combat Luck (3 PD/3 ED)
    
    Skills
    3	Streetwise 12-
    3	Stealth 12-
    3	Lockpicking 12-
    3	Acting 12-
    
    
    Total Powers & Skill Cost: 134
    Total Cost: 200
    
    100+	Disadvantages
    15	Psychological Limitation:  Code vs Killing (Common, Strong)
    15	Psychological Limitation:  Stubborn (Common, Strong)
    15	Social Limitation:  Secret Identity Frequently (11-), Major
    10	Social Limitation:  Age (Frequently, Minor)
    20	Hunted:  Ravenswood Staff 11- (Mo Pow, NCI, Mildly Punish)
    5	Distinctive Features:  Clique (Easily Concealed; Noticed and Recognizable)
    5	Susceptibility:  Being Teleported by anyone/anything else, 1d6 damage Instant (Uncommon)
    5	Unluck: 1d6
    10	Distinctive Features:  Mutant: Registers on Mutant Scanners (Not Concealable; Always Noticed ; Detectable Only By Unusual Senses)
    0	Experience Points
    
    Total Disadvantage Points: 200
    
    Standard Equipment:
    Cost	Powers	END
    Image Inducer: Shape Shift  (Sight Group), Instant Change, 1 Continuing Fuel Charge lasting 1 Day (+1/2) (22 Active Points) (, )	[1 cc]
    School Pin: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense Affected As More Than One Sense Radio, hearning, not mental (-1/4) (, )	0
    Ravenswood Costume: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2) (, )	0

     

    Background/History: Another year, another school. Her parents warned her that thsi was it. No more second chances. No more expulsions. No more trouble, or she was going to be in real trouble, maybe even sent to some juvenile detention facility. Desdemona sighed. Another lecture. It wasn't her fault. She just kept gettign bad breaks. Well, maybe that last time she deserved it, but those kids were so mean to others, she just had to teach them a lesson. Then that escapade sneaking out..well, the police wanted to call it breaking and entering, but she wasn't there to steal anything! Life is just so unfair. The only thing that makes her life bearable (even if she won't admit its also why she gets into so much trouble) were the powers she discovered just a few years ago.

     

    Personality/Motivation: Synapse is a different kind of girl. she marches to her own drummer, both in fashion, music, and tastes. she's been labeled a wierdo for a long time now, but she doesn't care what the normal kids think. In fact, she doesn't really like normal kids that much, all trying to be alike, act alike, dress alike. For a long time, she sought out fellow 'individualists' but there's a lot of personality clashes there. She refuses to admit to anyone that hse is sort of lonely, and really would like some others with 'wierd' abilities to just to be with.

     

    Powers/Tactics: Synapse has strong teleportation based powers, plus a good array of mental abilities. she's still learnign to harness them, and occasionally she loses focus and can't achieve the affect she was hoping for.

  2. Re: A campaign for my kids

     

    Next up, StarStrike

     

    STARSTRIKE
    Val	Char	Cost	Roll	Notes
    20/50	STR	10	13- / 19-	Lift 400.0kg/25.6tons; 4d6/10d6 [2/3]
    14/17	DEX	12	12-	OCV:  5/6/DCV:  5/6
    13/25	CON	6	12- / 14-
    13	BODY	6	12-
    18	INT	8	13-	PER Roll 13-
    13	EGO	6	12-	ECV:  4
    15	PRE	5	12-	PRE Attack:  3d6
    14	COM	2	12-
    
    6/25	PD	2	Total:  6/25 PD (6/15 rPD)
    5/20	ED	2	Total:  5/20 ED (5/15 rED)
    3	SPD	6	Phases:  4, 8, 12
    7/15	REC	0
    26/50	END	0
    30/51	STUN	0	Total Characteristic Cost:  65
    
    Movement:	Running:	6"/12"
    Leaping:	10"/40"
    Swimming:	2"/4"
    
    Cost	Powers	END
    Heroic Identity, all slots OIHID (-1/4)
    30	1)  SuperStrong:  +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points)	1
    19	2)  SuperTough:  +12 CON (24 Active Points)
    5	3)  SuperAgile:  +3 DEX (9 Active Points); No Figured Characteristics (-1/2)
    10	4)  Is that supposed to hurt?:  +13 PD (13 Active Points)
    10	5)  Is that supposed to hurt?:  +13 ED (13 Active Points)
    12	6)  Impenetrable Skin:  Damage Resistance (15 PD/15 ED)
    16	7)  No, really, are you trying to move me?:  Knockback Resistance -10"
    4	8)  I can move anything:  +20 STR; Increased Endurance Cost (x5 END; -2), Limited Power Power loses about half of its effectiveness (Only for Lifting/Moving Things; -1), No Figured Characteristics (-1/2)	10
    13	9)  Superflight..well, jump:  Leaping +6" (10"/16" forward, 5"/8" upward) (Accurate, x4 Noncombat) (16 Active Points)	2
    
    Equipment
    
    Image Inducer: Shape Shift (Sight Group), Instant Change, 1 Continuing Fuel Charge lasting 1 Day (+1/2) (22 Active Points)  [1 cc]
    
    School Pin: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense Affected As More Than One Sense Radio, hearing, not mental (-1/4)  0
    
    Ravenswood Costume: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2)  0 
    
    Perks
    1	Fringe Benefit:  Membership: Clique
    
    Skills
    3	Computer Programming 13-
    3	KS: Computer Hacking 13-
    3	Electronics 13-
    2	KS: The Superhuman World 11-
    2	KS: Computer Security 11-
    2	KS: Internet Fads and Trends 11-
    
    Total Powers & Skill Cost:  135
    Total Cost:  200
    
    100+	Disadvantages
    5	Accidental Change When angered of very frustrated:  8- (Uncommon)
    10	Distinctive Features:  Mutant: Registers on Mutant Scanners (Not Concealable; Always Noticed ; Detectable Only By Unusual Senses)
    5	Distinctive Features:  Clique (Easily Concealed; Noticed and Recognizable)
    10	Hunted:  Clique character belongs to 11- (As Pow, NCI, Watching)
    20	Hunted:  Ravenswood Staff 11- (Mo Pow, NCI, Mildly Punish)
    15	Social Limitation:  Secret Identity Frequently (11-), Major
    10	Social Limitation:  Age--Under 16 in normal ID (Frequently, Minor)
    15	Psychological Limitation:  Protective of Innocents (Common, Strong)
    10	Vulnerability:  2 x STUN Darkness Based Attacks (Uncommon)
    
    Total Disadvantage Points:  100

     

    Background/History: Kimberly Star Woods seemed to be a typical kid, fairly smart, not too athletic; she spent a lot of time on the computer, though she wasn't interested in breaking into computers, she liked just knowing how. She also spent a lot of time on the superhuman forums and web pages. she liked trading rumors, gossip, and information on all of the various forums..though she didn't care much for all the jerks who seemed to like villains. Her time on the web was a refuge from all the usual tramuas of teen life. She had to put up with a lot of stupid boys whothought a girl couldn't know a lot about computers, but she found them easier to handle than many of the stuck up girls at her old school who called her a lot of names and tried to bully her. Then she turned 13, and life got weird. Her mutant genes kicked in. She realized that instead of reading about superheroes, she could be one!

     

    Personality/Motivation: Kimberly is a bit shy, and not exactly overwhelmingy confident. Still, she's always been fascinated by superheroes, and the moment she realized she was developing powers, there was absolutely no dount in her mind what she would do with them. StarStrike has a very strong sense of morality. Bad Guys must be stopped, no matter what. She's got powers, and she doesnt liek people who hurt others or break the law so its pretty simple what she has to do, from her point of view.

     

     

    Powers/Tactics: StarStrike can bring up a shining field of twinkling energy about her. When she does so, she becomes superstrong, tough, and quick. She can even fly! Ok, so its not flying, she just jumps really high. But she hopes one day to fly. Even when not manifesting her powers, her mutant physiology has made her a lot stronger and taller than most girls her age, which she is pretty sensitive about. Sometimes, when she gets really angry or frustrated, her powers will manifest, often leading to some property damage.

  3. Re: A campaign for my kids

     

    First up--Wildefire, played by my youngest daughter. I gave her a semi-mysterious origin just for simplicities sake, and maybe for a special plotline down the road.

     

    WILDEFIRE
    Val	Char	Cost	Roll	Notes
    13	STR	3	12-	Lift 151.6kg; 2 1/2d6; [1]
    20	DEX	30	13-	OCV 7 DCV 7
    18	CON	16	13-	
    10	BODY	0	11-	
    13	INT	3	12-	PER Roll 12-
    11	EGO	2	11-	ECV: 4
    15	PRE	5	12-	PRE Attack: 3d6
    16	COM	3	12-	
    
    5/20	PD	2		Total: 5/20 PD (0/15 rPD)
    5/24	ED	1		Total: 5/24 ED (0/19 rED)
    4	SPD	10		Phases:  3, 6, 9, 12
    7	REC	0		
    36	END	0		
    26	STUN	0	Total Characteristic Cost: 75
    
    
    Movement:	Running: 6" / 12"
    Swimming: 2" / 4"
    Leaping: 2 1/2"
    Flight: 20" / 40"
    
    Cost	Powers	END
    33	Multipower Fire based weaknesses, 50-point reserve,  (50 Active Points); all slots Custom Modifier (-1/4), Limited Power Power loses about a fourth of its effectiveness (Lack of Control; -1/4)	
    3u	1)  Regular Fire Blast: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points)	2
    3u	2)  Strong Fire Blast: Energy Blast 10d6 (50 Active Points)	5
    3u	3)  FireBall: Energy Blast 6d6+1, Explosion (+1/2) (48 Active Points)	5
    2u	4)  Fire Punch: (Total: 50 Active Cost, 25 Real Cost) Hand-To-Hand Attack +6d6+1, Reduced Endurance (1/2 END; +1/4) (40 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 20) plus Sight Group Flash 2d6 (10 Active Points); No Range (-1/2) (Real Cost: 5)	2
    3u	5)  Blinding Flash: Sight Group Flash 6d6, Explosion (+1/2) (45 Active Points)	4
    
    16	Elemental Control, 40-point powers,  (20 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Fire Based Weaknesses; -1/4)	
    18	1)  Fire Shield: Force Field (15 PD/19 ED), Reduced Endurance (1/2 END; +1/4) (42 Active Points)	1
    24	2)  Fire Flight: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points)	2
    2	I can take the Heat!: LS  (Safe in Intense Heat)	0
    9	Protected Vision: Sight Group Flash Defense (9 points)	0
    
    Perks
    1	Fringe Benefit:  Membership: Clique
    
    Skills
    3	Acrobatics 13-
    2	PS: Cheerleading 11-
    3	Oratory 12-
    
                Equipment
    
    Image Inducer: Shape Shift (Sight Group), Instant Change, 1 Continuing Fuel Charge lasting 1 Day (+1/2) (22 Active Points)  [1 cc]
    
    School Pin: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense Affected As More Than One Sense Radio, hearing, not mental (-1/4)  0
    
    Ravenswood Costume: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2)  0 
    
    
    Total Powers & Skill Cost: 125
    Total Cost: 200
    
    100+	Disadvantages
    15	Social Limitation:  Secret Identity  Frequently (11-), Major
    15	Psychological Limitation:  Protect the Innocent (Common, Strong)
    10	Psychological Limitation:  Curious (Common, Moderate)
    10	Social Limitation:  Age--Under 16 in normal ID (Frequently, Minor)
    15	Hunted:  Ravenswood Staff 11- (As Pow, NCI, Mildly Punish)
    10	Hunted:  Clique character belongs to 11- (As Pow, NCI, Watching)
    10	Rivalry:  Professional (Head Cheerleader), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    5	Distinctive Features:  Clique (Easily Concealed; Noticed and Recognizable)
    10	Vulnerability:  1 1/2 x STUN Cold Attacks (Common)
    0	Experience Points

     

    Total Disadvantage Points: 200

     

    Background/History: Tyra Wilde is a 14 year old girl who was much like many others until an accident on her 12th birthday. She was visiting her fathers workplace, and she was terribly bored with the office and the boring stuff he was showing her. He was called away to a meeting, and she decided to explore. The warnings on a nearby lab were only enticements to the over-curious girl. She doesn't remember what happened after she went in the lab--she woke up outside the building, her father very happy to find her. It seems a fire broke out in the building while he was gone, and the entire structure burned down. Tyra wasn't sure if she was responsible, but she was afaraid to talk about it. Shortly afterwards, she started noticeing odd things. She was always a clutz before, but now she was graceful, even acrobatic. And then came the day where she found she could actually control fire. Well, sort of. She's really good at projecting fire, controlling it is another story. Somehow, she had gained super-powers. Although becoming a super-heroine wasn't her first thought, she's always been kind at heart, and concerned for others, and the combinanation is leading to an inevitable destiiny.

     

    Personality/Motivation: Right now, Tyra is a happy, fun loving girl, who is just as excited that her dream of being a cheerleader is possible as much as her powers. Her natural dexterity and speed before were very lackiing, but now she has developed skills that some say could make her an olympic athelete.

  4. Re: Mind Slayer

     

    BTW it appears from Mind Slayer's history blurb that PSI is still up and running as an organization in the Cryptic-ordered Champions Universe, not broken as described in Champions Universe: News Of The World. If true, my condolences to Darren and Steve for the reversal, but I for one approve. :thumbup:

     

    Darn transdimensional mental illusion really messed with Darren and Steve apparently. What else do you expect from those sneaky mentalists, faking their fall?

  5. Re: D&D 4th

     

    Silly weapon restrictions? Yes, but not in the way you think. Clerics are restricted to "Simple" weapons. It's a silly list.

     

    Spells don't really exist anymore. They have Cleric Powerz which are variations of attack powers interspersed with some Healing abilities. There are Rituals that sort of take the place of spells, but they are much fewer than the sheer number in earlier editions.

     

    Sounds horrifically boring and repetitive. Oh, but next years players book will add more...yeah, I see where this is going. :thumbdown

  6. Re: D&D 4th

     

    [*]In terms of class abilities, I can't imagine too many Clerics (and I imagine other classes), of equal level, looking too different. Individuality is going to come from sheer role-playing, the minor customization from race and feats, and what "goodies" the individual characters pick up along the way. Statistically, they are going to be very similar.

     

    That is a shame. I hope they havent returned to silly weapons restrictions for clerics. Is there some nod toward spell selection modified to the domain of the Clerics deity?

     

    It's almost..how do I put this..Games workshopian in feel? Anything to get new players in and sell the core. Not that much to really keep people in it other than inertia, and the false perception of having some 'investment' in the game after you make that purchase.

  7. Re: D&D 4th

     

    I run HERO a lot and I can't remember the last time I pulled out a battle map or miniatures. I don't even own any miniatures.

     

    I agree--HERO is fairly easy to do without a map. About the only thing you really have to abstract is turning mode, but you can still adjudicate that pretty well as long as you give a good description of the area.

  8. Re: Personal Sacrifice

     

    Life force is pretty tricky. Is the life force something more than just body? Is it a permanent loss of lifespan?

     

    If so, it could be a side effect of a partial transformation to the next higher age category. (defining the age categories as infant, child, teenage, young adult, adult, middle aged, senior citizen, elderly, and dead.).

     

    Use a power, gets some transformation effect that doesnt heal when you cross that threshhold, you take on the age ramifications of your campaign of the next age category. (characteristic loss, possible physical limitations, lower charactersitic maxima, maybe even lowered active point limits on powers)--just depending how age impacts such things in the specific campaign.

  9. Re: D&D 4th

     

    Not to trying to be personal, but I always felt that argument from someone who plays Hero is just a little.... non-sensical

     

     

    Well, if D&D were like Hero, and not a class based game, it would be.

  10. Re: D&D 4th

     

    I'll repeat my suggestion from another thread. New forum drinking game! Drink every time someone uses a MMO term when describing D&D 4e. Drink twice if it's actually used in the rules. :D

     

    Can I read up on first aid for fatal levels of intoxication first? :)

     

    I can see how quickly creating a D&d character coudl lead to alt-itis. As people explore for the newest power combo, the fad of the month character type wll be bandied about, and people will quicky roll up a new alt to explore it.

     

    Ok, Drink !

  11. Re: I'd rather be me than my character because...

     

    ok, ignoring the obvious 'well I'm real and he's just a figment of my imagination only brought to life for occasional periods for the entertainment of others"

     

    I'd rather be me than Blaze because..multiple personality disorder is annoying. And both personalities have some major hang ups, and no family.

     

    I'd rather be me than Seer because I'd rather not be filled with self loathing and always intruding on the mental privacy of others, who was basically given to PSI by his family because he scared them.

     

    I'd rather be me than Ranger ..because hs life is way to dark, confusing, and one day hes going to find a bad end, and die unmourned.

     

    I'd rather be me than Hornet because...because.......hmmm

     

    He's a 45 INT character, young, great physical shape, can take off the super-suit and be normal when he wants, science skills to hell and back, fairly wealthy, loving wife, daughter, loves being a super-hero, leader of a very well respected team that works together well in a great city, upstanding guy, CvK, still takes the briefcase fusion plant out for a walk every now and then, makes the world a little better in and out of heroic identity...umm, little help ??

  12. Re: D&D 4th

     

    While I certainly prefer a game world that doesn't have hot and cold running magic items in every household' date=' I do remember some very good games using a variety fo systems in Forgotten realms. I'll second incrdbil belief that Hero system would certainly do it far better than D&D, particularly 4e.[/quote']

     

    That was the thing about the Realms, it had a pace for everyone. Our first games were centered squarely in the Moonshae's, where magic itmes didn't abound..though the mystic nature of the area was well done.

     

    Our most treasured magic item till about 10th level was or Unquenchable Mug. Put an ordinary, non-magical beverage in it, and it would never empty until you deliberately turned it over. It was amazing the uses we got out of that minor item.

     

    My group always enjoyed the Forgottne Realms,,probably because I was the only person who had ever read many of the novels. when people talk about being burned out, or being 'overshadowed' by high level NPC's, it seemed mainly to come from reading too many of the novels, or all of the source materials. My players occassionalyl heard stories of far off adventurers, but in their neck of the woods, they were the heroes of the day. No problems at all.

     

    I'm sort of curious to see what sort of mal-treatment the realsm are getting under 4e. Of course, that means some of the more recent 3e stuff should be going for cheap......

  13. Re: D&D 4th

     

    All I can do is vote with my dollars. WotC has lost my rather significant business. I see no reason to tolerate a mediocre system if they are going to destroy my favorite setting.

     

    Broavo. From everything I've read, a move ot Fantasy HERO does a world of good for the Forgotten Realms, a setting certainly more worthy than the current system it suffers.

  14. Re: Help needed, I new to hero system can someone offer me some advice?

     

    ok, in therms of utility, cost effectivness, and getting you to play as soon as possibel with fewest hiccups...

     

    5er. You have it.

    Champions Universe--setting book, you have it. Has some characters. Enough to test things out with.

     

    My next purchase would be Hero Designer: Ity will help you make characters, and you can tweak villains, NPC's, make your own for games. Plus the helpful things it can do like print out combat record sheets.

     

    Honestly, the next choice I'd make is Conquerors, Killersm and Crooks before Champions. This book provides many more bad guys, plus a TON of plot seeds for the GM. You can look at the builds inside for inspiration on doing certain powers.

     

    After that, its sort of up to you. If you feel you need for help, the Champions Genre book. Not required by any means.

     

    Thats it--thats what covers the essential list. after that, just ask questiosn 'whats this product about' look at the description in the site, and decide if you would like it.

     

    For a starting GM, I'd consider looking at Villany Amok, as described by anothe rposter above.

     

     

     

    As you requested, quick info on Millenium City is a very detailed description of one city in the Champions Universe, background plot ideas, information on a fairly tyical NPC team of heroes, the Champions, who could be used as testbed characters for a few games before making your own, or used by your players. Of course, almost everyone wants to play their own characters, but still its nice to have allies for your heroic PC's...

  15. Re: Power Armored Heroes on 350pts

     

    I used HD to build it and I have all the warnings turned on

    and yes you can use an FF in an EC and you can use the advantage costs end only to activate

     

    Hero designer lets you do it, but its not a legal modifier for the power. Costs end only to activate applies to powers like shapeshift, growth, density increase (maybe shapeshift),,but not to defensive powers like forcefield. It's practically the same thing as o end (as you are activating usually on a phase 12 action, then having a recovery.)

  16. Re: Power Armored Heroes on 350pts

     

    10pts__Natural Knack 4d6 Luck; Limited Power (Only for dealing with technology, -1)---AP 20

     

    Given you are a power armor hero, a -1 might be a bit much of a limitation.

     

     

    Battle Armor Powered Systems)__Elemental Control: 42pt powers, -21 AP off cost. Extra Time (Full Phase to Activate only, -1/2); Restrainable (Must be able to move freely to activate powers, -1/4); OIF (-1/2)---AP 26

     

    I dont about your GM, but I wouldn't give any limitation for the restrainable, and not give -1/2 for the extra time to activate. For what the limitation does..its not worth a 1/4th, much less a 3/4th liitation on all of those powers.

     

     

     

    [9p]____Force Field)__14 PDr/14 EDr; END to Activate only (+1/4); Hardened (+1/4); Common Limitations (-1 1/4)---AP 42

     

    end to activate only isn't applicable to force fields by the standard rules.

     

    [9]____Increased Strength)__+34 STR; END to Activate Only (+1/4); Common Limitations (-1 1/4)---AP 42

     

    Same as above. Technically, every time you use strength, you are 'activating it' as you bout the characteristic as a power so you'ld pay end anyway.

     

     

     

     

    [3u]____Pulse Cannon)__Energy Blast: 8d6; Auto Fire (2-3shots, +1/4); Half END (+1/4); Common Limitations (-1)---AP 60

     

    Reduced end cost on autofire attacks costs more--it would be a +1/2 advantage.

  17. Re: A campaign for my kids

     

    My wife is flexible, said she would go with what the girls like. And my girls, of course, immediate chose different options, just to argue with each other. What I sense is, that both are ok with being in school, but they both really like the idea of a super-hero school.

     

    So, here's my plan:a school for young superheroes who still want to keep seperate identities. So, during the morning, its regular old school. Then through arrangements by a generous offer, scholarship, or whatever it takes to fool the school system and parent they go to a new, cutting edge school for kids of diverse talents in the afternoon.

     

    This school is actually maintained by a retired superhero who finds young supers, and offers them a school to come to to train in their abilities and learn crimefighting skills while protecting their identities. (Maybe the old hero does it out of a sense of guilt, a young hero he knew, or sidekick he didnt train well enough got hurt really bad, or even killed..or so he thinks..duh-duh-duh).

     

    So, they have the normal trials and tribulations of school (plus the extra angst of going to the 'wierdo school' as called by their normal classmates) plus the plot potentials of super-hero training. If the normal school bit isn't going over well, I just reduce it, or have them transfer full time to the super-school.

     

    I can easily put the super school in a sattelite, flying in the air or whatever. The age range of mutual consent is 14 to 15 years of age.

     

    Conflict can come from within the school, or outside. I'm going to ramp up the points a bit, using all this nifty Tenn titans themed stuff Spence was so kind to send me to help populate the school :)

×
×
  • Create New...