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Narthon

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Everything posted by Narthon

  1. Re: Worm in your head? I'm sorry, it wasn't shape shift which was banned, but multiform. I wasn't playing with the group at the time (I guess it was about 12 years ago now) I think the problem was, the character was made that could do anything. If it was me, I'd just have banned a lot of the effectiveness of the character, and left it for other people to use. Shape shift is still legal, but it only allows for a +/-10% change in size, which doensn't cover the effect of a six inch worm taking over a six foot man. I guess it could be linked to growth, but I think the VPP version I did works a bit better.
  2. Re: Worm in your head? Well, yes. He will probably mostly be used as an occasinal character when I visit my old group once a month or so, so hopefully it will take a while for them to find out. In his defence, he will tend to eat the brains of the undesierable.
  3. Re: Worm in your head? the multipower uses the end reserve, not personal end
  4. Re: Worm in your head? ok, here is at basic attempt at the worm character The Worm from Beyond Player: Val** Char*** Cost 1** STR -9 23** DEX 39 10** CON 0 4** BODY -12 30** INT 20 40** EGO 60 30** PRE 20 1** COM -4 * 0** PD 0 2** ED 0 5** SPD 17 2** REC 0 20** END 0 10** STUN 0 *3"**RUN-62"**SWIM03"**LEAP3Characteristics Cost: 128 Cost** Power END 35** Body Stealing: Variable Power Pool, 30 base + 5 control cost (45 Active Points); Limited Class Of Powers Available (only to gain stats of host body) Very Limited (-1), VPP Powers Can Be Changed Only In Given Circumstance (Host body must be unconcious or mind controled) (-1/2), IAF Durable (Focus (Host body of opertunity); -1/2), Side Effects (Host body loses 2 body per day, can not be healed in any way) (Side Effect does a predefined amount of damage -1/4)* 70** Mental Powers: Multipower, 70-point reserve* 7u** 1) Ego Attack 3 1/2d6, Does BODY (+1) (70 Active Points) (uses Personal END)* 7 7u** 2) Mental Illusions 7d6, Invisible Power Effects (Fully Invisible; +1) (70 Active Points) (uses Personal END)* 7 7u** 3) Mind Control 6d6, Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1) (67 Active Points) (uses Personal END)* 7 7u** 4) Telepathy 7d6, Invisible Power Effects (Fully Invisible; +1) (70 Active Points) (uses Personal END)* 7 7u** 5) Mind Scan 7d6, Invisible Power Effects (Fully Invisible; +1) (70 Active Points) (uses Personal END)* 7 ** * 17** +12 Mental Defense (20 points total), Hardened (+1/4) (17 Active Points)* 15** Mental Endurence: Endurance Reserve (50 END, 10 REC) (15 Active Points)* 5** Life Support , Longevity: Immortal* 7** Perception rolls reduced due to size: Concealment (15 Active Points); Limited Power Power loses about half of its effectiveness (only when not in host body) (-1) 21-* Powers Cost: 184 Cost** Skill 20** +6 with DCV (30 Active Points); Conditional Power Power does not work in Common Circumstances (-1/2)* 3** Climbing 14-* 3** Language: English (fluent conversation; literate)* 3** KS (INT-based) 15-* 3** KS (INT-based) 15-* 3** PS (EGO-based) 17-* Skills Cost: 35 Cost** Perk 3** Anonymity* Perks Cost: 3 Total Character Cost: 350 Val** Disadvantages 20** Distinctive Features: Is a Disgusting Worm from Between the Stars: (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)* 10** Physical Limitation: Inconvenient Size (6 inches long) (Frequently; Slightly Impairing)* 20** Psychological Limitation: Uncomprehending of human emotions (Very Common; Strong)* 20** Susceptibility: Damaged by sunlight 1d6 damage, per Phase (Common)* 20** Hunted: Shogoths 11- (Mo Pow; Harshly Punish)* 10** Physical Limitation: No manipulators outside of host (Frequently; Slightly Impairing)* Disadvantage Points: 100 Base Points: 250 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 the two KS are Occult and Lovecraft Mythos the PS is Psychic Surgery I hate how hero designer doesn't list that All of the mental powers affect human class minds
  5. Re: Worm in your head? Well, we tend to play pretty dark games, with lots of characters who arn't really good. At the begining of the game, no one would know about the worm, and think the character was just a psionicist with some kind of disguise/cosmetic transform ability. Once they do figure out how he operates, it will probably be to the point where they "need" to keep him around and apreciate that he does more good than harm. Or they would kill it and I'd make a new character. That works too. Yes, I would like it to require some time and risk for the worm to change bodies, with it being exposed while switching, and the posibility of it being stuck without a host for long periods of time.
  6. Re: Worm in your head? Shapeshift would work, but shapeshift has been banned for all time by our GM. Really bad abuse at one point.
  7. Re: Worm in your head? Ok, the mental transform may work. This is for a PC, so I do need an actual writeup for the character. The problems I see are that I don't want the power to cost so much that the character can't do anything else, so the mind control option is a bit iffy. I considered the VPP option as well. Since the worm would usually infect normals, it wouldnt be too expensive. There is also the problem of being able to change hosts during combt, which should be possible, but kind of hard. Thanks for the advice, I'll have to tinker around with hero designer.
  8. So, I've been reading some of my Lovecraft and Lovecraft inspired works, and now I have a character I want to make, but I'm at a loss as to how to do it. The idea is a worm creature with psionic powers. The creature likes to stay in a human host, which it uses for protection, and slowly consumes. Every few weeks, the host will die and become unsuitable. I;m not sure at all how to do this body swaping power. Esencially, the worm will keep the mental stats of itself, and use the physical stats of the host. I gues it would be some kind of mind control linked to a slow body drain, but I'm not sure at all. Any ideas?
  9. Re: What's the most useless supplement you'd actually like to see? I'd like to see a "Supers and You" guide, with info on how the normal citizens are affected by a world full of supers. The Duck and Cover info for super battles when they come to your neighborhood. Super tech devices avalible at Best Buy. What to do if you find out your son or daughter is a closet sidekick. That kind of stuff.
  10. Re: Power build help:Xerox Power What size telivision set?
  11. Re: Can I have some suggestions on this character? Uncle Samurai Our group has really resisted the "real" lim on foci, so I won't do that here, but for some people it would work well with this type of character.
  12. Re: Can I have some suggestions on this character? Uncle Samurai If you really want to please me, which you have no reason to, you will check with the GM over your casual killer psych lim. Villians kill. Heroes do not. It is that simple. If you are a casual killer, quite a few fellow heroes would be glad to clean Uncle Samurai's clock and incarcerate him...for a long long time. Yep, I have and the GM is ok with it. He will gat into a lot of trouble for killing people. I'm sure other PCs won't like it at all. As for other heros looking for him: About 4 years ago game time, almost all heros were killed keeping Morgoth from coming to earth, and of those that survived, many have left earth. The few (about 5 plus the Silver Guard) who are left are so busy keeping earth safe from the big threats that they don't have time to worry about individual cities. Part of the idea of this campaign is that there are the new heros popping up to fill the gaps left from all the ones killed in the morgoth incedent. Uncle Samurai will probably have to change dramaticly soon, or his career won't be very long.
  13. Re: Can I have some suggestions on this character? Uncle Samurai Etherio: I'd be honored if you drew something for the character. Vorsch: Losing the no knockback is an ok idea, but why isn't it "valid"? Oh, because of the Deflection probably. Why lose the MD? It isn't like I have a ton of it... Less than ten resistent defence in PD or ED will probably equal a dead character. I could see going lower with physical since I have the deflection though. 1d6 0 end is a great idea. I have three hth levels and 2 overall levels. I don't think there is a problem with this. Language insults is something that this paticular GM threw my way. Basicly knows how to swear in many many language, but doesn't know how to converse. He can always find a way to insult people and reconise their insults. I made it uncommon so he won't kill people in the truckstop for saying the country sucks or something like that. Thank you both for your comments.
  14. Re: My City of Heroes Character I agree about the frames, they really subtract more than they add. Otherwise, the site looks pretty good.
  15. Ok, our GM is going to start a "street level" supers game pretty soon 100+100 disads. I decided to play a martial artist type, but not your standard ninja, monkish karate master, or honor bound samurai. Instead, I'm going to play someone trained in the samuri tradition, but an insane superpatriot at the same time. Uncle Samurai was thus born. Comments or sugestions of any kind would be greatly apreciated. Uncle Samurai Player: Val** Char*** Cost 15** STR 5 18** DEX 24 15** CON 10 10** BODY 0 13** INT 3 10** EGO 0 13** PRE 3 10** COM 0 * 3/13** PD 0 3/13** ED 0 4** SPD 12 6** REC 0 30** END 0 26** STUN 0 *9"**RUN62"**SWIM03"**LEAP0Characteristics Cost: 63 Cost** Power END 20** Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 2** "He's Nucking Futs": +2 Mental Defense (4 points total)* 13** Swords Swords Swords: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1), No Knockback (-1/4)* 1u** 1) Missile Deflection (Bullets & Shrapnel), Ranged Adjacent Hex (+1/2), +4 ocv (+1/2) (30 Active Points)* 1u** 2) Katana: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) (30 Active Points)* 3 1u** 3) Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2) (26 Active Points)* 1 1u** 4) Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance 0 END (+1) (30 Active Points); No Knockback (-1/4)* Powers Cost: 39 Cost** Martial Arts Maneuver 5** Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove* 5** Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike* 4** Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll* Martial Arts Cost: 18 Cost** Skill 3** Acrobatics 13-* 3** Breakfall 13-* 3** Climbing 13-* 3** Combat Driving 13-* 15** +3 with HTH Combat* 3** Concealment 12-* 3** Deduction 12-* 2** KS 11-* 1** Language: Japanese (basic conversation)* 1** Language: Spanish (basic conversation)* 1** Language: Mandarin (basic conversation)* 1** Language: Insults (basic conversation)* 3** Security Systems 12-* 3** Shadowing 12-* 20** +2 Overall* 3** Stealth 13-* 3** Streetwise 12-* 1** WF: Blades* Skills Cost: 72 Cost** Perk 5** Vehicles (27 Base, 0 Disad)* 3** Anonymity* Perks Cost: 8 Total Character Cost: 200 Val** Disadvantages 5** Cold Blooded Killer: 8- (Extreme (Known Only To A Small Group))* 5** Crazy as a Coot: 8-* 20** Psychological Limitation: Paranoid: (Very Common; Strong; Custom Adder)* 15** Psychological Limitation: Patriot: (Uncommon; Total)* 5** Unusual White Hair and Beard: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 5** Quirks* 10** Rivalry: Whatever player is stupid enough to take it.: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Rival is a Player Character)* 15** Casual Killer: (Common; Strong)* 20** Normal Characteristic Maxima* Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background/History Uncle Samurai is a martial artist hero based in San Francisco who takes insperation from the Patriotisim of Uncle Sam, and the skills of the Samurai. US's civilian ID is not known and may no longer exist. Personality/Motivation US is out to stop crime and mainly focuses in on the gangs of San Fran. Powers/Tatics A highly trained normal human who will not give up and willingly uses force against those he sees as lawbreakers. Campaign Use Versatile hand to hand fighter with useful street level skills. Appeareance A well built caucasian mail with white hair and beard wearing an Uncle Sam hat and red, white, and blue samurai armor. I will probably spend the first few XP on raising Ego, Pre, and Com, the points just wern't there for the starting character. The Missle Deflection has the 4th addition ocv modifier on it, the GM has allowed this already. The vehicle will probably be a motorcycle, havn't started building it yet. The points wern't there for full Kenjutsu from martial arts, I'll probably expand on that as I get more points too. Thanks ahead of time for the comments, Narthon the Bold edited to add background, for what it's worth
  16. Re: Converting From Older Editions I really miss the old third edition density increase as an alternate to the current 4th/5th DI. Since many of you probably don't have access to it, it is written as: 10 points per level base: +5 STR, +5 Con, +1 Body (no figureds) 1" knockback resist +3PD, +3ED (resistant) I really like the fact that the PD and ED are resistant and I think this does a better job of modeling the body of metal type DI we see quite often. In my games, I think I will make both types avalible, and which one people take will depend on concept. Any thoughts? Thanks for your time.
  17. Re: Need some advice on a Mecha game. Ok, new issue: I think that mental powers like mind control, mind scan, and mental illusions would be a really way to handle hacking mecha. Think I should give mecha an ego stat and just make all of the powers affect a machine class of mind? Require skill rolls from the pilot? Anything else it might mean? Or is it just a bad idea, and I should throw it away? Any input would be helpful.
  18. Re: Need some advice on a Mecha game. I'm going to use presence a lot, and I know I'm going to let the mecha have presence scores, but I'm not sure how mecha presence and pilot presence should interact. I'm sure I'm not going to have them raw add, but pilot presence should have some affect on the presence of his mech, and the mech's abilities should give hime added confidence to resist other presence attacks. Any ideas at all? Thank you
  19. Re: Need some advice on a Mecha game. Ok, I've looked over the archives a good bit, and that has been useful, but I still have some questions. I've pretty much decided I'm going to ban all frameworks, as I don't want people/mechs that are good at everything. I am curious as to what kinds of points totals people have found works well. I worked out a bare-bones mech, and found that it really costs about 600 points to get them around where I want them, but I fear I'm missing something and the players will end up overpowered. I've pretty much decided I'll use "megahexes" where one hex equals 10 for mech combat, as this allows the use of standard sized minnies, but it requires people to have moves of at least 20 to be able to move and attack. Maybe i should make movement cost less? I'd really like to hear about more real-world game experience with this kind of game. Thank you again for your time.
  20. I'm considering starting a space mech game using Hero rules. I am experienced with champions, but havn't really played hero at all otherwise. So far, I think I want to have characters built using heroic rules with 125/125 disads, and another 100 to 150 points to build a mech with using vehicle rules. Does anyone out there have experience with this, and what books should I get? I've already ordered Ultimate Vehicle, and am considering Star Hero. For feel, this should be something like the Gundam Wing series, with the PCs in some of the best mechs out there, and pretty amazing in their own rights. Thank you in advance for any help.
  21. Narthon

    R2-D2

    Re: R2-D2 I'd actually give him some ego, and maybe presence. He is not intimidated, thats for sure.
  22. Thank you for the ideas guys. I am willing to hear more, of course, but this is a good start.
  23. I play this onr brcause I love how customisable it is. I like how there are base powers that you change with advantages, disadvantages, and special effects to make anything you could desire.
  24. Ok, I am curently playing a mutant with a gravity based power set in out Champions Campaign. While great in combat, I find he tends to take the back seat for most of the session, during investigation and such. During after game discussion, we mentioned how lacking the party is in advanced sences (the characters started at 250 points, and are acting as the major heroic group in the city they are in, but have plans to expand) and I thought this might be a good way to up my combat usefullness. Any sugestions, oh Gurus of Hero? Thank you, Narthon
  25. Would that mean you are detecting light? I don't think that works. Active sonar on visible would work perfectly though.
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