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Posts posted by Pizza Man
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Re: Fantasy locations that should be real
Yeah, great setting. Bad stories. Still, I read every one.
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Re: A DC Animated-style HeroMachine
PSIDESTEP
Intra-Dimensional powers. Teleporter, Explorer, and Local Hero. There's a lot of cool places out there, but there's no place like home.
I'll post a write up on him soon. (in a separate thread)
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Re: A DC Animated-style HeroMachine
Thanks! Got it!.
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Re: Fantasy locations that should be real
You're right its Jack Chalker...Hadn't read the series since the 1980's.
Still, it would be cool...
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Re: A DC Animated-style HeroMachine
How do color the skin on the old fabrica version?
I can color everything else EXCEPT the skin...Curses!
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Re: The fine Elven Mithril/Mithral Shirt from the Lord of the Rings movie
Why not under an intense magnetic field?Because even Mithril must bow before Magneto!
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Re: The fine Elven Mithril/Mithral Shirt from the Lord of the Rings movie
20 Pd/20ED armor, IIF, does not work vs Morgul blades, or under an intense magnetic field. Distintive Features: recognized all the time, Reputation: worth more than the Shire, kingly gift. 60 Active points, Real cost 5
Oh wait. +20 to Pre.
10D6 mind control, only to make orcs kill each other.
Hmm, (does bogus math) Final cost...7 points. Yeah. The GM will go for this!
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Re: Fantasy locations that should be real
I wouldn't mind a visit to the Well World...even if it is a one-way-trip. Are you brave enough to go through the Well of Souls?
(from the books of Phillip Jose Farmer)
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Re: The Frozen Four
> HUMAN GLACIERshe's a BBW.
Brisk, Bleak, and Wintry
Every Fab Four has a Mama Cass.
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Re: A DC Animated-style HeroMachine
With all the wintry ice types, I better try my hand at balancing this:
HELLFIRE. Villain. Specializing in Area effects and fire constructs. I thought about giving him a flowing cape so he could cast a shadow like Batman, BUT. Its a lot more fun to let him conjure great bat-like wings of living fire.
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Re: A DC Animated-style HeroMachine
OK Impulse version 6 is the best.
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Re: Summoned Creatures (who are worth a darn) on a Budget.
OK, I can deal with that. We'll assume I can just get two. Nothing more. 60 Point limit.
I will not assume DM's aren't dumb enough to let me summon an army.
also I was told to be more specific and focused in what I summoned. OK here is a specific summoned creature:
Doughboys
In another dimension, the US was experimenting with cloning expert warriors. What came out of the vat was nothing like they expected.
The Military at first thought the project was a failure. The clones resembled humans enough to use existing weapons. But they were featureless without noses, beady black eyes, puffy dead-white skin, no hair. But the clones did have one thing going for them, an utter need to follow orders.
So they were given Enhancements suits (too flawed for regular troops), and extensive training. The doughboys (as the human troops called) them earned their keep ever since. Just give them a rifle, a simple, easy to understand mission and let them go. Like Doritos, we can always make more…
10 STR
18 DEX 16
15 CON 5
10 INT
10 EGO
10 PRE
7 OCV 10 (20)*
7 DCV 10 (20)*
3 OMCV
3 ODCV
5 SPEED 15 (30)*
2 PD 2
2 ED 2
4 REC
20 END
10 BODY
40 STUN 10(20)*
66 Total characteristics
* Is the OIF enhancement suit -1/2, Does Not work under intense magnetic fields and shorts out underwater.
Powers
30 Blaster Rifle 12D6, 30 charges + 1/4 (75 active points)OAF -1, Does not work under intense magnetic fields -1/4, shorts out underwater -1/4
8 Jump Pack +20 Leap (24 Total) 2END OAF -1, Does not work under intense magnetic fields -1/4, shorts out underwater -1/4
9 Body Armor 8 PD, 8ED. OIF Kevlar armor Suit-1/2, Required Roll: 14-, Half Mass -1/2, Real Armor -1/4 (the Kevlar fits over the Enhancement suit)
47 points so far
66 Characteristics
113 total points
Skills
2) WF: Blasters
2) Knowledge skill: Basic Military Tactics and Maneuvers
2) TF: military ground vehicles.
8) +4 CSL with Blasters (Intensive training)
12 Skills
113 Powers and Characteristics
125 total points
Complications
Subject to Orders, Such is life in the military. It translates well to summoned controls.
Distivtive features: Cloned warrior. Vat grown, identical, and only superficially resembling humans. Black beady eyes.
Overconfident when holding a blaster rifle
Social complications: Trained to follow orders and kill. Does not think of consequences beyond failing to obey orders.
Susceptibility: 2D6 Stun from suit shorting out when underwater. This won’t happen in the worst rain, but rivers, swimming pools, etc are right out. Just another reason why no one else in the military wears these outfits.
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Re: Summoned Creatures (who are worth a darn) on a Budget.
You've also miscalculated the cost; (Base + Adders)*(1 + Advantages)25 Points (for 125 Point Summoned)
10 Points (x4 Summoned)
= 35 Base Points
+1 (Slavishly Loyal)
= 70 Active Points
Curses! Foiled again.
Hmmm. Well I can get TWO minions.
25
+5 Two cannon fodder, eh...respected and not disposable minions
30 points
30 for slavishly loyal +1
60 active points.
all this means is I have to summon several times to get the numbers I want.
I got the END.
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Re: Summoned Creatures (who are worth a darn) on a Budget.
Read the Origami thread on this page' date=' [/quote']I'm not seeing anything with Origami in the title. Can you link to this?
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Black Manta. Pretty much a normal guy with a sub, an evil crew, and a bit of powered armor.
Doctor Octopus: Perfect mad scientist type. Runs with minions and written right can take the whole party on in a spectacular boss fight. great episodic villain.
The Red Skull: This guy screams pulp fiction. nazi minions. elaborate plots.
Mojo JoJo. OK, he will need to be renamed and go to a speech therapist. But a mad scientist ape is a great visual. and giant robots were a part of pulp sci-fi.
You could replace him with Gorilla Grodd, but I just like saying Moooojo JoJo!
Man-Bat. Batman's old foe. He would make a great tormented minion, performing criminal acts in exchange for a cure. Flight, monstrous appearance. claws, and inhuman strength.
The Lizard. Another great episodic villain. He would make for an interesting subplot during an ongoing campaign. He wouldn't be anyone's patsy or minion, but as a solo villain he would start elaborate plots to create dinosaurs or change everyone in a city into lizard people.
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Re: Summoned Creatures (who are worth a darn) on a Budget.
And there is also the point of the Summoner that has to deal and barter with his Summonings.UNLESS the summoner buys some degree of loyalty. The degree of loyalty you buy determines how many tasks the creature will do for you.
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I have always wanted to play a summoner, but never could get over the +1 cost of Slavish Loyalty. Why summon anyone if they were not going to obey my every whim?
Further every GM I played under had an active limit of 60 points to start, so again, I never looked at this power.
OK, well now I'm inspired. I want to summon something useful, and if I'm stuck on a budget , then so be it, I will NOT give up slavish loyalty...
25 points = 125 character
25 points = slavish loyalty
10 points = 4 characters I can summon
60 point total reached
the blaster rifle came from the Champions source book (I just added some flaws)
The Kevlar is from a sidebar example in the character creation book.
Warriors of DOOM
Project D.O.O.M was sponsored by a senator who wanted to get rid of his worthless grandson, and to everyone’s surprise it actually worked! This project took incompetent DNPCs and made them kinda sorta scary. The military was in possession of a 1000 seriously flawed Super-Soldier Enhancement suits from a (now fired) contractor. At last there was a use for them.
With minimal training, (and equally flawed Blaster rifles) they had a workable force of fearless Remote Control Military Vehicle operators who could work just behind the front lines. And they could defend themselves fairly well.
And so Project DOOM was born. People of the world, be afraid. Or not.
10 STR
18 DEX 16
15 CON 5
10 INT
10 EGO
10 PRE
7 OCV 10 (20)*
7 DCV 10 (20)*
3 OMCV
3 ODCV
5 SPEED 15 (30)*
2 PD
2 ED
4 REC
20 END
10 BODY
40 STUN 10(20)*
66 Total characteristics
* Is the OIF enhancement suit -1/2, Does Not work under intense magnetic fields and shorts out underwater.
30 Blaster Rifle 12D6, 30 charges + 1/4 (75 active points)OAF -1, Does not work under intense magnetic fields, shorts out underwater -1/2
8 Jump Pack +20 Leap (24 Total) 2END OAF -1, Does not work under intense magnetic fields or underwater (shorts out). -1/2***** 2 END*******
9 Body Armor 8 PD, 8ED. OIF Kevlar armor Suit-1/2, Required Roll: 14-, Half Mass -1/2, Real Armor -1/4 (the Kevlar fits over the Enhancement suit)
47 Powers so far
66 Characteristics
113 total points
Mad Skills
3) Computer Programming 11-
2) WF: Blasters
2) TF: Remote control military vehicles, drones, military robots, etc.
2) Knowledge skill: Basic Military Tactics and Maneuvers
1) Conversational (pick one) Spanish, Japanese or whatever was required in high school.
2) Knowledge skill: Nerd, conversant in Japanese Animation, Computer Gaming, Free internet pron, bad monster movies and Sci-Fi, can rules lawyer Hero System games .
12 Skills
113 Powers and Characteristics
125 total points
Complications
Subject to Orders, Such is life in the military. It translates well to summoned controls.
Physical complications: Out of shape: Overweight, underweight, couch potato, haven’t see sunlight in weeks. YET, they can pull an all-nighter gaming session with ease. He depends on his Enhancement suit to keep up with other troops.
Overconfident when holding a blaster rifle or Fearless when operating a unmanned drone/military robot. At such times, he IS “Da Man!”
Social complications: Nerd. Never been laid. Ever. Planning to build a love robot.
Susceptibility: 2D6 Stun from suit shorting out when underwater. This won’t happen in the worst rain, but rivers, swimming pools, etc are right out. Just another reason why no one else in the military wears these outfits.
They know this and will not willingly enter such bodies of water.
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Re: Help Poplulate: Pirate Ship edition
Dead Pete. The Parrot.
No one keeps a parrot on board any more. The old one is still there. He's dead, but he's still there.
He died in a fierce battle. The sails caught fire, and collapsed upon him. Trapped, Pete was burned alive.
He's still there. All the crew sees him from time to time. He no longer sports bright colors but feathers blacked and burnt, shedding ash when he flutters over head.
Dead Pete doesn't speak anymore, he just screams. Though some claim he does speak, but only on the eve before battle. At midnight Pete will land and softly say, "Who will burn with me?"
Once a parrot was brought on board. It was found dead the next morning, burnt to a crisp. No one has dared to try this again.
Every Pirate ship has to have a parrot. Not even death can keep Dead Pete from the job.
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Re: What benefit does a Familiar grant a Mage type? What good are they?
OK, great comments by all, I'm very impressed.
Thank you. Enough to get me working.
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Re: Making Screaming Skulls
OK, lets try this again, Buying them as followers.
Screaming Skulls
STR 5/-5
DEX 20/20
CON 5/-5
INT 15/5
EGO 5/-5
PRE 5/-5
OCV 7/20
DCV 7/20
OMCV 0
DMCV 0
SPD 5/30
PD 0/-2
ED 0/-2
REC 0/-4
END 0/-20
BODY 40/30
STUN 0
125 -48 = 87 Total characteristics points
30 (45) Anti-Gravity Device 30 M Flight, No End (OIF Device bolted on back of skull)
10 (15) Radar Mini Antennae array mounted on top of skull
40 (60) Multipower OIF Blaster in mouth
4) 12D6 Sonic Blast
4) 6D6 NND Flash defense vs hearing, covers ears, solid ear covering, deaf
5 Mind link with creator
10 no hit locations
60 Takes No Stun (Loss of Body does not loose powers)
23 (35) End Reserve 84 End, 20 REC (21+14) OIF Battery Pack -1/2
Flight only, -12 Running, -4 swimming
186-16= 170 POWERS COST
170 Powers
87 Characteristics
257 total cost
Bought as Followers:
52 +5 for x2 =57 active points fits the 60 active point limit.
Disads, Can only be repaired/rebuilt at lab will this work? -1/2?
Hmmm. Do I need to buy Complications for this?
just some thoughts
Complications.
20 Distinctive features not concealable, always noticed
20 physical, no limbs/cannot speak. All the time
20 No self protection instinct. Always fights until it dies, unless otherwise ordered.
0 Always obeys orders from its master
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Re: Making Screaming Skulls
OK, I'm looking at the tripled defense cost, It might be cheaper to buy up the Body...
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Re: Making Screaming Skulls
Wow, this is just some of the feedback I needed. I'm just starting with 6E Champions after more than 10 years and this is all new to me.OK let me play with this a bit and see what I can do. The rolls to act surprised me. But if I leave those stats at 10, they should act normally?
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I have an idea for a Techno-Mage, and he can summon a pair of steel-plated, floating, skulls. They have a souped-up Viper sonic blaster for offense (the mouth has to open for it to fire).
These are automatons, and I feel I'm using way to many points to build this.
Techno-Mage might make for a great villain, but he would make for a great character as well. That means I need to keep everything under a point limit.
I can't see making these summoned creatures, I would have to buy loyalty
Can I buy disads on Follower? These are disposable automatons, he can build more.
All I want is a floating gun with a radar targeting system.
what am I doing wrong?
Summoned creatures, Automatons.
Cannot be stunned, does not bleed,
No hit locations, Takes No stun
Screaming Skull
STR 0/-10
DEX 20/20
CON 0/-10
INT 15/5
EGO 0/-10
PRE 0/-10
OCV 7/20
DCV 7/20
OMCV 3
DMCV 3
SPD 5/30
PD 2
ED 2
REC 15/11
END 60/8
BODY 20/10
STUN 0/-20
124 -50 = 74 Total characteristics points
30 Armor plating, 10 PD, 10ED
30 (45) Anti-Gravity Device 30 M Flight, No End (OIF Device bolted on back of skull)
10 (15) Radar Mini Antennae array mounted on top of skullOIF
40 (60) Multipower OIF Blaster in mouth
4) 12D6 Sonic Blast
4) 6D6 NND Flash defense vs hearing, covers ears, solid ear covering, deaf
5 Mind link with creator
10 no hit locations
60 Takes No Stun (Loss of Body does not loose powers)
193 POWERS COST
74 Characteristics
263 total cost
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No one keeps a familiar in DnD, its more of a penalty that a boon.
Apart from roll playing, I see NO reason at all to keep a familiar. I'm not aware of any system that grants the player any good reason to take on a familiar.
I've not played Fantasy Hero, but the core rulebook doesn't say anything about this.
Have you seen a useful familiar anywhere?
CHAMPIONS BEYOND -- What Do *You* Want To See?
in Champions
Posted
Re: CHAMPIONS BEYOND -- What Do *You* Want To See?
Aftewr several foiled alien invasions the people at SETA aren't interested in finding alien life, they're using the technology to broadcast: "Leave us alone!"