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Posts posted by Beast
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Re: Poor Taste?
I just posted Grave Robber in it's own thread
https://www.herogames.com/forums/showthread.php?p=1718504#post1718504
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Have not thought up a background for this villain(but then I really do not GM at all anyway)
Grave Robber(GR)can animate and use the powers of any dead superpowered being(or non-super powered but why waste a slot)of upto 500 pts(could do more powerful beangs but could only use them at a lesser power level)
GR can also possess the living so long as they are not too strong
generally prefers those with guns
tactics: will use 1 of the super that has died and possess the body
Should the body become too damaged GR will flee and seek to possess an agent or civilian and sneak away if the super is too easily followed
anybody want to use this character is welcome to for personal use only
if you want to add some back story please do
Grave Robber
Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
20 DEX 30 13- OCV: 7/DCV: 7
20 CON 20 13-
11 BODY 2 11-
13 INT 3 12- PER Roll 12-
20 EGO 20 13- ECV: 7
20 PRE 10 13- PRE Attack: 4d6
0 COM -5 9-
2 PD 0 Total: 2 PD (0 rPD)
4 ED 0 Total: 4 ED (0 rED)
4 SPD 10 Phases: 3, 6, 9, 12
6 REC 0
40 END 0
26 STUN 0 Total Characteristic Cost: 90
Movement: Running: 6"/12"
Flight: 28"/56"
Leaping: 2"/4"
Swimming: 2"/4"
Cost Powers END
3 only to control volentary muscles: Extra Limbs (200) (5 Active Points); Linked (Telekinesis; Lesser Power can only be used when character uses greater Power at full value; -¾) 0
34 Undead possession: Elemental Control, 68-point powers
26 1) Dead Body possession: Multiform (500 Character Points in the most expensive form) (x32 Number Of Forms) (125 Active Points); Limited Power Power loses about half of its effectiveness (May only change into new bodies at lab; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Costs Endurance (Only To Change; -½), Physical Manifestation (-¼) 12
31 2) Undead form: Desolidification (affected by Necromancy(magic)), Reduced Endurance (0 END; +½), Persistent (+½) (80 Active Points); Always On (-½) 0
35 3) Invisibility to Sight, Hearing, Radio, Smell/Taste and Touch Groups and Spatial Awareness , No Fringe, Costs END Only To Activate (+¼) (69 Active Points) 5
48 4) Telekinesis (25 STR), Fine Manipulation, Costs END Only To Activate (+¼), Affects Physical World (+2) (154 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (only to animate a body; -½), Lockout (cannot use multiform(to possess living bodies; -½) 14
36 5) Flight 28", Costs END Only To Activate (+¼) (70 Active Points) 6
48 LS (Eating: Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
Skills
3 Stealth 13-
3 Mimicry 12-
3 Acting 13-
3 Bugging 12-
3 Combat Driving 13-
3 Combat Piloting 13-
20 +4 with Ranged Combat
8 WF: Common Melee Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
3 TF: Combat Aircraft, Helicopters, Large Military Ships, Large Planes, Small Military Ships
Total Powers & Skill Cost: 310
Total Cost: 400
200+ Disadvantages
20 Distinctive Features: a ghost (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Hunted: DEMON 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Loves to show off (Common, Strong)
20 Reputation: grave robber, 14- (Extreme)
20 Psychological Limitation: Rather be in some ones body (Very Common, Strong)
10 Susceptibility: Holy symbles 1d6 damage Instant (Common)
10 Vulnerability: when on holy grounds (Common)
10 Vulnerability: on holy grounds (Common)
50 Experience Points
Total Disadvantage Points: 400
Background/History:
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use:
Appearance:
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Re: Poor Taste?
now I like this concept I may build this character
names to choose from
Desecreator
Necromancy(female ?)
Capt. Cadaver
Zombie(insert dead person's name here)
Grave Robber
Undead
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Re: Poor Taste?
Multiform I feel would work the best(though it might work better for a masterminds loyal Lt. to have the power
along with change forms only in limited locations maybe(need the body nearby to occupy it)
the villain would need to have a lot of body of his own but the body he wore could only take what it could in life
or maybe as vehicles(the villain has a desolid form)
this way you can choose if the(need a name maybe Desecreator)has the skills and memories
also would only need a minimal amount of TK affects real world to run the vehicle
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Re: Poor Taste?
sounds to be a really good villain
somebody who can grab a dead and buried bodies
it will have all Heroes wanting their bodies launched into the sun while some villians might just sell their corpse for some added cash or equipment
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Re: (WWYCD) Superhero Assaination...
Stop him at all costs
if the POTUS is a Luthor type
try to convince him to try the legal way to discredit and impeach him if he has that kind of knowledge
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Re: What does a "20 Comeliness" look like to YOU?
Please do nitpick any fine points
I have a pretty thick skin(on occasion skull too)
If there are other thing that may change my mind I would want to hear them
so far there has not been a good one yet on removing Com
I pretty much agree with you. I won't nitpick any fine points. -
Re: What does a "20 Comeliness" look like to YOU?
for me a 20 com is going to be a head turner
using a 20 com as either a skill roll or complementry gives what I consider
the eye of the beholder
a good roll means they used what their creator gave them
a bad roll may mean the target may not be into blonds
this is what having Com as a stat means to me
there can be some variance in how other react to them
some may fall ass over tea kettle for them or they are non-plused
of course buying it higher give you better chances of getting the roll you want
this of course can be augmented by certain disads like womanizer,lustful,fond of handsome gentlemen,etc...
buy making it a talent you force the issue(I have 4 ranks of beauty so I am always going to do better than those who have less)
there is never going to be that variance that the target may not like redheads or some other factor that is in the characters discription
I want there to be that chance that the underdog may win out(or the fox falls flat on their face)
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Re: STR vs STR for entangles/grabs??
the problem with giving an entangle a str score is that there is no way to wear it down
a 4 body/ 4 def entangle is for the first attempt equal to a 40 str grab
unless you have a at least a 35 str and roll well against the 40 str's average
you are stuck
where as a 20 str with good rolls can wear down a 4 body/4 def entangle
an entangle is ment to stand on it's own
now to use clinging your going to have to buy it at
Uncontrolled (+1/2), Ranged (+1/2), Persistent (+1/2), Usable As Attack (+1)
and at a level that you want after you disengage your str
and then your target will need to be next to something that the clinging can hang on to
ok, while my wife and i were working on some racial packages for our oriental fantasy game, i had a sudden brainstorm. one of the combat actions that has always been a real pain for me and my group is grappling/entangles (since the mechanics are very similar), mostly because of the complexity of rolling up the BODY/Defense then attacking that number, etc, etc, etc. would it not be simpler to just have a STR vs STR contest, ala clinging? a die of entangle would equal 5 STR, btw.the question here is what kind of problems/issues can you see coming up here. i'm seeing all roses, but i often miss stuff like drawbacks and disadvantages . one thing my wife had pointed out was that it would be hard to break someone out of an entangle made this way (cutting away the webbing/vines/ice/etc).
thanks guys!
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Re: THE ULTIMATE BASE -- What Do *You* Want To See?
Siege engines
extra dimensional closets
tardis type bases
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Re: 250 point par characteristics
25 total def with about 10 of it resistant should be the high end
so figure about 18 to 20 should do for your mage
light sleep and or danger sense(out of combat)should help keep you alive while sleeping
or create an extra dimensional hidey hole to sleep in
with a few guardian wards to wake you
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Re: Aero-Sml
Dirigibles really only work in a pulp setting otherwise they are t easy to destroy
waaah! nobody liked my MasterMind Dirigible -
Re: Weight of a battlesuit
in BT an elemental took up 1 ton of space
(I use to build my mechs with that extra ton just to give the pilot and escape vehicle)
Living Steel had a suit like it also and that I think weighed in at over 900lb
depending on how strong the suit is it should be able to lift it's own wt at least
The armor is on page 147 of Terran Empire, yeah there's a pic in the book.It reminds me of Elementals from Battletech for some reason (though replace the shoulder SRM with a jet back)
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Re: Weight of a battlesuit
is there a picture of it
I don't have that book
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Re: Solar HERO: Home of the wrinkles
depends on the magneto spheres generated by the moon and by Saturn(should Saturn's be large enough
Cosmic rays are still a problem' date=' no?[/quote'] -
Re: The power of Recovery
in the face to face game I play in at caltech
we use multiples of body for unconscience levels
Tangentially' date=' I have a house rule that I use that modifies the sub-0 Recovery chart. Rather than the default one in the book, I measure the categories in increments of negative CON. So if a character has a 10 CON its more or less the same, but a character with a 20 CON is much more likely to get up faster as the steps are based on 20 point increments vs 10 point increments, and so on. This obviously makes REC more attractive in my campaigns.[/quote'] -
Re: Super Transportation
except that you will require more than twice the fuel that the shuttle does and
we have experience with unpowered reentry
nobody has tried a powered decent from orbit yet
Way cool finds, Staff. The ROMBUS looks a damn sight more practical than the POS shuttle we actually got lumbered with.I think I may have seen a pic of the Ithacus before, at school.
To quote Johnny Rotten: "Ever get the feeling you've been cheated?"
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Re: Blasting Mental Blast
I'll give you indirect
but not from any direction(appears at any range same direction as attacker)
also it is not invisible to the target
target knows who did it and in what direction it came from
it is also limited in what targets it can effect
why not figure those in to your calculations also
like I said earlier some of the advantages may be wrong in cost but the powers cost is fine
you guy need to debate this from the other end
not that mental powers are broken ,but that some advantages cost too much
I do not see mentalist running roughshod on the game so your arguments really hold very little water except that some advantages are overpriced
That doesn't jive with my perspective on it. Like I said earlier' date=' if we are going to forget about BoECV because it's simply an attack with a different basis, then I believe we should drop AVLD (and thus Does Body for the EB) for the same reason. Remember that the Ego Attack is STILL not going to work against something without an Ego score or of a different Class of Minds, and it's not going to do Knockback (EDIT: oops; not that one; realized Does Body adds Knockback also). Neglecting those things for the moment, best I can tell a fair comparison of "equivalent" powers comes to:Energy Blast: 1d6, 5 pointsAffects Desolidified (+1/2)Indirect: any location, any direction (+3/4)Invisible Power Effects: invisible to one Targeting and one Non-Targetting sense group (+3/4)Range: Line of Sight (+1/2)[17.5 Active]Versus:
Ego Attack: 1d6, 10 pointsDoes Body (+1)[20 Active]which looks awfully close as far as I'm concerned. We could mess with the other piddly little details like I mentioned above, but I think it covers the main stuff.
(Also note that the Line of Sight range advantage covers No Range Modifier already; see 5ER p. 266.)
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Re: Ditching PS12
you would need to calculate the recoveries from the point that the adjustment power took effect during the turn
example
a target hit in segment 4 with a drain would get the drained points back in segment 4 of subsequent turns unless the delay return rate where to be bought up
PS 12 is just a handy place to do all the book keeping
this may mean that some attacks may need to be delayed a phase or 2 to have more effect or the return rate can be bought up and ignore the timing
as for getting a recovery from adjustment powers by taking a recovery it should be noted that this would only work once per turn otherwise it would make adjustment powers useless and it would have to cut both ways for both positive and negative adjustment powers
on a personal note I believe Sean just likes the attention when he throws out these thread bombs
He said that Adjustment Powers would recover when the character took a Recovery Action.To Sean: Interesting, I'll have to think about it some more.
- Christopher Mullins
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Re: Clouding the Mind
could use transform
I'm thinking of the witch that had the hero's mother captive in Stardust
the spell was cast by Michelle Pfifer's character so the other witch could never see her
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Re: Portal to another World
ask what are you doing here and what are you waiting for
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Re: The power of Recovery
super hi recoveries will work well so long as the Hi Rec character does not dominate the battle
if he does then other side should gang bang the hi Rec character and put him down past PS12
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Re: Ditching PS12
PS 12 allows a convinient place to hold accounting and for the changing of a character's speed
in the face to face game I play in we keep account of drains and such to the segment it was done in
online PS12 is works out just fine
getting rid of PS12 means that there is 1 less place to take said recoveries
but then knocking someone out adds more in the accounting that the GM has to contend with, within the game slowing it down
PS 12 allows everybody to catch up and get back on the same page (especially the GM)
I see no reason to make the game more complicated especially if new players are wanted
I can see it as an optional rule but not a core rule
as for keeping somebody from getting PS 12 recoveries you either need to knock them out past PS12 or buy up the delay time on your adjustment power
PS 12 is an accounting point. It allows you to make recoveries and adjustment power adjustments and ends a turn.This is not a new idea, but what if we got rid of PS 12?
Allow recoveries as normal (and each recovery you take allows an adjustment fade recovery too), but don't have any auomatic recoveries. That makes any recovery inc ombat far more problematic, and means having to sheperd resources far more.
ALTERNATIVELY allow SPD drains to drain characters to -1 SPD, that -1 representing PS12 (and possibly get rid of voluntary recoveries and ONLY have a PS12).
Thoughts? Do we really NEED a PS12, and shouldn't we have some power to prevent opponents taking one if we do?
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Re: Blasting Mental Blast
I have always taken it that to do the damage or effect you had to make contact with the mind you want to effect
therefore they know you are doing something and can reason pain came after I saw your face in my mind's eye
if your intention was to bring up that some advantages are over priced then you went about proving it backwards IMHO
you should be using mental powers as your example not as what is wrong with mental blast and the rest of mental powers
yes I could see some advantages getting cut in half so that the power could do something to against a villian and not be relagated to agent busting
specifically
area of effects
explosions
no range mod
invisible power effects
continous
auto fire(keep the penalty to reduce end)
and maybe a few others
as for sight I see that it has
detect light
sense
target
discriminate(id individual things gross(people vs dogs,colors)
analyze(id individuals,shades of color)
range
I think that this argument is more that the cost of IPE is too great, or the benefits too small (and I certainly believe that the rules could be...less opaque). If that is the case then mental attacks fit better within the expected framework.However, arguing that mental attacks work because people do not use their full potential is a strange way to proceed.
Even after all this time I'm not entirely sure if, when Rampant Lad mentally blasts Headache Lass, HL can tell it is RL that is causing her headache. I know that no one else can, but it seems strangely...balance oriented...if she can...and if she can (automatically, as opposed to by deduction) then IPE is almost certainly too expensive for what it does.
Part of the problem is that we expect too much of our characters. When Carrie sets someone alight, or Darth chokes them, or even when Freddie cuts them up, it takes minutes of screen time. We expect serious results in mere seconds. 'I can kill you just by thinking about it' probably should take some time (i.e. not cause damage so quickly), and be seriously scary.
Somewhat Confused
in HERO System Discussion
Posted
Re: Somewhat Confused
have the base power in a vpp that can be quick cast
add the extra power outside of any power frame work with the added limitations