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Posts posted by Beast
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Re: Wait - you punch WHAT?!? (or what would the damage from an atomic bomb be?)
hitting a nuke
I would expect these effects to happen
1 the normal explosives going off
2 maybe a critical mass flash( that blue flash of hard radiation that does nasty things to your body that LS vs radiation would ward off or a lot of power def
3 radioactive dust from the core to breath in and that LS vs radiation to ward off
going to this
1 a radiation accident so you or the player can rewrite the character(s)after they scrub your naked body raw to decontaminate it
2 death by radiation poisoning before they get a chance to scrub your naked body raw
3 death by radiation poisoning after they scrub your naked body raw to decontaminate it
4 time well spent recovering from radiation poisoning after they scrub your naked body raw to decontaminate it
5 time well spent recovering and filling out a ton of paperwork from radiation poisoning after they scrub your naked body raw to decontaminate it
6 time well spent recovering with your family and friends also suffering from radiation poisoning after they scrub your naked body raw to decontaminate it
This is the same line of reasoning as why someone with LS: Extreme Heat still takes damage from fire attacks. Sure' date=' Colossus may be able to stand in the heart of an active volcano (thought he may not like it much), but if you hit him with a flamethrower, he's still gonna notice. Same kind of thing with LS: Radiation and a nuclear blast.[/quote'] -
Re: Self-destruct attacks
I would not have the hero buy a self destruct charge
if it came to be that a hero wanted to something like this I would take the largest power the had say their armor's weapons multi power take the active points from that plus all the points from the MP slots
add up all the limitations it had to begin with
add in 1 charge never recovers -4
full phase -1/2
gestures-1/4(you know what I mean)
incantations-1/4(you know what I mean)
apply this to the real points the hero paid to have the MP and refigure for a new active point total
treat as RKA explosion(add mega-scale if needed)
should the hero have time to add in points from the any outside systems(EC's end reserves,etc....)at the rate of 10 pts per point made using the right skill(weaponsmith,power skill,demolitions
the last thing you want to have is a way to destroy yourself and your foe figures out how to set it off
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Re: Wait - you punch WHAT?!? (or what would the damage from an atomic bomb be?)
then why have LS vs radiation
yeah hurt the character a bit(say reduce str,con, body,end,stun by 2 to 3 dice for 1 or 2 game sessions)if they don't have LS vs radiation
give an extra XP ot 2 after they scrub your naked body raw to decontaminate it
That's an actual nuclear explosion which is not what's going on here. I also thought they got a little carried away. ED ought to protect against radiation. -
Re: Elizabeth Perrot
what did you like?
what did you dislike?
what did you hate?
would you have her in a game you ran
Interesting -
Re: Wait - you punch WHAT?!? (or what would the damage from an atomic bomb be?)
1 a radiation accident so you or the player can rewrite the character(s)after they scrub your naked body raw to decontaminate it
2 death by radiation poisoning before they get a chance to scrub your naked body raw
3 death by radiation poisoning after they scrub your naked body raw to decontaminate it
4 time well spent recovering from radiation poisoning after they scrub your naked body raw to decontaminate it
5 time well spent recovering and filling out a ton of paperwork from radiation poisoning after they scrub your naked body raw to decontaminate it
6 time well spent recovering with your family and friends also suffering from radiation poisoning after they scrub your naked body raw to decontaminate it
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Re: Elizabeth Perrot
53 views and nobody has anything to say
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Re: The Gambler
I would figure that he has it on charges that the damage would be fixed
Flexible slots offer no benefit here since it;s an attack MP.You can always use less dice and, subsequently spend less end, when using an ultra slot. It's just that no matter how much or how little you use, it always chews up the same number of reserve points.
And actually, something I missed... the Beam disadvantage means that the power always has to be used at full effect, so the character can never do less than maximum damage... maybe that 8DC attack was a good idea after all...
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Re: The Gambler
instead of an ultra slot go for a varible slot twice the cost but you can put the level of power you need for the foe you are facing
if you where paying end you would just pay less end for the effect you wanted and still have it at the cost of an ultra slot
He is a mutant although his outward appearance looks normal. Flick of the Wrist and Card in the Eye are both lower point powers to allow him some flexibility, in fights with non-powered foes I pictured him using these two powers without having to worry about which is currently selected in the Mp.They also serve to be less than lethal cards.As for his aim I thought a base OCV 8 + 1 Overall Skill Level was fairly competent. However, some of the other builds listed had Dex's as high as 29 so I could certainly be off here. That said there campaign listing did not have a cap for DCs or Active Points that I saw.
As for effective range, I need to go back and watch an episode of Myth Busters first, I think I'll go with something comparable but a bit more than what is shown in the card throwing show.
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a character I did for a game here but was to late to enter
the GM liked her but had no space at this time
just want to see what others thought
[b]Legend - /Elizabeth Perrot [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 35 STR 25 35 16- HTH Damage 7d6 END [3] 20 DEX 30 20 13- OCV 7 DCV 7 20 CON 20 20 13- 17 BODY 14 17 12- 18 INT 8 18 13- PER Roll 13- 11 EGO 2 11 11- ECV: 4 5 PRE -5 5/30 10- / 15- PRE Attack: 1d6 / 6d6 4 COM -3 4/34 10- / 16- 7 PD 0 7/13 7/13 PD (0/6 rPD) 7 ED 3 7/13 7/13 ED (0/6 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 11 REC 0 11 40 END 0 40 40 STUN -5 40 7 RUN 2 7" END [1] 1 SWIM -1 1" END [1] 7 LEAP 0 7" 7" forward, 3 1/2" upward [b]CHA Cost: 100[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 9 [b][i]hearing past songs[/i][/b]: Retrocognitive Clairsentience (Hearing Group), +1 to PER Roll, Discriminatory, Rapid: x10, Telescopic: +16 (57 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Limited Power Power loses about two-thirds of its effectiveness (only to recall songs and music; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Blackout (-1/2), No Range (-1/2) - END=6 After effects of an encounter with Wild magic(mutated human), all slots Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) - END= 12 1) Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) - END=0 7 2) Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (22 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of cold iron; -1/4), Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4) - END=0 21 3) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (31 Active Points); Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) - END=0 8 4) [b][i]Intimidating beauty/Fearful countanunce[/i][/b]: (Total: 40 Active Cost, 8 Real Cost) +30 COM (15 Active Points); Extra Time (5 Minutes, Only to Activate, -1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Gestures (Requires both hands; Complex; -3/4), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) (Real Cost: 3) [b]plus[/b] +25 PRE (25 Active Points); Extra Time (5 Minutes, Only to Activate, -1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Gestures (Requires both hands; Complex; -3/4), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) (Real Cost: 5) - END=0 - END= - END= 20 [b][i]Minor muse magics[/i][/b]: Multipower, 40-point reserve, (40 Active Points); all slots Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END= 2u 1) [b][i]Battle song[/i][/b]: Aid all combat(up to 2 levels) 1d6, Can Add Maximum Of 18 Points, Area Of Effect (4" Radius; +1 1/4), Selective (+1/4) (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0 2u 2) [b][i]song to inspire[/i][/b]: Aid all non-combat skills(8pt level max of 3) 1d6, Can Add Maximum Of 26 Points, Area Of Effect (2" Radius; +1) (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0 2u 3) [b][i]song of mending[/i][/b]: Healing BODY 3 1/2d6, Can Heal Limbs (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=4 2u 4) [b][i]Rejuvenating song[/i][/b]: Healing body, stun or endurance 1d6+1, any [special effect] power one at a time (+1/4), Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (39 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=4 2u 5) [b][i]Morale Boosting song[/i][/b]: Aid Presence 1d6, Can Add Maximum Of 13 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0 2u 6) [b][i]Song of enrapture[/i][/b]: Drain PRE 0 1/2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), NND ([standard]Deaf, Flash vs hearing,hard ear covering; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2), Area Of Effect (96" Radius; +2 1/4) (36 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0 [b]POWERS Cost: 89[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 0 Climbing 8- 0 Concealment 8- 0 Paramedics 8- 0 Survival 8- 0 KS: Heraldry 8- 0 Stealth 8- 0 AK: Vordir (Custom Adder) 11- 0 PS: Bard (Custom Adder) 11- 0 KS: Legends And Lore (Custom Adder) 11- 0 PS: Instructor singing (Custom Adder) 11- 3 Breakfall 13- 3 Magic 13- 8 MIF (Chordophones, Hurdy-Gurdy, Membranophones) 13- [Notes: Chordaphones(stringed instruments),Membranaphones(drums)] 3 Acting 10- (15-) 3 High Society 10- (15-) 3 Persuasion 10- (15-) 3 Seduction 10- (15-) 6 PS: Actor 15- 2 WF: Common Melee Weapons 5 +1 with HTH Combat 3 Linguist 0 1) Language (idiomatic; Custom Adder, literate) (6 Active Points) 3 2) Language: Enochian (idiomatic) (4 Active Points) 3 3) Language: Kmer (idiomatic) (4 Active Points) 1 4) Language: Pidgin (fluent conversation) (2 Active Points) 3 5) Language: Serianask (idiomatic) (4 Active Points) [b]SKILLS Cost: 52[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 3 Money: Well Off [b]PERKS Cost: 3[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Perfect Pitch 3 Eidetic Memory (5 Active Points); Limited Power Power loses about a third of its effectiveness (only for songs and the spoken word; -1/2) [b]TALENTS Cost: 6[/b] [b][u]Cost[/u] [u]EQUIPMENT[/u][/b] Future Spells [i][b]Minor muse magics: [/i][/b]Multipower, 40-point reserve, (40 Active Points); all slots Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) [Notes: need 7 pts to buy off others only] 1) [i][b]puppy dog eyes: [/i][/b]Drain EGO 0 1/2d6, Costs END Only To Activate (+1/4), Continuous (+1), NND ([standard]not into women or slavishly loyal; +1), Damage Shield (Offensive; Affects Mental And Physical Attackers; +1 1/4), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (40 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) 2) [i][b]High note 1: [/i][/b]EB 2d6+1, NND ([standard]Deaf,hard ear covering,sound flash def; +1), Area Of Effect (11" Cone; +1 1/4) (39 Active Points); No Range (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) 3) [i][b]High note 2: [/i][/b]HKA 1d6-1 (1d6 w/STR), NND ([standard]only vs ridged objects; +1), Does BODY (+1), Area Of Effect (7" Cone; +1) (40 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) 4) [i][b]low base note to rattle teeth and bones: [/i][/b]HKA 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Area Of Effect (9" Cone; +1 1/4) (37 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) 5) [i][b]a song all can understand: [/i][/b]Universal Translator 18- (25 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Distinctive Features: detects as magic (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 5 Distinctive Features: long pointed ears (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Hunted: New Dawn 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Physical Limitation: Short (Frequently, Slightly Impairing) 15 Psychological Limitation: must do morning spells before she will see anyone (Common, Strong) 10 Psychological Limitation: Courious Common, Moderate 20 Social Lim: Amnesia (Very Frequently, Major) 15 Social Limitation: Subject to order by New Dawn (Frequently, Major) 5 Vulnerability: 1 1/2 x STUN Cold Iron Uncommon [b]DISADVANTAGES Points: 100[/b] Base Pts: 150 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 250
Background/History: Elizabeth Perrot is a blank slate
she has no memory save for the last year
she just knows that she is strong(Like an ox) and that her voice when she sings can have magical effects on herself and others
she has been singing for her supper for as long as she can remember(a yr)
Personality/Motivation: Courious to find out more of her heritage
Quote: what kind of song do you want
Powers/Tactics: Brick who can help her friends with various songs
Str 35 7d6 damage no special tricks
Campaign Use: 01/04/01
Brick primary
Appearance: Female
human w/ long pointed ears
30b-16-30
very fair skin
could pass for 16 real age 22
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Re: Wraith
i invisoned this character not as a ranged combatant but more as a brick
her body drain is a very nasty attack akin to a sub going past crush depth and reducing the target to as small as a singularity or a marble(which if the DM allows could also be used as a ranged attack,the marble that is)
her foes only saving grace is that she dislikes killing
the gravity locked is her making the target(s) more intune with the local gravity field(the effect is more that they need to fight against the more effective gravity field than losing the stat
but a 0 str they are rendered immobile which is what I wanted
change enviroment lose mobility cost too much for less effect
thanks for the comments
Ah, allow me to expand on Tomato Soup: As a gravity manipulator I could easily see some nasty Gravity Well attacks (Killing Attacks or EBs with Double Knock back) with Defenses like, NND: Density Increase.I think the concept is good and with gravity as a core concept there is a ton of things to build off of.
Also, if a GM had a problem with +40 Strength (No Endurance Cost) you may try and get by with Reduced Endurance showing that the Gravity well is assisting but not doing all the lifting as with TK.
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Re: X-Men: The Next Generation campaign on Hero Central
just incase there is an opening
[b]Wraith - Rena Anastasia Ramius[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15/75 12- / 24- HTH Damage 3d6/15d6 END [1] 20 DEX 30 20 13- OCV 7 DCV 7 15 CON 10 15/35 12- / 16- 14 BODY 8 14 12- 18 INT 8 18 13- PER Roll 13- 15 EGO 10 15 12- ECV: 5 20 PRE 10 20 13- PRE Attack: 4d6 22 COM 6 22 13- 3 PD 0 3/33 3/33 PD (0/18 rPD) 3 ED 0 3/33 3/33 ED (0/18 rED) 3 SPD 0 3/6 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 6 REC 0 6/20 30 END 0 30/70 30 STUN 0 30/70 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3"/15" 3"/15" forward, 1 1/2"/7 1/2" upward [b]CHA Cost: 87[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 40 [b][i]Mutation Gravity manipulation[/i][/b]: Elemental Control, 80-point powers - END= 41 1) FF (18 PD/18 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (81 Active Points) - END=0 33 2) +60 STR, Reduced Endurance (0 END; +1/2) (90 Active Points); No Figured Characteristics (-1/2) - END= 40 3) Flight 20", Costs END Only To Activate (+1/4), Usable Underwater (+1/4), No Gravity Penalty (+1/2) (80 Active Points) - END=7 - END= Gravity enhancements, all slots OIHID (-1/4) - END= 32 1) +20 CON (40 Active Points); OIHID (-1/4) - END= 10 2) +12 PD (12 Active Points); OIHID (-1/4) - END= 6 3) +8 ED (8 Active Points); OIHID (-1/4) - END= 24 4) +3 SPD (30 Active Points); OIHID (-1/4) - END= 16 5) +10 REC (20 Active Points); OIHID (-1/4) - END= 24 6) +30 STUN (30 Active Points); OIHID (-1/4) - END= 14 7) Knockback Resistance -9" (18 Active Points); OIHID (-1/4) - END=0 33 8) N-Ray Perception (Touch Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, Transmit (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot read or see colors; -1/4), OIHID (-1/4) [Notes: stopped by force walls/ fields] - END=0 13 9) LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (16 Active Points); OIHID (-1/4) - END=0 - END= 75 [b][i]Intense gravity manipulation[/i][/b]: Multipower, 75-point reserve - END= 7u 1) [b][i]Gravity locking[/i][/b]: Drain STR 1d6, Alterable Size, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1), NND ([standard]Gravity based powers,mass,or density altering powers; +1), Area Of Effect (12" Radius; +1 1/4) (75 Active Points) - END=7 7u 2) Invisibility to Sight, Mental, Radio, Hearing, Smell/Taste and Touch Groups and Spatial Awareness , No Fringe, Reduced Endurance (1/2 END; +1/4) (75 Active Points) - END=3 7u 3) [b][i]Gravitic Crush[/i][/b]: Drain BODY 7 1/2d6 (75 Active Points) - END=7 7u 4) [b][i]Gravity warping[/i][/b]: Teleportation 5", x16 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) - END=7 7u 5) Desolidification (affected by Force wall/fields), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (70 Active Points) - END=3 [b]POWERS Cost: 436[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Concealment 13- 3 Criminology 13- 3 Deduction 13- 3 High Society 13- 3 Mimicry 13- 5 Navigation (Air, Land, Marine, Space) 13- 5 KS 14- 5 PS: Horror writer 14- 3 Stealth 13- 15 +3 with HTH Combat 3 Language: Russian (completely fluent; literate) (4 Active Points) 3 Language: Lithuanian (completely fluent; literate) (4 Active Points) 0 Language: English (idiomatic; literate) (5 Active Points) [b]SKILLS Cost: 54[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 5 Money: Well Off 18 Contact: Col. Kitty Pryde (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (18 Active Points) 8- [b]PERKS Cost: 23[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 DNPC: Publisher Fred Garvin editor Dameon Grey 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 15 Distinctive Features: gravitic anomolies (Concealable only in Hero Id; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 20 Hunted: comunist super soidiers 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Mystical or Undead types 8- (Mo Pow, Harshly Punish) 15 Hunted: Shield 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Psychological Limitation: dislikes killing (Common, Moderate) 10 Psychological Limitation: Loves playing the spooky motif (Common, Moderate) 10 Psychological Limitation: Thrill seeker (Common, Moderate) 10 Psychological Limitation: annoyed by incompetence (Common, Moderate) 10 Psychological Limitation: Hates Commies (Uncommon, Strong) 5 Social Limitation: Secret Id (Occasionally, Minor) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 250 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 600
Background/History: Rena is a mutant late bloomer(she is 28 yrs old)
Her powers manifested 2 yrs ago she has spent most of here time learning how to use them and is only now getting back to writing horror stories/novels
she is a first generation born american on her father's side of the family
Rena's father was a Soviet Sub captian who defected with his sub(a boomer)and most of the officers(3 yrs before she was born)
when Rena's powers manifested her father used his contacts with the US goverment to get some help and training for her for her
Rena got sent to SHIELD to be trained
SHIELD could only do so much Col. Pryde suggested that Rena seek out Hank McCoy the new head of the Xavier shcool to complete her training
Personality/Motivation: thrill seeker
Quote: gennerally Wraith does not speak much
Powers/Tactics: 75 str :brick plain and simple
flight :flys upright(ala Magneto)and walks while flying
increasing gravity field those in it are being made heavier by making them more attuned to the planet
increased stats: time space is being stretched around here, the universe slowed greatly in relation to her
N-ray perception:mass based and very accurate but cannot read unless it is carved or raised and cannot percieve colors
Mega-scale teleportation she is using gravity to warp 2 points in time space thing would be bad should she go under 1 km(think leaving a crease in time/space
Drain(gravitic crush)she is creating an intense gravitc field to crush her target down to as small as a singularity)think going past crush depth in a sub)
invisibility just extending the field from skin tight to include her clothing
knock back resistance using gravity to hold her in place
desolid warping space around her and a friend
Campaign Use: Front line brick
some stealth
transport
this character is coming from goverment training but has no wish to be a governemt agent(would prefer to just write horror novels or a movie)
but fate has handed her other things to her hand
word got out less than a yr ago about her father that he survived
those who had a grudge paid him back by killing him and his wife they are after the daughter but did not know that she was super powered much to their surprise
Appearance: clothing a waffenrok made for a woman 15/16 century battle dress for a landskennect
tall(thigh high)boots
elbow length gloves
great cloak with hood
all clothing looks to be worn but no body is visible
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Re: Sidekick PD/ED question
just a couple of pages of stuff but then it would be a reduced version of the 4th ed Hero system book
one we are not going to get
instead we will get 2 hardback books
while yes tougher to destroy also a lot more expensive to replace should an accident happen
also some people don't need all the examples
they are nice to have
That would defeat the point of what Sidekick is. -
Re: CthulhuTech?
CthulhuTech
maybe kinda like the Shadow enhanced Destroyers in Babylon 5
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Re: Sidekick PD/ED question
there is a revised edition of SideKick
It will be the basic book that comes out later in the yr
and Steve did not indicate that he was going to put the missing powers,skills perks and talents in
my specific question was
Quote:
so [the 6E Basic Rulebook] will be like the 4th ed soft cover that had all the powers,skills,perks,and talents boiled down to Sidekick size
as opposed to 5th ed Sidekick that had some powers,skills,perks and talents left out
It will be just like Sidekick. If you want the full version of the rules' date=' that's the hardcover two-book 6E core rules. We're not going to start producing multiple versions of the same thing (e.g., a softcover main rulebook) because that significantly increases our production and printing costs without any equivalent increase in our sales.[/quote'] -
Re: A New Dawn. 'Post-Apocalyptic' Fantasy
I saw 250 pts about how many active points do you want starting characters to be around for powers
I was looking to write up a 250 pt version of a sidhe character I have
55 str brick with singing muse powers to aid friends
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Re: Solanum Zombie
well done
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Re: Decoupling Movement from Speed or Segement moviement
I alsp see to decouple speed and movement you would need to figure out these things
1 movement per segment doing a half move so you can attack and need to know how many segments between attacks
2 movement per segment doing a full move/through/by and how many segments between attacks
3 movement per segment doing stage 1 of noncombat movement
4 as above stage 2 and so on
you will probably have to use a form of plotted movement as in Star fleet battles including persue,maintain distance,and avoid and evasive(to simulate dodge)
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Re: Decoupling Movement from Speed or Segement moviement
we only convert to mph or kph when out of combat
we still need speed to do the numbers
Does anyone have any house rules regarding this? I ask that if you just don't like the idea please don't clog up the thread pointing that out. It's not really an argument I wanted to have in this thread. -
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Re: Wraith
yeah there is a lot of stuff attached but the EC already is a focal point for a drain
hit the EC and major portion of her power goes away any way
I expect to be drained once in a while
since in the games I have played in for the past 22 yrs
most characterss don't grow that much more powerful maybe 1 or 2 DC
but they do get more versitile(more skills,buy down limitations,more slots in MP's)
the extra stats are because she is also warping time(she slows the whole universe down vs her)
Meshing is usually a role-playing thing
the game latest game I have her in there are in a group of 6
4 various types of bricks
1 really strong martial artist(40 str)
and 1 energy projector
transport,crushing bots and tangling with load of agent types are the areas she seems to be the best at
only her +40 strength is 0 end her 15 still costs 1
thanks for the input
She reminds me of a Powered Armor character, only her theme is gravitic powers and not powered armor. Her change into Heroic ID must be the activation of his Forcefield, because she becomes a badass once that's on.Lots of eggs in that FF basket. The first time it gets drained, transferred or suppressed she's going to be bumming.
My only concern (as a GM) woudl be that she has so many auxillary powers (Drains, Invisibility Desolid, Teleport and a 360 degree targeting N-Ray vision) that I'd worry how well she woudl mecsh in a group. She is a great solo hero, but maybe covers too much ground to be a good "team" hero. But that's just one guy talking. She's awfully effective-looking (55 STR at 0 END and 6 SPD, 'nuff said).
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Re: Personal Sacrifice
what I saw as being asked for was "Personal Sacrifice"
if it is a drain it needs to be something that is going to last a while
for me this means at least a month,maybe more like years or centuries
when I poster my version of Townsaver the character took damage(3d6 normal no defences)that damage is going to take close to a month to heal for a normal
their needs to be some sort of inconvience that lasts a while and might include death
a drain that comes back in 5 minutes is not a "Personal Sacrifice"
Character for Review: Ilyusha
in Champions
Posted
Re: Character for Review: Ilyusha
pretty much just a FB MK1
my only question is why have 4 pts of damage resistance when you have armor
you could have not added to Ed and sold back 4 of Pd and added 4 ro armor for the same result