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nexus

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Everything posted by nexus

  1. What about Invisibility? I buy my Visual Perception roll up to 100 or less. You spend a fixed amount of points on Invisibility to the Sight Group. I can't see you. Now, I can buy another Targetting Sense, but you can also buy an attack of another special effect to my Invulnerability and absolutely no increase in cost. If I get a NND:gas attack and you get the right life support, that gas attack is negaged despite my having spend more points on it. I'm not trying to be jerk and I hope I'm not coming off as one, but things like Invulnerablity, at least to certain things, aren't uncommon in the type of material Hero is typically used to simulate. Such a thing would have words of caution attached to it, of course.
  2. I feel your pain. My players seem to fall for the most unlikely NPCs. For example, for one Champions game I created what I thought was the most unlikable, snarky mean spirted witch ever to walk the green earth as their team's laison with UNTIL. And they loved her. Always wanted to talk to her, did what she said and went out of there way to defend her, etc. I finally asked why and the reply was her spirit. They admired the fact a baseline human had the sheer backbone to talk to supers like that. Go fig.....
  3. OTOH, there is such a thing as "Street Loyal". When your bought you stay bought, honor your "Contract" at least the letter, of them, etc. Most Cyberpunk style rpg setting assume something like that or their "societies" can't function. Getting a rep for betrayal would be a bad thing. Not to mention why kill someone with unknown potential backing and connections? Thats just asking for trouble. All that being said, sulking or vengence is a bad way to handle it. The GM should have used that as story material. You're group does get a rep as backstabbers or nutcases. You're jobs gets more dangerous, your employers (the few that will work with you) are more paranoid and/or vile. The person you shot was somone else's lover, friend or favorite flunky and now they want a peice of you. All sorts of things. In character consequences for in character actions.
  4. I know there are always two sides to any story, but I have to say from this side of the fence: "Yeah right." Exactly what "in game" explaination can there be for being a character being gang raped by the X men?
  5. Re: Re: Does Hero need... I am aware of that. Those rules would be exceptions. There are things in Hero that are "absolute" but don't cost infinite points. The question was if such mechanics were "nessecary" to create certain effects.
  6. Perhaps I should clarify. For an attack that doesn't miss as an example' A magical spell, a word of power that does damage when the heard. No roll to hit, no dodge. It just does damage. Or a Voodoo doll type effect. What about limited Invulnerability such as being Invulnerable to Cold based attacks. With the Desolid route you would still have to by all your attacks Affects Real World.
  7. PCs that never ever react to anything. Are never afraid, never impressed. No matter what the setting or what happens.
  8. Mechanics for: Attacks that normally do not miss True Invulnerability In your opinion. Or would it would be damaging to the system as a whole to introduce such things?
  9. Giving out or allowing something then resenting the player when he actually tries to use it. Forcing his own morality or hang ups on the players characters. Constantly making the PCs the butt of "jokes" that ususally revolve around humiliating them (In genres other than comedy games). When the PCs fail it is always in the most spectacular and embarrasing fashion you can imagine. Relying on rules rather than common sense. Usually part of the problem in one of the above.
  10. Last one! Melissandra Estevez Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 34 DEX 72 16- OCV: 11/DCV: 11 35 CON 50 16- 17 BODY 14 12- 20 INT 10 13- PER Roll 13- 28 EGO 36 15- ECV: 9 15 PRE 5 12- PRE Attack: 3d6 25 COM 8 14- 3 PD 0 Total: 8 PD (5 rPD) 7 ED 0 Total: 12 ED (5 rED) 5 SPD 6 Phases: 3, 5, 8, 10, 12 10 REC 0 70 END 0 63 STUN 20 Total Characteristics Cost: 226 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 10 1) Body Modification:Adhesive Grip: Clinging (normal STR) 75 Teleportation Powers: Multipower, 75-point reserve 7u 1) Long Range Teleport: Teleportation 3" (No Relative Velocity, x4 Increased Mass), Custom Modifier:Scalable (+1/2), Megascale (1" = 10000 km; +1 1/4) (71 Active Points) 7 7u 2) Short Range Teleport: Teleportation 25" (Improved Noncombat Movement (x4), No Relative Velocity, x4 Increased Mass) (75 Active Points) 7 Quantum Enhancments 7 1) Catfooted: Stealth (11 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 20- 1 46 2) Adaptability: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep) 5 3) Regeneration: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) 1 5 4) Detect Lies: Detect:Spoken Lies A Single Thing 15-, Sense Affected As Another Sense:Part of Hearing group (+0) 8 5) Enhanced Initiative: Lightning Reflexes: +5 DEX to act first with All Actions Equipment 4 1) Quantum Reserve: +10 END (5 Active Points); IIF (-1/4) (added to Primary Value) 9 2) Eufiber Uniform: Armor (5 PD / 5 ED) (15 Active Points); Limited Power:Only while holding Endurance (Power loses about a third of its effectiveness; -1/2), IIF (-1/4) (added to Primary Value) Perks 5 Money (Well Off) 15 Contact:Project Utopia (12-) (Contact has access to major institutions, Contact has: useful Skills or resources), Organization Contact (+2) (15 Active Points) Skills 9 Acrobatics 19- 9 Breakfall 19- 3 Streetwise 12- 5 Stealth 17- 4 WF: Common Melee Weapons, Small Arms 3 Language: English (Portuguese is native): Completely Fluent, w/Accent 4 Language: Spanish: Idiomatic, native accent 10 +2 with HTH Combat 12 +4 with handguns 15 +3 with Melee Total Powers & Skills Cost: 277 Total Cost: 502 400+ Disadvantages 5 Distinctive Features: Extremely beautiful, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Psychological Limitation: Strives to do the right thing, Common, Strong 10 Psychological Limitation: Hatred of Drug Cartels, Common, Moderate 10 Psychological Limitation: Will do anything to survive, Uncommon, Strong 15 Hunted: Project:Utopia, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 62 Team Tomorrow New Recruit Bonus Total Disadvantage Points: 502 Growing up in Columbia left Melissandra few options. Her family had lived and died among the cocaine cartels for two generations. Her own father had died from coca poisoning and her brother had worked as s smugger until his own men killed him. Melissandra was first noticed by an enforcer at 16 when she killed a man in a street fight. Despite her dreams of being a World class gymnast, she could refuse the offer of training and well paying job. Melissandra grew into the job quickly, becoming strong and fast. The cartel boss began paying more attention to her and this stirred up the jealousy of her peers. She made too much of a name for herself and eventually, they decided she had to be eliminated. In a particularly slimy move, one of her fellow had her sent on a suicide mission. Melissandra didn't realize the mission was a trap until too late. She found herself trapped in a Federale camp, surrounded by soldiers who would kill her as soon as they found her. Melissandra's anger grew as she realized what had been done to her. Not all that, but a desire for revenge on the men that had done this to her. She Erupted just as the troops broke down the door. Her powers allowed her to escape easily and she went to Utopia, then Team Tomrrow South America in hopes of avenging herself on the cartels. After the death of Jennifer Landers, Melissandra took her place as the team teleporter. Surpsingly, and encouragingly, Melissandra had taken her chance to become one of the good guys. She's grateful for her rise out of poverty and has developed a strong sense of right and wrong. She endeavors to live up to the Team Tomorrow ideal as much as possible. Inside so, the desperate street child remains and there is little Melissandra will not do to survive. Powers:Melissandra's primary power is teleportation. She can carry herself and up to 4 others thousand of KMs by means unknown. Her teleportation also eliminates all relative velocity, so she can jump safely into and out of moving vehicles, from fall and other dangerous situations. Her natural agility has been enhanced to superhuman levels as her stealth and flexibility. Her body is sustained by quantum energies now so she does not need to eat, breath or drink and is immune to most diseases. Melissandra heals at a superhuman rate as well. Somehow she can "stick" to objects she touches, allowing to move on any surface. Utopia's scientists aren't sure how she accomplishes this either. Appearance:Melissandra is a strikingly attractive Columbian woman with a very fit, muscular physique. She has long black hair and dark brown eyes. Many people think she bears a strong resemblance to Salma Hyeck. She wears the standard Team Tomorrow jumpsuit and otherwise dresses for simply, in loose clothing designed to allow her to move easily. Melissandra's voice is surprisingly husky for a woman, though not unnaturally so.
  11. Delany "Firefly" Croft-Martin Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 HTH damage 31 DEX 63 15- OCV: 10/DCV: 10 15 CON 10 12- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 22 EGO 24 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 25 COM 8 14- 4 PD 0 Total: 18 PD (14 rPD) 3 ED 0 Total: 17 ED (14 rED) 8 SPD 39 Phases: 2, 3, 5, 6, 8, 9, 11, 12 7 REC 0 30 END 0 28 STUN 0 Total Characteristics Cost: 179 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END Quantum Powers 27 1) Enhanced Durability: Armor (9 PD / 9 ED) (added to Primary Value) 45 2) Energy Powered Metabolism: Absorption 9d6 (max. Absorbed Points: 54): Energy/Dexterity 22 Light Manipulation Powers: Elemental Control, 44-point Powers 38 1) Light Beam Riding: Flight 30" (60 Active Points) 6 10 2) Glow: Sight Group Images (+/-9 to PER Roll), x2 Radius (+1/4) (46 Active Points); Only To Create Light (-1), No Range (-1/2) 5 23 3) Light Doppleganger: Clairsentience (Sight Group; Additional Sense: Normal Hearing, x16 Range) (45 Active Points) 4 Quantum Enhancments 15 1) Enhanced Initiative: Lightning Reflexes: +10 DEX to act first with All Actions 9 2) First Impression: +3 with Pre Skills (15 Active Points); Limited Power:Only to make a First Impression (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 13 3) +3 Overall (30 Active Points); Limited Power:Only to offset rushing penality (Power loses about half of its effectiveness; -1), Costs Endurance (Only Costs END to Activate; -1/4) 3 Equipment 4 1) Malleable Uniform: Transform 2d6: Uniform into any other outfit (Cosmetic) (10 Active Points); Limited Target (Very Limited; -1), IIF (-1/4) 1 4 2) Eufiber Quantum Reserve: +10 END (5 Active Points); IIF (-1/4) (added to Primary Value) 9 3) Eufiber Uniform: Armor (5 PD / 5 ED) (15 Active Points); Limited Power:Only as long as it holds Enudurannce (Power loses about a third of its effectiveness; -1/2), IIF (-1/4) (added to Primary Value) Martial Arts: MA NAME Maneuver OCV DCV Notes 4 1) Punch/Snap Kick +0 +2 STR +2d6 Strike 5 2) Roundhouse Kick -2 +1 STR +4d6 Strike 4 3) Block +2 +2 Block, Abort Perks 10 Money (Wealthy) 4 Reputation:Member of Team Tomorrow (A large group, 11-) +2/+2d6 12 Contact:Utopia (12-) (Contact has access to major institutions), Organization Contact (+2) (12 Active Points) Skills 5 Acrobatics 16- 5 Breakfall 16- 3 Trading 14- 3 Computer Programming 13- 5 Combat Driving 16- 3 Security Systems 13- 3 Lockpicking 15- 7 Stealth 17- 1 Streetwise 8- 5 KS: Wardrobe and style 14- 2 Survival (Temperate/Subtropical Forests) 13- 3 Conversation 14- 3 High Society 14- 15 +3 with Firearms Total Powers & Skills Cost: 322 Total Cost: 500 400+ Disadvantages 5 Distinctive Features: Extremely beautiful, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 5 Reputation: Impulsive Thrillseeker, Sometimes (8-) 10 Psychological Limitation: Impulsive Thrillseeker, Uncommon, Strong 10 Psychological Limitation: Petty and jealous nature, Common, Moderate 60 Team Tomorrow Auxiliary Bonus Total Disadvantage Points: 500 Delany Croft-Martin was born a society darling, the child of the one of the wealthiest, most influential families in New York. As such her life was one of privilege but not a little social obligation. Naturally rebellious, Delany chafed under the restrictions of high society life. But kept up with it, seeing no other way out. Her Eruption was a godsend. It was freedom from the boring life of a debutante once and for all. Using her families contacts and influence, Delany got herself assigned to Team Tomorrow. She was placed in the axillary Team, but none the less got what she craved. Excitement and adventure. As "Firefly" Delany takes every chance to push the envelope. particularly in combat. She takes wild chances and does not work will with others as she is a glory hog. Delany likes being the center of attention and sometimes resents the fame of other more powerful members of Team Tomorrow. But its something she's willing to deal with for now. Powers:For the most part, Delany's powers involve light. She can emit an extremely bright glow, which is the source of her code name. By "riding" beams of light, she can fly at extreme speeds and can create a "living light" immaterial doppleganger which she can see threw. Otherwise she is physically very tough and extremely fast. Her reaction time is many times faster than a human being. Appearance:Firefly is a slender blonde woman with green eyes. Her face is triangular and pixyish which makes her look a bit younger and more innocent than she is. She keeps her hair short and up, on or off duty. Surprisingly, Delany favors that standard Team Tomorrow uniform with no embellishments. Off duty though, she is never dressed in anything other than the latest fashions. Note:This character and the next are included mainly to show that Team Tomorrow doesn't always include the most powerful or heroic people. Recruits are sometimes picked for sheer publicity, because of politics or just plain expediency.
  12. nexus

    WWE Hero

    I can't writeup.org to load.
  13. You see it in anime alot. Catgirl Nuku Nuku, The Ctarl Ctarl, Unapuma and Anapuma... They usually have high agility as well (overall combat monster) but this guy has a fetish for strong women so he'll sacrifice agility for strength.
  14. I was following a thread on Rpg.net about that sort of game. You'd be surprised how many really like, or even prefer that style of play. I was fascinated.
  15. Twice is fine. I've played the same character twice, or three times. but this is every time, every game, every genre. The first thing he asks when a game is being set up is "are there cat people?". Or can there be cat people, or something along those lines. Its especially annoying when a "cat girl sex bomb" just doesn't fit the style, setting or genre. But otherwise he refuses to play and makes everyone feel guilty until we relent. Worse yet is when plays the cloest thing to a kitty girl (Such as Cat Trooper in Rifts or Fex in Terran Empire) and turns them into a brainless kitty girl bimbo. . .
  16. Ricardo Montoya-Bernal Val Char Cost Roll Notes 75 STR 65 24- Lift 819.2tons; 15d6 HTH damage 37 DEX 81 16- OCV: 12/DCV: 12 25 CON 30 14- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 15 PD 0 Total: 20 PD (5 rPD) 5 ED 0 Total: 10 ED (5 rED) 6 SPD 13 Phases: 2, 4, 6, 8, 10, 12 20 REC 0 50 END 0 61 STUN 0 Total Characteristics Cost: 229 Movement: Run: 6"/NC" Swim: 2"/NC" Cost Powers END 30 Kinetic Energy Redirection: Physical Damage Reduction, Resistant, 75% (60 Active Points); Always takes Full Knockback when this power is employed (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Costs END Every Phase; -1/2) 6 37 Kinetic Energy Manipulation: Flight 15", Usable Underwater (+1/4) (37 Active Points) 4 26 Premonition: Danger Sense (16-) (Function as a Sense, Intuitional, Sensitivity: Any Danger) 16 Psychic Screen: Mental Defense (20 points total) 33 Incredibly Good Luck: VPP, 20 base + 13 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (50 Active Points); Character Has No Choice Regarding When Or How Powers Change (-1), Limited Class Of Powers Available:Simulates Incredible Luck (Slightly Limited; -1/4) Quantum Enhancments 40 1) Crushing Strength: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. PD) 4 52 2) Shockwave Attack: Energy Blast 15d6 (vs. PD), Hole In The Middle (Fixed Size; +1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2) (131 Active Points); No Range (-1/2), Restrainable (-1/2), Limited Power:Only affects targets on the ground (Power loses about a third of its effectiveness; -1/2) 13 15 3) Physical Prodigy: +3 Overall (30 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Limited Power:Only for Physical Skils (Power loses about a third of its effectiveness; -1/2) 3 16 4) Accuracy: +3 with All Combat (24 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 2 4 5) Flexibility: Double Jointed 18 6) Synergy: +3 Overall, Custom Modifier:Usable At range (+0), Usable By Other (+1/4) (37 Active Points); Requires A Skill:Team Work Roll (-1/2), Limited Power:Only for coordinated group activities (Power loses about a third of its effectiveness; -1/2) Equipment 4 1) Malleable Uniform: Transform 2d6: Uniform to any other outfit (Cosmetic) (10 Active Points); Limited Target (Very Limited; -1), IIF (-1/4) 1 4 2) Eufiber Quantum Reserve: +10 END (5 Active Points); IIF (-1/4) (added to Primary Value) 9 3) Eufiber Uniform: Armor (5 PD / 5 ED) (15 Active Points); Limited Power:Only while holding Endurance (Power loses about a third of its effectiveness; -1/2), IIF (-1/4) (added to Primary Value) Martial Arts: MA NAME Maneuver OCV DCV Notes 3 1) Full Nelson/Bear Hug/etc -1 -1 Grab Two Limbs, +10 STR for holding on 5 2) Leg Grab/Flying Takedown -2 -1 Grab Two Limbs, +10 STR for holding on; FMove 3 3) Flying Tackle +0 -1 STR +v/5 Strike; You Fall, Target Falls; FMove 3 4) Takedown +1 +1 STR Strike; Target Falls Perks 6 Reputation:Hero of Mexico (A large group, 11-) +3/+3d6 10 Money (Wealthy) 25 Follower:Rabid Fans (x5, 50 Base, 50 Disad) 15 Contact:Project Utopia (13-) (Contact has access to major institutions), Organization Contact (+2) (15 Active Points) Skills 9 Acrobatics 19- 9 Breakfall 19- 3 Acting 13- 7 Combat Driving 18- 7 Combat Piloting 18- 3 Security Systems 12- 3 Lockpicking 16- 7 Sleight Of Hand 18- 4 Survival (Urban) 13- 3 Streetwise 13- 3 High Society 13- 3 Language: English (Spanish is native): Completely Fluent, w/Accent 25 +5 with HTH Combat 9 +3 with handguns Total Powers & Skills Cost: 469 Total Cost: 698 400+ Disadvantages 10 Distinctive Features: Green skin and spiny "fins" on his back, arms and calves, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Psychological Limitation: Feels Invulnerable in Combat, Common, Strong 15 Psychological Limitation: Flashy, likes to make his fights "entertaining", Common, Strong 10 Psychological Limitation: Honorable, follows gentleman's code, Common, Moderate 298 Team Tomorrow Bonus Total Disadvantage Points: 698 Ricardo was born the oldest of five children. Growing up poor in Mexico City, he learned early that you had to work hard to earn your way in life. Unfortunately, he seemed to be the only one in his family that learned that lesson. From a young age, it was up to Ricardo to provide for his family and though the he resented it he felt it was his duty. That all changed one day. A bully challenged him at work and rather than risk his job, Ricardo declined. His attacker jumped the young man as he tried to walk away. In that instant, all his anger and resentment, at his life, at his country and his family boiled over. With a surge of new strength, Ricardo threw his attacker into the sea over 50 meters away. He lost his job, but it didn't matter. Nova powers meant wealth and fortune. Ricardo joined XWF (eXtreme Warfare Federation, Nova shootfighters and wrestlers) and began making a name for himself. But as his experience with organization grew he found most of the people working for it to be questionable at best or at worst beneath contempt. Ricardo's disgust with XWF grew until he couldn't take it any longer. When Utopia approached him looking for attractive new faces for its promotional "Team Tomorrow" he jumped at the chance. Ricardo has made a name for himself as hero and role model for Mexico, somewhat unknowingly. He still adheres to the Luchador "code" including the mask tradition. This has inspired other South American Novas (and Elite in general) to keep to that code. Ricardo has practically cut all ties with his family though. They still pester him for money, but he feels it is time for them to earn their own way and stop riding on his back. Ricardo has developed some issues with Taint unfortunately, but his easy going and friendly manner keep anyone from bothering him too much about it. Powers:Montoya is geared for combat. His is among the strongest of Novas, easily the equal of Geryon and extremely resistant to injury even without his Eufiber armor. Montoya's body reflexively shunts the kinetic energy from blows and impacts into momentum, allowing him to "bounce" away from attacks without harm. By similar manipulation of kinetic energy, he can fly at moderate speeds. Montoya-bernal also has a "Sixth Sense" that warns him of danger in and out of combat, usually threw fortunate hunches and lucky breaks. In fact, Ricardo is just extremely lucky over all. Fortune just seems to go his way constantly sometimes in truly amazing ways. These powers combined with his superhuman reflexes and combat experience make him a force to be reckoned with on the battlefield. This has given Ricardo a sense of invulnerability and he is flashy,taking chances in fights since he feels he can't be hurt. As part of his code of honor, Ricardo will not initiate lethal combat but will respond in kind. He is also reluctant to strike women, preferring to subdue and restrain them as non violently as possible. Appearannce:Ricardo's has dark, intense eyes and roguish good looks. He's large and powerfully built without being bulky. He could easily be a romantic lead if he wished and never lacks of romantic companionship. In public, he is never seen without his trademark Luchedor mask, made to match his Team Tomorrow uniform. Even out of uniform, he wears it or some variation of it and looks impressive doing it. Otherwise, Ricardo has never been one to put on airs and dresses well, but simply, going for neat appearance and comfort. Growing so powerful so fast has had it cost though. Ricardo has a series of spiny "fins" on his back, forearms and calves along with green skin.
  17. The Super NPC. He's stronger than you, faster than you and smarter than you. "You" being any of the PCs. He knows the solution to the scenario already. You are clearly just in the way. You are there to be an audience and sometimes, a cheerleader. He is typically one of the GM's old PCs or a blatant avatar of the GM. The GM that assumes your character is an idiot. Despite whatever experience or background the character might have, regardless of their skills. The GM offers no hints or insights into the situation. If you don't say it, you don't do it. Despite the fact your character has been a detective for 10 years, he apparently knows nothing about basic assumed investigative procedures if the player doesn't or just slips up on a minor detail, for example. So the only character you can safely play is one just like yourself.
  18. And this drives me up the wall. Players that ALWAYS play the same character. Always. Everyone has some archtype or quality that they like. RPing is a hobby and should be fun. But this player's character are always the same, or as bloody close to it as he can come. For example. I have one player that always plays catgirls. Not just catgirls, but the same catgirl. With superhuman strength (often getting average agility to pay for it), no claws, low IQ and a complete sex pot. He has played this character in genres ranging from fantasy to superheroes to cyberpunk in settings from the Champions Universe to Transhuman Space.
  19. Players that assume everything they know or can do, their character knows or can do. Particularly since, as gamers, I think we all tend to be at least slightly above average in intelligence. Or at least, have vast stores of unususal trivia in our heads. This leads to farmhands that have never been to school knowing the basics behind nuclear explosives.
  20. I imagine most diseases could be written up as various NND Drains or Killings Attacks. What I am having problems with is her ability to turn them on and off from a distance. For example, Plague infects a wealthy target with Ebola. She allows him to suffer the first stages of the disease to prove her point, then stops it once the payments start coming in. Later, he starts to think that maybe he's safe (or just annoys her in some way) she can turn the disease back "on"
  21. If it were just to age non living things I'd simply call it a Killing Attack, possibly NND:Being an imperishable or self repairing material, Does body if the end result is to destroy it. Making an inanimate object "younger" might have the same result as its falls back into its component parts. Making younger could also be an AID ((any lower Char) to objects as it returns to a more functional state.
  22. The character controls disease. She can store pathogens in her body, but can't create them at will until she gets a sample. Currently, she has HIV, Hunta virus and several strains of several strains of severe flus. She injects her victims with nearly microscopic (But extremely sharp) needle like hairs on her hands. Once the disease is inject, she has total control over its progression and communicability. She can shut it down totally, allow it to progress as normal or accelerate its progression rate exponentially. This can be done at all from practically any distance though anything that shields against psi powers would stop the control. How would you write this up?
  23. At Q5, level 5 Quantum bolt inflicts slightly more damage than a vehicle launched SAM missile if its lethal. 10 Levels+20 Dice whle the SAM inflicts 15 levels+15 Dice. On a base hit with no extra successes, this is enough to severly damage a main battle tank and reduce a normal or lightly armored Nova to a fine red mist. So a 5 to 8 RKA seemed about right.
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