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Powerhouse

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Everything posted by Powerhouse

  1. Re: Presenting the Silver Knights Lady Silver Player: Val Char Cost 13 STR 3 21 DEX 33 23 CON 26 11 BODY 2 18 INT 8 23 EGO 26 20 PRE 10 22 COM 6 5/20 PD 2 6/21 ED 1 5 SPD 19 8 REC 0 46 END 0 30 STUN 0 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 136 Cost Power END 50 Mystic Spells: Multipower, 63-point reserve, (63 Active Points); all slots Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 5u 1) Lord Luthan's Light : Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 2 5u 2) Lord Luthan's Lordly Luminsence: Sight Group Flash 7d6, Reduced Endurance (1/2 END; +1/4), Explosion (+1/2) (61 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 2 5u 3) Sepherus' Soul Strike: Ego Attack 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 2 5u 4) Sepherus' Slumber: Drain STUN 3d6, Area Of Effect (7" Cone; +1) (60 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 6 5u 5) The Conjured Confinements of Count Condari: Entangle 3d6, 3 DEF, Area Of Effect (3" Radius; +1) (60 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 6 5u 6) Morpheus' Maze of Mystery: Entangle 2 1/2d6, 2 DEF, Custom Modifier (Works against Ego, not Strength; +1/4), Takes No Damage From Physical Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (62 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 6 5u 7) The Wandering Weave of Wurton: Mental Illusions 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 2 5u 8) Elundi's Enchantment's End: Dispel 14d6, Works on any magic power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4) (63 Active Points); Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 2 3u 9) Perceus' Pathways: Teleportation 9", x4 Increased Mass, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) (63 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) 6 14 Clairsentience (Sight Group), Targeting, MegaScale (1" = 100 km; +3/4) (52 Active Points); Only to percieve teleport site (-1), Extra Time (Extra Phase, -3/4), Concentration (0 DCV; -1/2), Blackout (-1/2) 5 5 Teleportation: Floating Fixed Location (1 Locations) 37 Mystic Shield: Force Field (15 PD/15 ED), Reduced Endurance (1/2 END; +1/4) (37 Active Points) 1 2 Power Defense (5 points) (5 Active Points); Only Works Against Magic Very Limited Type of Attack (-1) 5 Mental Defense (10 points total) 3 Mage Sense: Detect Magic 13- (Unusual Group) (5 Active Points); Concentration (0 DCV; -1/2) 7 Spell of Concealment: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1 Powers Cost: 166 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls Martial Arts Cost: 11 Cost Skill 3 Breakfall 13- 3 Conversation 13- 3 High Society 13- 3 Oratory 13- 3 Persuasion 13- 3 Scholar 2 1) KS: Demonology (3 Active Points) 13- 2 2) KS: Mythology (3 Active Points) 13- 2 3) KS: Occult Lore (3 Active Points) 13- 3 +1 with any Mystic Spells Multipower Skills Cost: 27 Cost Perk 5 Money: Well Off 5 Base Perks Cost: 10 Total Character Cost: 350 Val Disadvantages 20 Psychological Limitation: Code Against Killing (Common, Total) 20 Psychological Limitation: Compassionate (Very Common, Strong) 10 Psychological Limitation: Sworn to protect Earth against evil magic (Uncommon, Strong) 20 Hunted: F.I.S.T. 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted : Dark Cabal 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Lord Malfice 8- (As Pow, Harshly Punish) 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 15 Rivalry: Professional, Percy Worthington), Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 10 Dependent NPC: Percy Worthington 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Re: Presenting the Silver Knights The roleout will take a while and I may make some changes later. Also, I am taking a mea-culpa right now to bad dialogue and melodrama. I will present the individual characters first, those who will become the members of the Silver Knights. First up is their leader, Lady Silver. Name: Lady Silver Identity: Amanda Worthington Occupation: Heiress and Philanthropist Height: 5’5†Weight: 120 lbs Hair: Blonde Eyes: Blue Ethnicity: Caucasian History: "You can't go Amanda!" She turned to Faraji and again she questioned her decision. The dark-skinned youth was so handsome, with eyes as kind as his heart. "I have to go. While we stay sequestered from the world, its people suffer every day. I can't ignore that suffering any longer." "Their plight is of their own making." He took her hands in his firmly. "They cast us aside centuries ago, called us agents of demons and witches." "But they are my people." "So are we Amanda. Even if your blood is part human, your soul is wholly Shangri-la. The people of this modern world will not welcome you." He squeezed her hands fondly. "But we, I, do. Please stay Amanda, I love-" She turned away, the better to hide her tears. "Don't say it Faraji. You're just making this harder." "Do you think I would make this easy? Stay here and take the vow of Fidelity. Together we can lead our people as your father has for all these years." She turned back with sharp words. "Lead them where? We are a people in stasis, existing with our magic but not living or growing in this little world that we created. I can't stay in paradise if it means I must consign others to torment." Holding back the sobs that would have wracked her voice, she said, "if I can find a way back to you, I promise I will come back!" Then Amanda leapt into the swirling portal. An agonized scream from the man she loved followed her. As the dimensional vortex whipped about her, Amanda remembered. Her mother, Cynthia Worthington, had come from a family of wealth and privilege. Along with the families Rockefeller, Carnige, and Vanderbilt, the Worthingtons is a family of wealth and privilege that was founded through a near stranglehold on a certain industry. In the case of the Worthingtons, this industry is pharmaceutical. Disgusted by the evil promulgated by her family, the youngest daughter, Cynthia founded Justice International: a philanthropist group that traveled the world to alleviate suffering and better the lives of all people. Not content to merely fund the group, she journeyed across the globe. During a humanitarian mission in Tibet, her group was assaulted by an army patrol of the People's Republic of China that was engaged in pacifying resistance in the disputed province. In the slaughter, Cynthia managed to flee into the mountains only to be caught in a vicious snowstorm. Half dead, she and crawled through the snow in an attempt to reach shelter. Just as she was about to give up, a light shone and a valley of sun and life appeared. With her last reserves of strength, she entered this strange world. By fate or luck, Cynthia had stumbled upon a valley that had been severed from the rest of Earth's dimension. There lived a group of mystics who had sequestered themselves from a world that had grown to either fear or disbelieve them. In this pocket dimension that they created, the wizards sought refuge. The leader of the small enclave called Shangri-la, a sorcerer of no small power, took pity on the woman and opened the barrier. Over time, the magician cared for the woman and nursed her back to health. They would also fall in love and marry. The past tragedies had caused Cynthia to lose taste for heroic ideals and she would be content to remain in the small dimension with her husband. Not so was the daughter of the union. As the years passed in the secluded valley the child, named, Amanda grew up powerful with a gift for the magical arts the equal to any of her teachers. Equally strong was her compassion and the girl would steal glances of the world beyond through the scrying glasses. The stories her mother told her, tales of deprivation and intolerance, served only to fuel a desire in Amanda to leave the shelter of her home. When she reached the age of twenty, her studies into forbidden scrolls revealed a terrible secret: by leaving earth, the mystics had taken with them much of the white magic of the world. In their wake, dark and terrible powers were growing in strength and threatening the mortal realm. Passionately Amanda argued for a return to the world but the others refused, embittered by their treatment by the ignorant and intolerant. Most vocal of all was Faraji, a descendant of several African shaman as well as her fiancée. Of all the arguments that he wielded, perhaps the most potent was that the stars had aligned such that the mystic portals into Shangri-la no longer functioned. Should she enter the modern world, she could never return home. The other choice, to hide in safety and allow evil to flourish, was never an option. The memories followed Amanda as she swirling colors faded away and she found herself in a bewildering world indeed, filled with technologies and wonders that her mother had scarcely prepared her for. It was also a world rife with greed and callousness. She needed to look no further than the Worthington holdings. Over two decades her uncle, Percy Worthington, had taken over the business and increased its profits by tampering with research and the selling of lesser quality drugs. Asserting her claim to the family fortune, and proving her identity through genetic testing, Amanda succeeded in obtaining a small but far from controlling, interest in Worthington Pharmaceuticals. Since that day, she has been involved in a battle to end the consortium's corruption. A place in the world secured, Amanda has begun to attempt, as her mother had, to reshape the world into a better place. She has put much of her money into restarting Justice International and is well known for raising monies for various charities. Equal time is also spent defending earth against magical threats. Her name comes from two sources. Initial news reports dubbed Amanda the Silver Lady. Among magic circles, her power grants her a certain amount of respect and the silver connotes her position as a defender of white magic. Personality: Amanda is a young but driven woman with a powerful sense of compassion and adherence to duty. She sees a world that could be better and seeks to remake it so that others will not suffer. Her charity work both with Justice International and the Guardians is extensive. Though she will excuse herself from more overtly political movements, Amanda actively pursues agendas for active social change. Her commitment to defending the world from threats both mundane and mystic is just as strong though Lady Silver would prefer to simply focus on charitable works and social progress. Unfortunately, the dangers are both prevalent and enduring and so she acts as she must. Despite her focus, Amanda is quite charming and warm, with a friendly manner and kind words that many find easy to open up to. These qualities combined with her beauty ensure that she is never without a potential suitor though whether she will return the affection and interest is another thing, particularly in light of her love in Shangri-la. One flaw is that Lady Silver can be too driven and at times blinded to the reality of the situation when she attempts to remedy. Also, although Amanda is normally the first to seek compromise, she will also stubbornly hold onto her principles even in the face of common sense. Quote: "There is no darkness so great that a single light can not pierce." Powers: Although young, Enchantra is strong in the mystic arts, with the potential for much greater growth in the future. She is limited mostly by the time that she can spend on her training and lack of a proper mentor. By manipulating the magical energies of both her own soul and the world around her, she can achieve many effects. Spells that she has used in the past include bolts of force, illusions, the conjuration of sleeping mists, mystic chains, light, and protective shields, as well as the ability to dispel the magics of others. Description: Enchantra is stunningly beautiful, with waist long blonde hair and a slim figure. When not in costume, she uses a glamour to play down her looks so that she is still attractive but not overly so. In addition, the glamour makes her hair appear to be only shoulder length. Her costume is pure white with a tunic and skirt of modest length. Affixed to her tunic by two silver broaches is a cloak that covers her shoulders and back. A simple tiara of silver with a diamond encircles her forehead. Notes on NPC's: F.I.S.T. (Fascism International through Strife and Terrorism): terrorist group bent on world domination. In addition to more public displays, they work covertly to perpetuate war among countries to weaken them and create opportunities. Resources include agents, powered armor (with distinctive forearm vibroblades), and a super-powered cadre called the Claw. Dark Cabal: shadowy cult with unknown influence (at least one federal Senator was found to have ties to the group). Its members worship a dark deity and have access to powerful magics. Lord Malfice: apprentice to Baron Bane who alternates between wanting to kill Lady Silver and make her his dark bride. Schooled in necromancy, his main powers are summoning undead and inflicting grave and unnatural wounds that are difficult to heal. Baron Bane: aka the "Bone Baron" is a very powerful lich with over a century of experience. Although skilled in general magic, his specialty is necromancy of great power. Percy Worthington: an uncle in his early 60's who runs Worthington Pharmaceuticals. He actively seeks to remove Amanda from the corporation through any means necessary. Amanda suspects that a recent near-fatal attack (a very competent mugger who happened to have a CIA background) was arranged by Percy. The man "committed suicide" in his cell before evidence could be found. Despite this, she seeks to have a relationship with her uncle and "save" him from his own dark heart. She has even saved his life on two separate occasions (once as Lady Silver, the other as Amanda) when other enemies tried to kill him. Despite this, Percy sees the woman as nothing less than an insect to be eliminated.
  3. As some people may know, I've been referring recently to fanfics that I like to write for some super heroes that I've created over the years. I'm always retconning them though as new concepts come up. First, in *very brief* the world is seperate from the champions universe though some characters from it might appear in one form or another. Its history mirrors many superhero universes in that some supers appeared in the past but the first major wave (Golden Age) came about five years prior to world war II. Most supers either died in battle or retired to live normal lives, seeing their job done with the defeat of the Axis. Also, through the 50's and 60's the rate at which new supers appeared slowed drastically for reasons unknown. In the late 60's and 70's, a new wave of heroes appeared. Interestingly, this new outbreak created superbeings that were both more powerful and plentiful. This Silver Age would last until Decemeber 1985 when the Broker, an underworld information gatherer, suceeded in tracking down the secret identidies of many heroes. Swiftly, super villains attacked heroes and their loved ones on December 24 in what became known as the "Christmas Crucibles." Surprisingly, there were few casualties for the heroes. The villains were another story as their intended victims fought back with uncommon lethality. This, combined with a subsequent wave of retirements and indentity changes once again altered the super hero landscape. Unlike the Golden Age, continuity existed from this Silver to the new, Bronze Age. The remaining members of the world's premeire superteam, the Sentinels of Justice, continued to fight the good fight and supers continued tp appear in small but steady numbers. There were some concerns of a darker bend to the new heroes (though the public was quite tolerant of the killing of the villains in the Christmas Crucibles which other critics felt was the start of the new trend). Quite a few heroes started to resemble their opponents though the Sentinels remains a shining example. In 1995, something happened. The aftermath left the Sentinels killed in actions and many other supers either dead, wounded, or de-powered. A pall was cast over the public's view of supers and those few who remains continued their works in the shadows. For ten years now, the world has been relatively free of supers (at least publicly) save for some vigilantes or parahumans who work with law enforcement. The year is now 2005... and a new wave of heroes will be announced by a burning brand in the sky. (OOC: Whew! That was actually more involved then I intended! It was actually at the last moment that I decided to make it three previous generations rather than two. I decided to follow the DC model of generations (Just think Flash with Jay, Barry, Wally, and now Impulse is here) as well as linking the generations to certain dates in comics (the Golden Age and Silver Age are easy enough but I linked the Bronze Age to the publication of Watchmen and Dark Knight Returns. In general, the fics are reflect a more modern world-view than was found in the Golden and Silver Ages in that there are shades of gray and what is right can be hard to see. However, there is often STILL a good and evil, if hard to find and a true hero seeks to both find and uphold this good. Consider this a Neo-Silver Age though with some modern Iron Age trappings (ie some lethal force vigilantes will appear but they are the outsiders and certainly not the norm. In general there is a more realistic view on killing in that some (though not all) heroes WILL kill under the right circumstances (ie self defense, protect others) without having to develop a second personality or wander across the freaking universe (*cough* Superman *cough*). Another silver age theme is that this is a new wave of supers after about a decade of absence. It's a new beginning filled with hope yet tempered with fear. Some of the population remember the 1995 event (incidently not mentioned until much later in the series) but time has passed and wounds have healed and many want their heroes back. Can these new heroes be embraced as those of old? I'm not sure how well the timeline will work though since I'd love to work in some third/second generation Golden age supers about five years later into the mix as the Legion of Honor ala the current Justice Society of America. Mostly third generation although the Living Comet aged very well and remained both virile and... popular with women shall we say. When his daughter Inferno shows up, it should be fun. Well that's all for the backstory. A little dry and not as innovative as other people here but I think it will work for now.)
  4. I know I'm probably about one question away from getting Seekered (ie getting the crap beat outta me) for asking so many questions but I was hoping to ask anyway! I'm constructing a small mystic sanctum for Lady Silver, a mage. I would like to have the walls proof against teleporting and desolid characters so would the following: Affect Desolid (+1/2) and Hardened (+1/4) accomplish that? Much thanks!
  5. Re: Best way to post characters? The current one... v.2 that you can download from here. It's GREAT!
  6. I have Heromaker software with several characters I put together and was interested in showing them to everyone. What's the best way to take the information from that software to cut and paste to a forum board? Thank you very much.
  7. Re: Mystic World cover Cool! Thanks. I hope that we get to see an example of an archmage for the 5th edition. I have the old mystic book from 4th edition but it's buried away at my parent's house.
  8. Re: Mystic World cover I paged through the products section but didn't find a cover. Where can we see it? Thanks.
  9. Re: Defining a teleport spell Thanks everyone for the input. I've put together the newest attempt for your inspection: Perceus' Pathways: Teleportation 10", x4 Increased Mass, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) (67 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) Clairsentience (Sight Group), Targeting, MegaScale (1" = 100 km; +3/4) (52 Active Points); Only to percieve teleport site (-1), Extra Time (Extra Phase, -3/4), Concentration (0 DCV; -1/2), Blackout (-1/2) How does this look so far? Thanks.
  10. Re: Defining a teleport spell "You will need to buy "targeting" for your clairsentience. Also, keep in mind that you won't be able to teleport anywhere within 10,000 km of your current location. I've found it useful to buy a megascale teleport and a normal teleport within a multipower, for this kind of construct. " Very true. Thank you for the input. Time to get back to the drawing board...
  11. Re: Defining a teleport spell Thanks everyone for the responses. I've put together the following for a possible solution. Please note that the first is in a 63 active point MP while the other stands alone. Perceus' Pathways: Teleportation 5", x8 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 10,000 km; +1 1/4) (62 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Variable Limitations (requires -1/2 worth of Limitations; ; -1/4) Clairsentience (Sight Group), MegaScale (1" = 1,000 km; +1) (40 Active Points); Only to percieve teleport site (-1), Extra Time (Extra Phase, -3/4), Concentration (0 DCV; -1/2) Look good? Thanks you again.
  12. With my new Heromaker software, I've decided to play put onto digital paper some characters from a series of fanfics that I've written. One of them is Lady Silver, a mage in the vein of Doctor Strange (though not nearly as powerful... yet). She has a teleport spells that I've tended to use as something like the following: 1. Panicked Official: "Silver Knights, Eurostar is attacking the Effiel Tower! We need you NOW!" Lady Silver: "Understood. Everyone gather around me...." or.. 2. Lady Silver: "Uh-no, I forgot the charity event across town... *waggles fingers and steps out in front of the building* It's not intended to be combat telport nor do I see her using it to teleport someone into a an enemy's base since she can't percieve where she is teleporting. Then again, how does she accomplish teleports 1 and 2 since she can't percieve them either nor would her floating spots (normally HQ or her apartment) be set to those places. I'm sorry if this is vague. If you need more clarification please tell me, thanks.
  13. I downloaded the demo for Heromaker and I will purchase it in about a week or so since I already spent a bit of cash this week. What I was curious about is whether or not there is a similar application to create bases and vehicles. Thanks.
  14. Re: PSI-BLADE for review "Psi-Blade (Sword III): Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1) (75 Active Points) 7 " Since it's already a killing attack, do you need to purchase the Does Body Advantage? Wouldn't BECV be enough to create a killing attack the attacks mentally rather than physically? More speed and dex would not be a bad idea... especially since she's a lightly protected assassin. The higher dex would be a good idea to enhance stealth and shadowing while any non-brick with a speed below 5 seems to have a hard time competing.
  15. Re: Need help with names! "Problem with GunBunny is she is an ex PRIMUS agent... and the group is a trio of Mercenaries... not many would take her seriously..." That could be a funny running joke though. Super 1: WTH.. Gunbunny. This'll be a cake walk *charges right in* Super 2: Wait! I thought the same thing once-" *BAM!* Super 1 gets slammed back across the street courtesy of GB's particle cannon.
  16. Re: All this evil without a Champion to oppose If you still want to fly, consider a winged horse... definitely gives you that knight in shining armor thing. I'd also consider making the sword a little more special... maybe take away the focus limit so it's really a SFX ie it can't be taken away. If looking for points you could consider an "Only in Hero ID thing..." then an added limit could be accidental change. I would recommend lowering the dark seraph hunted to 11 since the character is just so powerful. Personally in a campaign I would never allow a MoPow any roll higher than an 8.
  17. I'm one of the lucky ones who came across the Strike Force supplement so many years ago and I loved it. One of its most intriuging aspects was the history section which chronicled the teams' histories. At the end, the earth had been devestated and the mysterious being who had retarded technology was vanquished. The stage was not set for unprecendented growth that could take humanity to the stars. So... what happened next? Does anyone know where Mr. Allston's campaign went next? It's not just about the plots either since the characters were so appealing. Did any of the characters have children (several of them were married). Did Strike Force and the Shadow Warriors ever become a single team? What about the next generation of superheroes at the Academy? Thank you for your help.
  18. Villains robbing a bank? Cake. Demon base needs to be invaded? Just point the way and watch out for tossed henchmen in silly robes. Now you have an earthquake. Or a damn bursting. Maybe a building is starting to collapse. Gee what's the rumbling sound coming from that volcano? Has anyone ever come with rules to simulate heroes either stopping natural disasters or saving people in such situations? Much thanks!
  19. Re: The Last Hurrah (adventure for your use) I think that people are not liking it for several reasons: 1. Linking the team to President Reagan. It's not needed and instead I suggest just being a defunct team that went rogue. Maybe they were sent to pasture after the Cold war. 2. Why are they doing what they doing? Tehre should be some logic even if they are crazy. Instead of wiping out the US in a nuclear holacaust (which makes no sense for persons who consider themselves patriots), they can try to wipe out a percieved enemy of America. Russia would be great since they are now tenous allies though showing signs of going back to dictatorship. If you want to include Reagan, consider this "finshing his legacy" since Reagan is credited with ending the Cold war and teh Soviet Empire.
  20. Re: Favorite Master Villain Interesting comments about Dr D... all of them true sadly. I used to think that DD was ubercool but now he's just sad. Sure he's got intellect and power but that's it. In fact he's far too over the top now for me. Admittedly, in Classic Enemies we could see how he could make the earth shake but the 5th edition pretty much states that he can point and take out even the most powerful hero. Just not good. Someone posted that in a campaign, a PC actually left the campaign with the backstory that she had a romantic affair with DD. Interesting but I can't see it, at least with the current incarnation. The character has only the ability to hate and destory, rather than love or create. It becomes so boring. The two most interesting villains that I can think of: Dr Doom and Magneto, were interesting for having some shreds of humanity, charm, or nobility. lacking any of these, DD is now just a walking plot device. Oh well.
  21. Re: A question about the origin of the term "Ultra" slot "Amazo, the one-man-Justice-League, originally had a similar structure. There was also a cartoon (nee feature-length advertisement) called BraveStar with a similar schtick as well." Actually, Amazo can use all his powers at once to the best of my knowledge. He lacks the intelligence and imagination to use them together in a very effective manner however.
  22. Re: The Authority:What the heck? This is just sad... The Authority was great when it first came out but it degenerated to a terrible level since to become a parody of itself. Under Jenny (it always comes back to that), the Authority was hard edged but had a moral center. We're the good guys. There are lines we'll cross and lines we won't cross. Then again, they also dumped an alt world Italy into the ocean. Was it ever established that only EVIL people were there? Seriously. I mean I can't see how under Jenny when they were at least trying to do the right thing that they would commit genocide. Anyway, these guys are WORSE than most villains. Heck how many villains in the 5E books would sexually assault an opponent? Midnighter did it with relish. Even given the provocation of what happened to Apollo (and I don't know if it was even established that it happened but its been a while since I read it), I can't see it justified. With a "real" team of superheroes I could see the significant other possible killing in a rage (or pulled off by the others just prior to killing), bit Midnighter's act require a certain cold calculation that I find disturbing to say the least. Anyway, the whole book now leaves a terrible taste in my mind. What were once a group of the ultimate freedom fighters are now facists themselves, the enemy they were supposed to fight. Maybe it's supposed to be ironic.
  23. Sounds like fun. I have a loose idea of a series of stories for a team that I created, presently called the Silver Knights. If I ever becoming rich I am SO self-publishing. Let's see: Betrayed from within, the team is helpless as Doctor Destroyer begins the final countdown that will wipe 90% of humanity from the face of the planet. Where powers and strength have failed will the most fragile thing of all, the human heart, turn the tide? See you in 30 days for the deadliest chapter ever in the Silver Knight's chronicles as the world's greatest heroes face its most powerful villain in a no-hold battle that will push the team to its breaking point and beyond! If you read only one comic this year, it MUST be the double-sized Silver Knights #100: "Extinction Agenda Chapter Six: Tears of Sorrow and Blood!" The Silver Sanctuary is in ruins and three Knights are dead. Lady Silver, Nova, Speed Demon, and Steel Maiden are in chains as FIST nears its final stroke. Yet, when hope seems lost, a shadowy figure will become their light. See you in 30 days for the penultimate chapter of the "Holocaust Affair" when Powerhouse Publishing presents the Silver Knights #149 "Darkest Before the Dawn." Assembled and guided by the mysterious Nightshade, a rag-tag group of heroes old and new assault the secret fortress of FIST! But can they save the rest of the Knights in time or will the followers of the Scarlet Manifesto execute the world's champions on live television in their campaign of terror? See you in 30 days for the final chapter of the year-long storyline that will change the Silver Knights forever as Powerhouse Publishing proudly presents the double-sized Silver Knights #150: "Holocaust Affair Chapter 12: End Game!"
  24. Hm... quiet so far. Well, I'm considering adding a -1/2 variable limitation. Normally it'd be Gestures and Incantations but in other situations something else would do. It would help simulate the comics I suppose in thaty Dr. Strange gestures and incants quite a bit but at times he's gagged and still cast spells. Perhaps instead one takes increased time or endurance to show that manipulating magic without these guides is more difficult. Listening for more stuff!
  25. "It seems to me that the best way to build a supermage is to give them both a VPP and a multipower. The multipower contains the mages most powerful signature spells, while the VPP is used for the many and sundry somewhat weaker magics." That's a good idea. Not sure if I want to seem as if I'm copying Witchfire though. Still it might work well. Also, I'm considering using a EB or entangle with Variable SFX/Advantage. This represents her at the starting point in her career though it would be interesting to see what 200 exp will yield.
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