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OddHat

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Everything posted by OddHat

  1. Strongly seconded. That said, non-combat sensory powers are every bit as hard to ballance as combat powers. It's easy to give Doc Megaton trouble by making him go up against a foe with Reflect at Any Target; it can be harder to run a mystery if you've allowed Retrocognitive Tony to join the PCs. I'd handle this by letting him sense what was going on most of the time and finding other ways to keep the game moving. If something had to be hidden, there are all kinds of legitamate subtractions from his per roll that could be enforced, from tiny targets to stealth and concealment to images to mental illusions to a flash built just for him.
  2. Distract him. 1) In the middle of a fire fight, agents everywhere, doging and weaving for his life, he missed the guy leaving. Perfectly reasonable unless he has +10 or more to his per rolls. 2) Teleportation. 3) Hit him with an Entangle, or an attack powerful enough to stun him, or Mind Control, or Mental Illusions, or...anything to keep him from worrying about one image moving away from him. 4) Lots of agents. He can't make out fine details, so how does he know that it was the important NPC who ran away. Even better if a half dozen agents also run. 5) Hang the adventure on something other than a character not using a core power you allowed.
  3. Arguably yes. On the other hand, mirrors are fragile, and she can't use her powers when entangled or otherwise kept from touching a mirror (note the description and the background story). IAF seemed reasonable for what is effectively an OAF except when she's invisible. IIF Fragile & Restrainable might also work.
  4. Challenge Answered! Combat Information Page Character Name: Kagamiigaru Alternate Identities: Uzu Kimika Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1] 18 DEX 10 24 18 13- OCV 6 DCV 6 13 CON 10 6 13 12- 10 BODY 10 0 10 11- 13 INT 10 3 13 12- PER Roll 12- 14 EGO 10 8 14 12- ECV: 5 13 PRE 10 3 13 12- PRE Attack: 2 1/2d6 14 COM 10 2 14 12- 4 PD 3 1 4/7 4/7 PD (0/3 rPD) 4 ED 3 1 4/7 4/7 ED (0/3 rED) 4 SPD 2.8 12 4 Phases: 3, 6, 9, 12 6 REC 6 0 6 26 END 26 0 26 23 STUN 24 -1 23 6" Running 6 0 6" 2" Swimming 2 0 2" 2 1/2"/1"" Leaping 3 0 2 1/2" 62 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 100 Disad Points: 100 Total Points: 200 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (3") 2 1/2" V. Leap (1") 1" Flight 6" [12" NC] Teleport 51" [408" NC] APPEARANCE Hair Color: Brown Eye Color: Brown Height: 4' 10" Weight: 90 lbs Description: Attractive fit Japanese woman in her early 20s. In combat wears a full body silver and blue padded suit with crash helmet, boots and gloves. DEFENSES Type Amount Notes Physical Defense 4/7 Current BODY: Res. Phys. Defense 0/3 Energy Defense 4/7 Current END: Res. Energy Defense 0/3 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 6 DCV: 6 Combat Skill Levels: +9 with DCV (45 Active Points) COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 4 Kagamiigaru's Fighting Suit: Armor (3 PD/3 ED) (9 Active Points); Ablative BODY Only (-1/2), IIF (-1/4), Real Armor (-1/4) Notes: Kevlar and padding make up this real-tech fighting suit. 60 Mirror Magic: Multipower, 120-point reserve, all slots: (120 Active Points); Requires A Mirror Magic Skill Roll (-1/2), IAF (-1/2) Notes: All Mirror Magic Spells require a focus; any mirror. Kagamiigaru must be in physical contact with the mirror to draw on its power. 2u 1) Displacement of Image: +9 with DCV (45 Active Points) 3u 2) Mirror Tricks: Sight Group Images, +/-4 to PER Roll, Reduced Endurance 1/2 END (+1/4), Increases Size (4" radius; +1/2), Custom Modifier (+1) (60 Active Points) Notes: Images are fully mobile, and may travel at 6" 3 3u 3) Gentle Mirror Lies: Mental Illusions 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points) 3u 4) Angry Mirror Focus: Killing Attack - Ranged 3d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (56 Active Points) 2 3u 5) Blinding Mirror Shines: Flash 6d6 (Sight Group), Reduced Endurance 1/2 END (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points) 3 3u 6) Gentle Mirror Soothes: Healing 6d6 (max. Healed Points: 36) (60 Active Points) 6 3u 7) Mirror Gazing: Clairsentience (Sight And Mental Groups), Targeting Sense, x2 Range, Reduced Endurance 1/2 END (+1/4) (56 Active Points) Notes: The targetting sense adder is there to allow LOS to be established through clairsentience; House rule. 2 3u 8) Far Mirror Gazing: Clairsentience (Sight And Mental Groups), Targeting Sense, Megascale (1" = 1 km; +1/4), Reduced Endurance 1/2 END (+1/4) (60 Active Points) 2 3u 9) Flee Into Mirror: Teleportation 16", No Relative Velocity, Position Shift, Reduced Endurance 1/2 END (+1/4) (59 Active Points) 2 3u 10) Mirror Path: Teleportation 20", x4 Increased Mass, x8 Noncombat (60 Active Points) 6 3u 11) Far Mirror Path: Teleportation 15", x4 Increased Mass, Megascale (1" = 1 km; +1/4), Safe Blind Teleport (+1/4) (60 Active Points) 6 2u 12) Secret Mirror Self: Invisibility to Sight Group, No Fringe, Reduced Endurance 0 END (+1/2) (45 Active Points) 1u 13) Drifting Mirror Walk: Flight 6", Reduced Endurance 1/2 END (+1/4) (15 Active Points) 1 99 Total Powers Cost SKILLS Cost Name 3 Language: English (Japanese is Native) (fluent conversation; literate) 23 Power Mirror Magic 21- 2 KS: Arcane & Occult Lore 11- 9 +3 with Mirror Magic Multipower 0 AK: Tokyo 8- 2 PS: Manga Artist 11- 39 Total Skills Cost DISADVANTAGES Cost Disadvantage 15 Hunted: Japanese Occult Villains 8- (Mo Pow; Harshly Punish) 20 Hunted: Demon 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 5 Distinctive Features: Magical Aura, detectable by other magicians (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Psychological Limitation: Heroine's Code of Honor (Very Common; Moderate) 15 Psychological Limitation: Fascinated by Magic & the Supernatural (Very Common; Moderate) 10 Psychological Limitation: Craves Adventure (Common; Moderate) 15 Social Limitation: Secret ID: Uzu Kimika, Manga Artist (Frequently; Major) 5 Vulnerability: Darkness based magic or powers (Uncommon) 100 Total Disadvantages Cost Height: 4' 10" Hair: Brown Weight: 90 lbs Eyes: Brown Appearance: Attractive fit Japanese woman in her early 20s. In combat wears a full body silver and blue padded suit with crash helmet, boots and gloves. Personality: By nature serious and ambitious, there is also a side of Kimika that craves danger and conflict. That side drives her to risk her life as the heroine Mirror Girl. Her curiosity has gotten her into serious trouble more than once, but so far her powers have gotten her out again. She can be more than a little bit creepy. Quote: “There is a mystery here you cannot see.†“You talk too much.†Background: The tentacled horror that had mere moments before been an ordinary school boy roared out its pain. “You can not hope to stand against us little mirror girl! Your powers are nothing! You are nothing!†The small woman in the silver and blue padded fighting suit did not speak. “Feel our power!†Black energy poured from the demon thing, passing harmlessly through the silver and blue figure. The image vanished. Suddenly a brilliant flash of light blazed about the demon. Covering its eyes with ichor-dripping things that had been hands, it screamed. The figure of the young woman appeared again, this time directly behind the creature. A beam of pure white light poured from the mirror into the flesh of the beast. The creature burned, and fell still to the ground. “You should not be so boastful†said the Mirror Girl. For generations the magic has run strong in Kimika Uzu’s line, and she is no exception. She finds magic and the supernatural endlessly fascinating, and desires nothing more than to learn the secrets hidden in every corner of the globe. Kimika Uzu is a talented Mangaka (comic book artist) by trade, and enjoys that life, but when the urge for adventure grows too great, when danger threatens the innocent, she puts down her brushes and paints, and puts on the fighting suit of Kagamiigaru (Mirror Girl)! Powers/Tactics: Kimika will usually float out of hand to hand combat range, either Invisible or using Displacement of Image for protection. When invisible she likes to use Images or Mental Illusions to confuse her foes and move them into a vulnerable position. After that, she’ll usually use her Flash followed by her RKA to finish them off. Her scrying and group teleport abilities allow her to quickly travel great distances with little effort, and to bring along friends. Her healing spells can prove very helpful after a tough combat. Campaign Use: Kimika makes an effective low powered super-heroine. Given another 150 points to work with her stats could be boosted, and her multi-power increased to permit far more varied and impressive mirror magics. A few psych limit changes could make her into quite a dangerous villain. She’s a support character, not a front line combatant. Character created with Hero Designer (version 1.47)Next Challenge: A sympathetic villain with mental powers.
  5. Purely skill based Martial Artists can work out fine. One trick mentioned on the old forums: If your GM is willing to permit the Extraordinary Use of Skills Rule (FREd p.29), then 30 points for ten penalty skill levels vs. extraordinary use will let your character manage some fairly fantastic skill based stunts (breakfall to land unharmed after jumping out of a plane, persuasion on the "These Are Not The Droids You're Looking For" level, disguise and mimicry good enough to convince thugs that you are in fact their boss, Sherlock Holmesian detective work, impossibly good stealth, etc.). Skill levels in general can be very useful. You won't be able to take many hits without armor, and the punishment you can inflict without gadgets will be limited (especially if your GM doesn't allow hit locations), but it can be a very effective character type.
  6. What kind of ground rules are you looking at? Psych limits are more than appropriate in any genre. If your GM permits 50 points of each type of Disad then a typical Fighter might habe 50 points of Psych limits, an Enraged, maybe a Rival, maybe an enemy or social disad. A mage might have 50 points in psych limits, a social limit, an enemy, and/or a reputation. 25 points per category is doable, but tougher.
  7. Makes sense if it will come up in play often enough to matter. If John the Ogre has DF:Ogre and the adventures often take him through Human towns, that's a serious disad. If Jane the Human has DF:Human and almost never leaves Human controlled lands, it's not worth points. Same basic rule as any other disad.
  8. He'll be invulnerable except when facing foes with ADSO and/or mental powers, but that's true of any Desolid character. If he also has invisibility he might be even nastier. On the other hand, the rare foe who can hurt him can probably kill him; Mentalists and Magicians will be able to deal with him, as will demons and other supernatural types. I'd allow it. You'll need to make sure that he's hunted by at least one group (Demon, The Crowns of Krym, Talisman, PSI, etc.) that can seriously threaten him. He should buy Regeneration with the Resurection and Can Heal Limbs options so he can keep coming back (25 total points), or buy sufficient Armor or DCV levels to keep himself "alive."
  9. Challenge Answered! Combat Information Page Character Name: INDOMITABLE WILL Alternate Identities: William Lionheart Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 30 STR 10 20 30 15- HTH Damage 6d6 END [3] 29 DEX 10 57 29 15- OCV 10 DCV 10 28 CON 10 36 28 15- 20 BODY 10 20 20 13- 23 INT 10 13 23 14- PER Roll 14- 23 EGO 10 26 23 14- ECV: 8 30 PRE 10 20 30 15- PRE Attack: 6d6 20 COM 10 5 20 13- 27 PD 6 6 27/42 27/42 PD (15/30 rPD) 27 ED 6 6 27/42 27/42 ED (15/30 rED) 6 SPD 3.9 21 6 Phases: 2, 4, 6, 8, 10, 12 12 REC 12 0 12 56 END 56 0 56 49 STUN 49 0 49 6" Running 6 0 6" 2" Swimming 2 0 2" 6"/3"" Leaping 6 0 6" 230 Total Characteristics Points EXPERIENCE POINTS Total earned: 350 Spent: 350 Unspent: 0 Base Points: 200 Disad Points: 150 Total Points: 700 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (6") 6" V. Leap (3") 3" Flight 10" [20" NC] APPEARANCE Hair Color: Blond Eye Color: Blue Height: 6' 0" Weight: 200 lbs Description: Tall, blond, handsome, INDOMITABLE! MARTIAL ARTS MANEUVERS Cost Maneuver Dirty Infighting/Fisticuffs/Cinematic Brawling 4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6 5 4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, +20 STR to Throw 4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 4 6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 3 9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; You Fall, Target Falls 3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 1 11) Weapon Element: Clubs 41 Total Martial Arts Cost DEFENSES Type Amount Notes Physical Defense 27/42 Current BODY: Res. Phys. Defense 15/30 Energy Defense 27/42 Current END: Res. Energy Defense 15/30 Mental Defense 16 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 10 DCV: 10 Combat Skill Levels: +4 with All Combat , +10 Overall (100 Active Points); Costs Endurance Only Costs END to Activate (-1/4) COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Block/Chin Block 1/2 +2 +2 Block, Abort Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll Eye Gouge 1/2 -1 -1 Flash 4d6 Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, +20 STR to Throw Kidney Blow 1/2 -2 +0 HKA 0 1/2d6 Low Blow 1/2 -1 +1 2d6 NND Punch/Backhand 1/2 +0 +2 STR +2d6 Strike Roundhouse/Two-Fisted Smash 1/2 -2 +1 STR +4d6 Strike Tackle 1/2 +0 +0 STR +v/5; You Fall, Target Falls Throw 1/2 +0 +1 STR +v/5, Target Falls COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 80 Indomitable Will: +10 Overall (100 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 10 15 Brave To The Bone: +11 Mental Defense (16 points total), Hardened (+1/4) (15 Active Points) 7 You Can't Stop Me!: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 116 Strange Alien Technology: Variable Power Pool (Gadget Pool), 90 base + 26 control cost (135 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Limited Class Of Powers Available Slightly Limited (-1/4) Notes: Can only be changed with the Mother Box. 0 1) Blazing Rocket Boots: Flight 10", 1 Continuing Fuel Charges lasting 1 Hour each (+0) (20 Active Points); OIF (-1/2) Real Cost: 13 0 2) Silver Silk Armor Of The Spider Men: Armor (15 PD/15 ED) (45 Active Points); Ablative BODY Only (-1/2), OIF (-1/2) Real Cost: 22 0 3) Superamalgamated Ray Blaster : Energy Blast 9d6 (vs. ED), Reduced Endurance 0 END (+1/2) (67 Active Points); OAF (-1), Activation Roll 15-, Jammed (-3/4) Real Cost: 24 0 4) The Scepter of Galactic Justice: Hand-To-Hand Attack +6d6, Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) Real Cost: 30 218 Total Powers Cost PERKS Cost Name 5 Money: Well Off 3 Anonymity 8 Total Perks Cost TALENTS Cost Name 30 Combat Luck (15 PD/15 ED) 15 Combat Sense 14- 5 Eidetic Memory 3 Lightsleep 4 Speed Reading (x10) 20 Universal Translator 14- 77 Total Talents Cost SKILLS Cost Name 3 Acrobatics 15- 3 Acting 15- 3 Analyze: Combat 14- 3 Analyze: Style 14- 3 Breakfall 15- 3 Climbing 15- 3 Combat Driving 15- 3 Combat Piloting 15- 3 Concealment 14- 3 Contortionist 15- 3 Conversation 15- 3 Criminology 14- 3 Deduction 14- 3 Disguise 14- 3 High Society 15- 3 Interrogation 15- 3 Lockpicking 15- 3 Mechanics 14- 3 Oratory 15- 3 Paramedics 14- 3 Persuasion 15- 3 Streetwise 15- 3 Mimicry 14- 3 Tactics 14- 3 Shadowing 14- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Tracking 14- 32 +4 with All Combat 3 Seduction 15- 3 Scholar 2 1) KS: Istvatha V'Han (INT-based) (3 Active Points) 14- 1 2) KS: The Empire of Istheva V'Han (2 Active Points) 11- 1 3) KS: The Technology of The Empire (2 Active Points) 11- 126 Total Skills Cost DISADVANTAGES Cost Disadvantage 20 Hunted: Istheva V'Han 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 15 Hunted: Mobsters, Gangsters & Super-Scum 11- (As Pow; Harshly Punish) 10 Hunted: Law Enforcement & Super-Heroes 8- (As Pow; Mildly Punish; Extensive Non-Combat Influence) 10 Reputation: Maniac Vigilante Metahuman 11- 10 Physical Limitation: No knowledge of Earth post 1938 (Frequently; Slightly Impairing) 20 Psychological Limitation: Never Give up, Never Give In, Never Surrender! (Common; Total) 20 Psychological Limitation: Fights For The Rights of The Common Man! (Very Common; Strong) 15 Psychological Limitation: Duty Before All (Common; Strong) 15 Psychological Limitation: The Wages of Sin Are Death!!!! HAHAHAHAHAH!!!! (Common; Strong) 10 Unluck: 2d6 5 Distinctive Features: Very Strange Dimensional Energy Signiture (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 150 Total Disadvantages Cost Height: 6' 0" Hair: Blond Weight: 200 lbs Eyes: Blue Appearance: Tall, blond, handsome, INDOMITABLE! Personality: Bill Lionheart is a man very much in the wrong time. As an American Hero of the Common Man in the 1930s he was intolerable to the wealthy but admired by many of America's poor. His violence may have been deplorable, but he brought down criminal after criminal who would otherwise have rested safe behind walls built of wealth and status. In the Empire of Istheva V'Han he was indisputably a hero to all those who still loved freedom. In today's America, a land filled with heroes who jail purse snatchers and minor street thugs while drug lords and white collar criminals live in splendor, The Man of Indomitable Will is seen as a monster, an anachronism out of an unremembered chapter of America's past. Still, he does not despair. The Man of Indomitable Will Never Gives Up! Social Justice Shall Prevail! Quote:"For Social Justice!""Never Give Up! Never Give In! Never Surrender!" Background: The strange alien energies tore into his flesh, but that meant nothing to The Man of Indomitable Will! Forward he crawled, then rose, then charged, then leaped through the air and struck the mighty alien gladiator, struck a blow that shattered the beast, smashing it beyond recognition! Rising, glorious in his victory, he spoke! "Empress Istheva V'Han, I have defeated your Champion! By your own laws the Earth is safe! You will withdraw your armies!" The Empress, beautiful yet cold, distant and unattainable and yet with a spark of untamed passion in her eye, spoke! "You have won, Earth-man. Your planet is safe...for the moment." "You are a woman of honor. Now return me home, for I must continue my battle for Social Justice!" "No." The Empress turned to the high eunuch. "Wash him, dress him as befits a royal concubine, and send him to my chambers." From 1927 to 1938 The Man of Indomitable Will fought for The Rights of The Common Man. He fought gangsters, villains, and madmen of every description. He fed brutal factory owners headfirst into the machines with which they crushed the spirits of their workers, broke the backs of slum lords across his mighty knee, and beat union busting businessmen within an inch of their lives! No fat-cat or big-wig was safe from the Champion of the People! Then at the beginning of the second Great War, as Hitler's armies brought darkness to Europe, the Man of Indomitable Will prepared to leave to fight the Good Fight. His country might not be in this yet, but he would not stand by and see the armies of oppression grind down the very lives of common men! However, as his small private plane traveled through the Bermuda triangle, a strange green-blue light filled the sky, and Bill Lionheart found himself drawn to a strange alien world, an alternate dimension ruled by the Empress Istheva V'Han. His adventures on that world were many, as he fought to free its people and prevent the Empress from bringing her imperialist ambitions to his small and fragile Earth! Finally, after six decades of struggle, he has returned to his home world, bringing with him the fabulous Mother Box! America may have changed, but now more than ever there is a need for the Man of Indomitable Will! Meanwhile, an amused Istheva V?Han watches her escaped lover, her escaped toy, with great interest. Perhaps this little Earth man could still be of some use? Powers/Tactics: The Man of Indomitable Will has a vast range of physical skills and is a master of detection and disguise. A superb combatant both hand to hand and with weapons, he also possesses the Mother Box, a small sentient nanite-factory that can manufacture virtually any technological device using the plans recorded in its database. At the moment Bill is not particularly adept at using the Mother Box, but he's learning fast. The devices listed are his default crime-fighting set, but he can certainly come up with vehicles, robots, false identification, or almost anything else he could need given time. The Mother Box could be stolen from its hiding place, but only one attuned to its use could get it to function. His Indomitable Will can allow him to do the impossible with many of his skills, resist unbearable tortures, strike blows of extraordinary force and accuracy, avoid attacks with ease, and do yet more. The use of such abilities can be draining. Campaign Use: Any shady businessman or graft taking politician could be targeted by the Man of Indomitable Will, and he has no compunctions about beating or killing enemies of The People. He is also the sworn enemy of Viper, PSI, ARGENT, or almost any criminal organization. Finally, one day Istheva V'Han may choose to make use of her little run-away. She can't control him, but she has had more than half a century to learn how his mind works. Character created with Hero Designer (version 1.47)Next Challenge: A low powered Super suitable for use as a DNPC romantic interest.
  10. Well write it up then. "The Solar Shadow" "The Green Space Hornet" "Doc Savage of Mars" "The Cosmic Spider" "Space Bat"
  11. Simulationist: 50% Narativist: 40% Gamist: 10% Like Killer Shrike, I was almost a pure Gamist when I started playing. I think GMing started pushing me more into the Simulationist and Narativist camps many years back. I still tend to put a lot of stock into The Rules, more than I probably should, but my main goal as GM or player is to make the story as good as it can be. My gamist aspect comes through in my love for absurdly point efficient characters and cheesy tactics (Invisibility coupled with invisible power effects attacks...). I don't use them much, but the urge is always there.
  12. Re: Hello? Not a bad Crisis series, but unless you're runing cosmically powerful superheroes or very toned down Dr.Destroyers the players might feel like they're extranious to the adventure. They're going to fight the endlessly reborn and more powerful Destryer (assuming they survive the first encounter) and his minions again and again, to what purpose? To save our realities Dr. Destroyer? And how, when that Dr. Destroyer, who could easily wipe out almost any team, can't face what's coming for him? This sounds like it could turn into a very GM centered mini-campaign, with the PCs mainly there to watch the heroic NPCs battle and die, or a game where the players will be switching characters in every session, maybe several times in a session. You'll have to make sure your players are OK with that.
  13. OddHat

    The Old Guard

    In my current campaign, Patricia Caliban, cousin of the legendary Doc Caliban, still haunts New York Society, willing to offer guidence to young heroes foolish enough to walk the path that cost her everything. The Divine Wind, once Japan's greatest hero, now trainer of heroes and still wanted war criminal hides in a simple temple in the heart of Kyoto. Sir James Hudson, once Big Ben, the man with No Time for Crime, sits in the house of lords, and lends his wisdom to the children who call themselves the Knights of London. Fine lads (and lasses), but not a one of them could be compared to the Knights he lead... Golgatha the Vampire still stalks the night in Philadelphia, just as he has for well over a hundred years, though he is more cautious perhaps than he was when Patricia asked him to help protect her country during WWII. There are others... My core players have played in this game world as pulp adventurers before metahumans were nearly so common and when the Council of Nine still had the power to keep the existence of metahumans a secret, as WWII heroes after the Germans created the Wild Card Virus which unlocked the latent metagenes present in roughly 10% of the worlds population, and in the modern age almost 60 years after Jet Boy failed to stop the release of the WIld Card over New York. Most of the Old Guard are characters they played or significant NPCs they fought.
  14. Quite a few Sci-Fi / Fantasy books at this level. The fantasy sections of the Amber books come to mind, Gemmells Knights of Dark Renown and some of his Stones of Power books, Elric, and some characters in Pratchett. As Liaden said, high level AD&D. The characters will dominate their environment and likely be more powerful than any but the most powerful NPCs, but can be challenged by huge battles (which surprisingly enough turn on their private match ups with the high power NPCs on the other side), dimension jumping adventures, fighting your way through the Nine Hells... Not a problem.
  15. People are turning into Dinosaurs! Sort of... A half dozen people have turned into extremely frightened dinosaurs about five feet tall and no stronger than an ordinary human. Many of the Dinos are still wearing the clothes they were in when they changed (at least the clothes that didn't come off). Some of the Dinos are in pastel shades and have "Made in Taiwan" tatooed on their feet. Then a passenger train grows a face and starts trying to chit chat with passerby. Right in front of the heroes a cat stand up on its hind feet, pulls a hat out of thin air, and starts trying to force people to accept free samples of green eggs with ham! Cops turn into giant green plastic army men and begin performing military exercises in the street! Somewhere in the city a little girl has developed incredible power, either psionic or magical, and is changing people into characters from her toy chest. Can the PCs reach her before Demon or PSI?
  16. This is very good. Consider it stolen.
  17. Another vote here for plenty of Human (or the equivelant) foes, preferably with real personalities to them. They can be "generic," but I want a band of vicious bandits and mecenaries that have set themselves up in a ruined fortress, lead by a maniac giant of a man, a scared monster with a shocking secret. Personality makes a difference.
  18. He's a "normal in a world full of supers." Suggestions: 1) Deathwish. "You think your Laser Canon is any match for my pointy stick!" 2) Crunchy Dan. "There'll be a rematch! As soon as I get out of traction and complete my rehab, There Will Be A Rematch!" 3) The Optimist. "You! You're Eurostar! Come along quietly and no one will get hurt." 4) Normalman! "I have the proportionate strength of, well, me."
  19. I've always liked the idea of the Catholic Church having the worlds largest and most powerful non-governmental Super Team, drawn from all of the devout Catholics world wide who became Supers.
  20. Re: Odd to me, too. Easiest set of limits for a Swords and Sorcery feel to magic: All spells require skill roll (-1/2), Gestures and incantations (-1/2), 1/2 DCV concentration or worse (-1/4), Extra Time (-1/4 or more), and some sort of focus, often an expendible focus (-1/4 or more). Total minimum spell limits: -1 3/4. Wizards go down fast in HTH combat but can be tough with time to prepare or fighting from a distance. Lots of Summon spells rather than direct attack and defense ("Now face my army of poorly animated claymation figures!"). Most mages seem to have a fairly limited range, so MPs would be appropriate, maybe an EC as well. VPP only for NPCs, and never Cosmic. Very, very few magic items, but those that are out there are powerful and valuable. Force Fields and other personal defense spells should be limited, but Force Walls are fine (if the swordsman gets to the mage, he should be able to kill him, with rare exceptions). The rare wand of lightning or such might be acceptible, but wizards should rarely be that adept at any kind of fast, direct magical attack. Mind Control, Clairsentience and other Ego powers are staples of the genre.
  21. Shouldn't that be Tallent: Smarter Than The Average Bear?
  22. IMO, better to use GM fiat and role play than rely on mechanics for something like this. You could use various stat or skill rolls ("You want to know how to create a fire break, and you don't have PS: Forest Rnager? Well, make an INT roll and maybe you can figure out something...").
  23. I'm not all that emotionally invested in this issue. That said, I've always liked the GURPS system, where (until recently) all of the base stats had the same cost, and one way or another brought the same in-game benifits from various figured stats. Eventually they went for cheap STR after 15 (Hero equivelant 18) as well, mainly because the Superhero and higher-end Fantasy genre's feature far more very high STR characters than super intelligent /dextrous / whatever characters, and lower costs for STR helped simulate that. Champions / Hero system has always given a batch discount for figured characteristics. In-game, it really isn't all that unballancing; it just means that after a point it makes more sense to say "Jack has a high DEX" than to say "Jack is great at thee following list of 50+ separate abilities, skills and maneuvers, and has paid points for each and every one of them." On the other hand, if you want to charge 2 points for all characteristics (or 3, or 5, or whatever), fair dinkum. THat probably won't be all that unballancing either.
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