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OddHat

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Posts posted by OddHat

  1. I thought I'd outline my current campaign world by Hermits guidelines. Maybe there's something you can use.

     

    Originally posted by Hermit

    1. What's the over all "feel"/"age" of the game world? Gold, Silver, Bronze, Iron- a mix?

     

    Bronze with a touch of silver. People have realistic motivations (money, friends, family) and realistic fears.

     

    Originally posted by Hermit

    2. Where do powers come from? Alien Seeding, Wild Card type virus, Magic flows, mutations or multiple sources?

     

    One source that appears to be multiple sources to the general public.

     

    Originally posted by Hermit

    3. How long has super heroes been around? Since WW2? Before? Always?

     

    At least the last 50000 years, though as far as the general public is concerned they first started appearing in the mid to late 1800s.

     

    Originally posted by Hermit

    4. How much is it like our own world nation/history wise? Are we talking "The United States" etc, or are their entirely different contienents? "As you know, Megea is the largest land mass on Terra..."

     

    Almost exactly like our world in the western hemisphere, but with a radically different publicly known history for China, the Middle East and Africa.

    History as known to those in the Super community is very different.

     

     

    Originally posted by Hermit

    5. Assuming it's much like our own, will we be using fictional cities/ real cities, both?

     

    I use and prefer real cities, but I can work with fictional as well.

  2. Originally posted by Killer Shrike

    They are villain NPCs; points are not an issue :)

     

    Its in an EC, so there are no AP limits to worry about on the high end. Just tack the extra points on, its all cool. :D

     

    Plus I dont think you need to apply the "Takes no damage" if you make it BOECV now, so there might be a small savings there.

     

    Done, nice and legal and for 350 points. Never let the players say you spent them to death. ;)

     

    His chill touch now requires a successful touch in hth, followed by an ECV attack roll (the attack is made at an ECV of 12). For a much more powerful version of the character, make the entangle into an offensive damage shield, affects mental and physical attackers. Also, he could use his ressurection back; hopefully he won't miss it.

  3. Originally posted by Killer Shrike

    Uh...sorry about that...I shamefully took a little liberty there, but "The King of Kung Fu" just resonates on so many levels I couldnt resist a little editorial modification. It harkens of course to The King of Rock N Roll, and also sounds like something from a Golden Harvest Films production

     

    No problem. :) Makes him sound a tiny bit more credible. Also, King of Kung Fu definitely sounds more like a Stephen Chow Kung-Fu Comedy film.

     

    Originally posted by Killer Shrike

    As a side note though IIRC to make an EGO based Entangle in 5th you have to add BOECV also. Could be wrong however.

     

    Argh, you appear to be correct. Don't tell my players. ;)

    I'll fix it and revise the sheet. Maybe an offensive damage shield or some such. I hate to lose the multiple power attack.

  4. I'm happy to chime in with an organization or three. I'd be interested in the answers to Hermit's questions as well.

     

    So how long have supers been known to be around? And what's the Secret History?

     

    My current campaign uses a Mick Farren / Philip Jose Farmer / Wild Cards set up, but I doubt that's the style you're going for.

  5. Maybe I'm missing something here, but off the top of my head;

     

    1) 1600+ Point foes, or absurdly combat optimized 350 pointers. Standard formula for the adventures.

     

    2) At those levels they should rule the world(s). Let them. Adventures become almost entirely character driven and/or politcal. Some groups will find this dull.

     

    3) Retirement. After you've saved the world X number of times, that may be the only option. If you like the world background, create a new group of heroes and let them try to fill the void left by the "old guard."

     

    4) There's a Galactic Champions book coming out that will include info on Cosmic campaigns. A forum search on that may get you some ideas.

  6. Room for one more?

    Combat Information Page

    Character Name: Kaltergeist Bjorn Magnesson

    Alternate Identities:

    Player Name:

    attachment.php?s=&postid=101723
    CHARACTERISTICS CHARACTER IMAGE
    Val Char Base Points Total Roll Notes
    20 STR 10 10 20/60 13- / 21- HTH Damage 4d6/12d6 END [2/6]
    23 DEX 10 39 23 14- OCV 8 DCV 8
    23 CON 10 26 23 14-
    14 BODY 10 8 14 12-
    10 INT 10 0 10 11- PER Roll 11-
    10 EGO 10 0 10 11- ECV: 3
    20 PRE 10 10 20 13- PRE Attack: 4d6
    14 COM 10 2 14 12-
                 
                 
    10 PD 4 6 10/38   10/38 PD (0/20 rPD)
    10 ED 5 5 10/38   10/38 ED (0/20 rED)
    5 SPD 3.3 17 5   Phases: 3, 5, 8, 10, 12
    9 REC 9 0 9  
    46 END 46 0 46  
    36 STUN 36 0 36    
    6" Running 6 0 6"    
    2" Swimming 2 0 2"    
    4"/2"" Leaping 4 0 4"/12" 123 Total Characteristics Points
    EXPERIENCE POINTS
    Total earned: 0
    Spent: 0
    Unspent: 0
    Base Points: 200
    Disad Points: 150
    Total Points: 350
    MOVEMENT
    Type Total
    Run (6) 6" [12" NC]
    Swim (2) 2" [4" NC]
    H. Leap (4") 4"/12"
    V. Leap (2") 2"/6"
    Flight 20" [40" NC]
    APPEARANCE
    Hair Color:  Black
    Eye Color:  Blue
    Height:  6' 5"
    Weight:  240 lbs
    Description:
    In human form, Bjorn is a handsome black haired giant with a winning smile. In his Ice Body, Bjorn appears to be a living Ice Sculpture.

    MARTIAL ARTS MANEUVERS
    Cost  Maneuver
    5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
    4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
    19 Total Martial Arts Cost

    DEFENSES
    Type Amount Notes
    Physical Defense 10/38 Current BODY:
    Res. Phys. Defense 0/20  
    Energy Defense 10/38 Current END:
    Res. Energy Defense 0/20  
    Mental Defense 20 Current STUN:
    Power Defense 0  
    COMBAT INFORMATION
    OCV: 8 DCV: 8
     
    Combat Skill Levels: +9 with Chill Touch ECV
    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
    Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
    Passing Strike 1/2 +1 +0 STR +v/5; FMove
    Fast Strike 1/2 +2 +0 STR +2d6 Strike
    Defensive Block 1/2 +1 +3 Block, Abort
    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
    35 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (44 Active Points); Only In Heroic Identity (-1/4)
    11 Re-Freezing: Healing 1 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
    Notes: Note that Bjorn will regenerate even when not in his Ice form.
    10 Mind of Ice: +18 Mental Defense (20 points total) (18 Active Points); Ablative BODY Only (-1/2), Only In Heroic Identity (-1/4)
    Notes: Like a wall of Ice, once Bjorns mental barriers are pieced, they will shatter.
    24 Cold Powers: Elemental Control, 60-point powers, all slots: (30 Active Points); Only In Heroic Identity (-1/4)
    19
    1) Chill Touch: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Reduced Endurance 1/2 END (+1/4), Based On EGO Combat Value (Mental Defense; +1) (69 Active Points); No Range (-1/2), Susceptible Uncommon (-1/4)
    Notes: The Chill Touch does not work on those immune to the effects of cold or the Undead.
    3
    17
    2) Ice Skating: Flight 20", Reduced Endurance 0 END (+1/2) (60 Active Points); Only In Contact With A Surface (-1/4), Limited Power Power loses about a fourth of its effectiveness (-1/4)
    Notes: Leaves very clear trail of ice, causes minor property damage.
    24
    3) Body Of Ice: Density Increase (27900 kg mass, +40 STR, +8 PD/ED, -8" KB), Reduced Endurance 0 END (+1/2) (60 Active Points)
    Notes: Weight does not actually increase, but near absolute zero body causes similar destruction of objects not immune to cold.
    24
    4) Intense Cold Field: Force Field (20 PD/20 ED), Reduced Endurance 0 END (+1/2) (60 Active Points)
    164 Total Powers Cost
    PERKS
    Cost  Name
    3 Fringe Benefit: Member of Demon: Membership
    3 Total Perks Cost

    SKILLS
    Cost  Name
    3 Streetwise 13-
    3 Acting 13-
    3 Seduction 13-
    3 Persuasion 13-
    2 PS: Criminal 11-
    18 +9 with Chill Touch ECV
    3 Linguist
    2
    1) Language: German (completely fluent) (3 Active Points)
    2
    2) Language: French (completely fluent) (3 Active Points)
    2
    3) Language: English (Dutch Native) (completely fluent) (3 Active Points)
    41 Total Skills Cost

    DISADVANTAGES
    Cost  Disadvantage
    20 Hunted: Demon 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
    20 Hunted: Law Enforcement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
    10 Distinctive Features: Living Ice-Sculpture, only in Heroic Identity (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    15 Enraged: If Wife Threatened (Uncommon), go 11-, recover 11-
    15 Dependent NPC: Wife: Jilda 8- (Normal; Unaware of character's adventuring career/Secret ID)
    Notes: Jilda is a succesful personal trainer and physical therapist. She suspects her husband is involved in criminal business, and is distressed by this, but has no idea that he's involved with Demon.
    10 Social Limitation: Subject to Orders (Occasionally; Major)
    10 Social Limitation: Secret: Servant of Demon (Occasionally; Severe; Not Limiting In Some Cultures)
    20 Psychological Limitation: Devoted to Wife (Common; Total)
    20 Vulnerability: 2 x Effect Magic (Common)
    10 Reputation: Reliable Metahuman Mercenary 14- (Known Only To A Small Group)
    150 Total Disadvantages Cost
    Height: 6' 5" Hair: Black
    Weight: 240 lbs Eyes: Blue
    Appearance: In human form, Bjorn is a handsome black haired giant with a winning smile. In his Ice Body, Bjorn appears to be a living Ice Sculpture.
    Personality: Bjorn sold his soul to Demon a long time ago, and is stoic about his fate. He only comes alive in the company of his wife. He isn't pleased with his role, but no one could protect Jilda from Demon if he defied them, and the money is good. He has already died once; he's not afraid to do it again.
    Quote:"You just stand there for a while, ja?"
    Background: Bjorn Magnesson never asked to be a monster. Big and blond and fond of a brawl, with a beautiful young wife and faint ambitions of getting into acting, Bjorn came to Venice Beach in 1989 and died there. He was killed in a meaningless battle between a group of "heroes" calling themselves the Beach Patrol and a local Demon cell. A morbane escaping the battle animated a number of bodies to provide a distraction. Bjorn came back...different. Very different. The Morbane was intrigued, and commanded the newly risen Bjorn to follow him. Bjorn handed him over to the heroes. That would prove to be a mistake.

    Demon quickly located Bjorn, and his wife. They also discovered that Bjorn was very vulnerable to magic, and that his wife was entirely normal. Bjorn knew when he had lost. He has served Demon ever since, and eventually gained some measure of freedom. Demon has been using him to infiltrate other criminal organizations for the last decade. His near-immunity to non-magical telepathy and relative emotional stability makes him an excellent cat's paw.

    Bjorn never wanted to be a criminal. He never wanted to be a monster. He never wanted much of anything beyond Jilda and a warm, sandy beach. Sometimes fate can be cold.

    Powers/Tactics: Bjorn will go into combat in his Ice Body and attempt an attack with Chill Touch. His Chill Touch will paralyze most opponents, after which he simply moves on to complete the mission. If faced with a foe he can't quickly imobolize, Bjorn has developed a very effective combat style based on his speed and mobility.
    Campaign Use: Bjorn does not openly serve Demon; he is instead used as a plant to gather information on other criminal organizations and groups. If he were ever given a real chance to escape, Bjorn would gladly leave the world of Metahumans behind him.
    Character created with Hero Designer (version 1.47)
  7. Originally posted by GamePhil

    Actually, he can't: he's still looking for the spells that will allow him to do it.

     

    Hey, if a player came to me with that -1/2 Limitation I'd hit him with the same restriction, why not the CKC characters?

     

    We'd all best hope you're right. ;)

     

    With Spell Research 17-, Magic Skill 30-, Arcane & Occult Lore 25-, Theurgy 25-, and 4 overall levels, it's only a matter of time before he wakes up from a funny dream about eating his pillow only to discover that Earth is gone. :D

  8. Top Villain With A Chance: Menton. He has everything he needs to succeed, good sense of tactics, great raw power, and he could take over PSI any time he felt like he needed backup.

     

    Top Villain Who Isn't Trying: Tellios. Almost as much of a technical edge as Destroyer, and without the self-defeating grandstanding. Happy to partner with other mega-contenders. In a partnership with Menton would be almost unstopable.

     

    Top Villain Who Could Win Any Time He Felt Like It: Takofanes could wipe us all out any day according to his write-up, with just one shift of his VPP. Heck, he wouldn't have to leave his bedroom to do it. He could turn over in his big black sheeted skull encrusted bed, pick up the still living head of his greatest enemy that he uses as an alarm clock, wipe out all life on Earth, and then hit the snooze button (well, snooze eye) and roll back over for an extra fifteen minutes.

     

    Top Villain We'd Like To See: Dr.Foxbat.

  9. Originally posted by Polaris

    No I haven't... I just thought it would be an interesting story idea, and was wanting some thoughts from the Hero community on what they thought...:)

     

    Really, the inspiration came from my EC 551 (Economic Development in the Third World) class combined with WWII (where the Americans worked with the Bolsheviks to confront the Nazi threat), our group's propensity to hate all villains regardless of the cirumstance (would THIS be enough?), finally getting the new version of Dr. Destroyer, and probably some other places...:)

     

    Polaris

     

    In a four color with a touch of grey campaign, it's a good storyline.

     

    In a more realistic world, most dictators are evil to the point where a four color Dr.Destroyer would be an improvement.

  10. Originally posted by Enforcer84

    Okay, Clarifcation.

     

    Perhaps we were starting a new campaign. We are the first wave of Superbeings since the "Golden Age" of the 1950's. Crime fighting? Yes, if that's your calling. But lets make it even more interesting. Earth has gotten "stranger" there are places to explore (cities in mountains, lost undersea continents, dimensional apuratures) we are, for lack of a better word - Explorers. Perhaps a less campy version of Villians & Vigilantes...

     

    Heck, I loved V&V. My first post AD&D RPG. :)

     

    I'm sticking with The Immortal Master Of All Knowing.

     

    *thinking to self*

    "Doc Savage Who!"... no ... "Wolverbat!" ... not quite ... "Connor MacConstantine!" ... maybe...

    *end thinking to self*

  11. As has been said by others, limiting points isn't as important as limiting how many dice of what type of damage you permit PCs to do. If you know that the strongest attacks are 12d6 normal or 4d6 killing, it's easier to make sure that the villains PCs face will be able to last as long as you'd like against that.

     

    That said, Icicle is hardly a combat monster; some villains aren't optimized for big all out fights. For a villain, "Run Away" is always an honorable option. ;)

  12. Originally posted by Arthur

    That's the kind of suggestion I was hoping for. What else would it take? I figured Electronics was a must. Cybernetics, to me, includes everything necessary to build androids. Maybe I needed a more comprehensive name for it. I do see him as being quite specialized.[/b]

     

    Specialization is good, and it's up to you how "realistic" you want this, and how much of the character was off-the-shelf tech. That said, I'd suggest:

     

    1) Drop Paramedics and Gambling to free up 7 points.

     

    2) Add Skill Mod: Scientist for 3 points, reduces cost of your SS:Cybernetics by 1 point, leaves you five points to play with.

     

    3)Add the following sciences (we can assume that he was able to make use of his inventive streak, these profesional level skills, and some luck to make use of other's research from here):

    1) Cybernetics, 13- (Already added).

    2) Robotics, 11- (To build the frame).

    3) Medicine, 11- (Transfer Process).

    4) Physics, 11- (Laser and power set-up)

    5) Neurobiology 11- (Transfer Process, esp. mind and memories)

    6)Physical Chemistry 11- (much of the frame, power plant, shielding, etc.).

     

    Originally posted by Arthur

    That was a spot where conception trumped munchkinism. I realize it's not combat-effective as is. However, he has a small fusion powerplant and a bank of batteries/capacitors built in. The fusion plant represents his REC. The batteries represent END. (STUN recovery is "rebooting"). Firing that laser drains the batteries/capacitors FAST. The powerplant can recharge them, but not quickly.

     

    Seems like a small Absorption to be able to use outside electricity to recharge would be a good idea.

     

    2d Absorption (Energy to END). +1/4: Fades at 1 per minute; -1/2: Electricity/Heat only, and heat works at half effectiveness [thermocouples]; -1/2 Only to starting value.

     

    6 points. [/b]

     

    Cool, looks workable. You could also try +5 REC, 1/2 DCV Concentration throughout (-1), requires three pronged wall outlet (-1/4). :)

  13. Originally posted by Lord Liaden

    The Ultimate Mentalist addresses this issue. There are two approaches. The first is to order the subject of Mind Control to hurt or kill himself, requiring at least an EGO +30 roll unless the subject is less opposed to this for some reason.

     

    The other approach is to simply order someone to "Die!" With the GM's permission this command can affect the subject's autonomic functions (heart, breathing etc.), causing him to take 1D6 Normal damage for every 5 pts. of effect rolled for Mind Control, or every 5 AP in the Mind Control Power, whichever is less. For +10 pts. of effect this will do STUN damage, and STUN and BODY damage for +20 pts. of effect. The damage is reduced by Mental Defense. (This obviously follows the precedent of damage from Mental Illusions.)

     

    Has the PDF version of Ultimate Mentalist been updated to 5th ed? If no, I think I'd up the requirement to Ego+30, and follow the rest of the MI damage rules as well (i.e. the attack must be built using the points you rolled, no more active points than your points in MC, etc.).

     

    On the other hand, if UM has been updated to 5th, I have some downloading to do. :)

  14. Cool. Nice non-cheesy aproach. :)

     

    Three minor suggestions;

     

    1) He's a little light on the science skills considering what he managed to build. You could either come up with an in-game explanation for that, or drop something else in favor of the Scientist Skill Modifier and a wider range of skills. OTOH, that's a matter of campaign style more than anything else.

     

    2) A few too many hunteds IMO. It'll be a little unweildy if the GM tries to make use of all of them. Again, that's a matter of campaign style rather than mechanics.

     

    3) One half or zero-end Omni-laser slot would make a huge difference to his ability to get through longer combats without having to stop for rest.

  15. 1. You're the GM. Your game, your rules. If you want to go by special effects, do it. Never let game mechanics get in the way of a good story.

     

    2. As a general rule, which is what Steve has to go by, if you let players start expanding the value of a power through its special effects the power will eventually be worth a heck of a lot more than the player paid for it.

     

    So, if you do allow it, it might be a good idea to eventually force the player involved to buy a MP with Tunnelling and the Tunnelling Trick he just used (probably a straight HKA or RKA). The Power Skill can handle it as well. If you don't mind giving out the freebie, then it's not a problem.

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