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SuperBlue

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  1. Okay, my character Shifter (A Teleporter/Martial Artist), is trained in every form of martial arts known to man. To represent this, the GM recomended I do a multipower, but I think a VPP would be more appropriate, so here goes:

     

     

    Martial Arts VPP - 30 Point Pool (Base 30)

    Control Cost (Base 15)

     

    Can change skills as a 0 Phase Action (+1)

    No Skill Roll needed to change Skills (+1)

    Limited Class of Skills (Martial Arts and CLS only) )-1/2)

     

    Total Cost: 60 Points

     

    Basically, my guy is a formerly trained assasin (was inspired by X-2), who while under the control of VIPER, was extensively trained in ALL Martial Arts (skills are the followign: Akido, Judo, Kungfu, Karate, Tae Kwon Do, Ninjutsu, Boxing, Drunken Boxing, Wrestling, Savate, Fensing, Kick Boxing

     

    Here's another problem... I don't have the combat Skill lists for Tae Kwon Do, Drunken Boxing, or Kick Boxing (Champions #450 has all the others though...)

    Any sugguestions?

  2. Cyber Hero

     

    Just make a skilled normal as the "Real World" PC, and then use Cyber Hero's rules for Net Running. This allows you to have a character with an infinite number of skills/powers/whatever existing in a computer program.

  3. As far as rogue goes, I'm thinking I'll handle her as follows:

     

    2d6 Drain: CON (Linked to VPP -1/2)

    15 Points

     

    VPP: Any Skills, Powers, Characteristics Generated by Targed (up to 60 AP each -1/4), (requires skin-to-skin contact -1/2), Aquires Personality/memories (-1/4), No Concious Control (-2)

     

    VPP: 113 Pts (100 Powers, 13 Control Cost

     

    This would cost 128 Points total (but it feels mega-munchiny...)

     

     

    ALSO!!! If the person she was draining had a Multipower, would she be allowed to copy the Multipower?

  4. Alright, kewl, thanks. I found one site with some stuff on X-Men characters... but they way they handled Rouge looked Munchkiny.

     

    They had her as having Power Transfer: Characteristics and Powers, All at Once (+2)... and some other stuff.

     

    As I said, Rouge is going to be the bite in the buttocks.

  5. After accidently posting this in the wrong forum...

     

    Okay, after doing some much thinking, I'm starting up an Alternate Version of X-Men, but in mine almost none of the X-Men exists (those who do are bad guys). However, I'm stuck as far as writing up those I'm keeping.

     

    My current set up for the Mutant Brotherhood is as follows:

     

    Mageneto (whom I'm almost finished with, though would be nice to see some other takes on him)

     

    Mystique (thinking of going with a Secret Agent type with Shapeshifting powers (BTW, has anyone heard of her changing into anythign NOT Human/Mutant?)).

     

    Nightcrawler - gonna go with a speed 6 Teleporter with Martial Arts

     

    Rogue - I HAVE NO IDEA!!! Need help big time!!!

     

    Pyro - Too easy

     

    Anyway, anyone know a site with writeups I can look off of (my campaign is going to be a 75/75 with a 60AP Limit with the exceptions of Magneto and Prof X).

  6. Okay, after doing some much thinking, I'm starting up an Alternate Version of X-Men, but in mine almost none of the X-Men exists (those who do are bad guys). However, I'm stuck as far as writing up those I'm keeping.

     

    My current set up for the Mutant Brotherhood is as follows:

     

    Mageneto (whom I'm almost finished with, though would be nice to see some other takes on him)

     

    Mystique (thinking of going with a Secret Agent type with Shapeshifting powers (BTW, has anyone heard of her changing into anythign NOT Human/Mutant?)).

     

    Nightcrawler - gonna go with a speed 6 Teleporter with Martial Arts

     

    Rogue - I HAVE NO IDEA!!! Need help big time!!!

     

    Pyro - Too easy

     

    Anyway, anyone know a site with writeups I can look off of (my campaign is going to be a 75/75 with a 60AP Limit with the exceptions of Magneto and Prof X).

  7. Ah!!!

     

    Not to be too nit-picky, but IT'S VEGITA!!! Not BEJITA

     

    Rant=Finished

     

    Sorry, I'm a big fan of the show (even though I have NO time to watch it).

     

    Another way I handled Super Saiyan was an EC, like so:

     

    Ki Energy MP (50 AP) 50 Points

    u - Kamehameha Wave 10d6 (10 Points)

     

    Super Saiyan EC 30 Points

     

    1. Super Saiyan Level 1

    STR +10, PD +5, ED +5, SPD +1

     

    STR Doesn't Affect Figured CHAR (-1/2)

    Costs END to Use (-1/2)

     

    Ki Energy MP +20 AP

    Kamehameha Wave +2d6

     

    AP: 60

    Cost After EC: 30

    Final Cost: 15

    END Cost: 6 per Phase

     

    1. Super Saiyan Level 1

    STR +10, PD +5, ED +5, SPD +1

     

    STR Doesn't Affect Figured CHAR (-1/2)

    Costs END to Use (-1/2)

    Requires Super Saiyan 1 (-1/4)

     

    Ki Energy MP +20 AP

    Kamehameha Wave +2d6

     

    AP: 60

    Cost After EC: 30

    Final Cost: 15

    END Cost: 6 per Phase (12 Total)

     

    This is an over-simplified method :-p - it doesn't take in to account the adjustments for EVERY single power in a MP

  8. Okay, in my PBEM game, one of the PC's shot a laser at the bad guys escape vehical, and only did 2 body (that's after defenses). He was aiming for the engine block, but got a bad roll so I determined that he hit the gas tank (where else :-p ) but only did enough damage to cause the gas tank to start spewing fuel.

     

    Here's my problem: One of the bad guys made it back to the van (is currently climibing in). One of the PC's shouted that the van was going to blow, but he won't get another action for a little bit. How long should I delay the explosion (if it happens at all) and how much damage should a full tank of gas do?

     

    I was thinking something along the lines of 5d6 RKA EX

  9. don't go for EXACTLY what the cards are capable of. Just build on relative terms. For example, I would give the Blue Eyes White Dragon the following:

     

    STR: 40*

    DEX: 15

    BOD: 15*

    PD 5

    ED 5

    SPD 3

    REC 10

    END 50

    STN 60*

     

    *Growth: 6 Levels (0 END, Persistant, Always On) (60 AP, 40 RC)

    Resistant Defenses: 5 Points (5)

    Natural Armor: 5/5 (15)

     

    White Lightning Attack 5d6 Energy Blast (EX, 0 END) (50 AP)

     

     

    Something like that

  10. Originally posted by Law Dog

    I see Will Riker with a tire iron. :P

     

    Opps, my bad. That'd be Number One.

     

    How about 7 of 9 with a tire iron? And a bikini?

     

    Now that's a pleasent image.

     

    Oh what the imagination can concieve... my girlfriend would deck me for even thinking it... :cool:

  11. Originally posted by Crimson Arrow

    1. Is he into puzzles, games or both? If both, you'll have much more variety, but in a way that could make it difficult to concentrate on a theme. My character liked games and had supervillain henchmen with powers based on games. At a wild guess, you one should perhaps be more puzzle-based, but with some games too.

     

    He likes both games and puzzles. Anything that requires thinking and/or strategy.

     

    2. Why does he do this? Is he compelled to show off how much cleverer he is than anyone, does he hate heroes and want to humiliate them, was he never allowed puzzles as a child, were puzzles his only companions? If the last, why? Was he an invalid, were his parents scientists in the arctic circle etc? Does he simply show off with his puzzles, does he like the thrill of matching wits, does he only like winning, is he compelled to give the heroes clues to his crimes, does he have a sense of honour about handing himself in if the heroes win?

     

    He's obsessed with being able to outhink everyone, and uses Super Heroes in his ploys because he feels they are more challenging than Joe Average. He was born with a silver spoon in his mouth, and was so smart, the only thing that interested him were puzzles and riddles. He became so obsessed over them that he had to start challenging other brain pans, but soon got bored with that as well. He then decided that it would be fun to put super-heroes in lethal forms of his favorite puzzles and mind games, to see if they could outhink even him (he's basically bored and looking for a challenge). While he has been foiled by some heroes, he's killed quite a few as well. He has been put in an assylum once, but he managed to escape by tricking the head of the institution into thinking he was cured (wasted 2 years doing it, but he pulled it off). As far as loosing goes, he's very graceful. He knows when he cannot win and actually looks forward to being out-thought.

     

    3. How do you want the characters to react? Is it going to be like the Batman tv series, where the heroes only made it to the Riddler's latest robbery just too late to stop him, right up until the last crime? Do they have to play him at his own game (perhaps they have to run a gauntlet), or will they only catch him by thinking laterally?

     

    Later adventures would turn out like this, but the first adventure is that Puzzle Master Captures the heroes and subjects them to his twisted challenges. Later on, he might come back looking for a re-match by placing Puzzles or Riddles at the scene of intricately thought out crimes. EAch puzzle would carry 2 clues: The first would indicate where he was going to strike next, and the second would give a clue as to where his current base of operations is located.

     

    4. How do you want the players to react? You mustn't have the players frustrated, even if their characters are. Do you want the players to try and do the puzzles (fun, if you have the right players), or are you going to roleplay it? Even one player who doesn't like puzzles might be bored with the former option. Try and accommodate everyone. Perhaps you can give characters clues based on appropriate skill rolls. Now's also the opportunity to make use of obscure knowledge skills. Obviously, you can make the games combat-based, to interest other players with no interest in problem-solving. Even puzzles can have physical elements, such as giant sliding block pictures or memory tiles.

     

    I want the players to do the puzzle solving, as it is a means of getting them to think out of the box and improve their own reasoning - pretty much a way of making them better role-players as well, as they're new to Champions.

     

    "The charaters find themselves in a room with bazillions of Drain (all their powers similatiously) and a locked door on the other side. In the middle of the room is a chessboard with a black and white bag on either side of it. A booming voice annonces "One of these bags holds a bomb set to detonate in 15 minutes that will easily kill you all. It will also detonate if you even touch the bag. The other bag contains the key to the door. You could try to work out which is which or, then again, you could play a game of chess with me, your move".

     

    Ooh... I like this one... but is seems familiar... like it came out of Challenge of Champions #4 (Dungeon Magazine, forget which issue)

  12. I'm designing a module for the future (I have 3-4 planned ahead), and the Super Villain of the day is "The Puzzle Master!" Basically, he's a slight ripoff/combination of Marvel's "Arcade" and DC's "Riddler." He's got a public ID and a Dist Feat - Looks like Beethoven (I was in a silly mood, but I'm keeping it).

     

    Basically he's a guy with waaaaay too much time and money, and spent his life obsessing over puzzles. He goes around, either stealing rare, ancient puzzles so he can solve them, or he does the whole "Terrorism with a puzzle disarming device", or possibly even a scavenger hunt accross the city so the heroes can stop something really really bad from happening (did I mention he's criminally insane?)

     

    Anyway, for his first encounter with my PC's, I'm having so he abducts them for the soul purpose of running them through a series of interactive riddles, puzzles, and games (with a sick twist). The games are as follows:

     

    1) A Labrinth for All the heroes, where the walls are constantly changing, and security Drones are hunting them while they have to avoid traps (My plan is to roll a pair of d6 and match the combination up with an encounter, after all encounters have been done (repeats will be treated as empty corridors), they escape from the maze).

     

    2) A pool of acid that is slowly rising (to swallow the whole room) with 4 pillers evenly spaced (in a 2x2 format). 4 heroes have to cross with just the help of 2 planks of wood long enough to connect 2 pillars, or a pillar and a ledge. Movement powers are penalized (cannons emerge from the walls and the acid pool rises faster).

     

    3) 3 Players play a giant game of dots, they take 1d6 NND apiece for each square completed by the the computer. Any who are left alive concious are allowed to continue - those who pass out have to start over, and the damage increases 1 DC.

     

    4)A giant game of chess for 4 players, but the team has to fight a Rook, Knight, Queen, and Bishop. The peices heal extremely quick - the trick is to knock the king over - but for each square the players move, the king gets to move one.

     

    5) A giant game of memory for 3 players. Every mismatched tile deals 1d6 NND damage. The penalty results are just like the dots game.

     

    Any other evil puzzles or riddles? I have 7 PC's (a real nightmare, I know - thank god avg spd is 3-4).

     

    A note on the Dots and Memory game: Each line drawn or pair of tiles flipped is counted as one combat phase, so players WILL be allowed recover (or they can take recovery), but there is a time limit: 5 Turns

     

    hehehehehe!

  13. My Character, Super Blue, has DNPC's for his whole family. It gets pretty messed up.

     

    His dad is a preacher that hates Super-Powered Beings. He constantly preaches to his congregations about how they are abominations, and need to be done away with altogether. He also sees normals (such as Powered Armor types, and Martial Artists) as vigilantes and/or criminals. His father would disown him if he found out that he was a super-hero.

     

    His mother is with his father, but only out of love for him (she's pretends to hate super-powered beings, but she really doesn't).

     

    His sister doesn't care about supers, as she thinks they're cool. She is constantly scowled at by her father, and she is often grounded for expressing her interest in the affairs of super-powered beings.

     

    My Character, is (secretly) a mutant with such dangerous power (he's made of "Blue Energy") that an Alien that watches over the Earth and keeps records of everthing that happens (his name is Scribe) had to take him aside and teach him to control it (otherwise he would blow himself up and everything withing several miles). He too dissagrees with his father, but no-where near as much as his sister. His biggest concern is his best friend, Noa Vahn, the daughter of one of the richest families in Philidelphia, who is constantly trying to link Super Blue to Eris Benson (This is more of a hunted than anything, but could be combined with a DNPC cuz he keeps a close eye on her to make sure she doesn't find out that he really is Super Blue.)

     

    Whoa... didn't mean to make that one so long... :eek:

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