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Marcus Impudite

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Everything posted by Marcus Impudite

  1. Q: What strokes should you use when painting a fence? A: I wouldn't f*** her with my worst enemy's hectocotyli.
  2. "Actually, you did need to see his identification and those were the droids you were looking for."
  3. "Learn the correct way to use your chopsticks, you look like a schmuck."
  4. "The numbers on the back of this paper are picked completely at random, don't expect them to do you any good."
  5. "You should've gone with your first instinct and ordered the beef chow mien."
  6. "The light at the end of your tunnel is actually an oncoming freight train."
  7. "He who goes through turnstile sideways is going to Bangkok."
  8. Your character and associates recently battled a group of baddies who stole SCP-999 (a.k.a., "The Tickle Monster") from the SCP Foundation. Their reason for stealing 999? They were planning to use the creature's secretions to create a powerful new narcotic that they could sell and put money into their organization's coffers. Investigating their hideout after the battle, a member of your group finds the crude lab they set up, where they had apparently already managed to produce a first batch of the aforementioned drug! WWYCD?
  9. Cost Powers 7 Crowbar: Multipower, 15-points reserve; all slots OAF (-1) 1u 1) Prying: +15 STR; OAF (-1), Only For Prying/Leverage-Based Tasks (-½) 1u 2) Use As A Blunt Instrument: HA +3d6; OAF (-1), Hand-To-Hand Attack (-½) 1u 3) Sharp Prongs: HKA 1d6 (2d6 with STR); OAF (-1) Total Cost: 10-points
  10. back to your questions (in no particular order): The Life Support part of Eternal Slumber is Usable As Attack because it's being used on an unwilling subject and it's linked to a STUN Drain. The compound power represents the magic infused into the bandages that keeps the Entangled victim in a form of "magical stasis," they don't need air or sustenance and they don't age while they remain wrapped up. Intruders captured by the bandages may be their prisoners for an eternity; put on display in the corridors of the tomb. On tactics and attacks per turn: As stated under the Powers/Tactics section, the bandages chase their quarry until they're too exhausted to flee or put up a fight, and will be constantly trying to grab them with varying degrees of success. The bandages have Rapid Attack (HTH), so it is possible for them to attack more than one target in a Phase, though the Sweep penalties do apply. the 10 STR is so Heroic level characters still stand something of a chance against them; you don't want the bandages to capture PCs too quickly and easily; you want them to have just enough time to put two and two together, realize what will happen if they're captured, and then let their fight or flight instincts take it from there.
  11. On the subject of Distinctive Features, they might qualify for one if they were likely to be encountered in other places outside the tomb. I'm leaving it up to individual GMs whether they would consider it worthwhile. Might make for some interesting scenarios, though... Short Round: "Doctor Jones! Those rolls of bandages have been following us ever since we left the museum!" Indiana Jones: "Yeah, you're right, that is weird... Hey, wait a minute, where's Willie?!" Willie Scott (couple of blocks back, wrapped up in bandages): "Mmmmmmrph!!!!!! Mmmmmmmmmmmmmmmrph!!!!!!!!!!!! Zzzzzzzzzzzzzzzzzzz..."
  12. Good catch on Extra Limbs, I'll correct that error right away and re-upload. Some of your other suggestions do sound good, I'll look the write-up over and get back to you on them. And now that I think about it, the vulnerability to fire would be logical. As for the Desolidification, it represents the fact that the bandages are thin enough to get through cracks (the one from the show managed to get at a protagonist from under a heavy stone door!). The Machine Intelligence Disad means its thinking is limited by how the priests who created it "programmed" it. It knows enough to fulfill its function, but not a whole lot out side of that.
  13. Found some math errors that needed correction, updated the file just now.
  14. An immortal would get older jokes that a person of the current generation probably wouldn't. For example, if you sat a teen or twenty-something of today down to watch a 70s era episode of Saturday Night Live or SCTV, they might laugh at some of the jokes, but others would go over their heads because they involved subject matter you'd only understand if you were around back in the day. Hell, I only know about Classic SNL and SCTV in the first place because I watched Nick at Nite back in the late 80s/early 90s.
  15. Recently made some modifications to a monster write-up I submitted to the Downloads section of the site: http://www.herogames.com/forums/files/file/338-magically-animated-bandages/ As always, if any GMs out their use it in game, please let us know how your players fared against it.
  16. Rather than settle for just tying up their hands, a speedster with access to an unlimited supply of duct tape might put the "duct tape challenge" videos on YouTube to shame by wrapping enemies up mummy-style in nanoseconds...
  17. Now there's an idea for a really kooky Champions character...Duct Tape Man.
  18. As someone who has used real world duct tape, I'm well aware of that. For this thread, the cinematic and comedic versions of duct tape are what we're going for.
  19. For those of you who have ever watched The Red Greene Show, it's safe bet you already know what this thread is about. For those not in the know, two words: duct tape. The challenge for this thread: Write-up a power that represents something that can be done with duct tape. All powers must fit into a 75 Active Point Multipower. Have fun and be creative.
  20. One I've been considering for a campaign world on the drawing board: "The Deep Freeze": An ultra-secure cryo-prison located in Antarctica; built, funded, and staffed by the United States and three other countries (to be named later). Cryogenic incarceration at this facility is reserved for those world-class super-criminals who are just too dangerous to keep in custody any other way. Prisoners are in cryogenic stasis for the full duration of their stay, with cryo-medtechs and a state-of-the-art computer system monitoring them 24/7. The bottom most level of the Deep Freeze is exclusively for the baddest of the bad; the prisoners who were given sentences of 500 years or more. It's no secret that many of the prisoners in this group are hoped to die in cryosleep (i.e., "go permafrost") by many in their home countries.
  21. Telling bad jokes in an elevator is wrong on so many levels.
  22. Q: What do you mean we can't make Christmas cookies this year? A: They've been plotting their revenge ever since Firefly got cancelled.
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