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CraterMaker

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Everything posted by CraterMaker

  1. Re: Character for suggestions Cool.. She is definately an intriguing character, and fires up my imagination. I've allways liked Necromancers, and The Cult Of The Bloody Goddess is so.. evocative! I'll have to check out your campain logs - get the feel for your campaign. Right now I'm picturing something Warhammer Fantasyish.. If you'd like more spells or help fleshing out the Cult, just say the word! She's a very interesting concept. -CraterMaker
  2. Re: "Night Calls the Green Falcon" I love that story, and have used all the characters in it in various games as NPC's.. If you haven't read it yet, it's a must read, can't stress it strongly enough.. And it's well written, too.. -CraterMaker
  3. Re: The Chronicles of Thomas Covenant the HEROic Unbeliever I have to admit it's been - good lord! Well over a decade since I've read the series.. I'll have to hand this off to you guys and see what you come up with. And stop by the used book store and see if they've got the books... -CraterMaker
  4. Re: The Chronicles of Thomas Covenant the HEROic Unbeliever I think the antipathy many readers feel towards Thomas is also because we are very sympathetic to him in the beginning - (Oooh, poor leper) - and then later he betrays our sympathy by his actions.. all in all, an excellent example to follow if you want to recreate such emotions in your stories. IMO. -CraterMaker
  5. Re: Please look over this character If she was my character, I might make one small change to her - Change her +3 with Clubs (9 pts) to +3 with Grab, Roll With Blow, Strike with Club.. all bouncer skills (a.k.a. tight group) and would really set her apart... Other than that, she's beautiful.. -CraterMaker
  6. Re: Character for suggestions My suggestion- Inhabit the Blood: Can easily be done with extra-dimensional movement, too.. Course you might need to buy some sort of sense or detect that's extra-dimensional, so you know when you get there.. even cooler, if she couldn't escape from the blood without a wound that's bleeding. Imagine being trapped in some creature, waiting for someone to attack it so you could get out.. She's awfully combat centric - Two powers that aren't centered on combat: Inhabit the Blood, and detect blood.. True, wizards can be good combatants, but I've allways found them coming into their own with their miscellanious powers.. BloodScrye - if you capture a few drops of blood and later put it into a bowl and say some magic words, you can watch the person who shed the blood.. Or you can make it a more traditional scrying spell requiring a big bowl of blood.. Blood Doll - this spell is takes some time... The witch plucks a dozen or so hairs from her head and weaves them into a string about a foot or two long.. then lowers it into a puddle of blood (the puddle must be at least four inches across). Chanting some magic words, she pulls the string out and hanging on the end is a little homonculous. Interestingly enough, the homonculous looks exactly like the person whose blood was used in the spell. In addition to creating a useful servant/spy, the homonculous can be used for much more insidious spells like a voodoo doll, being magically linked to the person whose blood was used in the spell - Summon 120 pt homonculous (the extra 10 pts are +2 more DCV, since the book form homonculous is a foot tall and this version is about six inches tall) Blood Curse - 15 pts Power Defense, usable as attack, only against healing spells- can be removed by being blessed by a good priest Blood Geas - This is the geas used by the Cult of the Bleeding Goddess to ensure people properly respect their promises and duties to the cult - 3d6 RKA, Gradual Effect One Day, IPE, Trigger (When Word is Broken to Cult of the Bleeding Goddess) OAF (specially treated coin must be given to victim), No Range, Incantations ("By Your Blood Your Word Is True") etc.. Causes wracking body spasms, blood leaking from orifices, and upon death their blood ignites.. An interesting note, the cult uses the phrase "By your Blood your word is true" regularly in their speech, whether to make people remember what happens when you betray them or to help disguise the actual casting of the spell is unclear.. If you do break your word to them there is a chance that you can beg forgiveness from the cult and they'll lift the curse, but having a few examples of people who cross the cult is a good thing in the cults' eyes.. For her Armor, I don't think you have to buy it IPE .. I could be wrong, but I don't think armor is an inherintly visible power, just depends on SFX.. It takes 30 stun to stun her, two hits of which will K.O her.. I'd raise her stun to 32 or so, make her a little more resilient.. All in all, Nice idea and execution.. Tell us more about her Cult, sounds interesting.. \-CraterMaker
  7. Re: The Chronicles of Thomas Covenant the HEROic Unbeliever It certainly does bring out strong opinions.. That makes it successful as a work of art, right? >ducks< -CraterMaker Ok, ok, it's true I was baiting, but seriously.. When was the last time someone argued about the morality of Conan, or MadMartigen? Obviously the writer writ well enough to hit some nerves..
  8. Re: CHAR: Sparky! I like Sparky as well - Hell, someone should start a thread for Animal Heroes and Sidekicks, I think it'd be a fun read.. -CraterMaker
  9. Re: Nnd Players trying to pull fast ones on the GM with character designs should be smacked upside the head with a halibut. A big one. But it's almost impossible for a player character to abuse the SFX defence of NND - I mean, if he decides the defence for his NND is wearing paisley, guess who his new recurring villain is? That's right, it's the Fashon Fascist with his paisley trench coat.. -CraterMaker
  10. Re: Fourth Edition Champions Regarding your Force Wall disapearing when you change MP slots - New ruling on Entangles is that you can create walls with them, too - don't have the book with me, but the effect might be what you're looking for.. Glad to have you aboard, dude.. -CraterMaker
  11. Re: Assault on Stronghold I think it'd be a fun game to play in - I'd choose Fenris, and play up his fear of losing control to "The Wolf", trying to fight his urge to kill, his frustration of being unable to come up with a cure (ala Doc Connors) as his intelligence being subsumed by his instincts.. Yet still thrilling at his own power, exalting at the wildness in his soul. He's got a good powerset, too, for being a wolverine clone.. -CraterMaker
  12. Re: Nnd I'd make the defense having Absorbtion (Energy) and having powers with the special effect Water/Ice... Some characters with Water or Ice powers are going to buy susceptibilities to heat/fire attacks, so even if the NND does no damage to them, they'll still take a hurtin from the susceptibility... -CraterMaker
  13. Re: "Beware the generosity of Kings" - A warning Perhaps the King could have a secret "Heart to Heart" with the most sympathetic player.. Explaining the checks and balances of governing the Kingdom, and explaining the problems the PC's represent to the stability of the Noble Houses in a matter of fact way.. Then the King says "But you are Heroes, and e'en if you're not my own, you are dear to my heart.. I fear without fetters tying your comrades to the crown that the Nobles will face increasing unrest, and Chaos can only be the result of that. But who of us mice can bell such lions? Tell your companions of the troubles plagueing my mind.. Mayhaps they will see a solution that mine eyes have o'erlooked." Put the problem into the PC's hands, and see what they want to do with it. Let them know what directions you think would be cool for the plotline, and they might go that way to see what you have in mind.. All the above ideas are fantastic, too.. I especially like marriage into the line and giving them problematic areas to govern. -CraterMaker ....Or, have a score of warships sail down the coast and park at one of the most important trade cities, representing a visit by some uberpowerful nation (ala Thieves World)..
  14. Re: Is this a valid build? Two things - First, about the original build, you say it would prevent you from being stunned or knocked out untill they fell- "While this bar is in effect, you can't be knocked out or harmed." Erm, I don't know how you can manage that, or what sort of advantage it might be .. Maby I'm not understanding how Force Wall works, too.. Secondly, can you buy Self ONly and No Range together? I could understand if it were a power intended to be used on other people (like Aid, Healing, etc), but making a No Range ForceWall- which would normally only protect one or two people- Making it Self Only might be worth -1/4 at most, I'd think. Either way, it's intriguing in concept.. -CraterMaker
  15. Re: Vampires in Supers Setting Here's the Mist Form I've been working on - Sorry for the delay, but my new schedule is 2 weeks on, 1 week off, so only been able to do it in drips and drabs.. The Mist form has been kinda problematical for me - Originally I thought I'd use X-Dimensional travel to inhabit someones body, then Transform to slowly corrupt them - Making it take a long time (1d6/hour or so) would be cinematically cool, allowing the hero's time to try and force the vampire out.. Then I remembered that this is a hero, and using xdim movement and transform in that way would be kinda cheezy.. So if this WERE a villian, I'd do it the first way and damn the cheeziness for the drama of it. Instead, the transform works first, and once complete the mist form moves into the persons soul.. The transformed person has all of his memories and powers, but is completely controlled by the Vampire. The mist form is... well, weak and powerfull at the same time. His Desolid gives him pretty near full invulnerability on one hand, but amazingly weak if someone uses Holy/Faith powers against him - I was worried about it at first, then realized that cinematically it's spot on. Of course he's weak on attack powers - this form is for escape/infiltration with a couple of goodies and schticks thrown in for flavor. All in all, though, I'm not sure if I understand one part of Multipower forms - Say I buy a 200 point form... Is that 200 points before or after disadvantages? (For example, can I pay for a 200 point form and have him 300 points + 100 in disadvantages?) I'm thinking it's before disads, but I dunno. Okay, here he is - Player: Val Char Cost 0 STR -10 10 DEX 0 15 CON 10 15 BODY 10 13 INT 3 20 EGO 20 23 PRE 3 10 COM 0 10 PD 10 10 ED 7 4 SPD 20 3 REC 0 30 END 0 33 STUN 10 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 69 Cost Power 21 Body Of Mist Powers: Elemental Control, 42-point powers 29 1) Body Of Mist: Desolidification (affected by Holy/Faith SFX), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Cannot Pass Through Solid Objects (-1/2), Always On (-1/2) 15 2) Invisible Wind: Flight 12", Position Shift, Reduced Endurance (0 END; +1/2) (43 Active Points); Only In Contact With A Surface (-1/4), no Noncombat movement (-1/4) 6 3) Summon Fog: Change Environment 1" radius, -3 to Sight Group PER Rolls, -2 to Hearing Group PER Rolls, Multiple Combat Effects, MegaScale (1" = 1 km; +1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Extra Time (20 Minutes, -2 1/2) 4 Hard To Kill: Damage Resistance (4 PD/4 ED) 10 Body Of Mist II: Life Support (Self-Contained Breathing) 6 Creature Of The Night: Mental Defense (10 points total) 5 Creature Of The Night: +10 PRE (10 Active Points); Only For Defense (-1) 15 Possession Powers: Elemental Control, 30-point powers 16 1) Riding The Pallbearer: Extra-Dimensional Movement (Related Group of Dimensions, Single Location (Peoples Souls)), Trigger (When Person Is Transformed Into Pallbearer) (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; +1/4) (31 Active Points) 16 2) Create The Pallbearer: Major Transform 2d6 (Humans Into Pallbearers, Exorcism, Being Made To Drink Holy Water), Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Standard Defenses apply; +1) (67 Active Points); No Range (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Pallbearer Healed If Vampire Switches Targets (-1/2), Pallbearer Healed If Vampire Leaves Body (-1/2), Visible (Mist Pouring Into PallBearers Mouth) (-1/4) Powers Cost: 143 Cost Skill 2 Mimicry 12- (3 Active Points); Only In Fog (-1/4) 3 Shadowing 12- 2 Ventriloquism 12- (3 Active Points); Only In Fog (-1/4) 4 +2 ECV with Create The Pallbearer 7 +3 With Voices In The Fog I & II, Shadowing (9 Active Points); Only In Fog (-1/4) Skills Cost: 18 Total Character Cost: 230 Pts. Disadvantage 15 Physical Limitation: Can Only Cross Water On Bridges/Tunnels (Infrequently, Fully Impairing) 30 Susceptibility: Sunlight 2d6 damage per Phase (Very Common) 25 Physical Limitation: No Manipulative Limbs (All the Time, Fully Impairing) 15 Distinctive Features: Looks Like Creeping Fog (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) Disadvantage Points: 85 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 ============================= Feedback is, of course, appreciated... -CraterMaker
  16. Re: CHAR: Patchwork.... Very nice indeed.. Question tho - why did you put Stun in the multipower? And at 8 points at that.. If you made it 12 points it would still be a 1u slot.. something I would have differed on, too - I probably would have bought each Donors Power groups as one slot, allthough I don't think they can be linked all together - Putting them in one slot is much harder to do esthetically with Hero Designer, but that's IMO.. Course, You'd have to get rid of you're 1/4 disad on the MP.. BUT those are all mechanical schlopp.... Origen, Powers, Personality - All A-1 quality stuff.. -CraterMaker
  17. Re: Susano's Sporadic Character Thread Thanks, Susano - I loved A.P.E.!! Long time ago we had a guy playing a character like that, Dr. Anthropod.. These are in Hero Design Format on your site for download? Thanks again, I'm gonna put him in my files if'n you don't mind.. -CraterMaker
  18. Re: Hero Help I'd be happy to help too, and give my take on things.. Welcome aboard! -CraterMaker
  19. Re: [Game Idea] Beacons in the Night Some normally evil creatures could work for the side of good because- A- They were cursed to be good (ala "Angel" series) B- They are controlled by someone who IS good, whether a wizard or through a mystic device C- They are compelled to be good as some sort of plot by their evil masters .. and eventually learns to be good, thus frustrating all sorts of nefarious plans D- Amnesia - They were evil, some traumatic event wiped their memories and they started over from innocent scratch E- Supposedly "inherently" evil, but raised from a baby by good people.. -CraterMaker P.s. Cool on the Frankenstien Monster heading the org...
  20. Re: Failed PS: Artist Roll? Heh heh.. You could do chicken jokes for months with a setup like that.. -CraterMaker
  21. Re: Is it a distinctive feature, side effect or...? Lord Liaden over on the Champions section pointed out the Vampire sample from Digital Hero - His Blood Powers Multipower is fueled only by an Endurance Reserve, and the Endurance Reserve is bought "Can Only Recover when Drink Blood Power Is Used" for -1/4, and "Only up to amount rolled for Drink Blood Power" at a -1/2.. It's a 50 endurance, 10 recovery pool. SOmething like that might work - Only Recovers When a Full Meal Eaten, for a -1/2.. (a little bit higher than the blood thing, but the blood thing can be done in combat.. you could even add in 0 DCV Concentrate on the Endurance battery Recovery ..) If the Endurance Pool was depleted, he'd have to eat an additional 5 meals to fully replenish it, so that would be 8 meals a day he'd need.. Throw In Susceptible To Starving, Must eat 1 meal every 3 hours or loses 2d6 from Endurance Battery as a disadvantage.. That way he has to keep replenishing his battery.. -CraterMaker
  22. Re: Power And Name Help - Holocost's Brick Servent. Maby DeathSpeed for Killjoy? Make him a metal fan.. Can't really think of any religious them names for a spe* Wait a minute - DeathWind works pretty good for an apocalyptic name.. Fever could be Soulfire, The Purifier, Scourge, Hellhole or Hellsoul..Damnation, The Judge.. Abomination for the tentacled thing..Babylon if it's a chick would work.. Judgement might also work for Featherweight, the whole "if your soul is lighter than a feather thing" - tho thats kinda a reach, I dunno.. The Burden might work, or Yoke .. I think I like Yoke. -CraterMaker
  23. Re: Vampires in Supers Setting Yeah, that's the effect I was looking for - Mostly used cinematically for REALLY making someone feel isolated (even in a crowded room)- it's also useful for saving innocents or nasty combat surprises.. I think I made a boo-boo giving him Touch as one of the sense groups. I was trying to give him the effect of taking wine off a waiters tray while invisible and no one really noticing anything.. that sort of thing. Probly coulda just let his mind control take care of that, but I was trying to be elegant.. -CraterMaker
  24. Re: Vampires in Supers Setting Here's my try at a superhero Vampire - He kept wanting to turn into a SuperVillain of massive proportions, but I've managed to stranglehold him into roughly the right range.. Skipped the Disads, but those are pretty traditional. Left the background skills blank, cuz that's Player Preference. Took A few liberties putting Life support and Regeneration in an EC, but it's a tight group that's litererarily correct, GM should allow it.. Didn't focus on Blood Drinking powers and drawbacks because he's a PC who probably doesn't drink from humans anymore - animals, blood banks, mystic blood producing talisman.. His wierdness about blood can be accurately modeled with the right Disads, rather than being combat related.. Player: Val Char Cost 25 STR 15 20 DEX 30 25 CON 30 15 BODY 10 13 INT 3 15 EGO 10 20 PRE 10 16 COM 3 15 PD 10 10 ED 5 5 SPD 20 10 REC 0 50 END 0 41 STUN 0 10" RUN 8 2" SWIM 0 5" LEAP 0 Characteristics Cost: 154 Cost Power 65 Vampire Powers: Multipower, 65-point reserve 6u 1) Shape Shift: Swarm Of Bats, Wolf, Swarm Of Rats, Mist Form: Multiform (250 Character Points in the most expensive form) (Instant Change, x4 Number Of Forms) (65 Active Points) 6u 2) Summon Creatures Of The Night: Summon 2 217-point Swarm Of Bats, Wolf, Swarm Of Rats, Expanded Class of Beings: Traditional Vampire Animal Servants Very Limited Group (+1/4) (60 Active Points) 6u 3) Hypnotic: Mind Control 8d6+1 (Human and Animal classes of minds), Telepathic (+1/4) (65 Active Points) 6u 4) Clouding Of The Mind: Invisibility to Sight, Hearing and Touch Groups , No Fringe, Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points) 3u 5) Bloody Strong: Aid Strength 6d6 (60 Active Points); Self Only (-1/2), Costs Endurance (-1/2) 3u 6) Bloody Fast: Aid Dex 6d6 (60 Active Points); Costs Endurance (-1/2), Self Only (-1/2) 4u 7) Blood Healing: Healing BODY 6d6, Can Heal Limbs (65 Active Points); Self Only (-1/2) 2u 8) Supernaturally Fast: Teleportation 10", Position Shift (25 Active Points); Must Pass Through Intervening Space (-1/4) 22 Traditional Vampire Powers: Elemental Control, 44-point powers 7 1) Immortal - Regenerate 1 Body Per Day To Ressurect: Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2), Resurrection Only (-1/2), Leaves Blood Pool At Zero (-1/2) 22 2) Immortal: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare 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) 5 Body Of The Dead: Damage Resistance (5 PD/5 ED) 5 Night Eyes: Infrared Perception (Sight Group) 3 Smell Fear: Tracking with Smell/Taste Group (10 Active Points); Only On Scared People Power loses almost all of its effectiveness (-2) Powers Cost: 165 Cost Martial Arts Maneuver Strength Of The Undead 4 1) Fast And Deadly: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Quick As A Viper: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Claws Of The Predator / Vampires' Kiss: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 3 4) Embrace Of The Grave: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 4 5) Casual Slap: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 4 6) Prayers Cannot Help You (Choke Hold): 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 8 7) Creature Of The Night (+2 HTH DCs) Martial Arts Cost: 31 Cost Skill 9 Deadly Foe :+3 with Martial Maneuvers 3 Whoever You Want Me To Be :Acting 13- 3 Charming :Conversation 13- 3 Numb The Mind :Persuasion 13- 3 Call To The Soul :Seduction 13- 3 Still As The Grave :Concealment 12- (Self Only, -1/2) 3 Silent As The Dead :Stealth 13- 3 Hunter Of The Night :Shadowing 12- Skills Cost: 30 Cost Talent 12 Supernaturally Tough :Combat Luck (6 PD/6 ED) Talents Cost: 12 Total Character Cost: 392 Base Points: 200 Experience Required: 192 Total Experience Available: 0 Experience Unspent: 0 ======================= And his Swarm Of Bats Summon - For his Multiform version, beef up the stats with the extra points.. ==================== Player: Val Char Cost -25 STR -35 20 DEX 30 10 CON 0 10 BODY 0 8 INT -2 5 EGO -10 20 PRE 10 2 COM -4 3 PD 3 3 ED 1 5 SPD 20 2 REC 0 20 END 0 15 STUN 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: -1 Cost Power 40 Swarm Effect: Physical Damage Reduction, Resistant, 75% (60 Active Points); Not Vrs Area Effect Attacks (-1/2) 40 Swarm Effect II: Energy Damage Reduction, Resistant, 75% (60 Active Points); Not Vrs Area Effect Attacks (-1/2) 24 Swarm Effect III: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 13 Black, Leathery Wings: Flight 10" (20 Active Points); Restrainable (-1/2) 15 Scree! Scree! Scree!: Active Sonar (Hearing Group) 6 Sensitive Ears: +3 PER with Hearing Group 40 Theres Too many Of Them!!: +8 with DCV 7 Agile Flyer: +2 with DCV (10 Active Points); Only While Flying (-1/2) 103 Swarmed!: Change Environment 4" radius, -3 to Hearing Group PER Rolls, -3 to Sight Group PER Rolls, -3 to Radar PER Rolls, -3 to Combat Sense PER Rolls, +1 Points of Damage, +1 Points of Telekinetic STR, -3 DCV, -3 OCV, Multiple Combat Effects, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (154 Active Points); No Range (-1/2) 15 You Never Know They're There Untill...: Concealment 21- (23 Active Points); Self Only (-1/2) 6 Agile Flyers: Combat Luck (3 PD/3 ED) 19 Silent Flyers: Stealth 21- Powers Cost: 328 Total Character Cost: 327 Pts. Disadvantage 25 Distinctive Features: Huge Swarm Of Icky Bats (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) 15 Physical Limitation: Poor Eyesight (-3 Sight PER rolls) (Frequently, Greatly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 20 Psychological Limitation: Aversion To Sunlight (Common, Total) 20 Vulnerability: 2 x Effect Light Based Sight Group Flash Attacks (Common) Disadvantage Points: 110 Base Points: 217 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 ============================= His wolf form should be a good tracker, his swarm of Rats form is similar to the Swarm Of Bats but can crawl into cracks of armor to attack people, and his mist form is immune to anything but Holy attacks - I was also toying with a high dice mind control, dependant on him flowing into someones body.. Will work it up if anyones interested.. -CraterMaker
  25. Re: CHAMPIONS OF THE NORTY -- What Would You Like To See? I'd like something on Alaska ... seriously. Canada? Overview of polical tensions, urban myths, plot hooks.. -CraterMaker
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