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CraterMaker

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Everything posted by CraterMaker

  1. Re: Critique my Villain, KingTone Here is KingTones henchmen- I've abandoned the Crusaders garb, along with the swords, in favor of an outfit reminiscent of a deep-sea divers rig - (my original idea for them was a group of avaunt-garde anarchist performance artists, so you can see that this has been an evolutionary process..) "The Dutchmen" KingTones Crew Player: Val Char Cost 15 STR 5 14 DEX 12 13 CON 6 10 BODY 0 10 INT 0 10 EGO 0 15 PRE 5 10 COM 0 4/10 PD 1 4/10 ED 1 3 SPD 6 6 REC 0 26 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 36 Cost Power 20 Sonic Blaster: Multipower, 40-point reserve, (40 Active Points); all slots OAF (-1) 2u 1) Sonic Blast: Energy Blast 8d6, 2 clips of 12 Charges (+0) (40 Active Points); OAF (-1) 1u 2) Club Weapon: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 12 HyperPyrite Exploration Suit: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 5 HyperPyrite Exploration Suit: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), Inherent (These are the Inherent properties of HyperPyrite Exploration Suit; +1/4) (11 Active Points); OIF (-1/2), Linked (HyperPyrite Exploration Suit; (Armor Must Maintain Integrity); -1/2) 5 SCBA Apparatus: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (+0) (10 Active Points); OAF (-1) 3 Emergency Patch Kit: Healing BODY 2d6 (20 Active Points); Limited Power Power loses almost all of its effectiveness (Only To Patch Holes In HyperPyrite Exploration Suit; -2), 1 Charge (-2), OAF (-1) 6 Voice Activated Radios: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) Powers Cost: 54 Cost Martial Arts Maneuver 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 1 Weapon Element: Clubs Martial Arts Cost: 15 Cost Skill 4 WF: Small Arms, General Purpose/Heavy Machine Guns, Vehicle Weapons 6 Survival (Arctic/Subarctic, Tropical, Underground) 11- 3 Tactics 11- 3 Teamwork 12- 3 Stealth 12- 3 Climbing 12- 2 KS: Legends and Lore 11- 2 PS: Soldier 11- 2 PS: Safari Team 11- 2 Language: Polyglot (KingTones Henchmen come from all over the globe, and use words from many languages in their speech.) (fluent conversation) -stolen from Nautilous crew, this is cool! 1 Language: English (basic conversation) 1 KS: Archeology 8- 8 +1 with All Combat 2 +1 with single attack (Sonic Blast) 3 One from the following list, Private Adder 0 1) +0 with Systems Operation (Communications and Sonar) 0 2) +0 with Security Systems 0 3) +0 with Paramedics 0 4) +0 with Mechanics 0 5) +0 with Demolitions 0 6) +0 with Combat Driving Skills Cost: 45 Total Character Cost: 150 Pts. Disadvantage 20 Psychological Limitation: Follows Orders (Very Common, Strong) 15 Psychological Limitation: Hardbitten Men Who Are Weary of War (Very Common, Moderate) 10 Distinctive Features: HyperPyrite Exploration Suit (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Social Limitation: Foreigners (Occasionally, Minor) 15 Dependent NPC: Godzilla ('Zilla for short) - Shipboard Cat 8- (Incompetent) 10 Psychological Limitation: Loyalty to KingTone Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background/History: With war being waged for generations on some parts of the planet, it has been easy for KingTone to recruit experienced Soldiers who have tired of the continous fighting and hunger for something more.. Personality/Motivation: Recruited by tales of lost cities, forgotten wonders, and a generous share of ill-gotten gains, these men have only a few morals left for them to live by: They share loyalty common to combat personnell and a fascination with the Secrets left to be revealed to men with purpose. Because of their diverse nationalities, they allways stick out as foreignors wherever they go, which can be a problem if passports are asked for. Quote: "Eh, justa stay rilla still, bonny boy, anna nobody needs t'get hurt.." Powers/Tactics: The Dutchmen are experienced soldiers, explorers, and thieves. They use common military tactics and strategies to accomplish their goals. Although reluctant to start firing, once engaged in combat they fight to win. The HyperPyrite Exploration Suits they wear are highly resistant to damage, but an attack that holes the armor must be repaired before regaining it's life support properties. ============= Thanks, CraterMaker
  2. Re: Elements, Energies, and Wierd Science I gotta say I'm not, and it would be cool to have a rundown on them.. My current project is using a metal derived from Alchemical studies, called HyperPyrite - It cannot be melted from heat alone, being forged with magic.. It absorbs energy, which can be siphoned off into capacitators, or once a threshold is reached it will release it as sound (from a low buzzing to a thunderclap, depending on the amount).. CraterMaker
  3. Re: Critique my Villain, KingTone Mimicry and Ventriloquism - Both were bought so that, defanged of his armor and gadgets, he could still cause some problems for heroes.. I was worried that without his stuff he'd be flavorless.. though I'm not sure OISHID is the right disad for it.. Perhaps it should be bought straight out? That way, when he gets his one phone call after being arrested.. "Hey, Captain Martin! The Mayor is on line three for you, and sounds pissed!" He's definately the sort who would use his VPP to buy Sound Images and Clairaudience in an IIF, or other focus as appropriate. Looking at his sheet, I see he doesn't have bugging.. It would be a good addition to him, and I'll add it on his character sheet. I definately toyed with making the Dex drain either a NND or an AVLD.. with AVLD, the dice were so low as to make minimal amounts of flash defense very effective.. and with AVLD and NND, I was worried about how many characters out there have hearing flash defense.. How prevalent is flash defense: hearing in your games? And I'm thinking maby the Sonoluminize AVLD naked advantage is too much, and kinda outside the "tone" of the character.. What do you guys think? Next up, his agents, and rewriting the SonoCrawler.. Thanks for the comments and suggestions, guys... -CraterMaker
  4. Re: Critique my Villain, KingTone Here is the Mole Missile: As allways, critiques are welcome and very usefull. Mole Missile Player: Val Char Cost 10 STR -25 18 DEX 24 15 BODY 0 5 SPD 22 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 50 Cost Power 33 Explosive Warhead: Killing Attack - Ranged 8d6, Explosion (+1/2) (180 Active Points); 1 Charge which Never Recovers (-4), No Range (-1/2) 43 Targeting Phased Sonar Array: N-Ray Perception (Sight Group), +12 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +12 10 Scrambling CounterMeasures: Hearing Group Flash Defense (10 points) 10 Electronic Countermeasures: Radio Group Flash Defense (10 points) 33 Sonolance and Treads: Tunneling 12" through 14 DEF material (66 Active Points); 1 Continuing Fuel Charge lasting 1 Minute (-3/4), Limited Maneuverability Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-1/4) Powers Cost: 129 5 Rapid, x100 on Phased Sonar Array 7 Bouncing the Sonar (It is hard to tell where the source of Sonar is -- -7 to detect Total Character Cost: 191 Pts. Disadvantage 10 Costs Firing Vehicle 10 End to Fire 15 Accidental Change (BOOM!) Warhead Detonates: When Mole Missile Takes Body Damage 14- (Uncommon) Disadvantage Points: 25 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 ======================================== And the Mole Missile Computer Mole Missile Computer Player: Val Char Cost 20 DEX 30 25 INT 15 5 SPD 20 Characteristics Cost: 65 Cost Skill 3 Computer Programming 14- 3 Cryptography 14- 3 Electronics 14- 14 AK: Area In Which Vehicle Operates 25- 3 Navigation 14- 3 Systems Operation 14- 2 TF: Appropriate To Vehicle 1 WF: Vehicle Weapons Skills Cost: 32 Cost Talent 1 Program: Intercept Target 1 Program: Diagnose Vehicle Malfunction/Damage 1 Program: Engage In Evasive Maneuvers 1 Program: Locate Target 1 Program: Monitor Sensor Systems, Report Anomalies 1 Program: Monitor Vehicle Functions, Report Anomolies 1 Program: Observe Surroundings and Report To SonoCrawler 1 Program: Operate Sensors To Scan For Designated Phenomena/Object 1 Program: Pilot Vehicle From Location A To Location B 1 Program: Scan And Enter Data 1 Program: Schedule Vehicle Events/Use Of Vehicle's Resources 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 8 Speed Reading (x1000) Talents Cost: 30 Total Character Cost: 127 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 ============================= I'm planning on making the warhead an OAF on the Missile itself, that way the Mole Missile could be used as an advance reconnosance scout. My idea for KingTone is changeing slightly, too - With the SonoCrawler, he'd make an excellent character to introduce pc's to those hard to reach areas - like Atlantis, The Hollow world, etc.. I'll tweak him later, but I think he'll be much less an attention *hore, and maby more arrogant and headstrong.. The Sonocrawler is still far from being finalized.. I had just bought The Hero System Vehicular SourceBook files for HeroDesigner (30 bucks!) but it didn't have any torpedoes or missiles in it! Luckily, the TUV files for Heromaker did, and only cost 5 bucks.. both together are probly worth 35 bucks, but I kinda felt -gypped- WHen I shelled out the cash and what I needed wasn't there with the first purchase. Ah well - helping the economy and companies I love. -CraterMaker
  5. Re: Source Material Alert.... It's on this Friday on the Sci-Fi channel, isn't it?
  6. Re: How to build a Density-altering ATTACK? Okay, let's reason from effect... every attack can be countered/overcome, so how do you envision people breaking away from your hi/lo density effects? Really, if you wave your hand and the target gets too dense to move, they shouldn't be able to break out of it. That's a transform, so tighten your belt a couple of notches and buy it. If it's a ray that she has to keep focused on the character - Hell, seems like transform to me to. I'd just buy it as a transform and suck it up. 4d6 transform - 60 ap. Variable effect - increase and decrease mass +1/4. Partial Transform +1/2 Offset that with No range -1/2, restrainable (gotta touch w/ both hands) -1/2... 102 active, 52 real Buy a 6 speed, and in four seconds you can permanently alter a regular joe's mass untill it wears off. You'll probly be able to get a super in six seconds, eight at the max. Course, you're screwed if they got power defense - ah well. want to do it quicker? Push a phase to give you back to back actions, or buy your speed up to seven or eight. You do realize that this power as described (not as built, but as it should be modeled) is something of a .. one shot one kill power, I guess you could say, and I myself would be wary of a character trying to get it through.. I mean, how DO you defend against something like that but not be hit? =CraterMaker
  7. Re: How would you build Bumblebee? I'm not that familiar with the Transformers - is there a synopsis of Bumblebee on the web?
  8. Re: How to model Trampoline Riccochet I like the triggered teleport idea - Just throw in "Moves through intervening space" .. is "Retaines Velocity" a teleport limitation? -CraterMaker
  9. Re: Question: What different Game Systems for Superheroes? Y'know, I had Superhero 2044.. picked it up when I was just starting Champions. Don't remember where or the circumstances, but what I do remember was that it was really cool, it tried to let you set up a patrol scheme, and I couldn't understand the rules for running the game or designing the characters. And I tried and tried, probably for about three years, to figure it out. It was cool, though, and sparked many a Champions idea. -CraterMaker
  10. Re: Critique my Villain, KingTone Here is a rough draft of the SonoCrawler: The SonoCrawler Player: Val Char Cost 60 STR 0 12 DEX 6 20 BODY 0 3 SPD 8 12" RUN 12 20" SWIM -2 0" LEAP 0 Characteristics Cost: 116 Cost Power 76 Tunneling 12" through 14 DEF material, Fill In Hole 28 Sonic Probes: Clairsentience (Hearing Group), Mobile Perception Point (can move up to 6" per Phase), Telescopic: +6 50 SonoLuminescent Lance: Energy Blast 16d6 (standard effect: 48 STUN, 16 BODY), Area Of Effect (32" Long, 4" Tall, 4" Wide Line; +2) (240 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Limited Arc Of Fire (One hex row; -3/4), No Range (-1/2), Crew-Served (2 people; -1/4) 25 Capacitors for SonoLance: Endurance Reserve (24 END, 24 REC) Reserve: (26 Active Points); IIF Bulky (-3/4) 1 Targeting Computers: Absolute Range Sense (3 Active Points); IIF Bulky (-3/4), Requires A Skill Roll (-1/2) 2 Gyroscopes: Bump Of Direction (3 Active Points); IIF Bulky (-3/4) 1 Computer Banks: Lightning Calculator (3 Active Points); IIF Bulky (-3/4), Requires A Skill Roll (-1/2) 35 Thrusters: Swimming +20" (20" total) (x16 Noncombat) 19 HyperPyrite Hull and Life Support Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 12 HyperPyrite Hull: Lack Of Weakness (-10) for Resistant Defenses, Inherent (+1/4) (12 Active Points) 20 Noise Filters: Hearing Group Flash Defense (20 points) 14 Sonor Array: Active Sonar (Hearing Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +10 (29 Active Points); OIF Bulky (-1) 15 Sonar Array: N-Ray Perception (Hearing Group), Increased Arc Of Perception (360 Degrees), Targeting, Telescopic: +10 (30 Active Points); OIF Bulky (-1) 12 Harmonic Resonation: Find Weakness 14- with Single Attack - SonoLance (25 Active Points); OIF Bulky (-1) 27 Heavy Sonic Blasters (2 on each side): Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees Side Arc; -1/4) 10 x4 Heavy Sonic Blasters: Custom Power (10 Active Points) 26 Surface to Air Missiles (4 Missiles): Energy Blast 14d6, Explosion (+1/2) (105 Active Points); 1 Charge (-2), OIF Bulky (-1) 10 x4 Surface to Air Missiles: Custom Power (10 Active Points) Powers Cost: 383 Cost Skill 9 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Medical Sensors, Radar, Sensor Jamming Equipment, Sonar, SonoLance) 13- (20 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) Skills Cost: 9 Total Character Cost: 508 Pts. Disadvantage 20 Distinctive Features: KingTones' SonoCrawler (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) ==================== Comments and critiques welcomed.. I don't really know how to do the tunnelling torpedoes or the Assault Pods - Both probably need to be bought as seperate vehicles. Need to do a power plant and a computer for it, too.. With some extra def on the front (to at least match a tank).. Medical lab, tech lab, holding cell (two that can hold two people each) some more disads.. Lotsa left to do, so if you have any suggestions please chime in.. -CraterMaker
  11. Re: Critique my Villain, KingTone It's definately a puzzle to solve, trying to gauge the defenses of a villain so he won't topple too quickly, and still leave him vulnerable enough to be defeated. It's part of one of the things I like about Villain creation.. I'm intrigued about having KingTone build a tunnelling vehicle (probly with paid help from BrainChild)...Maby a vehicle originally proposed to explore venus? I've reviewed the vehicle creation rules in 5th, but they are so bland as to be - uninspiring. Is The Ultimate Vehicle any good? Never thought I needed it, but the more I think about it, the more I like the idea..Could someone give me a rundown on what it's about, or point me to a thread?thnx I'm thinking a vehicle about the length of a tractor/trailer rig, on tracks.. It's Tunnelling rig (Sonoluminescent Lance) can double as a weapon.. Heres my idea for that: Since the vehicle is going to be, say, 4 hexes wide, the Lance will be bought as a 16d6 eb, area effect line, no range, Straight line only, limited arc (zero degrees), and then pay 10 points for four of them.. So when fired it will be a four hex wide attack that stretches out however many inches.. Give him a Harmonic Resonation attack defined as Find Weakness, only on objects (so he can blow tanks up) with the SonoLance, six surface to air missiles (fired two at a time) housed in the rear on top (blowaway hatches!), and two heavy sonic blasters (auto fire) on each side (basically revamped 50 cals).. Maby two tunnelling "torpedos".. Sensors like sonar, I like the n-ray vision aspect for it, maby some probes for clairsentience.. Assault/escape pods- 4 pods that are more like tunnelling missiles.. when the vehicle is staitionary, the pods can be launched to tunnell to the surface. they reach the surface, legs pop out to stabilize them over the tunnell, and the passengers (four each?) can disenbark. When it's time to go, the passengers climb in, the legs retract, and the pod slides back down to the SonoCrawler.. The SonoCrawler can collapse the tunnell behind it if it chooses by using subsonic pulses, but it's extremely noisy (maby even causing rumbliing and shaking on the surface). In water, the SonoCrawler could flip around and use the SonoLance as propulsion (maby pop out stabilizing wings).. It would be very fast in the water. It would not be able to reverse direction in one move, it's not that manueverable in any forms of its movement. watched The League Of Extraordinary Gentlemen last night, and Nemo was SOOOoooo great.. Whatcha think? -CraterMaker
  12. Re: Critique my Villain, KingTone Thanks, Baphomet - That's right on the money for the style I was shooting for.. I see him as the starting out KingTone, too.. and the wonderful suggestions by Herodom have given me some good ideas for a more comprehensive KingTone - I've also made some slight background changes to reflect his new powers, so let me know what you guys think: Ps. Having a hard time imagining transpo for him - I'm thinking cargo vans and unmarked sedans, but if you've got an idea, let me know.. KingTone Player: Val Char Cost 15 STR 0 24 DEX 12 15 CON 10 10 BODY 0 23 INT 13 23 EGO 26 30 PRE 20 14 COM 2 6/31 PD 4 6/31 ED 3 6 SPD 6 10 REC 10 30 END 0 50 STUN 27 12" RUN 2 2" SWIM 0 3" LEAP 0 Characteristics Cost: 135 Cost Power 45 Occult Technology: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, (45 Active Points) 40 Hypersonic Projectors: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) 4u 1) Sonic Blast: (Total: 58 Active Cost, 39 Real Cost) Energy Blast 4d6, No Normal Defense (Hearing Flash Defense, Deaf, Sonic Absorbtion; +1) (40 Active Points); OIF (Sonic Projectors; -1/2) (Real Cost: 27) plus Hearing Group Flash 6d6 (18 Active Points); OIF (Sonic Projectors; -1/2) (Real Cost: 12) 4u 2) Sonoluminize!: Energy Blast 12d6 (60 Active Points); OIF (Power Armor; -1/2) 4u 3) Sub-Sonic Scrambler: Drain DEX 4d6, Ranged (+1/2) (60 Active Points); OIF (-1/2) 30 Harmonic Amplifying Staff: Area Of Effect (up to 6" Radius; +1) for up to 60 Active Points of Sonic Projectors MP and All Slots (60 Active Points); OAF (-1) 9 Harmonic Amplifying Staff: Add 6pts to each MP Slot (18 Active Points); OAF (-1) 45 Naked Advantage (on Sonoluminize, 60 active points) - AVLD (Hearing flash defense) +1 1/2; Area Affect One Hex +1/2; Personal Immunity +1/4, (135 active points) ,OIF sonic projectors -1/2; 2 charges -1 1/2; No Range -1/2 (let me know if I did that right, it was tricky) 32 Ancient Lemurian Power Pack: Endurance Reserve (250 END, 15 REC) Reserve: (40 Active Points); OIF (-1/2) 30 Power Armor: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2) 34 Lemurian Phase Shield Generator: Force Field (13 PD/13 ED/10 Mental Defense/10 Power Defense), Reduced Endurance (0 END; +1/2) (69 Active Points); OIF (-1/2), Ablative BODY Only (-1/2) 10 Fast on His Feet: Running +5" (12" total) 10 Power Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); OIF (-1/2) 7 Power Armor: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 16 Power Armor: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); IIF (-1/4) 16 I'm Still Standing: Knockback Resistance -10" (20 Active Points); Only In Heroic Identity (-1/4) 14 Voice Modulator: Mimicry 18- (21 Active Points); OIF (Staff or Other Easily Assembled OAF; -1/2) 14 Voice Modulator: Ventriloquism 18- (21 Active Points); OIF (Sonic Staff or Other Easily Assembled OAF ; -1/2) 7 Sonic Nuetralizer: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (Power Armor; -1/2) 2 Micro Servos: +5 STR (5 Active Points); No Figured Characteristics (-1/2), OIF (Power Armor; -1/2) 16 Confidence and Style: +2 SPD (20 Active Points); Only In Heroic Identity (-1/4) 16 Style and Grace: +10 DEX (30 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) Cost Skill 3 Electronics 14- 3 SS: Sonics 14- 3 Persuasion 15- 3 Conversation 15- 3 Bribery 15- 3 Cryptography 14- 3 Deduction 14- 3 Inventor 14- 3 Language: Latin (fluent conversation; literate) 3 Language: Arabic (fluent conversation; literate) 3 Language: Ancient Mayan (fluent conversation; literate) 3 KS: Arcane And Occult Lore 14- 3 Mechanics 14- 3 PS: Academic Scientist 14- 2 SS: Elder Worm Engineering 11- 3 Streetwise 15- 3 Oratory 15- 7 Power 13- 20 +2 Overall 16 +2 with All Combat 3 PS: Criminal MasterMind 15- Skills Cost: 96 Cost Perk 35 8x 125pt characters 20 Vehicles & Bases, 100pts Perks Cost: 55 Cost Talent 3 Perfect Pitch Talents Cost: 3 (all background stuff the same except for below) Personality/Motivation: Dr. Volderbrock has felt himself "slipping" for some time now.. He uses formality and etiquette to keep himself from getting sidetracked from the urges and ideas the depths of his subconcious birth. When he's not out supervillaining, he's fairly reserved and spends his time in his secluded house doing research and experiements. In his costume he is much more.. outgoing. As Kingtone, he acts with flair and daring, his actions demanding that his audiences' attention is fixated on him - or else. His dabblings into Elder Worm and Lemurian magics have awakened his dormant Elder Worm genes, and his body has... changed. Not so much that someone would notice it, but he feels different and strange thoughts and reactions pop into his head every now and then, and of course, there are the dreams... His scientific mind explains magic as scientific "shortcuts" past the laws of physics, and he never discusses the roots of his newfound insight into the way things work. He starts losing his manners as his emotions run higher. KingTone doesn't need a lot of money to continue his work - most of the things he works on are made by hand, and the components he can't make, he'll steal. He does, however, use a chunk of cash here and there to buy occult tomes or finance archaeological expiditions under an assumed name (rarely used for anything else but this). Quote: "Sound and Fury signify nothing without direction - If it is contained, focused, and applied... Well, you can see the results for yourselves!" Powers/Tactics: Kingtone is a fast and dangerous opponent, capable of hurting several hero's at once by using his Sonic Staff. His core attack powers are built into his Power Armor, but his Sonic Staff can amplify them tremendously. His Sonuluminize! power actually achieves a fusion like process on atoms in it's path, doing damage from heat and light and sound. His SubSonic Scrambler induces dizzyness, vomiting, and loss of co-ordination. His defenses are high enough, initially, to not have to dodge and prance around, but as the combat progresses the likelyhood that his Phase Shield Generator will collapse increases, making him much more vulnerable. If he is grabbed he will activate his HyperSonic Scrambler, and Heroes who have felt it are reluctant to get so close again. The fact it can only be used a few times is a secret he's shared with no one. He is extremely charismatic when he wants to be, and his charm and intellect have enabled him to recruit criminals and interact in the Underworld Heirarchy.. The fact that he only takes a small cut from a caper surely adds to his allure for thugs and goons. His themes and schemes revolve around sound, but he has been known to go after technology - His hunts for occult tomes and artifacts he does as circumspectly as possible. His typical caper involves going to a highly public event, crashing it with his goons, robbing everyone and maby kidnapping a prominent figure for ransom. He loves the press and being on televised events, and permits them more liberties when he is around than he should. Campaign Use: Kingtone adheres pretty strictly to the Four Color Villain Code, and is intended to be a re-occuring villain for the hero group. Kingtone has some dark currents running beneath his skin, though, and an in-depth look at who he is or what he is becoming can bring Horror elements easily into your game. As he studies further into the occult, he should become more eccentric and erratic- his exposure to Worm Magic actually turning him into an Elder Worm! Though he requires that he be the center of attention, he can work with others (though he will try to outdo them, and belittle any successes and failures they might have).. These teamups, by his very nature, will be short term, unless his ego is stroked appropriately. Appearance: In person, Dr. Volderbrock is dressed in a lab coat and spectacles - His charm and harmless appearance hiding his unstable personality. The more upset he gets, the more formal and polite he is... up until he snaps. As KingTone, his silver and blue armor is obviously high tech, and his sonic staff is reminescent of a giant tuning fork. He wears a blue cape trimmed in silver, and there is a stylized silver crown on the back of it - matching the one on his chestplate. Built into his helmet is a silver crown which houses his sonar array. He requires his henchmen to wear costumes that are reminiscent of Templar outfits - they carry swords with built in sonic blasters and carry shields.
  13. Re: Balanced Opposition Sometimes it depends on the power sets of the hero's, too.. If youve got two buffed up combat machines in the group, you're gonna want a lot of goons in the mix.. What powersets are you looking at the players to have? Me, I'd go with one big baddy, a henchman with similar power build to the toughest of the pc's, and a score or so goons, off the top of my head. First major fight is just goons w/ henchman taking a couple pot shots and leaving with the prize.. second major fight the goons and the henchman (or a one on one fight with one of the heroes, if you can arrange it), third and climatic scene, Major Baddy and a few goons. Thats for cinematic lower powered heroes, though.. The flavor of your game might influence your choices, too, if you're playing close to a familiar genre.. -CraterMaker
  14. Re: Critique my Villain, KingTone Hmm.. His cv is still fairly low, true.. with all levels he can get a 12 dcv (w a 6 ocv).. I was thinking about keeping his dcv high and ocv low so that he'd be forced to spread his eb for ocv bonuses, then when an opponent is stunned giving them a big wallop. Is that asking for trouble from a pc group? I was hoping his high speed and his henchmen would give a four member 350 group a 50/50 chance of winning.. I take your point about the staff being an achilles heel as an OAF.. I think he'd definately build it into his armor after the second time it got taken away, and I'll make a note of that on his character sheet. I'm going to try and come up with a three adventure arc for him- first adventure his introduction, second adventure arc his romance and team up with Howler, and third.. a climatic event. But I'd like to make sure he's three dimensional and solid, first. Thanks for your compliments and advice- CraterMaker Hmm- allready got an idea for some tweaks - thanks again
  15. Re: Someone check my power build please? Is the Tachyon field A seperate attack, or is it the AVLD advantage on the Katana? If it's the latter, then you won't use "Linked" in the build.. If the former, what's the dice? Very nice, tho -CraterMaker
  16. Well, I've been working on him so I can get him out of my head and on with my life.. He's meant to be, on the surface, a 4 color Master Villain.. but he runs a little deeper than that. Tell me what you like, don't like, and would change.. KingTone Player: Val Char Cost 20 STR 10 18 DEX 24 23 CON 26 20 BODY 20 20 INT 10 20 EGO 20 30 PRE 20 14 COM 2 10/35 PD 6 8/33 ED 3 7 SPD 42 14 REC 10 46 END 0 54 STUN 12 7" RUN 2 2" SWIM 0 4" LEAP 0 Characteristics Cost: 207 Cost Power 17 Sonic Staff: Elemental Control, 70-point powers, (35 Active Points); all slots OAF (-1) 17 1) Sonic Blast: Energy Blast 14d6 (70 Active Points); OAF (-1) 17 2) Sonoluminize!: Energy Blast 7d6, Armor Piercing (x2; +1) (70 Active Points); OAF (-1) 25 Ancient Lemurian Power Pack: Endurance Reserve (150 END, 15 REC) Reserve: (30 Active Points); OIF (-1/2) 30 Power Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 20 Lemurian Phase Shield Generator: Force Field (10 PD/10 ED/10 Power Defense) (Protect Carried Items) (40 Active Points); OIF (Power Armor; -1/2), Ablative BODY Only (-1/2) 10 Power Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); OIF (-1/2) 7 Power Armor: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 13 Power Armor: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2) 17 Voice Modulator: Mimicry 18- (21 Active Points); IIF (Voice Modulator; -1/4) 17 Voice Modulator: Ventriloquism 18- (21 Active Points); IIF (-1/4) 45 Occult Technology: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, (45 Active Points) Powers Cost: 235 Cost Martial Arts Maneuver 4 Silence, Please.. (Choke Hold): 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 Sneer! (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Manic Strength (Martial Escape): 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 3 Manic Strength (Martial Grab): 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike 3 Targeting Computer (Defensive Shot): 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Targeting Computer (Far Shot): 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 5 Targeting Computer (Offensive Ranged Disarm): 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm 1 Use Art With Wyrm Battlesuit (Ranged Manuevers can only be used w/ Battlesuit on, representing a targeting computer) 8 Manic Strength (+2 HTH Damage Classes) Martial Arts Cost: 40 Cost Skill 3 Electronics 13- 3 SS: Sonics 13- 3 Persuasion 15- 3 Conversation 15- 3 Bribery 15- 3 Cryptography 13- 3 Deduction 13- 3 Inventor 13- 3 Language: Latin (fluent conversation; literate) 3 Language: Arabic (fluent conversation; literate) 3 Language: Ancient Mayan (fluent conversation; literate) 3 KS: Arcane And Occult Lore 13- 3 Mechanics 13- 3 PS: Academic Scientist 13- 2 SS: Elder Worm Engineering 11- 3 Streetwise 15- 3 Oratory 15- 7 Power 13- 20 +4 with DCV 20 +2 Overall 3 PS: Criminal MasterMind 15- Skills Cost: 100 Cost Perk 35 8x 125pt characters Perks Cost: 35 Cost Talent 3 Perfect Pitch Talents Cost: 3 Total Character Cost: 620 Pts. Disadvantage 15 Psychological Limitation: Craves Attention (Common, Strong) 0 Dependence: The Attention of Millions 1d6 Presence Drain, Does Not Recover Untill Dependance Met (Difficult To Obtain, 1 Month) 15 Distinctive Features: Genetic Wyrm Taint (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort) 10 Rivalry: Professional (All other Heroes, Villians, Events - Wants to be Center Of Attention), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 0 Hunted: The Slug 8- (As Pow, Watching) 15 Hunted: Superhero Group 11- (As Pow, Harshly Punish) 20 Enraged: Humiliated in Public (Uncommon), go 14-, recover 11- 20 Reputation: Crazy Supervillain, 14- (Extreme) 15 Unluck: 3d6 20 Psychological Limitation: Practices Extremely Formal Etiquette To Try to Reign In His WyrmTaint (Very Common, Strong) Disadvantage Points: 130 Base Points: 200 Experience Required: 290 Total Experience Available: 290 Experience Unspent: 0 Background/History: Dr. Boris Valderbrock was originally a brilliant scientist in a second rate science field: the physics of sound. More and more he found himself trying to prove himself to his fellow Academics, prove that his work could be as acclaimed and groundbreaking as some of theirs were. For twenty two years his frustration grew - Computer Simulations spat out the answers to complex acoustic problems that he had studied for years, in minutes. The study of Sonoluminescence offered the answer to his prayers- If his theories proved true, its' application to the worlds energy problems would give him the fame and fortune he felt his due. Other scientists quietly scoffed at his theories - according to physics, they said, the math just didn't add up. And what relevance did aincient Sumerian tablets and Kabbalic Manuscripts have to modern, Twenty First Century Science? Dr. Volderbrock was hunting for something, though. He had discovered a lead, a new way of looking at the problem, from a chance encounter with the owner of a used bookstore.. The more he examined those old and occult tomes, the more pieces fell into place. It was like his eyes were finally being opened to The Truth! Those fools who laughed would sing a different tune once his experiment was complete. When it was finished, though, he couldn't get published. Something about unorthodox scientific methods. He heard the laughter and his ears burned. Then, Interpol visited him about the theft of cultural artifacts in Egypt and Iraq.. the laughter made his chest tight and his hands tremble. Then the summary dismissal from the University as he fought the trivial charges the authorities had made.. Still they laughed, and his head hurt and hurt and hurt all through the trial. Ten years in jail. The utter destruction of his name as a scientist. A few well placed bribes had allowed him to continue his research, but he would never be allowed to publish under his own name again. His theories could be proven, though, now that he was out. Proven in such a visual way that they will have to aknowledge his genius. Under a new name, he could settle some scores, too... So, upon release, Dr. Volderbrock began building his occult library again, and building the things he had been seeing in his dreams... Personality/Motivation: Dr. Volderbrock has felt himself "slipping" for some time now.. He uses formality and etiquette to keep himself from getting sidetracked from the urges and ideas the depths of his subconcious birth. When he's not out supervillaining, he's fairly reserved and spends his time in his secluded house doing research and experiements. In his costume he is much more.. outgoing. As Kingtone, he acts with flair and daring, his actions demanding that his audiences' attention is fixated on him - or else. His dabblings into Elder Worm and Lemurian magics have awakened his dormant Elder Worm genes, and his body has... changed. Not so much that someone would notice it, but he feels different and strange thoughts and reactions pop into his head every now and then, and of course, there are the dreams... His scientific mind explains magic as scientific "shortcuts" past the laws of physics, and he never discusses the roots of his newfound insight into the way things work. He starts losing his manners as his emotions run higher, Quote: "Sound and Fury signify nothing without direction - If it is contained, focused, and applied... Well, you can see the results for yourselves!" Powers/Tactics: Kingtone is a fast and dangerous opponent, capable of hurting several hero's at once by spreading his Sonic Blast. His Sonuluminize! power actually achieves a fusion like process on atoms in it's path, doing damage from heat and light and sound. His defenses are high enough, initially, to not have to dodge and prance around, but as the combat progresses he becomes more concerned with overloading his Force Field. He is extremely charismatic when he wants to be, and his charm and intellect have enabled him to recruit criminals and interact in the Underworld Heirarchy.. His themes and schemes revolve around sound, but he has been known to go after technology - His hunts for occult tomes and artifacts he does as circumspectly as possible. Campaign Use: Kingtone adheres pretty strictly to the Four Color Villain Code, and is intended to be a re-occuring villain for the hero group. Kingtone has some dark currents running beneath his skin, though, and an in-depth look at who he is or what he is becoming can bring Horror elements easily into your game. As he studies further into the occult, he should become more eccentric and erratic- his exposure to Worm Magic actually turning him into an Elder Worm! Though he requires that he be the center of attention, he can work with others (though he will try to outdo them, and belittle any successes and failures they might have).. These teamups, by his very nature, will be short term, unless his ego is stroked appropriately. Appearance: In person, Dr. Volderbrock is dressed in a lab coat and spectacles - His charm and harmless appearance hiding his unstable personality. The more upset he gets, the more formal and polite he is... up until he snaps. As KingTone, his silver and blue armor is obviously high tech, and his sonic staff is reminescent of a giant tuning fork. He wears a blue cape trimmed in silver, and there is a stylized silver crown on the back of it - matching the one on his chestplate. Built into his helmet is a silver crown which houses his sonar array. He requires his henchmen to wear costumes that are reminiscent of Templar outfits - they carry swords with built in sonic blasters and carry shields. ================== Thanks guys -CraterMaker
  17. Re: Weird Talent I'd buy it as Mechanics, too, but I'd add Incantations to it, and maby buy extra skill levels with Mechanics with Incantations and Noisy ($#@*&!!) CraterMaker
  18. Re: How do I make a Fire Trail? Well, being Hero system, you can make it do anything and everything.. So what do you want it to do? Is it "incidental" fire, which ignites flammable items? Or is it as serious as napalm, capable of melting steel and glass and flesh? How many inches of flight does the character have? Incidentally setting things on fire could be bought like this - 1 pip RKA (5 pts), AE Line (+1), Megascale (1 kilometer) +1/4, 0 end (+1/2) Uncontrollable (lasts for 30 seconds, easily extinguishable by water or patting out) (+1), No Range (-1/2) linked to flight (-1/2) Only up to distance of flight and on flight path (-1/2) = 19 active and 8 real points Scale up from there, turn the 0 end into continuing charges, tweak as necessary.. A hex is 6 foot by 6 foot, so you could probly get 10 people crammed into a hex.. as to your specific points - A1) I'd think linked (-1/4 or 1/2) and Only up to distance of flight and on flight path (-1/2) would cover it, but I'm just brainstorming here... A2) Ermm.. Hmmm.. You could buy +Xd6 with all the same adv and lims with the additional lim (only if character doubles back on trail) for, hmm, maby a -1/2? GM would have to assign the lim bonus, and I wouldn't buy more than a dice or two of killing attack or 5d6 of eb.. B1) Summon don't sound like a good fit to me, but I'd be interested in seeing someone try and apply it.. B2) if you could selectively use it to either ignite people or lay it to the side of them to prevent movement through it, it would actually be an advantage- AE Line, Selective (+1 and 1/4, altogether - a +1/4 advantage for the selective part) As for phonebooths, a simple google search online should tell you how many people can fit in one.. Just use that figure. (Slaps head) I don't know why I was focused on a Fire Trail from Flight, when you're talking about something completely different.. Sorry, Okay, lemme try again - I'll use an easy number, 30 active points to begin the model, so either 2d6 killing or 6d6 EB 2d6 Rka, Ae Line (+1) 0end (+1/2) Continuous (put out by water or lack of oxygen) (+1) first attack in combat must start adjacent to character (-1/4) subsequent attacks must be linked to trail of fire (-3/4) for 75 active and 38 real.. Hey, that's crazy cool... And if he wanted to start over from his/her hex again, I'd say it extinguishes the previous fire trail.. -CraterMaker
  19. Re: Help me finish a character? In the spirit of overkill, how about Find Weakness with Haymaker? You could probably crack a small spaceship in half with that... Invisability to sight, 0dcv concentrate- a chameleon like effect +5 w/ missile deflect is good, too.. +2 w/ hth combat Or +5 con - For a big nasty you're still pretty easy to k.o.... +5 con would go a long way towards pushing that off... Or even better, save it and tell the GM you'll spend it on skills that people teach you.. Since you're a blank slate, you'd probly absorb like a sponge anything taught to you, at least right at first... Any chance of you posting the other players characters? It's obviously not a run of the mill game- keep us updated on what happens. -CraterMaker
  20. Re: Help me finish a character? I'm getting what Daeger is going for with his ENd Battery, An energy source that just fuels his extra limbs - It makes just as much sense as anything else in a comic book universe, so .. cool. I do agree with Hugh on bumping your speed to 3 - I'd just define it as your Adrenaline Pump, where you walk around at speed 2, but when combat begins you can hit that higher gear and really move.. No limitations, sort of a special effect sort of thing.. Or buy it with 4 charges lasting 5 minutes, or something.. 2 speed isn't "normal" even in a Normals only game - 3 is generally accepted as the norm for a 75 +75 game. But if it works fluffwise for him to be kinda slow (and really dangerous), cool.. Now, as far as equipment goes, consider a "team radio" so the Hero's can co-ordinate their actions at range.. Or Flash Defense Sunglasses, allways a popular selection "Hey man - NEVER touch the shades!" You going to post the character here? -CraterMaker
  21. Re: Help me finish a character? Stretching is, at heart, a movement power.. And all movement powers come with a basic x2 effect if you spend a phase and go "non-combat". Going noncombat also lowers your DCV. Err.. Wow, that's all I can really remember.. Mostly when we used NCM it was plot effect to get from one place to the other, so I guess I'm not as familiar with it as I thought I was. So you can stretch nearly forty feet, in combat - if you want to be able to stretch 70 feet when you're straining and totally concentrating, then just leave the power as is. If you don't see him stretching that far, put "No NCM Stretching" limitation on it. NCM - Non Combat Movement As far as two weapon fighting and ambidexterity - Normally if you do something with a Non-Primary hand (like your left hand if you're right handed) you suffer a -3 penalty with all skill rolls and attack rolls. This applies to characters with extra limbs, too - only one limb is the primary hand. Ambidexterity allows you to count all limbs as primary limbs, erasing that -3 modifier. the Two Weapon Fighting skill lets you perform a sweep manuever in a half phase, rather than the full phase it takes everyone else to perform. I think. Don't have the book in front of me, so anyone please correct me if I'm wrong. So with 2 wpn Fighting skill, you are allowed a half move then attack while sweeping. -CraterMaker
  22. Re: Help me finish a character? That's a pretty good EC writeup, but you need to be warned - With Restrainable on your powers, the first person who entangles you will nuetralise your extra strength, making it that much harder to break out of the entangle. I think you're pretty safe from grabs, since your opponent would have to have a lot of hands himself to restrain all your limbs. Alltogether, though, I'd leave restrainable on as a limitation - It's cool to have a chink in your defenses, makes you fight smarter. Are you buying your extra limbs outside of your EC? Have you considered getting the limitation "No NCM Stretching" on your stretching? As a side, I had a mental picture of your character getting thrown by a brick into the side of a building and rolling down it like one of those sticky gel octopi - Made me smile and say "Cool!" As for zero phase skill rolls - With the limitation "Requires a Skill Roll", you roll your skill before making your attack action - If you fail, no attack action. So, skill wise - He was created, so what did "they" train him for? And have you come up with a name for him?
  23. Re: Help me finish a character? Hi.. I'll chime in 2 cents.. A 150 point character doesnt really give you a lot of fleshing out room - I'm assuming that's why Dust Raven thought Damage Reduction a bit pricey for that power level. For what it's worth, I agree with him - remember, that 50% reduction happens after defenses, so on a low power character you will need either large defenses to avoid getting stunned a lot or a pretty high con and stun score. Thats efficiency wise, mind you, if it really fits the character conception then get it. A clinging damage shield will mean that anytime someone touches you while the power is on will be stuck to you.. Blob from Marvel comics had that, where if you punched him in the gut he could tighten his muscles and trap your arm. Just remember, it's not selective when it's on, so if BadGuy knocks your buddy into you while it's activated he'll be just as stuck as your opponents. Plus, can your character climb sheer walls? This power de facto gives you that ability, so if it don't fit conception stick with martial manuevers to increase your combat fu. Definately give him a martial art - it's one of the least expensive ways to increase combat prowess. Something like Martial Grab Blocking Grab Choke Hold Block Crush Fast Strike Would give you some cool combat skills. Buy 3 point martial art skill levels up to your OCV cap, then a couple of 2 pt penalty skill levels with sweep. Two weapon fighting is a good skill, too, and check with the guy running the game to see what flavor of two weapon fighting he uses (iirc, fantasy hero's version is a little modified for the genre). Instead of buying the str as a power, buy it as Martial Art DC's - though your mileage may vary with that.. And define your MA as the power of having multiple limbs - It's not Hapkido or anything that lets you block so well or efficiantly, it's the fact you have 3 or 4 arms all trying to block at the same time. This should alleviate the need for a MA knowledge skill. If your character is geared up for fighting multiple minions at once, you'll need combat sense to keep the bad guys from getting a multiple attacker bonus on you. And if you have extra points, you can get imaginative - Like Find Weakness with Fast Strike, defined as hitting the same spot multiple times. Or an autofire attack (or define your last two MA DC's as multiple hits). Alltogether, A multiple arm character isn't too hard to flesh out - But what is his story, his origen, his background? Thats the stuff that really gives a guy flavor. Hope that helps - CraterMaker
  24. Re: Aldaric Gaming Presents: The Illuminati While the first two groups have conflict about the use and misuse of temporal power, the reason the third group barely registers on their radar is because it pursues spiritual power - Perhaps finding the name of God, or preparing humanity for Armageddon (or Ragnarok). Just as violent and devious because the stakes are so high, but to an outsider their actions appear incoherent with any "rational" goals an outsider might imagine. As a group they refer to themselves as the Shepherds, and the uninitiated masses as Sheep. Their more violent agents are called Confessors, after the atonements they perform when they return from a mission. Confessors are either naturally imbued with photographic memory, or are trained to observe situations with near photogenic recall. The Shepherds are not of the Christian faith, in fact they seem to adopt parts of many faiths to their practice. Some things they believe are contradictory, at least to outsiders. They have masqueraded as belonging to nearly every religion in the world, and have copious knowledge of the inner workings of Organizations of Faith. -CraterMaker
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