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Bloodstone

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Posts posted by Bloodstone

  1. Re: 400 pounds per square inch = ???

     

    A decent grappler can choke out a guy in 3-5 seconds once the choke is sunk, but they usually can't maintain a full power choke for more than 20 seconds or so if the guy is defending properly. Guys with exceptionally good squeezing endurance will still tucker out after a minute or so (which is an eternity when you are on the receiving end).

     

    Constrictor snakes have the opposite problem. They don't attack the vulnerable neck, they attack a targets whole body. They also don't care if it takes 45 minutes for their prey to stop squirming. They know slow and steady wins the race.

     

    So, high STR for Grabbing/Holding on, but not for damage. Damage would be inflicted via a relatively small Continuous NND or a modified choke hold (because rigid neck protection will not help here).

     

    I'd make the bonus STR and NND 0 END so they can squeeze for as long as it takes.

     

    Of course, while this may be a fairly accurate model of how things work, it may also be dramatically rather lame...

  2. Re: Calling all Green Lanterns

     

    Perhaps you and I have a different definition of 'skanky'

     

    Well, that's not exactly an even representation there... Miri is noteworthy for just how much clothing she wares compared to the other Star Sapphires, including Carol Farris, Fatality and (briefly) Wonder Woman.

  3. Re: Calling all Green Lanterns

     

    According to Wikipedia the Star Saphire is now the Power Source for the Violet Lantern Corps (Love). All that power of Love for one person was just too much' date=' leading to the rather agressive Star Saphires.[/quote']

     

    While they use the Violet Light of Love, last I checked they still called the group the Star Sapphires.

  4. Re: Calling all Green Lanterns

     

    In one of our games, Blue Blaze was a GL homage with strange Egyptian bracers that let him harness and shape mystical energy for a variety of purposes. It was one of the most powerful weapons in the universe.

     

    (Un?)Fortunately, he was based on really well meaning version of this guy:

     

    [ATTACH=CONFIG]42677[/ATTACH]

     

     

    Also, lets not forget Orion, now a member of the Ultimates in 6E.

  5. Re: Who are the copies/pastiches/tributes/captain ersatz in your campaigns?

     

    Prince Namor' date=' Princess Celestia...[/quote']

     

    Wonder Woman is Princess Diana :)

     

    I am struggling to come up with a good Baron or Baroness in comics though.

     

    Oddly, we have a Baroness in my game and she's a hero.

     

    Creepy and cold, sure, but still very much a hero (Imagine Emma Frost, but instead of telepathy, she has blood manipulation powers...)

  6. Re: Proper Whip Build in 6e

     

    Just for the record, 6m is a rather big whip. They make 20' whips, they just aren't what you commonly see.

     

    Most folks use a whip in the 8-12' range. That's generally the size you see in the Indiana Jones and Zorro movies (though they will use longer ones in certain scenes).

     

    I own a variety of different whips in the 6-12' range.

     

    My next one will be a 3' snake whip :)

     

    EDIT: beat to the punch. took too long to hit post!

  7. Re: Who are the copies/pastiches/tributes/captain ersatz in your campaigns?

     

    How did you build the photographic reflexes? I've seen it handled several ways.

     

    Reasonably sized VPP to allow for the telepathic duplication of skills, martial arts and "super skill" style power constructs. They can theoretically keep a particular set of skills for as long as they need, but once Will copies a new set, it erases over their previous one. Of course, nothing prevents them from copying a skill set more than once if they encounter the same target again. In fact, they often load up the pool with abilities copied from the DELPHI's top hand to hand combat instructor, a semi-retired Vietnamese uber-martial artists that everyone calls Scar (that character used to be a Shang-Chi level martial artist, but he's in his late 60's now and doesn't have actual super power's to keep him active duty)

     

    They also have several limited Overall levels that they can only use with copied skills and related abilities. A reworked Style Disadvantage for their Martial Arts too. While their overall fighting style changes often, when they duplicate someones techniques, they mirror it perfectly, flaws and all.

     

    Mind you, they have several permanent physical skills and martial arts to draw on, so they're not totally dependent on mimicked skill sets. Most of their shield tricks are built in a separate MP, for example.

  8. Re: Who are the copies/pastiches/tributes/captain ersatz in your campaigns?

     

    From a vaguely similar thread...

     

    hmmm... I don't do a ton of direct homages in my games.

     

    The Alan's are basically three Cyclops homages, though they have some other enhanced vision powers.

     

    The Weatherman is my worlds Thor, though he's got a lot of Mythic Thor as well as a good dose of Marvel Thor.

     

    Speed Demon is sort of a Captain Marvel Jr homage, in regards to the fact he's a disabled guy with a super powerful alter ego.

     

    Iron Will is overall pretty unique, but if you break it down I suppose he's influenced by many other characters:

     

    - Captain America (the host body is a peak human flagsuit with a shield - a former Nazi ubermensch to be exact)

    - Firestorm (two minds acting in one body)

    - Captain Marvel (the second personality is a little boy. He's the moral compass of the team)

    - Psylock (said little boy is a psychic that uses his telepathy and TK to boost the attributs and fighting abilities of the host body to superhuman levels, including occasionally using a psychic blade known as the Sword of Truth)

    - Wonder Woman (the sword of truth is more than just a weapon and has that name for a reason...)

    - with a little bit of Taskmaster and Batman thrown in (psychically absorbs skills, uses a utility belt)

     

    The Vanguard is large and powerful superteam and most of them are homages in one way or another. Reboud, for example, is sort of a Spider-man homage.

  9. Re: Ben 10: Omniverse

     

    Probably just the art style.

     

    Edit: Just took a look at Wikipedia. Yeah, the character designs are the work of Derrick J. Wyatt, the clod responsible for the execrable look of Transformers: Animated.

     

    That info was in the very first post ;)

     

    I know there's not too much else to talk about at this point, but I really don't want the whole thread to focus on the art...

  10. Re: Triad

     

    That is interesting and a very similar concept. I think Triad is a little different because she's more one person with three bodies whereas they seem to be 3 women that can link their minds?

     

    Yep...The Five-In-One were kind of a creepy hive mind, but they started showing independence not too long after they were introduced.

     

    They are also more of uber-telepaths, since individually each girl is as strong as a young Emma Frost and they only get stronger when working together.

  11. Re: Triad

     

    While I really wish Mind Link could do sense sharing, the book pretty explicitly states that it does not work like that. So without house rules, that really not a good option. For what it's worth, all the examples of how to do this sort of thing in the Hero books use some variation on the Clarisentience build.

     

    Now, that said, I do have a slight concern about the character as written... what's her role in the game? Is she an NPC?

     

    - she's a relative wimp of a telepath compared to most starting level mentalists, even when the three of them are working together. She might be able to get some things done faster than your average mentalist, due to having 9 total actions per turn. Then again, not really sure of what power level the game operates on...

     

    - she has no physical combat abilites and in fact appears to be a liability in a fight, so I'm thinking she's not actually on the front lines...

     

    - Her skills might be helpful depending on the focus of the game. Hard to judge withouth knowing more. Though the rolls for those skills, even with the Overall skill levels, don't seem that impressive. She's no Batman, even when all three of them are woking together.

     

    Also, are they supposed to be a Stepford Cuckoos homage? Just curious...

  12. Re: Triad

     

    I am not sure that Clairsentience is needed at all. you have Mind link which allows communication' date=' and what does CS add to that? Well TECHNICALLY if one dupe sees something the others can only get what it is from a description but you can get around that with a couple of dice of telepathy, only useable through MindLink, which would allow memory exchange and is so much cheaper. I'd probably handwave it as a GM, and I'm a real grouch.[/quote']

     

    Frankly, I've felt for a long time that the ability to Share Sense should be an adder to Mind Link.

     

    Also an adder that you can apply to your sense groups... essentially expanded rules for Transmit.

  13. Re: Triad

     

    What one sees all see: Clairsentience (Sight' date=' Hearing, Touch And Smell/Taste Groups), 2 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perceive into any dimension, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Increased Maximum Range (66,015,625"; +1 3/4) (300 Active Points); Limited Power Power loses almost all of its effectiveness (Only through Duplicates; -2), Only Through The Senses Of Others (-1/2)[/quote']

     

    I don't have the time to punch it all into HD, but it's almost certainly cheaper to us a two slot MP. Then you have a close range shared senses with a small amount of increased range and a longer range shared sense using Megascale.

     

    I would probably ditch Inherent myself. Seems excessive.

     

    When I did this for the Tempest Twins, I believe I also had the power Linked to their Mind Link. I figured shutting down the (much lower point cost) Mind Link would effectively disrupt their sense sharing.

     

    Also, I didn't buy Teamwork with limitations, instead preferring to buy Teamwork normally so they could use it with other teammates.

     

    I did however buy Overall levels that only worked when they were collaborating on something

  14. Re: VPP Frequency?

     

    Cosmic (+2) Advantage has nothing to do with Cosmic Speical Effect.

    It is a short, incredibly stupidly named, way to write "No Skill Roll +1" and "0-phase to Change +1".

     

    He's not talking about SFX

     

    He said "powered by COMIC power" not coSmic power

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