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Fenixcrest

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Everything posted by Fenixcrest

  1. Kinda like the Sea of Eden, from Chrono Cross? In the Sea of Eden, bits and pieces of timelines that never occured sit in Limbo, frozen forever. That kinda deal?
  2. Fenixcrest

    Justify this

    I like that one. You could make the mental powers OIHID, and the HID would be shrinking.
  3. Alright, lemme try and break it down... In HERO, a phase is equal to one second. ONE second. Can you smack somebody and then make a run for it in one second? The Flash can, but I'll be he has SPD 8, at least, so he prolly gets to do it at the beginning of the next second. That's kind of one second. I dunno about DnD 3e. In 2e, one combat round was an entire minute. A whole minute. 60 seconds. 5 turns. You can do all kinds of crazy crap in a minute, even with SPD 2. From what I can tell from the other posts here, in 3e a round is 12 seconds. I'm not saying that's true, but if it is, think of it this way- A turn is 12 segments, is 12 possible phases, is 12 seconds. In turn, lots of things happen. You might punch somebody, and then on your next phase you could run for it. If you're faster than them, then it's fine. If you're not, then maybe you CON stunned the poor bastard. Then you can still run for it. Chances are, you get to do at least 2 things in that 12 second period. Also, think of it from the first person, like in some of the "punching your brother" examples above- Unless you threw a really weak, crappy punch, chances are you had to stop to aim, and then after the punch, you were slightly off-balance from throwing your weight into it; ergo, you can't move until you're ready to do so. In your next phase. It all makes sense to me, at least..
  4. It says right in FREd that you can't Move-By/Through with a martial maneuver because the Move-By/Through is a maneuver unto itself. Therefore, you could move-through with an HKA or and HA, because those are just things that you're "holding," but you can't do it with a Martial Strike, because that would be doing two things at once. That's how I interpreted it, anyway...
  5. Yeah, it was missing a few of the combat charts... *looks at pdf* the DCV modifiers and the combat modifiers. It does remind me, though- I gotta make a copy of the skill modifier chart for my screen. I have to admit, though, if I hadn't already started reproducing tables, the thing is hella convenient. My scans are all kinda crappy. =( I've had to go through and clarify all the plus signs. Oh well. It's good enough for my purposes. I might print better versions for the PC side of the thing..
  6. Honestly, if was me... Keep in mind, my campaign is weird- it's a regular Heroic-style game with Superheroic-level characters. If it's a "mundane" item, like a sword or a gun, I'd let it slide until it ran out of ammo. And maybe the sword might break if they did something dumb. In the case of magic items, two things can happen- if it's something I don't want the characters to keep, it'll crap out after a few extra-fun explodey uses. If it's something I don't mind, I'll tell them they get to pay XP taxes on it until it's theirs. OR.. if it's something I intended them to have in the first place (a kick-ass magic sword from the depths, or big list o' new spells, or a new weapons upgrade for our resident mechanized citizen), I'll just make it their "XP christmas present" for the arc.
  7. It depends on two things: sense category and SFX. N-Ray vision's SFX is that it detects objects through walls. Bought as its own sense in the "special" group, aka as its own group, it can see through darkness. However, you have to pay extra points to make it discriminatory (to differentiate between objects), or it's just spacial sense that makes you see sillouhettes. If it's bought in the sight group, it becomes discriminatory by default, but it also can't see through darkness (unless you also have night vision/infrared/whatever in your sight group, too), and it's subject to sight group flashes/darkness. That's the trade-off. I think. Correct me if I'm wrong. ^^;;
  8. Indeed. It took me forever to reproduce all those tables for my GM screen. I wish I could find these things in stores besides sometimes my local comic shop and that one anime con that comes around every summer.
  9. First off, that *points up to quote* is quite possibly the coolest thing evar. And secondly- although none of my PC characters have had noticeable calling cards, I once ran a supers campaign with an NPC of Captain Mexico. Whenvever he appeared, I'd roll the d20 and assign a number to each character (NPC and PC) in the area, and the result of the roll would get knocked over by a flying iron sombrero. "When Captain Mexico throws his mighty hat, You had better duuuuuck!"
  10. Honestly, it's a matter of what your GM wants you to be able to do. Night Vision is the unrealistic "You can just plain see at night" option, like if you cast a spell to make it as though total darkness is daylight for you. However, the others (infrared vision, UV vision, radar vision, etc) are the more realistic ones, which require something for you to be able to detect. Night Vision has no inherent drawbacks- you just see in the darkness, while with infrared vision you see heat. If there's no heat sources, or everything is cold, then it might just be pitch black. Of course, if you make infrared vision part of the sight group, and then get Night Vision (for the sight group), it has no effect, but if you had N-Ray vision as part of the sight group, you wouldn't be able to see jack at night unless you had something to allow you to see it (like Night Vision sight group.. or infrared sight group with heat sources). That was kind of incoherent, but I think I got my point across...
  11. Right, but you'd still have to land on something in order to change direction. FREd states that it's impossible to switch direction mid-leap. It'd be half-leap, land, half-leap. I'm looking to create a way to do it in mid-air. Normally I'd just do what you're saying, and fudge the rules to make it fit (it's an NPC), but I figure it's best to do a write-up in case our resident speedster wants to emulate it. He sometimes does that when he spots a power he can replicate through agility. I think I'll prolly go with my original idea. Thanks for the input, though, everybody. This has been a cool discussion.
  12. Wow, thanks for all the response. You guys have some great ideas. I thought about using that one briefly, but then I realized it would require a really weird construct.. You can't use Force Wall because Force Wall has zero STR. Summon could work, but that's still sort of weird (Summon 5-point block o' whathaveyou). The most logical way to do that would be to make a small, weak entangle barrier with flying linked to it so it would float, and some kind of time-release self destruct. It works, but it's kind of awkward. ...Not to say it's a bad idea. That's basically what happens in my version of cyberspace when anybody moves. If you move in a non-flight, non-gliding mode of transportation, solid hexes form under your feet in your inch-space, but that's not built on points. It just happens. They vanish after about a minute, since their original transmitter (the character) is no longer there. It's just plain awkward to build on points for "physical world" use, though. ^^;;
  13. Yeah, the NCM Leaping could work.. Mostly it's like an aerial attack mode. She can't really fly, but she uses the second leap to prep herself for either a high-speed aerial Move Through or to get herself to otherwise inaccessible places. Because of her higher control in this stage of her leap, I think flying makes more sense. I really like that NCM idea, though. I might use that for her henchmen...
  14. That's okay. I have "Summon Mice inside my ceiling." Summon Mice Inside my Ceiling: Summon -25pt mouse (1pt.) x64 creatures (30pts). Indirect (+1/2). 0 END(+1/2). 62 Active Points. Strong-Willed (-1/2). No Concious Control ever (-2). 18 Total Points.
  15. How about this- build a bloody huge END reserve into the ring (200+ points) with no REC. Then the Lantern Battery could have Healing END, with the limitation "Only for Lantern Ring." I picked Healing because Aid and Transfer both diminish quite quickly unless you buy up the time, but even then it doesn't make sense. However, healing is forever.
  16. I want to try and make a character with a bloody huge leaping score, who is able to double-jump. She's a martial artist/fire elemental (lots of energy HA's/HKA's). In addition to this, she's very agile. One of her abilities is the power to jump really high, and then her next phase (before she lands), she jumps again. So far, the best way I can think of this is as follows: She has a vertical leap of 30", and a SPD 4. Double Jump: Flying 30"(60pts). 60 Active Points. Linked to Leaping (-1/2). Only usable once per Leap (-1/2). Requires Acrobatics and Fire Tricks skill rolls (-3/4). 22 Total Points. Comments? Suggestions? Thanks for any input.
  17. Suh, ah accept your challenge! Not Champions, though, he's goin into my current campaign, a kind of weird "high school with super powers in the distant future" thing. He'll be the president of the math club.... and his name... His name shall be... Mervin Nicholius Frink! *dramatic bolts of lightning, and the sound of abacus beads clicking faster than the human eye can perceive*
  18. Both of them have powers, plural. Those powers are derived from their basic destructive natures. Dynamo's powers (flight, various explodey things, various personal aid powers, Force Field, sight group flash) are all found in the same elemental control as his Persistent RKA (no range) Damage Shield. All of his powers are fueled by a huge, fast-recovering END pool. His stats are generally higher than those of a competent normal. Likewise, Entropy's powers are also found in one big elemental control, but they are rearranged and kind of weird. She has a several Persistent Absorbs linked together to siphon energy from around her constantly into her END, stats, and Elemental Control. She also has a Persistent Transfer "END to variable" Damage Shield. In addition to this, she has several attack powers, as well as flight and a force field. In her natural, un-boosted (almost never occurs for her unless she's somehow isolated from all energy for a large amount of time) are those of a standard to competent normal. Yes, both are built on a ridiculously high "To be determined upon writeup" number of points. Hell, I might re-evaluate them as flatout demigods in the normal universe. It'd make more sense, anyway. Maybe they can be the guardians of the Final Storm, the point where light and darkness swirl together... or something. *rattles off random campaign info* Woo. Thanks, everybody.
  19. Dunno how precisely on topic this one is- I tend to use "mini" metaplots- Background plots that cover the action for about 10 sessions and then wrap themselves up (but not always cleanly ) For example, the upcoming metaplot: A whole bunch of demons (A kind of ghosty doppleganger-ish thing in this case) have just popped up all over the city, and their leader is making a bid to replace an entire sector of the city with his minions. However, they only got in because this evil wizard (high magic game) had to shut off the city's early warning system in order to sneak an artifact into his stronghold. So there's a whole subplot revolving around the evil wizard and his attempts to gain immortality from said artifact (a big axe called the Midnight Edge, one of several "Edges" with godlike powers). The PCs get caught up in it (they're all high school students, and one of them accidentally plays a role in the Doppleganger King's plans because of his profession, or else they'll just find out by accident when a horde of undead freshmen tries to replace them with evil clones), and eventually will find themselves getting more and more caught up in chaos that results from the Edge being taken from its sanctuary, until there's finally a bigass fight in the eye of a giant hurricane. Or something like that. My players are all crazy- I'll prolly have to re-write the entire second half of this thing when one of them accidentally breaks the internet or something And of course, between and after that, I have some little episodic things, and then a new mini-meta-plot. Eheh.
  20. Ah! Thank you for your input. As for "What they want," it seems to be matters of circumstance. In the normal universe, they remain in isolation and their opposite powers keep each other in check until they need to be called into duty as a last-ditch collective destruction machine. In the alternate universe wherein they become important, they are evil generals for an intergalactice warlord who is actually living in mortal fear of their powers. Either way, they're pretty maladjusted. Because of their cosmic-level atomic energy properties, they've come to pretty much perceive everything as just another part of the reality that they can't quite come into proper contact with; inanimate or living, it doesn't matter. Some of the stuff can apparently talk, but they all burn (or crumble) the same. It actually is possible to stop their powers- Dynamo constantly produces energy as a biproduct of his being alive. It's cosmic in its nature, but it's still fueled by his bioenergy. If he dies (or is tricked into "thinking" he's dead, like from a sudden massive physical shock to his brain), he extinguishes briefly, not that he's concious of it. Likewise, Entropy's powers become inert if she absorbs so much energy (like from a large-scale nuclear strike) that her void actually becomes briefly filled. To a certain extent, they might be interested in a cure. However, their perceptions about other beings are so out of whack, that they would never be able to function among normal people. It's true that the two are practically gods; they contain ultimate potential for creation and destruction, but both has just one of those abilities in its most raw extreme, and has very little control over that ability's basic functionality. They can form their energies into powers, but they can't make them stop. Theoretically, in either universe, they will probably be forced to leave earth. They will either experience a collective epiphany (psychic link, anyone) and discover that they are a danger to countless lives, or they will part ways and try to find peace in space when their lives become filled with battle and war, or the PCs will somehow destroy them... Okay, rant over. Thank you for the input, though. Seriously- it helped me think about motivations. I'll have to do some refining.
  21. Sorta first post. I responded to some stuff in the past, but this is my first topic. I'd just like to run these character ideas by some people. The setting is a kind of high-powered magic-oriented world. People with superpowers are the result of either magical mutations or they have access to powerful technology. The characters in question are normally elite members of the local military. However, I eventually intend to use them in an alternate timeline kinda story arc as evil generals. They are both magic-mutants, mutants basically. They are a brother and sister duo. The boy is called Dynamo, and is capable of producing almost unlimited energy. The girl is called Entropy, and is capable of absorbing almost unlimited energy. Both of their powers are peristent and always on, causing Dynamo to constantly burn with a bright and destructive energy, and causing Entropy to reduce everything she touches to Absolute Zero. Their powers tend to cancel each other out; unstoppable force meets unmovable object. Anyway, I'm just wondering what you folks think of the character concepts. I can elaborate if you'd like me to. Truth be told, I dunno if I'll ever get around to using them, but it's good to have characters handy. Thank you for your input.
  22. I myself prefer to use a kind of weird variable pool for my magic system. The variable pool represents the upper limit of power that a character's spells can have at one time. The character can only use spells that he has a KS for (KS lightning bolt, for example). Then, within the pool, all spells must have at least incantations and gestures of various levels, and all must have a skill roll (Power Skill: Magic, with the KS for the spell as a complimentary roll). This way, a character can become highly proficient at certain spells, and make spells that other characters could learn. Using cramming, they could temporarily learn spells that are within the limit of the VPP. I dunno. That's my 2 cents.
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