Jump to content

Fenixcrest

HERO Member
  • Posts

    308
  • Joined

  • Last visited

Everything posted by Fenixcrest

  1. Re: Yet Another Build Question: rubber-morph going splat Actually, I'd never thought of KB resistance that way.... I'd allow it as a GM. Knockback Resistance (Character still goes flying: -0). Results in the character going flying and ending up prone, but only takes damage from knockback beyond his resistance. I wouldn't allow this to prevent damage from falling, but it's an interesting idea for a rubbery character, or a character who is invulnerable, but also petite.
  2. Re: Normals evolve into Supers I'm gonna do something like this in my post-apocalyptic supers game. All the characters are going to be written up in two stages: a 150 point heroic character, which is then expanded into a 200 + 150 superhero when the characters undergo their own various origin events (probably not all at once, but they should all be super by the third session or so). I figured a heroic character should be competent enough to handle the zombie hordes and other hazards with the supervision of whoever gets powers first. Then once everybody is good to go, I can get into whatever crazy crap they decide to get into (trying to stop the zombie plague, gathering and protecting survivors, getting killed anyway, whatever).
  3. Re: What is Your Favorite Item? Hrm... in all seriousness- a regular ol' Greatsword. It's very satisfying for me as GM to have a PC wielding a weapon that can plausibly cleave guys right in half. Super bonus points if another, foppier PC flips out and makes a bee-line for the nearest body of water whenever Greatsword-guy spatters blood on him.
  4. Re: Flying Dodge Compromise, folks. FMove more than likely requires a full phase to execute if you, in fact, make a full move. It's simply that the Dodge component of it requires a half phase, during which you may be making the second (or first) half of your full move. So, you are dodging while you move for Flying dodge. You may hit while you strike with passing strike. Teleporting happens instantly, so you're dodging at the beginning and at the end, but you don't exist in the middle. That's how I do it, anyway.
  5. Re: Martial Art: Tricking Oh man! Have you seen the anime based on the game, "Viewtiful Joe?" It reminds me of the character Blue Jr., who generally worked that way before he got his transformation device. He'd shout, "HENSHIN!" and then take his time, casually taking off his outer layer of clothes to reveal a super hero costume underneath, and then proceed to set off a series of pre-arranged, deeply humiliating booby traps against the bad guys. This concludes your thread derailment for the day >_>;
  6. Re: Martial Art: Tricking There needs to be a maneuver in which the tricker runs up the front of his opponent and does a back-flip off his face- maybe a strike that gives a large bonus to DCV.
  7. Re: SFX for Darkness with IPE? As a GM, I would let it be flexible to fit character theme. A psychic might just make everybody in the field go blind. A different psychic might make the area "unnoticeable" as you said. A light manipulator might just make a big wad of "not there any more" that looks like a crater. I'm not surprised it's up for debate =P
  8. Re: Yet Another Build Question: rubber-morph going splat Another possibility is a 30 PD Force Wall (2" length to englobe you), trigger (right before I hit the ground), self only. That should be a similar effect to the Damage Reduction that's been suggested, except that it probably has a better chance of preventing you from taking roughly 7d6 points of falling damage (the remaining 25%). Maybe it could be a variable trigger, for other "huge impact" types of scenarios (incoming truck, meteor, Grond, and so on). I might give it lockout, too, but it seems unnecessary since being in a force wall prevents you from acting outside of it, anyway.
  9. Re: Yet Another Build Question: rubber-morph going splat Another possibility is a 30 PD Force Wall (2" length to englobe you), trigger (right before I hit the ground), self only. That should be a similar effect to the Damage Reduction that's been suggested, except that it probably has a better chance of preventing you from taking roughly 7d6 points of falling damage (the remaining 25%). Maybe it could be a variable trigger, for other "huge impact" types of scenarios (incoming truck, meteor, Grond, and so on). I might give it lockout, too, but it seems unnecessary since being in a force wall prevents you from acting outside of it, anyway.
  10. Re: Shapeshifting Kind of a thread hijack here, but a variation of this could be interesting: Requires physical contact with the person to be imitated. Basically, you'd probably use it by knocking the guy out first and then stealing his identity. 36 points. Identity Theft: Shape Shift (Sight, Smell/Taste, Touch, Hearing, limited group of shapes- humans), Cellular, Imitation, Instant Change (54 Active Points); OIF Expendable (Easy to obtain new Focus; Focus is the person to be shifted into; -1/2) I defined the person being shifted into as a Focus. Kind of a lame hack, but it does indicate that the person needs to be on-hand at the time of the shape shift. The Expendable is there to indicate that, no the person isn't destroyed by it, but you don't have to keep the guy around once the deed is done. Either way, -1/2 is the value I'd probably give to that limitation. It's about on the level of No Range (-1/2).
  11. Re: Shapeshifting Hmmmmmmm... that one is tricky. Now, if it was me, I'd just use the Imitiation Adder (+10 points) and assume that you, frankly, can't imitate somebody you've never seen. Now, the other way also requires the Imitiation Adder, because you're trying to look like specific people. You could then also do something like "Requires an INT roll" (See Activation Roll table for appropriate limitation value) to simulate having to recall the person, and apply penalties to the roll based on how long ago you saw that person.
  12. Re: Catching cars If it's just a chucked object of opportunity, I'd go with Lord Liaden and ghost-angel and just use the rules for catching things. The Missile Deflection thing really only matters if they paid points for it. So, plain ol' super strength used to chuck a bus --> catching rules. Extra points paid for the power "Thrown Missile": Energy Blast 12d6, AOE variable shape, OIF thrown object of opportunity, range based on Strength, only up to as many dice as the object has BODY+DEF, AOE is the same shape as object, Missile Deflection applies --> Missile Deflection.
  13. Re: "Theme Music" and it's uses for setting and action? I keep some categorized general background music on hand. It helps keep the room from going silent, at least. So, playlists for "combat", "hanging around", "sneaky/dark", and so on.
  14. Re: DCV when running at full non-combat speed In terms of philosophy, it more-or-less makes sense. When you're running at non-combat speed, you're going full tilt in a straight line, basically. It's difficult to maneuver, and if you don't watch it you're gonna trip and fall. The type of action you're looking for, I think, is the Martial Arts maneuver, "Flying Dodge," which is a Dodge Maneuver (+4 DCV) that also allows for a full move action. You would still want to do this at combat speed, though, since the 1/2 DCV non-combat speed modifier occurs after all bonuses.
  15. Fenixcrest is posting a thread, and you know what that means! There's an 80% chance that his writers' ADD has kicked in and he's ringing in the new genre book with a really weird setting. So, here's my exposition for "Godstone: A Post-Apocalyptic Super Heroes Setting." Recently (or not so recently, GM's decision. I'm gonna start the campaign the day after the event), everybody died. Well, not everybody. In one night, 80% of the people on Earth simply dropped dead. Now, an autopsy, if you can find a pathologist, would reveal that the victims' lungs filled with fluid and they died of suffocation. This would be great to know... if the corpses would stay down. Now, the time varies from subject to subject... but invariably, all of the dead from the plague eventually get back up again. It may have been within seconds of brain death, or they may wait as long as years. Eventually, though, they all come back as near-mindless, flesh eating zombies. You're probably wondering where the "super heroes" part comes in. And NO, it's not like "Marvel Zombies." It's coming up. The zombies are not the only thing that have arrived. Every once in a while, for reasons unknown, a zombie "changes." Its human form dissolving away in a brilliant show of luminous energy, a horrific, powerful monster emerges from the walking corpse. These creatures are cunning and ruthless, and seem to have the agenda of occupying the earth for some fell purpose. The only ones with any knowledge of the creatures and their origins are, unfortunately, the dead. Fallen from the mysterious plague, the ghosts of mankind linger on. Moreover, a mysterious intelligence has explained to them the monsters' source of power. By subsuming the soul that once inhabited a zombie body, a powerful extradimensional monster may take the energy from that process and create a body in our world. These dead have been taught how to harness this process themselves... unfortunately, to call upon the power they must destroy themselves. So, for their various own reasons- revenge, a desire to rebuild mankind, a sense of justice, or whatever, these dead have sought out a number of survivors with the potential to sense them. Upon making contact with a survivor, a large number of the dead will subsume themselves, combining their remaining energies into one single artifact... the Godstone. Embedding itself in the chosen survivor's body, the Godstone gives him or her the power to transform into a deity-like creature. Though it is often the hope of the ghosts who formed into a Godstone that the chosen one will fight and defeat the demons, the truth is that a Godstone wielder can do whatever he or she chooses with the power. There are a number of directions to go with a setting like this. The player characters, Godstone wielders all, could embark on campaign to find the origin of the plague and stop the demons completely. They could join with a band of other survivors and help build a new society, acting as guardians. They could wander aimlessly in the empty expanse of the world, fighting the battles they choose, and the battles that choose them. I'm trying to sell some of my player base on the idea at this time. What do you guys think? Godstone users are built as 50+50 competent normal characters, which are then expanded into 200 +150 super heroes. Any powers greater than 15 active points need to be either OIHID or contained within a multiform. This includes Characteristics beyond those of the 50+50 "pre-Godstone" character. EDIT: Oh, yeah, and the 50+50 version can have 5 Active Point supernatural abilities, if desired. Disads should be based on the new world, for purposes of things like Hunted, Rival, and DNPC. Just remember that the character before the Godstone has 100 points. EDIT: after some experimentation with NPC generation, I've reduced the "original normal form" points to 50+50, a 50-point reduction. This results in a character who is more along the lines of a "better, but still regular" person before receiving their powers.
  16. Er, I think I lost the emphasis of my question when I tried to provide an example scenario. Let me try rephrasing: If a character is falling straight down at, for example, 20" per segment, can a position-shift teleport cause him to be, instead, shooting sideways at 20" per segment (and, of course, still also falling since he's still in mid-air, so it would be more of downward arcing path)?
  17. If a character has Teleport with position shift, is the following series of actions possible without a GM house rule: 1. Character teleports high into the air. 2. Character falls for a while, holding his actions and obtaining terminal velocity. 3. This is where it starts to get weird. Character teleports again before hitting the ground, re-orienting by 90 degrees with position shift, and re-materializing at the same level as a target. 4. Character's velocity is now horizontal, rather than vertical, and he performs a self-flung fastball special against the target. Basically, can a character alter his velocity direction, as well as his own facing, using position shift with Teleport? It doesn't work this way with flight, I know, but it strikes me as something that could make for an interesting and insidious tactic for a fairly durable teleporter.
  18. Re: What was your best plot twist Not a plot twist, so much as an "Oh crap" moment: I was running a sort of outlaw supers game couple years ago. The PCs were holing up in some farmhouse in Utah, waiting for the mob to get off of their backs. One of them decided to catch a bus into town. After she was done, she began walking back up the road, back toward the farm. Now, the PCs didn't know a lot about the mob agents in this region, except that one of the lieutenants had electrical powers. An outgoing young woman in a pickup truck pulled up next to the PC, and offered her a ride. Being nigh invulnerable to normal people, she accepted. There were several minutes of pleasant conversation, and then the driver reached into a brown paper bag and began eating AA batteries. Best look on a player's face I've ever achieved.
  19. I had a brilliant and cunning plan, which I am now pursuing. This is an idea that you should only use with a tried-and-true group who won't mind you pulling a fast one on them. Come up, with their help, an idea for a modern heroic campaign- a S.W.A.T. team, or some cryptozoologists, or somesuch. Make the characters, and begin a session. Sometime during the first session, though, drop the floor out from them. There might be a sudden, blinding flash, or a shadow in the corner of the room may suddenly engulf everything- whatever. When the PC's regain their senses, they are in an unknown wilderness, wearing simple, old-style clothes, and each one retains only one of their modern items (determined by the GM). From here on out, they are in a traditional sword-and-sorcery fantasy realm, and must find their way home! People here speak English(or your native-speaking language of choice), but this is most definitely not Earth. The technology is like that of medieval times, and magic and fantastic creatures are real here. What will the player characters manage to do with themselves? I would very much like to pull this on my local group! Any thoughts, Herodom assembled?
  20. Re: Your scenario style I think I'd kind of like to run episodic games, but my players tend to play in patterns that lead to one long mega-episode.
  21. Re: Concepts you wish your players would play I'd like one of my players to play a "vehicle master." Like, a low-powered powersuit, but a really hardcore hovercycle that he rode on, or somebody who does most of his fighting from a jet (SWAT Kats-style). Vehicles seem like an under-represented element of the game. Sort of like bases- it takes a lot of effort on the group's part to get the base involved in the plot enough to make the points spent on it worthwhile.
  22. Re: How to block the "unblockable" punch? IIRC, an AoE can be bought with Blockable/Deflectable. I think it's a -1/4 limitation. Perhaps the GM might rule that "accurate punch" type attacks, unless possessing proper rationale, must have this on them?
×
×
  • Create New...