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JeffreyWKramer

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  1. Re: Skills to represent a forensic scientist Again, you're wrong about most of this. First of all, the FBI doesn't care about whether a person is licensed, because their folk don't provide mental healthcare services. They don't need licensed people, because they aren't providing therapy. Second, if you note, the link you provided states that the Agency provides "specialized and applied training" in the disciplines listed. They do note that they have a PhD forensic pschologist on staff, but that doesn't mean most of their staff are forensic psychologists. Now, you may be correct that the profilers now call themselves that (I don't know one way or another on that), but if they do so, it's so they will more readily be accepted as experts for purposes of court testimony - something that has been a problem here and there in the past - but calling oneself a psychologist within the federal employee service doesn't require either a PhD or a license. It does require appropriate training and an "advanced degree" which - except in medicine - usually means Masters or above. For that matter, being a professional psychologist in fields outside clinical, counseling or educational psychology doesn't require a license. Forensic psychologists in private practice do have PhDs, though, and usually are specialized clinical psychologists. Most people the BSU takes these days come in with a MA in psych. I really do know more about this than you do. First, I am a licensed mental health professional, and I've given expert witness testimony in federal court. Second, I've had some training in profiling, done by former FBI BSU folk, though not through the BSU. I've met a few of the former profilers, including Robert Ressler, and none of them have PhDs. John Douglas and Roy Hazelwood don't have PhDs either. You ar correct that a few of their folk have eventually obtained their PhDs, and they do work with some PhDs on research projects, but it's not the expectation or the norm. I also know and am friends with several FBI agents. You are correct about the BA stuff, though. The FBI is very selective, and they get more applicants than they could possibly use, so they pick among the best. That said, they don't get a lot of candidates with PhDs, and they would be somewhat wary of a PhD holder who hadn't already proven themselves in the field of forensic psych, just as they are wary of people with advanced experience in fields like Military Police work - because their experience has been that people that specialized have often learned styles that don't work well in the FBI.
  2. Re: Sharing the Wealth (Nods to Enforcer84) I've actually thought about eventually putting together a bunch of characters from this thread - including the V'han Squad - as some sort of free netbook, but I haven't looked into it seriously, in part because I'm suspecting mention of V'han and other properties of the Hero folk would require a licensing agreement, and I'd just be doing it for free.
  3. Re: Skills to represent a forensic scientist The FBI does not require a PhD in any area of psych to apply for training in profiling. They do look preferentially at those with a solid background in the field, but it is not a requirement. You are correct that most profilers don't have a lot of background in other areas of forensic work, but again, we were mostly talking about cinematic forensic sorts.
  4. Re: Help the noob: powerplaying Megascale speed is, by definition, non-combat speed, correct? If so, then the GM is perfectly justified to disallow people moving at that speed to aim attacks, save perhaps against other people moving at the same Megascale rate.
  5. Re: Skills to represent a forensic scientist
  6. Re: Skills to represent a forensic scientist
  7. Re: Skills to represent a forensic scientist Keep in mind that many of the things discussed - such as basic ballistics, serology, and such - would already be covered by the Criminology skill. Taking appropriate KS or SS would indicate specialization or very high expertise in the relevant areas.
  8. Re: Is invisibility considered a defense? I count Invisibility as a defensive power.
  9. Re: Skills to represent a forensic scientist
  10. Character #39 - Triclops One or two of the players in the New Sentinels campaign have compared the V'hanian Operatives I've posted here to Marvel's Imperial Guard. That's a pretty good comparison, though I hadn't consciously sought to emulate the Imperial Guard. That said, given that there certainly is some similarity, I thought I'd take the homage a bit further, and add a few characters inspired by the comic in which the Imperial Guard first appeared, and with which they are still most closely associated. Following is a partial write-up of a character who is part homage and part spoof - one the X-Maniacs here might enjoy. As always, comments are welcome and appreciated. Excelsior! Triclops Player: NPC (Agent of Istvatha V'han) Val Char Cost 15 STR 5 23 DEX 39 20 CON 20 15 BODY 10 18 INT 8 14 EGO 8 20 PRE 10 14 COM 2 8 PD 5 15 ED 11 5 SPD 17 7 REC 0 70 END 15 40 STUN 7 6" RUN02" SWIM03" LEAP0Characteristics Cost: 157 Cost Power END 225 Third Eye Optic Blasts: Multipower, 100-point reserve, all slots Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (225 Active Points) 10u 1) Basic Optic Blast: Energy Blast 20d6 (100 Active Points) 5 10u 2) Focused Blast: Energy Blast 13d6+1, Armor Piercing (+1/2) (100 Active Points) 5 10u 3) Wide Arc Optic Blast: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points) 5 7u 4) Wide-Angle Blast: Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-1/2) 5 10u 5) Lethal Blast: Killing Attack - Ranged 6 1/2d6 (100 Active Points) 5 10u 6) Focused Lethal Blast: Killing Attack - Ranged 4d6+1, Penetrating (+1/2) (97 Active Points) 5 27 Deflecting Blast: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); Costs Endurance (-1/2) 4 7 Trained Mind: Mental Defense (10 points total) 0 Powers Cost: 316 Cost Martial Arts Maneuver 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls Martial Arts Cost: 28 Cost Skill 24 +8 with Optic Blast Multipower + Missile Deflection 16 Penalty Skill Levels: +8 vs. Range Modifier with Multipower and Missile Deflection 15 +3 with DCV 3 Breakfall 14- 3 Combat Piloting 14- 3 Electronics 13- 3 Mechanics 13- 5 PS: Leadership 15- 2 PS: Sailor 11- 3 PS: Teacher 13- 5 Rapid Attack (Ranged) 7 Tactics 15- 7 Teamwork 16- 3 TF: Combat Aircraft, Large Motorized Boats, Small Motorized Boats, Small Planes Skills Cost: 99 Cost Talent 3 Absolute Range Sense 12 Combat Luck (6 PD/6 ED) 1 Lightning Calculator (3 Active Points); Only To Calculate Angles/Trajectory (-1) Talents Cost: 16 Total Character Cost: 616 Val Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Distinctive Features: Third Eye In Middle Of Forehead (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: Tyrannon 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching) 10 Psychological Limitation: Easily Manipulated By/Irrationally Attracted To Female Telepaths (Uncommon, Strong) 15 Psychological Limitation: Loyalty To Empres V'han (Common, Strong) 20 Psychological Limitation: Protective of Mutants (Very Common, Strong) 10 Reputation: Agent Of V'han, 8- (Extreme) 5 Rivalry: Professional (Shrew; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 130 Base Points: 200 Experience Required: 286 Total Experience Available: 286 Experience Unspent: 0
  11. Re: Skills to represent a forensic scientist You don't really need Analyze - Forensic Evidence. The other skills you have listed already cover that. Forensic Medicine essentially refers to autopsy and toxicology. If she has that skill, she should probably also have PS: Physician and Medical Examiner and SS: Medicine and Pathology. Specialties like Serology and Pharmacuetical Sciences might also be useful. Criminology already covers many areas of Forensic Science, but specific science skills such as SS: Toxicology,Physics, Chemistry, Biochemistry and such could be valuable. Cryptography is a highly specialized skill, not typical of forensic investigators, and modern cryptographers generally have Computer Programming and SS: Mathematics, as well as KS: Codes. Any sort of Forensic Investigator might have KS: Crime and Criminals. If the investigator in question is a profiler, PS: Psychological Profiling and and SS: Psychology and SS: Psychopathology are probably good bets. Specialized forensic investigators might have PS: Photography and specialty skills in various areas of Forgery. Remember that all FBI agents are going to have basic firearms and self-defense training, PS: Federal Agent, and KS: Federal Law and Criminal Law. I'd suspect DARK CHAMPIONS might have package deals for FBI officers as well. Hope this helps.
  12. Re: New Power: Damage Shield Construction I'm not sure I'm reading you about the MPA issue. For the rules as currently written, DS doesn't do anything offensively other than along with Grab, unless you pay the +1/4 Advantage. The Advantage accounts for the inherent MPA benefits. Agreed. This is where I disagree, strongly, for reasons stated above.
  13. This follows up some from questions in the FAQ re: Change Environment. One cannot normally stack the same CE atop itself to make the effects stack, though you note the GM could make an exception if he felt it appropriate). However, you note that if multiple characters apply similar or identical CE effects to a target, the effects are cumulative, "especially if the two powers have different special effects." What if it's one character, using different CEs but with a similar special effect, perhaps via Multipower, EC or VPP. For example, let's say Storm Guy wanted to gradually create a blizzard effect, with the overall special effects being that first he'd have to drop the temp in an area and get some precipitation started, then he'd amplify that to a blizzard. So first Storm Guy does a CE that reduces the temperature by 5 levels and hasthe Long Lasting Adder (say an hour) and also applies -2 to Viision PER rolls to reflect rain that turns to snow as the temp falls. Next, Storm Guy stacks another CE over the same area, with this one reflecting a more intense snowstorm with heavier winds, with the effects -2 to Vision PER Rolls, -2 to Hearing PER Rolls, 2 pts NND Cold Damage, and -4 to DEX Rolls. As always, it's GM call, of course, but in general, would you say this is legit? Further, if it is legit, how would the effects overlap? While the second CE was in effect, would the vision PER rolls be at -4, or only -2? Thanks in advance, as always.
  14. Re: Speedster question LOL! You gotta like someone who says, essentially, "My character is a speedster, so he should just be able to do all the things comic book speedsters do"... without purchasing any of the abilities to let him do those things. If he played an alien character, would he demand that he get all of the powers of Superman or the Martian Manhunter for free? Anyhow, pretty much like the others here have said - if you didn't pay for it, you don't have it and you can't do it, save perhaps as a one-time stunt when dramatically appropriate if you burn all your END and make your Powers Skill roll. What's that? No Powers skill? You really decided you would rather have more HTH CSLs? Tough luck then, dude.
  15. Re: New Power: Damage Shield Construction Drain is balanced just fine. It is a no range Power that works well for what it is supposed to do. It's also the most basic Adjustment Power, the one the others are based on. As to comparing other Adjustment Powers, well, you don't really provide a formula for using Transfer or other Powers with your construct. You set it up by damage type (Normal, Mental, Killing, Adjustment, Transform) rather than by Power - which makes sense, if you're trying to make it a separate Power, rather than basing it on basic powers. The problem is, a Transfer Damage Shield is a perfectly valid (if rather powerful) construct, but it works differently than Drain... and the different workings don't reflect themselves well in the sort of construct you're building here. Obviously 1d6 of Transfer (base cost 15 points) should be more expensive as a Damage Shield than is 1d6 of Drain. Under your system, I'm not sure how much more, but probably 50% more per dice as a place to start.
  16. Re: New Power: Damage Shield Construction As I wrote earlier: Personally, I think a Power that does damage to someone - whether defensively or not - should either Cost END or be bought at zero END. Damage is damage, and in a lot of settings/against a lot of opponents, Damage Shield equates to being able to attack opponents on their phases, as well as your own. As written here, if one has the Power Cost END by default and requires a + 1/4 Advantage to stack damage in HTH maneuvers other than Grab, then it might be balanced... and still cheaper than Damage Shield as written in the books. I personally still think the best fix would be to just have Damage Shield work as discussed in the 5E rules, but assign it a +1 Advantage and not require one to buy Continuous. Beyond that: I do think you're somewhat missing the point of what causes MPAs to be out of hand with the construct you propose. As is, it's fairly difficult to make MPAs work well unless you buy the most expensive Combat Skill Levels (5 or more points) to cover something like "All HTH", "All Combat" or "Overall." Your construct doesn't take that into account, so it works better than a normal Power for purposes of doing MPA. You'd automatically do DS damage with a Martial Punch (or virtually any other HTH Combat Maneuver, other than Dodge or Martial Dodge), on top of the maneuver damage. Toss in a HA attack with that and it gets uglier. That's why current DS rules require an extra Advantage (+1/4) to use it offensively.
  17. Re: Telios Long term plan I think the closest he has to a long term plan are a) some long-term experiments he's working on - longitudinal genetics experiments and the like, and working on developing influence and resources sufficient to eventually assure that he can go about his work without people interfering.
  18. Re: New Power: Damage Shield Construction No, he didn't. Read again. He lists "Costs END" as a Limitation. That's apparently because you don't comprehend game balance, and you aren't reading his write-up correctly. He is proposing this as a new Standard Power/Attack Power with No Range - not turning an existing Power "No Range". Since Drain (the archetype Adjustment Power) is already No Range, but doesn't damage people attacking you, his version version comes out as better than standard Drain, as it does more for the same point costs. His KA version is *cheaper* than the standard version, with the bonus of damaging attackers and no significant drawbacks.
  19. Re: New Power: Damage Shield Construction You may not want to hear this, but I'm gonna say it anyhow. What you're proposing here is severely unbalanced. 15 points for 1d6 Drain that automatically functions whenever a character hits someone in HTH (free Multiple Power Attack!!!) *and* whenever the character is hit in HTH Combat? And it costs 0 END unless you take the Costs END Limitation? I'm sorry, but that's *severely* under-costed. For that matter, so are all the other permutations. Free damage at 0 END cost is right there just, plain broken and severely imbalanced. Let's compare the constructs you have here with the standard powers they emulate. If you want to do just a 1d6 Drain that you have to make a normal hit with in HTH combat, that costs 10 pts. To make it 0 END costs 15 - and it still doesn't harm people when they hit you. Plus, normal Multiple Power Attacks don't benefit from skill levels that don't apply to both attacks, so if (for example) you have a Drain and want to use it simultaneously with Martial Punch, you can't use your 2-pt Martial Punch levels or your 3-pt Martial Maneuvers if you use both powers - the cheapest CSL which would apply would be a 5-point HTH. So, your construct as written also potentially tosses in several free variable CSLs. Note that the "no range" aspect of Damage Shield doesn't disadvantage Drain as it would EB, because Drain is No Range by default (you have to purchase the Ranged Advantage to do a Ranged Drain). Now let's look at KA. To get a 0-END 1d6 KA costs a base of 22 points itself, and it doesn't hurt anyone who attacks you. That's a more powerful effect in and of itself than whatever you lose by not allowing one to pump the KA damage with STR like a normal HKA. Mental Powers? 1d6 Ego Attack, 0 END is 15 pts right there. By book, you can't use it along with a HTH Multiple Power Attack unless you declare that it works vs. DCV rather than ECV.. and again, it doesn't harm people attacking you. In this case you aren't so severely under-costing as with the others above, though, as at least you lose the nice range normally inherent with Mental Powers. What you've done here is create Powers that are cheaper than Standard Powers for the same effect - i.e., better than the standard Powers.
  20. Re: How to: "intellectual speed" You could do something like the write-up for Menton in CKC and purchase points of speed "just for INT-based actions" or something along those lines. Such a character could use the extra points of speed to perform data analyses (including the Analyze Skill), do extra PER rolls, use Science skills or Electronics, look up things on the Internet via remote wireless modem, etc. Along with Speed Reading, Lightning Calculator Rapid modifier to several senses, etc., that might cover what you're looking for.
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