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JeffreyWKramer

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  1. Re: Sharing the Wealth (Nods to Enforcer84) Thank you. Some passages in THE MYSTIC WORLD indicate that V'han is generally less interested in more magical dimensions than in more generally earthlike ones, often leaving the high-magic ones to Skarn, but that's still a relative thing, and I'd think she'd want to access as much variety of resource as possible, and the dimension in question is very earthlike other than being fairly high-magic. The dusk/dawn thing does indeed cause Lord Dark some problems when in space. That's the cost of taking a -1/2 Lim on a lot of your powers, though. The VPP thing came along because I was thinking of potential variant applications of the basic powers involved... and rather than do something like three Entangles and numerous types of Darkness, I thought doing a small Boost/Adder/Advantage Pool might be the answer. I think I'll be revisiting that idea... it seems to have potential for making a basic powerset a bit more versatile. It's a variation on/extension of things like the "Brick Tricks" Multipower, really. * Anyhow, I'm glad to pass along something others might want to play about with. * It should be noted, of course, that a Power Framework that interacts in this manner with another Power Framework is definitely a GM Option/Stopsign Construct - and explicitly not allowed with Elemental Controls.
  2. Re: Ignore Duplicate post Amazing, given the number of posts that are posted apparently asking for discussion but getting fewer than 10 responses.
  3. Character #34 - Lord DarkThe character for today is another of V'han's operatives, a minor noble with extensive magical darkness powers. I'm rather fond of both this fellow and his rival/counterpart, who will be the next one I present. As always, comments are appreciated, and quite welcome. And now, presented for your enjoyment: Lord Dark. Lord DarkPlayer: NPC (Agent of Istvatha V'han) Val Char Cost 20/40 STR 10 23 DEX 39 20/40 CON 20 15 BODY 10 18 INT 8 20 EGO 20 20/40 PRE 10 20 COM 5 14/28 PD 10 14/28 ED 10 5 SPD 17 8/36 REC 0 40/80 END 0 35/55 STUN 0 6"/12" RUN02" SWIM04"/8" LEAP0Characteristics Cost: 159Cost Power END 20 Nocturnal Might: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); Only From Dusk Until Dawn (-1/2) 27 Nocturnal Might: +20 CON (40 Active Points); Only From Dusk Until Dawn (-1/2) 13 Nocturnal Might: +20 PRE (20 Active Points); Only From Dusk Until Dawn (-1/2) 7 Notcurnal Might: +10 PD (10 Active Points); Only From Dusk Until Dawn (-1/2) 7 Nocturnal Might: +10 ED (10 Active Points); Only From Dusk Until Dawn (-1/2) 7 Nocturnal Might: Damage Resistance (10 PD/10 ED) (10 Active Points); Only From Dusk Until Dawn (-1/2) 0 27 Notcurnal Might: +20 REC (40 Active Points); Only From Dusk Until Dawn (-1/2) 12 Nocturnal Swiftness: Running +6" (6"/12" total), Reduced Endurance (0 END; +1/2) (18 Active Points); Only From Dusk Until Dawn (-1/2) 220 Master Of Darkness: Multipower, 176-point reserve, all slots Difficult To Dispel (x2 Active Points; +1/4) (220 Active Points) 18m 1) Create Darkness: Darkness to Sight Group 6" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4) (90 Active Points) 7 13m 2) Darkbolt: Energy Blast 9d6, Affects Any Form of Desolidification (+1/2), No Normal Defense (Darkness Powers, Demonic/Unholy Powers; +1) (112 Active Points); Only From Dusk Until Dawn (-1/2), Not In Well-Lit Areas (-1/4) 11 8u 3) Curse Of The Creeping Darkness: Darkness to Sight Group 2" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4), Ranged (+1/2), Uncontrolled (Can Be Ended By One Full Phase Of Direct Sunlight Or Equally Intense Light Generated Outside The Darkness) (+1/2), Sticky (+1/2), Usable As Attack (+1) (80 Active Points) 7 4u 4) Binding Darkness: Entangle 4d6, 5 DEF (Larger Wall (+1"), Stops A Given Sense Group Sight Group), Sticky (+1/2) (85 Active Points); Susceptible - 1 Phase Direct Sunlight Or Equally-Intense Light (-1/2), Vulnerable To Light Attacks (-1/2) 8 6u 5) Continuing Darkness: Sight Group Flash 4d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (Can Be Ended By One Full Phase Of Direct Sunlight Or Equal Intensity Light or Destroying the Physical Manifestation) (+1/2), Sticky (+1/2), Continuous (+1) (75 Active Points); Physical Manifestation (-1/4) 0 4u 6) Fear Of The Dark: Drain PRE 5 1/2d6, Ranged (+1/2) (82 Active Points); Only Against Targets In Darkness (-1/2), Only From Dusk Until Dawn (-1/2) 8 4u 7) Creature Of Darkness: Transfer 4d6 (STUN To Any Darkness Power, STR or END), Can Transfer Maximum Of 40 Points, Variable Effect (To) Any Darkness Power, STR or END, One At A Time (+1/4) (85 Active Points); Only From Dusk Until Dawn (-1/2), Only Against Targets In Darkness (-1/2) 8 14m 8) Darkness Trumps Light: Suppress Light Powers 20d6, Any Light PowerOne At A Time (+1/4) (125 Active Points); Only From Dusk To Dawn (-1/2), Not In Well-Lit Areas (-1/4) 12 6u 9) Shadow Images: Sight Group Images Increased Size (8" radius; +3/4), +/-8 to PER Rolls, Costs END Only To Activate (+1/4), Uncontrolled (Dispelled By Direct Sunlight/Intense Light) (+1/2) (85 Active Points); Only In Darkness/Shadow (-1/2) 8 3u 10) Shadow Form: Desolidification (affected by Light-Based Attacks, Bright Light), Costs END Only To Activate (+1/4), Usable Simultaneously (up to 4 people at once; +3/4) (80 Active Points); All Receiving Power Must Stay Touching Lord Dark (-1), Cannot Pass Through Solid Objects (-1/2) 7 4u 11) Solid Darkness I: Force Wall (12 PD/12 ED; 6" long and 4" tall) (Opaque Sight Group) (86 Active Points); Only From Dusk Until Dawn (-1/2), Vulnerable To Light Attacks (-1/2) 9 13m 12) Solid Darkness II: Major Transform 6d6 (Shadows/Darkness Into Simple Solid Objects, Healed (Dispelled) By 1 Minute Of Direct Sunlight Or Equally Bright Light), Improved Target Group - Simple Objects (+1/2) (135 Active Points); Vulnerable To Light Attacks (-1/2), Only From Dusk Until Dawn (-1/2) 13 2u 13) Dark Rejuvenation: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Self Only (-1/2), Only From Dusk Until Dawn (-1/2), Only In Darkness/Shadow (-1/2), Does Not Work On Light Damage (-1/4) 5 2u 14) Hide In Shadows: Invisibility to Sight and Mystic Groups , No Fringe (35 Active Points); Limited Power Only In Darkness/Shadows (-1/2) 3 4u 15) Shadowed Mind And Soul: Invisibility to Mental and Mystic Groups , No Fringe, Reduced Endurance (0 END; +1/2) (37 Active Points) 0 11m 16) Shadow Walking: Teleportation 33", x4 Increased Mass, x8 Noncombat (86 Active Points); Only From and To Darkness/Shadow (-1/2) 9 17m 17) Darksense: Detect Areas Of Darkness/Shadow 17- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic (+49 versus Range Modifier) (86 Active Points) 0 6u 18) Shadow Scrying: Clairsentience (Sight And Hearing Groups), Mobile Perception Point (can move up to 6" per Phase), Costs END Only To Activate (+1/4), Increased Maximum Range (27,500"; +3/4) (70 Active Points); Only In Shadows/Darkness And Only To View Within/From Areas Of Shadow/Darkness (-1/4) 6 25 Shadow Weapons: Multipower, 30-point reserve, Costs END Only To Activate (+1/4) (37 Active Points); all slots Physical Manifestation (-1/4), Not In Direct Sunlight/Bright Light (-1/4) 2u 1) Shadow Sword: Killing Attack - Hand-To-Hand 2d6 (3d6+1 / 4d6 w/STR) (30 Active Points); Physical Manifestation (-1/4), Not In Direct Sunlight/Bright Light (-1/4) 3 1u 2) Shadow Staff: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Physical Manifestation (-1/4), Not In Direct Sunlight/Bright Light (-1/4) 3 39 Greater Darkness Mastery: Variable Power Pool, 30 base + 9 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); Only To Boost or Or Apply Adders/Power Advantages to Master of Darkness Powers or Shadow Weapons Multipower (-1); all slots Only From Dawn To Dusk (-1/2) [Notes: To determine whether or not a given effect will fit into a specific slot of the Master of Darkness Multipower, refigure that slot with the desired active points, Adders and/or Advantages and determine if the total increase in Active Points is 30 points or less; if so, it fits. In many cases, Lord Dark cannot apply this ability if he uses a specific Multipower slot at full active points. Some possible effects include the following:Slot #3 - Adding another Sense Group or an Unusual Sense (such as Spatial Awareness) to the Darkness = 20 pts, adding a specific, normal Sense = 12 pts.Slot #4 - Adding Affects Desolid (or another +1/2 Advantage) - 29 points; Adding +2d6 BODY, 2 DEF to the Entangle = 30 pts.Slot #6 - Adding Affects Desolid costs 28 pts. Slot #7 - Applying the Transferred points to two Powers/Characteristics Simultaneously (or any other +1/4 Advantage) - 17 pts; a +1/2 Advantage = 34 points, and so would not fit into this VPP. Upping the Transfer to 5d6 (which would also up the Max Points by +6) = 19 pts.Slot #11 - Making the Force Wall Opaque to another Sense Group = +10 pts, two more groups = +20, 3 groups = +30.Shadow Weapons Multipower - One can apply a total of +1 in Advantage to the MP, such as Armor Piercing and Affects Desolidified, for +30 pts.] 7 Cape: Multipower, 15-point reserve, (15 Active Points); all slots OAF (Cape; -1) 1u 1) Tangle: Entangle 1d6, 2 DEF (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF (Cape; -1), No Range (-1/2), Lockout (-1/2), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4) [1 rc] 1u 2) Drape: Sight Group Flash 2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (Cape; -1), No Range (-1/2), Can Be Missile Deflected (-1/4) 0 1u 3) Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only For Strike and Disarm (-1), OAF (Cape; -1), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0 1u 4) Defensive Flourish: Armor (5 PD/5 ED) (15 Active Points); OAF (Cape; -1), Activation Roll 12- (-3/4) 0 5 Darksight: Nightvision 0 10 One With The Night: Spatial Awareness (Unusual Group), +4 to PER Roll (26 Active Points); Only In Shadows/Darkness (-1), Only From Dusk To Dawn (-1/2) 0 22 Neural-Linguistic Nanoimplants: Universal Translator 15- Powers Cost: 594Cost Skill 12 +4 with Lord Of Darkness Multipower Attacks 10 +2 with HTH Combat 10 +1 Overall 3 Acrobatics 14- 3 Acting 13- (17-) 3 Concealment 13- 3 Conversation 13- (17-) 3 High Society 13- (17-) 3 Oratory 13- (17-) 3 Persuasion 13- (17-) 11 Power - Darkness Powers 17- 3 Riding 14- 3 Seduction 13- (17-) 3 Shadowing 13- 5 Stealth 15- 4 WF: Blades, Capes/Cloaks, Off Hand, Staffs 3 Scholar 2 1) KS: Art (3 Active Points) 13- 1 2) KS: Drama (2 Active Points) 11- 2 3) KS: Earth's Dimension (3 Active Points) 13- 1 4) KS: Fashion (2 Active Points) 11- 1 5) KS: Literature (2 Active Points) 11- 2 6) KS: Magic and Sorcery (3 Active Points) 13- 1 7) KS: Music (2 Active Points) 11- 1 8) KS: Other Dimensions (2 Active Points) 11- 3 9) KS: V'hanian Empire (4 Active Points) 14- 3 10) KS: V'hanian Empire Nobility and Heraldry (4 Active Points) 14- 4 11) KS: Varandis III - History, Nobility and Heraldry, Culture (5 Active Points) 15- 1 12) KS: Vhanian Imperial Law (2 Active Points) 11- 3 CuK: V'hanian Empire Cultures 13- 3 Jack of All Trades 2 1) PS: Bodyguard (3 Active Points) 13- 3 2) PS: Boudoir Technique (4 Active Points) 14- (18-) 3 3) PS: Courtier (4 Active Points) 14- (18-) 2 4) PS: Noble (3 Active Points) 13- (17-) 2 5) PS: Painter (3 Active Points) 13- 2 6) PS: V'hanian Agent (3 Active Points) 13- Skills Cost: 127Cost Perk 2 Fringe Benefit: Member of the Lower Nobility 10 Money: Wealthy 2 Reputation: Noble Hero (A large group (V'hanian Empire) 8-, +2/+2d6 Perks Cost: 14Val Disadvantages 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) 20 Psychological Limitation: Disdain For Firearms/Modern Weapons (Very Common, Strong) 15 Psychological Limitation: Honorable; Keeps His Word, Fulfills Promises/Oaths (Common, Strong) 15 Psychological Limitation: Lecherous (Common, Strong) 20 Psychological Limitation: Loyalty To The Empress V'han, Agrees With/Supports Her Goals (Very Common, Strong) 10 Psychological Limitation: Mood Swings - Energetic By Night, Gloomy and Lethargic By Day (Common, Moderate) 10 Psychological Limitation: Noblesse Oblige (Common, Moderate) 10 Psychological Limitation: Vain and Petty (Common, Moderate) 15 Reputation: Agent Of V'han, 11- (Extreme on Earth) 5 Rivalry: Professional (Lady Day; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Susceptibility: In Direct Sunlight, 2d6 Drain vs. Darkness Powers per Phase (Uncommon) Disadvantage Points: 190Base Points: 600Experience Required: 104Total Experience Available: 104Experience Unspent: 0Total Character Cost: 894 Height: 1.82 m Hair: Black Weight: 98.00 kg Eyes: Dark Grey Appearance: Lord Dark is a tall, very muscular man with long, black hair that falls in curly ringlets around his face and down to the middle of his back, and a neat, closely-trimmed beard and mustache. He appears extremely healthy and fit, despite his very pale skin color. He dresses expensively, stylishly and in black, save the occasional silver buckle or bit of jewelry. His typical outfit consists of a frilly, loose-sleeved, silk tunic, cut to show off his broad but hairless chest; tight-fitting black leather pants and knee-hight boots; wide black leather gauntlets; and a short, heavy black cape which is normally fastened with an ornate sliver-and-onyx brooch but which he can utilize Off Hand along with the sword, to gain a +1 DCV in HTH combat or for any of the other effects described under his Cape Multipower.Personality: Lord Dark's personality is one of contrasts. One one side, he is self-centered, vain and prone to taking offense at the most minor things; on the other hand, he has a strong sense of honor and feels a sense of duty to help out the less privileged and the "common folk." There is also a very notable contrast in Lord Dark's moods during the day and at night; by day, he is lethargic, moody and tends to be short with others, while at night he is energetic, vibrant and witty (though even then by night humor tends to have a rather sharp edge to it). He is also very much a letch - though never a cad (as he often tells the ladies, "Gentlemen never tell, and even my worst enemies will admit that I am at all times a gentleman."). Aside from women, the arts of love and the intrigues of the court, Lord Dark's primary interests are artistic; he enjoys the theatre, fine literature, good music and art, and is himself an accomplished painter. He specializes in portraiture, nudes, abstracts and landscapes, and often combines these elements to unusual - but powerful - effect. Lord Dark is personally loyal to the Empress V'han. He sees her as an excellent and worthy ruler, supports her goals and very much agrees with the idea that firm rulership is necessary to prevent social chaos and to protect the common good. Along these same lines, he is rather disdainful of most modern technology - particularly firearms, energy weapons and other modern armaments, which he characterizes as "allowing any unskilled peasant to bring low a knight - or even a king." Quote:"You underestimate me, good sir. I do not simply have 'darkness powers.' I am one with, and the master of, both darkness and night. You might well wonder what that means. In truth, it means many things. Many the common lass and cultured lady alike can tell you of one meaning... and I shall now demonstrate quite another."Background: Varandis III is an Earthlike world with a feudal culture resembling a decadent cross between Elizabethan and Victorian Europe, and in which magic, not technology, is dominant. This dominance has been maintained largely by the efforts of the Varandan noble families, because each noble possesses some degree of innate magical power which manifests itself as superhuman abilities. (There are also spellcasters aplenty on Verandis, but they are rarely very powerful, and few nobles bother to do more than dabble in the arts arcane). Some of the Verandan nobles have fairly trivial powers, but the mightiest ones possess a powerful and versatile group of powers reflecting a specific theme - plant powers, animal powers, earth or fire elementalism, telepathic abilities, superhuman durability... or, in the case of Lord Anton Darque, darkness powers. Darque comes from a minor noble family, but has proven himself very skilled in both personal combat and in the more subtle battlefield of courtly politics. His family has a long-standing feud with another noble family, the Dayes. His family's long-standing rivalry with another noble lineage, the Dayes. This rivalry has erupted into open bloodshed in the past, but today tends to take the form of courtly one-upmanship. The Empress Istvatha V'han first set eyes on Varandis III (and its greater dimension) approximately 70 years ago. The Verandans gave her a hard fight, and several nobles died before the planet surrendered. Following her general pattern of non-interference in local custom, the Empress left (and continues to leave) the planet's feudal system in place, with the understanding that planetary monarchy and the other nobles recognize the greater sovereignty of the Empress - and that the Monarch of Verandis III constantly keep no fewer than four nobles to serve at the Empress' court. The previous Monarch generally sent fairly unimportant nobles to the Empress. These were often individuals of painfully weak abilities - including one duchess who had no powers other than the ability to speak with cats - and the current Monarch, Queen Lucinda, has generally followed this trend. However, when she got tired of the constant infighting between the Dayes and the Darques - and the increasingly-frequent requests from other families that she intervene before the families took to bloodshed - she decided to send Lord Darque and his Daye counterpart, the Lady Daye, to the Court of the Empress, as a clear signal to both families that they had better shape up. This decision didn't bother Anton Darque one bit. Though some of the older Verandan nobles, particularly those from the most powerful and tradition-bound families, still bear ill feelings toward the Empress and would like to escape from under her extradimensional bootheel, most of the younger nobles - particularly those from the lesser families, and including Lord Darque - have no problem serving under what they regard as simply another level of rulership. Indeed, Darque has enjoyed getting offplanet and seeing the wonders of the Multiverse - particularly the near-infinite variety of women among the known worlds - first-hand. For her part, the Empress was pleased to receive the service of so powerful a Verandan noble, and has assigned Dark - widely known in the Empire as Lord Dark - to serve as part of her cadre of superhuman operatives, and occasionally as one of her personal guard. Powers/Tactics: Like many Varandan nobles, Lord Dark possesses a suite of magical abilities which make him extremely powerful within some specific domain, but which are very limited outside that domain. In Dark's case, he possesses a wide range of potent darkness powers and is extremely powerful at night and in darkness, but has relatively minimal power during the daytime hours and can be rendered powerless by direct sunlight or intense light. Many of Lord Dark's characteristics and are greatly enhanced between dusk and dawn, as is his resistance to lethal wounds. This "nocturnal might" effect is not a darkness power per se, and as such is not impacted by any sort of bright light. Many of his darkness powers are also available to him only between dusk and dawn, but these can be negated by sufficiently bright light even during the nighttime hours. Some of Lord Dark's darkness powers do function during daylight hours, but in some cases they do not function in sunlight or bright light, and all of them are Susceptible to (Drained, and often negated, by) direct sunlight. Many of Lord Dark's powers only function if he and/or his target is in deep shadow or darkness - either natural darkness or the fields of magical darkness he creates. Lord Dark's most basic power - and the one he most often manifests in one form or another - is the ability to create a field of darkness which he can see through, but which otherwise blocks out all forms of sight. He can project these darkness fields at range, center them on himself (in which case they move with him), and even place a persistent darkness field on another target, such that it moves wherever the target goes. He can also project small but persistent, semi-solid fields of darkness over a targets' eyes or other visual sensors, rendering them blind, and this effect, as well as the mobile darkness fields he places on others, can flow onto and and persistently affect others who come in contact with it. Lord Dark can create magical fear (PRE Drain) in targets inside his darkness fields, and he can also drain life energy (STUN) from individuals in these darkness fields and use it to amplify his own powers or some of his characteristics which are enhanced during the night hours. Lord Dark can also create convincing visual images within areas of darkness or shadow (useful as decoys and distractions), detect areas of shadow and darkness at great distance, remotely view and listen in on such areas, and instantaneously travel (by himself or with a limited amount of extra mass, possibly including passengers) from one area of shadow or darkness to another. He can also blend into shadows, making himself invisible within them, and can even cast a sort of shadow over his mind and soul, rendering himself invisible to mystical or mental senses. Some of Lord Dark's shadow powers create tangible objects made of solidified darkness, which can be used to entangle opponents, create protective barriers, or even shaped into relatively simple objects such as a crude shelter, a simple bridge or ramp or a rope. In a more finessed form, he can also create functional, solid-darkness versions of his preferred weapons, the sword and the staff. These effects are all vulnerable to sunlight or other very bright light. Lord Dark can even pull the stuff of shadows within himself, using it to cover over wounds, replace lost blood or limbs and otherwise heal himself from injury (other than injury caused by lasers and other intense, damaging forms of light). Conversely, Lord Dark is able to transfer his own matter into the stuff of shadows, rendering himself immune to most attacks (but remaining vulnerable to - and even unable to cross areas of - intense light). He can perform this same effect on others who are in direct physical contact with him, but they must remain in contact to maintain this "shadow form." Finally, Lord Dark is able to project soul-stunning bolts of dark energy, or use this same energy to dampen or prevent light-based powers and effects. Through constant practice, Lord Dark has become quite skilled at amplifying and fine-tuning his darkness powers to create more powerful effects, make his "shadow weapons" more dangerous, or tailor his powers to best deal with specific situations. Lord Dark's improvational skill with his darkness powers is represented by his Greater Darkness Mastery VPP. Note that in many cases, he cannot use his VPP to modify a power unless he uses the power at less than its full active points. Lord Dark can also see in the dark, and at night can even perceive objects if he is blinded, so long as he and they are within darkness or shadow. Beyond that, he is a skilled hand-to-hand combattant, trained in the use of swords, staves and even using a cape or cloak to entangle or blind an opponent, tangle an opponent's weapons and fend off blows. He also has considerable expertise in the sorts of skills one expects of a noble, a courtier and a bodyguard and is quite knowledgeable about the Empire, and he is able to speak and understand most languages due to having received the neural-linguistic implants which are common in the Empire. In combat, Lord Dark relies on cover of darkness to hide himself, disorient or incapacitate foes, provide cover and concealment for allies, and launch attacks unseen. At night, particularly when facing powerful opponents, he is likely to rely on his various ranged attacks, but he isn't afraid or unwilling to enter hand-to-hand combat, particularly if an opponent questions his sense of honor and fairness and challenges him to a fair fight, without cover of darkness. At the same time, he places as much importance on achieving his mission and following orders as he does his personal honor (if the two conflict, the GM should compare EGO rolls for his relevant Psychological Limitations, with Lord Dark going with the better roll), and he is smart enough to generally know whether such a fight would indeed be "fair." Dueling another non-flying sword-wielder would constitute a fair fight; getting in a fight with someone able to lift starships and ignore artillery blasts would not. If given time to assess a situation and/or perform reconnaissance, Lord Dark will use his Darksense and Shadow-Scrying abilities to find and look/listen in on areas of darkness or shadow within the general area, seeking out hidden opponents, advantageous position and potential routes of retreat. At night or with sufficient shadow to work with, he is able to perform as an excellent scout. Campaign Use: Lord Dark is obviously most often going to be encountered in adventures involving Istvatha V'han and her plans to expand her dimensional empire. He often takes part in nighttime missions with other of the Empress' superhuman operatives. However, his status as a noble also makes him a good possibility for more diplomatic missions, and he might well be encountered in situations where V'han herself is present, whether taking part in a social function or part of her personal guard. To make Lord Dark less powerful, reduce his extra (nocturnal) REC, reduce the size of some of his Master of Darkness Multipower slots, and move his Create Darkness slot out of the Multipower, reducing the Multipower Reserve by a like number of points (this allows him to use the Darkness along with other powers, but limits the size of individual slots and the opportunity for devastating Multiple Power Attack combinations). To make him more powerful, increase the size of his Greater Darkness Mastery VPP and perhaps increase his nighttime DEX and SPD a bit.
  4. Character #33 - ShiftThe character this time around is another of V'han's special super-ops folk, this time an espionage-flavored one... a shapechanger with some other self-alteration powers thrown into the mix. Shift is, in fact, an unusually-gifted member of a race possessing natural shapeshifting abilities and psionic resistance, though Shift has powers beyond those common to that race due to mutagenic experiments conducted by the Empire. Enjoy! As always, comments are welcome.ShiftPlayer: NPC (Minion of Istvatha V'han) Val Char Cost 20 STR 10 26 DEX 48 25 CON 30 10 BODY 0 23 INT 13 18 EGO 16 15 PRE 5 10 COM 0 12 PD 8 12 ED 7 6 SPD 24 9 REC 0 50 END 0 40 STUN 7 6" RUN02" SWIM014" LEAP0Characteristics Cost: 168Cost Power END 90 Metamorphic Ability: Shape Shift (Sight, Mental, Hearing, Smell/Taste and Touch Groups, any shape), Cellular, Imitation, Instant Change, Makeover, Costs END Only To Change Shape (+1/4) (90 Active Points) 7 60 Biomorphic Powers: Variable Power Pool, 40 base + 20 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points); Only Body Alteration Powers And Mutant/Mutagenic Powers or Species Abilities Possessed By Imitated Individuals (-1/2) 0 1) Long Reach: Stretching 3" (15 Active Points) Real Cost: 15 1 0 2) Body Blades: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR) (25 Active Points) Real Cost: 25 2 0 3) Hardened Fist: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 25 1 0 4) Armor Up: Armor (8 PD/8 ED) (24 Active Points); Visible (Rock-Like or Metallic Skin) (-1/4) Real Cost: 19 0 0 5) Repair Wounds: Healing BODY 4d6 (40 Active Points); Self Only (-1/2) Real Cost: 27 4 0 6) Chameleon: Invisibility to Sight Group , Costs END Only To Activate (+1/4) (25 Active Points); Chameleon (-1/2) Real Cost: 17 [Notes: Using the same concept, Shift can also use this VPP to provide bonuses to skills such as Concealment and Stealth] 2 0 7) Internal Air Bladder: Life Support (Extended Breathing: 1 END per 20 Minutes) (4 Active Points) Real Cost: 4 0 0 8) Parawing Arms: Gliding 10" (10 Active Points); Restrainable (-1/2) Real Cost: 7 0 0 9) Enhanced Leg Musculature: Leaping +10" (14" forward, 7" upward) (10 Active Points) Real Cost: 10 1 0 10) The Right Tool...: Lockpicking 17- (9 Active Points); Costs Endurance (-1/2) Real Cost: 6 [Notes: Shift essentially extends a finger into the lock, shifting tumblers to open it. Shift can also use this ability to have the right "tools" available for various technological skills.] 1 0 11) Expanded Olfactory Canal: (Total: 25 Active Cost, 25 Real Cost) +5 PER with Smell/Taste Group (Real Cost: 10) plus Discriminatory with Normal Smell (Real Cost: 5) plus Tracking with Taste Group (Real Cost: 10) Real Cost: 25 0 51 Energy Pistol: Multipower, 61-point reserve, all slots 32 Charges (+1/4) (76 Active Points); all slots IIF (Phase-Shifted Pistol; -1/4), Beam (-1/4) 3u 1) High-Intensity Setting: Killing Attack - Ranged 4d6 (60 Active Points); No Knockback (-1/4), IIF (Phase-Shifted Pistol; -1/4), Beam (-1/4) 0 4u 2) Low-Intensity Setting: Energy Blast 7d6, AVLD vs. ED Force Field/Force Wall (+3/4) (61 Active Points); IIF (Phase-Shifted Pistol; -1/4), Beam (-1/4) 0 60 Matter/Dimensional Shifting Powers: Multipower, 60-point reserve 3u 1) Phase Shifting: Desolidification (affected by ED Force Fields/Force Walls), Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points); Both Characters Must Stay In Touch Range For Other To Remain Desolid (-1) 6 6u 2) Micro-Shift: Shrinking (0.0278 m tall, 0.0003 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB) (60 Active Points) 6 6u 3) Spatial Shift: Teleportation 20", x16 Noncombat, x2 Increased Mass (60 Active Points) 6 20 Teleportation Targeting Devices: Teleportation: Floating Fixed Location (5 Locations) (25 Active Points); IIF (Disguised "Coins"; -1/4) 0 30 Hidden Mind: Invisibility to Mental Group , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Always On (-1/2) 0 33 Shielded Mind: Mental Defense (25 points total), Hardened (+1/4), Inherent (+1/4) (33 Active Points) 0 25 Adaptable Biology: Power Defense (20 points), Inherent (+1/4) (25 Active Points) 0 29 Bio-Sense: Detect Biological Data 18- (Sight Group), Discriminatory, Analyze, Microscopic (x100), Rapid (x100), Tracking (36 Active Points); Concentration (1/2 DCV; -1/4) 0 22 Linguistics Nano-Neuroimplants: Universal Translator 16- Powers Cost: 442Cost Skill 30 +3 Overall 3 Acrobatics 14- 7 Acting 14- 3 Bureaucratics 12- 9 Computer Programming 17- 3 Concealment 14- 5 Conversation 13- 20 Cramming x4 3 Cryptography 14- 7 Electronics 16- 3 Scholar 1 1) KS: Earth (2 Active Points) 11- 1 2) KS: Enemies of The Empress V'han and The Empire (2 Active Points) 11- 2 3) KS: The Empress V'han (3 Active Points) 14- 2 4) KS: V'hanian Empire (3 Active Points) 14- 3 CuK: R'Vak 14- 5 Persuasion 13- 17 Power - Shapeshifting 21- 4 PS: V'hanian Intelligence Operative 15- 7 Security Systems 16- 3 Seduction 12- 3 Shadowing 14- 3 Sleight Of Hand 14- 3 Stealth 14- 7 Systems Operation 16- 4 WF: Beam Weapons, Small Arms Skills Cost: 158Cost Perk 7 Fringe Benefit: Security Clearance Perks Cost: 7Cost Talent 5 Eidetic Memory 10 Resistance (10 points) Talents Cost: 15Val Disadvantages 15 Accidental Change (To Natural Form): If Takes BODY Damage 11- (Common) 15 Enraged: If Grabbed/Grappled (Common), go 11-, recover 14- 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: Playful - Enjoys Teasing/Taunting/Tricking Opponents (Common, Moderate) 25 Psychological Limitation: Fanatically Loyal To the Empress V'han (Very Common, Total) 10 Reputation: Agent Of V'han, 8- (Extreme on Earth) 15 Susceptibility: When Any Drain/Transfer Attack Does Damage Exceeding Power Defense, 3d6 damage Instant (Uncommon) 10 Vulnerability: 2 x STUN Attacks With Phasing/Dimensional Special Effects (Uncommon) Disadvantage Points: 150Base Points: 600Experience Required: 40Total Experience Available: 40Experience Unspent: 0Total Character Cost: 790 Height: 1.78 m Hair: N/A Weight: 79.00 kg Eyes: Green Appearance: Like all R'Vak, Shift is a genderless, hairless being with pale green skin and pupilless green eyes. In natural form, Shift dresses in a simple but functional grey tunic, pants and boots, and a hood that hides all facial features other than the eyes.Personality: Like all R'Vek, Shift has very little in the way of distinctive personality traits other than a fanatic desire to serve the wishes of the Empress V'han. The R'Vek don't even use words like "I" or "me" when referring to themselves as individuals, preferring instead "this one." However, Shift's behavior does suggest a liking for taunting and fooling opponents. Shift tends to be very quiet, but can behave quite gregariously when acting a role requiring socialization and conversation.Quote:"This one has completed the mission for the glory of her Worship, the Empress-Goddess Istvatha V'han. This is all that matters."Background: The R'Vak are a strange, alien race native to one of the more backwater dimensions ruled by the Empress Istvatha V'han. A communal species in which individual identity is virtually nonexistent, they believe the Empress is the figure referenced in an anciet prophecy and destined to usher in an era of greatness for the R'Vak, and they thus literally worship her as a living goddess and have sworn themselves entirely to her service. Since they are a race of shapeshifters, this has turned out to be a very good thing for the Empress. All of the R'Vek have extensive abilities to alter their form. Most can only mimic more or less humanoid forms, but some can take virtually any form and manifest unusual abilities based on their altered forms, and a few can alter themselves down to the genetic level. They are also naturally resistant to telepathy, mind control and other mind-affecting powers. These qualities have made the R'Vek a valuable component in the Empire's intelligence forces, which has itself provided the nickname by which their race is often referred - Infiltrators. The R'Vek now called Shift was once merely a particularly skilled shapeshifter who readily agreed to take part in a series of experimental treatments intended to give him more extensive abilities. Although these treatments caused the death of three other R'Vek they were tried upon, they were a success in Shift's case, granting greater and different powers than those possessed by any other R'Vek. These powers make Shift suitable for much more than infiltration work, and naturally resulted in an assignment with the Empire's elite force of superhuman operatives. Shift has been a great asset on espionage missions and ones where subtlety is required. Powers/Tactics: Some of Shift's abilities are native to the R'Vek species, though Shift is more skilled with them than are most other R'Vek. Shift is a skilled and versatile shapeshifter, able to take virtually any form, though always remainging more or less human-sized. This is the single power Shift relies upon most, as it is broadly useful in performing covert surveillance, impersonating others and infiltrating secure settings in order to gather information, commiting acts of espionage and performing many other typical missions, and also because Shift can maintain an assumed form for long periods of time without effort or fatigue. Shift is able to change mental and genetic structure in order to appear as a member of another species; further, Shift's Bio-Sense provides information about individual genetic structure, finger and retina prints, bio-signs, and other biological markers which allow impersonation of specific individuals at the genetic level. This ability even allows Shift to manifest limited versions of any superhuman powers an impersonated individual might have which are due to natural mutation, mutagenic alterations to the individual's genome or physical functioning or the natural genetics of that individual's species, but Shift must take the form of a specific, previously-Bio Sensed individual in order to manifest powers of this sort. More generally, the Biomorphic Powers VPP allows Shift to manifest a variety of powers based on changes in physical form/shape, structure or material. Several example powers are listed along with the VPP. Shift also has the exceptional, natural resistance to mental powers which is common to almost all R'Vek. Beyond Shift's shapeshifting and other species abilities, the experiments conducted by V'han's scientists granted Shift the ability to shrink to a very small size, become immaterial and move instantaneously via brief extradimensional shifting. This last ability is enhanced by small devices which look like normal Earth coins but are actually teleport homing-beacons, which act as floating fixed locations. Shift also utilizes an energy pistol that is shifted into extradimensional space most of the time, but can be called into normal space, via phase-shifting implants, as desired. The pistol also shifts back into extradimensional space if it is grabbed, dropped or otherwise leaves Shift's hand. The pistol is listed as an IIF because while obvious when in normal space, it is usually not obvious (or even present, though extremely careful scanning will note the implanted phase-shift microcircuitry in Shift's left hand/arm), and it is functionally inaccessible to grabs and other attempts to steal it away from Shift. At the same time, the pistol functions as an OAF in terms of being restricted by Grabs and Entangles, and it can be damaged just like any accessible focus. If it is destroyed, Shift can eventually replace the pistol, though this task is very difficult outside V'han's realms. Shift is also an extremely well-trained espionage agent, possessing a wide variety of skills and able to temporarily master the basics of several subjects at once via study (Cramming), and has received neural-linguistic implants common in the Empire, which allow for easy communication in almost any language. Shift generally tries to avoid combat beyond whatever is absolutely necessary to complete a mission or escape capture. If forced to fight, Shift will attempt to gain surprise and sow confusion by shrinking, phasing through walls and floors, and attempting surprise maneuvers via stretching, suddenly turning a fist into a blade or other such tricks. Shift generally plans for infiltration missions by closely studying a number of individuals in the target setting, and will freely take the form of any such individuals - possibly including allies of known heroes in the area - in attempt to throw off pursuit. Campaign Use: PCs are most likely to encounter Shift performing some espionage or intelligence-gathering mission in service to the Empire, or while investigating some act of espionage which has occurred. Stories involving Shift are likely to involve mystery elements more than fighting, and the most challenging aspect of an adventure involving Shift will likely be identifying and finding the elusive shapeshifter. Shift might also be assigned to learn about characters who are seen as a possible threat to V'han's plans of conquest, and might do this by temporarily taking the place of a PC's loved one, a team NPC or employee, or a trusted ally. To make Shift less powerful, reduce the overall levels, the points in mental defenses and Power Defense, drop the energy pistol and/or reduce the sizes of the VPP and Multipower. One shouldn't drop the Multipower entirely, though, as doing so makes Shift essentially indistinct from other shapeshifting villains such as Masquerade. Shift can be made more powerful simply by upping the size of the VPP, improving skills and adding some Overall Skill levels, levels with the pistol or HTH combat levels, but one should be wary of making Shift into too much of a combat-oriented character.
  5. Re: Question About a SPD Limitation Both of the EBs can't take the Linked Limitation, but other than that, the construct is sound. However, it should be noted that doing it that way doesn't necessitate that both will hit the target (if the target moved - perhaps due to KB from the first EB - the second would miss. Also, doing it as you describe means one missile deflection would negate both attacks. That is also true of the "buy it twice and do a MPA" approach.
  6. Re: PROJECT: The Ultimate GM Screen What exactly is in the Resource Kit pdf? Yeah, I know I can probably go look it up, but I'm lazy right now.
  7. Re: Crime and Punishment I kind of like the idea of Martha Stewart and Ken Lay getting dispatched to Hell...
  8. Re: Power listing question What Ghost Angel said, Napalm. One thing cool about these boards is that there are lots of helpful people. I try to generally be one of them.
  9. Re: Power listing question Yep, in general they cost 1/2 as much, though the actual cost difference may vary, depending on any Limitations that may be on individual slots in a Multipower. If you have two slots of equal active points, one is a variable and the other an ultra slot, and neither has any other limitations, the Ultra slot will cost half what the variable slot costs. Whether you want to go with m or u slots for a MP depends on what degree of flexibility you want the MP to have, and also the concept behind it. Let's say your multipower is a ray gun with different settings. That might not make sense for you to do two different sorts of ray at the same time - or it might, depending on the special effects and whether the GM buys it. If you want to fire one ray at a time, and the gun can fire four different types of ray (a stun ray (EB), a cutting laser (RKA), a blinding ray (Flash) and a dizziness ray (Ranged Drain vs. DEX), it would make sense for each of those slots to be a u slot. It might look like this. 30 Ray Gun Multipower, 60 pts OAF (pistol, -1), 16 charges (-0) 3u 1) Stun Ray - 12d6 EB 3u 2) Laser Beam - 4d6 RKA 3u 3) Blinding Ray - 12d6 Flash vs. Sight Group 3u 4) Dizziness Ray - 4d6 Drain vs. DEX, Ranged (+1/2) On the other hand, if you wanted to be able to mix and match slots - maybe you can calibrate the gun in order to stun a target and blind it at the same time, or maybe the lazer could blind someone while also frying him (or whatever), you might build it this way. 30 Ray Gun Multipower, 60 pts OAF (pistol, -1), 16 charges (-0) 6m 1) Stun Ray - 12d6 EB 6m 2) Laser Beam - 4d6 RKA 6m 3) Blinding Ray - 12d6 Flash vs. Sight Group 6m 4) Dizziness Ray - 4d6 Drain vs. DEX, Ranged (+1/2) Keep in mind that in this case, you would have to take into account the Ranged Advantage on the Drain, such that you would have to attribute 15 points per 1d6 of Drain you wanted to use with some other beam(s). You could, for example, do a 2d6 RKA (30 pts) that also Drained 1d6 DEX (15 pts) and did a 3d6 (15 pts) Flash at the same time.
  10. Re: Power listing question He can use them both so long as the total points in EB + the total points in Flight does not exceed the points in the pool - 50 in this case. Thus, Energy Man could have 10 points in EB (which is worthless, unless he wants to use it only to do something like ignite charcoal) and 40 points in Flight, or 30 in EB and 20 in Flight, or whatever. Keep in mind that since Flight costs 2 pts per 1" Flight, it would be a bit wasteful to have an odd-number of points in Flight in this particular MP.
  11. Re: Power listing question Welcome to HERO, Napalm. What you're discussing is a specific Power Framework called a Multipower. In a Multipower (MP), one purchases a pool of points which Powers draw from. The maximum number of active points any/all of those Powers draw upon at once is the amount of points in the pool. The Powers listed under the Multipower are listed as being either a variable slot (signified by a "m"after the points for the slot), or a fixed or "ultra" slot which has to take up the maximum number of points from the pool even if all of those points are not being used at the moment. That is the "u" you mention. Let's do an example. 50 pts - Energy Man's Multipower, 50 points 5u 1) Force Field, 25 PD/25 ED (50 Active Points) 10m 2) Energy Blast 10d6 (Up to 50 Active Points) 10m 3) Flight, 25" (Up to 50 Active Points) Using this particular Multipower (which, by the way is poorly constructed - neither cost-effective nor particularly useful - and should serve only as an example of the concept, not something one should build for a character), Energy Man could have 50 points in Force Field, or 50 points in Energy Blast (EB), or 50 points in Flight. He might also have a mix of some points in EB and some in Flight - maybe 10 points in Flight (5") and 40 points (8d6) in EB, as an example - because those slots are m slots. However, as built, this Multipower does not allow Energy Man to fly or use his EB at all if his Force Field is active, as the Force Field is a u slot on the Multipower. Even if Enegy Man is at that moment only using 20 points of Force Field (10 PD/10 ED), he can't use any points in Flight or EB because the Force Field takes up the entire Multipower pool. U slots are cheaper (base cost = half the cost of an m slot), but at the price of reduced flexibility. That make sense?
  12. Re: Question About a SPD Limitation Except it's not all about special effects. Higher speed allows a character to take more distinctively different actions, and that's something that constructs like Selective AoE and Autofire HA just don't capture. After all, martial artists can often justify at least some of those same constructs. If a martial artist is moving as often as a character who is supposed to be a true super-speedster, the speedster loses part of his/her specialness. Mind you, this isn't to particularly defend MistWing's construct - which I find uninteresting and munchkinistic in the extreme - only to state that the idea of an absolute SPD cap of 6 seems rather rigid, and eliminates some completely valid concepts.
  13. Re: Okay, how do you want them to handle the OTHER Organizations? LL - Cool stuff on the Cult of the Red Banner. Thanks for sharing. If I didn't already have about 17 subplots going on in my campaign at the moment, I would probably co-opt aspects of that. As is, it's a very worthy concept one could easily do a lot with.
  14. Re: WWYCD #122 (or so): Strange Visitor
  15. Re: WWYCD #122 (or so): Strange Visitor I think it would be, actually. I'd have to consult his character sheet to be sure. For that matter, so would Daredevil's version of Detect Lie. However, a different character may have a Mystic Sense which Detects Lies, whereas another might have it as a Mental Sense. Check out the write-up on the "Angela" Multiform for Circe, on my "Sharing The Wealth" thread, for an example of a more abstract Mystic/Spiritual Detect that incorporates the "Detect Lies" concept.
  16. Re: Sharing the Wealth (Nods to Enforcer84) Simple, non-powered medical care devices - splints, scalpels and such - would be classified as "essential technology", as would things like hammers, simple cookware and shovels. They intentionally choose to not utilize the higher-tech medical care available to them as members of the Empire. At the same time, I imagine that ever since the K'kari abandoned high-tech, they've probably developed (or reclaimed) naturalistic health care techniques, reflecting the return of their culture to a nature-friendly form. The various superhuman V'hanians are chosen for specific missions. Ones I present here are either ones that have been encountered in Earth's limited contact with V'han and her forces, or ones who Warmaster Fielan is particularly familiar with (and would thus have passed along the information to his teammates and the US Government). Given the size of V'han's empire, her total number of supers is probably quite large - large enough it's extremely unlikely they'd all be sent on any given mission. Thus, y'all might encounter ones presented here, completely different ones, or a mix, depending on the type of mission. I'm currently working on one who pretty much only does espionage-sorts of missions, so it's unlikely that individual (Shift) would be included in the same mission with, say, Max Force or Major Valor.
  17. Re: WWYCD #122 (or so): Strange Visitor
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