Jump to content

Wanderer

HERO Member
  • Posts

    1,331
  • Joined

  • Last visited

Everything posted by Wanderer

  1. Re: Proposed Rule Change for 5th Ed Rev. flexible Power point of origin Steve please Fred: p. 71 "...the attack might come from the character's fingrtips, eyes, forehead... eahc point of origin has its own benefits and drawbacks (an eyebeam is easy to aim, but it's hard for a character to use it free himself if his hands are tied behind its back. Once chosen, the point of origin cannot be altered." pp. 167 "You can also define Indirect at +1/4 value as allowing a character to alter the point of origin of a particular power... apower can originate from whatever part of a character's body he desires... However, once that point of origin is chosen, it cannot be altered. With Indirect, it can be changed; the blast could come from the eyes one Phase, and the hands another Phase" but see Restrainable, pp. 200: "A Power with this -1/2 Limitation is generated by or based upon an area of the body that can be restrained... If that area or part of the body is grabbed, entangled, or otherwise restrained, the character cannot use the Power. When he breaks free of the restraint, or it is removed, the Power functions normally again." Can you see the contradiction ? A Power without Restrainable is assumed not to be liable to blocked by restraining the generating body part, yet mandating a fixed point of origin is assuming just that. And yet, requiring a +1/4 Advantage for allowing a purely cosmetic freedom would be grossly unbalanced. Nor, due to system granularity, you can make an Advantage cost less, except making it 0-value. So why not making this version of Indirect 0-value (or making flexible point of origin the default, which is the same) ? If one wishes to have a SFX fixed PoO, let him take Restrainable. Moreover, source material really does not require this rule, except for Focus-using heroes. Other cases, like innate power heroes preferentially shooting blasts from hands, is merely artistic convention. There is really nothing in the power's SFX that would *require* it.
  2. Re: Proposed Rule Change for 5th Ed Rev. flexible Power point of origin Steve please Almost all of the supers you mention have a Focus as power source, and belong to the exception I mentioned: power is a Focus, or is generated by one. Green Lantern: Focus Batman: Focus Green Arrow: Fcous Iron Man: Focus The Vision: Focus (solar gem, just like Warlock) Human Torch, Ice Man: don't be silly. There is nothing in their powers' nature that mandates a fixed power PoO. Using hands is just practicality, but they could just shoot power blasts from their asses if they wished. They belong in the "flexible" list. And those which don't are... Storm Phoenix Dr. Strange Loki Firestorm Invisible Woman Scarlet Witch Human Torch Ice Man Electro Thanos Odin Silver Surfer Thor (seen releasing power bolts with and without hammer) Jenny Sparks Jack of Hearts Captain Marvel Cyclops and Superman have indeed fixed point origins, but they are the absolute minority among Focus-less superhero characters. Therefore, point of origin should be flexible among heroes that do not draw powers from a Focus.
  3. Re: Special effects not to choose The solution to this dilemma is in the fact that every cosmic character and his dog has either a VPP, or Variable Special Effects, or Variable Advantage, appliable to Variable Special Effects, or all of them. Switch the Power to some SFX the opponent has not tailored his defenses against, and he is toast. If I remember correctly, the first chapter of GC discusses just this point.
  4. Re: The Mystic World Approximately, how much big and tough, point-wise and power-wise, do you think a character (or group) should be, for an Hunted by Tyrannon to be viable ? For Doc D., I gauge 700-1000 pts if the group is very good at covering each other's backs, otherwise 1000+. (yes, 350-pts characters (Champions) having a collective Hunted by Mechanon is bad overkill; can we say squishing like bugs ?)
  5. Taking into account that the revision of HERO 5th ED. is currently being written, I humbly and respectfully but officially propose a rule change: Making the point of origin for powers flexible. As the default, a power may originate from any part of the character's body. It is no more fixed, as in the current system. The reason: in most cases where a character has Powers (cfr. wizard spells, superhuman abilities), generally the SFX allows for the power being released from different points of the character's body (eg. hands, eyes, forehead, mouth). It is only in a minority of cases that the origin has to be fixed, typically when the Power has the Focus Limitation AND the Power is directly generated by the Focus (eg. an Energy Blast is released by the Focus blaster, or through a Power Armor), or the SFX implies a fixed origin (eg. Super-Breath). But these cases are generally the minority. When the PoO must be fixed, generally it means it may be impeded somehow by restraining or grabbing the body part involved. Therefore, it might be treated as a special case or side effect of the Restrainable Limitation (maybe with a -1/4 value if it does not completely fulfill the prerequisites of the full Lim: e.g. it may be grabbed, but not entangled). This rule change would remove a unnecessary rigidity from the system that is not justified enough by the source material to be done the default. Better to make free origin the default, anf fixed origin the special case.
  6. Re: Cosmic character for review Yet again another minor problem that had escaped my notice. To allow the MP STR slot with variable advantage to be used on all of the char's STR (to allow a variety of "brick tricks"), the slot has "modifiers affect base characteristic", with the side effect of natural STR not being added to its natural figured characteristics. Problem solved by buying back the natural REC to 6 and the natural STUN to 31. Thanks for pointing out. As a default, Activation Roll (imperfect mastery of powers). As main alternatives, Concentration, Gestures, and Incantation (dramatic posing and shouting out the power's name in outlandish anime way) as various means to focus on the power and gain better control. Alternatively, Increased Endurance, Side Effects and Visible as the price of letting the power loose. Sometimes, Extra Time or Range Limitations (this may be done purposefully to use ranged powers in HTH combat). Never: Charges, Focus (I deeply loathe "material components" for Powers), Requires A Skill Roll (unworkable for high Active Point totals; I use Activation Roll instead). Lims to be chosen in order to be meaningful and yet allow using multiple powers at once (e.g. if one power gets Gestures and Incantation, the other uses Activation Roll, Concentration, or Increased Endurance). The rule you must wait at least a Full Phase to switch Variable Limitations is most appropriate here. The philosophy is that the default use of the power is not tiring (assign to 0 END). Otherwise, special tricks require more effort, and wear out. Typical "special attack" Advantages will be: one among Area Of Effect (One Hex), Armor Piercing, Autofire, Explosion, Penetrating. Rarely, Affects Desolidified, Range Advantages, or Variable Special Effects. Variable Advantage is a wonderful way to give Attack Powers some significant flexibility (most appropriate for cosmics) and an array of brick tricks and energy projector special techniques, without having to burden the character sheet with dozens and dozens of MP slots. An afterthought: One canon rule I deem extremely stupid and obnoxious for innate superpowers is Powers having to have always the same point of origin from character's body. Consider the Indirect "Power can originate from every part of the character's body" Advantage to be added to the reserves of both Multipowers (I hate the canon rule so much that I forgot to explicitly add it in the sheet, house-ruled it by instinct). Edit: the +1/4 Indirect "Power can originate from every part of the character's body" Advantage is added to keep the char strictly legal here on the forum. When the char is actually used in play, I would definitely try to negotiate it as a 0-value House Rule. Another minor note: given SL's hint that several mystical master villains forthcoming in TMW and AA might be possible or good personal Hunteds, I am provisionally adding them to the character's Hunted (adding them to the "Villain of the Week" Hunted to avoid crowding the char sheet and shooting Disadv total through the roof), reserving the possibility to remove them if found unsuitable after I get to read the villains' sheets. Given Nova's background and modus operandi, MVs like Tyrannon, Skarn, Tezcatlipoca and the Kings of Edom would do excellent Hunteds as well. Edit: As an afterthought, I added a MP Damage Shield slot (reminiscent of Marvel's Firelord and Firewing) This is the new sheet, including all the discussed changes so far: Nova Player: Val Char Cost 15/110 STR 5 15/27 DEX 15 15/40 CON 10 15/30 BODY 10 20 INT 10 10/20 EGO 0 10 PRE 0 10 COM 0 3/53 PD 3 3/53 ED 0 3/6 SPD 5 6/30 REC 6 30/100 END 0 31/100 STUN 8 6" RUN02" SWIM03"/22" LEAP0Characteristics Cost: 72 Cost Power END 91 Cosmic Energy Control: Multipower, 183-point reserve, (183 Active Points); all slots Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 9u 1) Cosmic Energy Blast: EB 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 2) Cosmic Aura: EB 10d6+1, Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Aura Of Effect [One Hex], Armor Piercing, Penetrating, Reduced Endurance [0 END]); +3/4), Damage Shield (Offensive; +3/4), Continuous (+1) (182 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 3) Cosmic Fire: RKA 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 4) Cosmic Energy Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 5) Cosmic Transmutation: Major Transform 4d6 (Anything Into Anything, Healed Back by Another Application of This Power or Appropriate Natural Process), Improved Result Group (Anything; +1), Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 6) Cosmic Matter Disruption: Drain BODY, CON, DEX, END, SPD, STR, STUN 4d6+1, Any four Characteristics simultaneously (+1), Variable Advantage (+1/2 Advantages; +1), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (183 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 5u 7) Cosmic Healing: Healing 4 1/2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), all Characteristics and Cosmic Energy Powers simultaneously (+2) (175 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 0 92 Cosmic Force Control: Multipower, 185-point reserve, (185 Active Points); all slots Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 6u 1) Cosmic Might: +85 STR, Variable Advantage (+1/2 Advantages; +1) (185 Active Points); No Figured Characteristics (-1/2), Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) (Modifiers affect Base Characteristic) 18 9u 2) Cosmic Force Control: Telekinesis (61 STR), Variable Advantage (+1/2 Advantages; +1) (183 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 9u 3) Cosmic Force Manipulation: Telekinesis (75 STR), Affects Porous, Reduced Endurance (0 END; +1/2) (184 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 0 9u 4) Cosmic Force Blast: EB (physical) 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 9u 5) Cosmic Force Attack: RKA (physical) 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 9u 6) Cosmic Force Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 47 Cosmic Form: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0 31 Cosmic Form: Elemental Control, 110-point powers, (55 Active Points); all slots Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 32 1) Cosmic Protection Field: FF (25 PD/25 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (112 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 16 2) Cosmic Regeneration: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 55 3) Cosmic Flight: Flight 40", x16 Noncombat, Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Reduced Endurance [0 Endurance], No Turn Mode, Combat Acceleration/Deceleration, Rapid Noncombat Movement); +3/4) (166 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 17 25 Cosmic Defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0 50 Cosmic Physiology: LS (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0 15 Cosmic Body: Physical Damage Reduction, Resistant, 50% (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0 15 Cosmic Body: Energy Damage Reduction, Resistant, 50% (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0 14 Cosmic Form: Power Defense (20 points), Hardened (+1/4) (25 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 6 Cosmic Senses: Hearing Group Flash Defense (10 points) (10 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 6 Cosmic Senses: Sight Group Flash Defense (10 points) (10 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 3 Cosmic Senses: IR Perception (Sight Group) (5 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 3 Cosmic Senses: Nightvision (5 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 3 Cosmic Senses: UV Perception (Sight Group) (5 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 2 Cosmic Senses: Ultrasonic Perception (Hearing Group) (3 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 5 Cosmic Senses: +6 versus Range Modifier for Sight Group (9 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 5 Cosmic Senses: +6 versus Range Modifier for Hearing Group (9 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 11 Cosmic Senses: Targeting with Normal Hearing and Ultrasonic Perception (20 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 15 Cosmic Senses: Danger Sense (self only, any danger, Function as a Sense) (27 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 13- 4 Heroic Form: +10 STR (10 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4) 1 16 Heroic Form: +12 DEX (36 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4) 22 Heroic Form: +25 CON (50 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4) 13 Heroic Form: +15 BODY (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), No Figured Characteristics (-1/2), OIHID (-1/4) 17 Heroic Form: +3 SPD (30 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 27 Heroic Form: +24 REC (48 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 20 Heroic Form: +70 END (35 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 39 Heroic Form: +69 STUN (69 Active Points); Power Stops Working After 1 Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 Switching to Heroic Form: Multiform (0 Character Points in the most expensive form); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 0 13 Heroic Conviction: +10 EGO (20 Active Points); Cannot Be Used To Overcome Psychological Limitations, or Resist Mental Attacks That Take Advantage of Psychological Limitations (-1/2) 11 Powerful Mind: Mental Defense (18/20 points total) (16 Active Points); Cannot Be Used To Resist Mental Attacks That Take Advantage of Psychological Limitations (-1/2) 0 7 Heroic Conviction: +15 PRE (15 Active Points); Only To Protect From Presence Attacks That Don't Take Advantage of Psychological Limitations (-1) 12 Cosmic Movement Ring: Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), OIF Durable (-1/2), Only Works Into Space (-1/2) 1u 1) Space Flight: Flight 10", MegaScale (1" = 10.000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Independent (-2), OIF Durable (-1/2), Only Works Into Space (-1/2) 5 1u 2) FTL Warp Flight: FTL Travel (2 Light Years/minute) (50 Active Points); Independent (-2), Costs Endurance (-1/2), OIF Durable (-1/2), Only Works Into Space (-1/2) 5 1u 3) Dimensional Movement: Extra-Dimensional Movement (Any Dimension, Any Location) (40 Active Points); Independent (-2), OIF Durable (-1/2), Only Works Into Space (-1/2) 4 Powers Cost: 856 Cost Skill 3 Acrobatics 12- (14-) 0 Acting 8- 3 Breakfall 12- (14-) 0 Climbing 8- 32 +4 with All Combat 3 Computer Programming 13- 0 Concealment 8- 3 Contortionist 12- (14-) 0 Conversation 8- 0 Deduction 8- 10 Defense Maneuver I-IV 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 4 Navigation (Air, Dimensional, Space) 13- 3 Paramedics 13- 0 Persuasion 8- 3 Scholar 2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 2 2) KS: History (3 Active Points) 13- 2 3) KS: Literature (3 Active Points) 13- 2 4) KS: Superpowers (3 Active Points) 13- 2 5) KS: The Alien World (3 Active Points) 13- 2 6) KS: The Mystic World (3 Active Points) 13- 2 7) KS: The Superhuman World (3 Active Points) 13- 3 Scientist 2 1) SS: Astronomy 13- (3 Active Points) 2 2) SS: Biochemistry 13- (3 Active Points) 2 3) SS: Biology 13- (3 Active Points) 2 4) SS: Chemistry 13- (3 Active Points) 2 5) SS: Dimensional Physics 13- (3 Active Points) 2 6) SS: Force Field Physics 13- (3 Active Points) 2 7) SS: Genetics 13- (3 Active Points) 2 8) SS: Gravitics 13- (3 Active Points) 2 9) SS: High-Energy Physics 13- (3 Active Points) 2 10) SS: Medicine 13- (3 Active Points) 2 11) SS: Physics 13- (3 Active Points) 0 Seduction 8- 0 Shadowing 8- 0 Stealth 8- 3 Tactics 13- Skills Cost: 115 Total Character Cost: 1043 Val Disadvantages 20 Enraged: by Betrayal, Treachery, Insults, Being Stunned or Taking BODY Damage in Combat (Common), go 11-, recover 11- 15 Hunted: DEMON 8- (As Pow, NCI, Capture/Kill) 20 Hunted: This Week's World-Threatening Rogues Gallery Member (Bromion, the Crowns of Krim, Dr.Destroyer, the Dragon, Istvatha V'Han, the Kings of Edom, Mechanon, Skarn the Shaper, Takofanes the Undying, Tezcatlipoca, Tyrannon the Conqueror) 8- (Mo Pow, NCI, Capture/Kill) 15 Hunted: UNTIL 8- (As Pow, NCI, Capture) 15 Psychological Limitation: Adventurous, Amorous, Curious, and Funloving (Common, Strong) 15 Psychological Limitation: Aggressive In Combat And Loves A Good Fight Or Contest (Common, Strong) 20 Psychological Limitation: Code of Honor (Keep Your Word, Meet Any Obligation You Accept, Honor and Respect Good People, Protect the Innocent and the Environment, Always Avenge An Insult to a Friend or Yourself) (Common, Total) 20 Psychological Limitation: Committed To Save Humanity From Itself And Any Serious Menace And Make The World A Better Place (Common, Total) 20 Psychological Limitation: Oblivious To Authority (Common, Total) 15 Psychological Limitation: Feels He Must Prove Himself By Fearlessly Heroic Acts (Common, Strong) 10 Vulnerability: 2 x STUN Cold Attacks + Darkness Attacks (Uncommon) 10 Vulnerability: 2 x Effect Cold Powers + Darkness Powers (Uncommon) 10 Vulnerability: 2 x STUN Dimensional Manipulation Attacks + Teleportation Attacks + Non-Aging Time Attacks (Uncommon) 10 Vulnerability: 2 x Effect Dimensional Manipulation Powers + Teleportation Powers + Non-Aging Time Powers (Uncommon) 10 Vulnerability: 2 x STUN "Black", Demonic, and Qlippothic Magic Attacks (Uncommon) 10 Vulnerability: 2 x Effect "Black", Demonic, and Qlippothic Magic Powers (Uncommon) 10 Vulnerability: 2 x Effect Friendly or Seductive Presence Attacks, from Desirable Opponents (Females with COM 16+) (Uncommon) Disadvantage Points: 245 Base Points: 1000 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  7. Re: Cosmic character for review -Grin- OTOH, Nova has plenty of potential to expand its concept, up to Space God status (the beauty of Cosmic archetype): getting a full-blown VPP in addition to Multipowers, removing Limitations, upping Characteristics and Multipowers... Again, while some martial art manouvers may be cool, allow me to be rather skeptical about their general usefulness at cosmic levels; there is really little that they can do which an appropriate allocation of Advantages to STR cannot do much better, or a good Multiple-Power Attack cannot do (there's a reason Nova has two Multipowers, with some similar slots). Anyway, why don't you post or attach Assault, or a link to a thread he already was ? I would very much like to have some good benchmarks: So far, I've used a somewhat toned-down GC's Supernova (without VPP) as a Cosmic Brick/Energy Projector benchmark.
  8. Re: The Mystic World Thanks Boss, and if I may further inquiry... Are TMW and AA master villains going to be suitable as Hunted (for high-end cosmic characters/campaigns, of course), or do they just Hunt the whole Earth Dimension ? And in the former case, what is their rough point/power level (admitting it is not uncountable). From CU history, the Kings of Edom look like your "Armageddon" Lovecraftian cosmic baddies, with Skarn and Tyrannon trailing not too far behind... Dragon, Tezcatlipoca and Patriarch I do not know anything about. Sigh, I bet this is the downside of being a recent 5th Ed. convert.
  9. Re: The Mystic World When did you submit it ? Its absence on the site is so far blatant Besides, does anyone know how high-level mystical master villians (Tyrannon the Conqueror, Skarn the Shaper, the Kings of Edom, Dr. Yin...) are going to be apportioned among Mystic World, Arcane Adversaries, and DEMON ? I really long to lengthen the roost of fully-detailed CU personally-uberpowerful MV, besides the Fab Four (Dr. Destroyer, Mechanon, Menton, Takofanes) and their GC couterparts (Arcane, Sovreign, Examiner, Supernova).
  10. Re: Cosmic character for review While your well-meant and to the point (useful for the day SL eventually decides to do Ultimate Energy Projector, the sooner the better) suggestions certainly have much merit regarding Standard Energy Projectors, I do not really think they are needed for my character, who is purposefully built to be a Cosmic Brick/Energy Projector. 105 STR with Variable Advantage, 50/50 PD/ED, Damage Reduction, 30 REC, 100 STUN... Who the heck cares about martial arts ? Any martial artist short of really high-end anime level has no hope against him. Anyway, thanks for the advice. Pump up Assault to 1000 pts and he may offer a good fight to Nova (which he relishes). 700 pts is too low as a watermark for *real* cosmic characters. Power Cosmic Marvel superhumans would shred Champions 3000 700-pts wimps to tiny little bits... (except maybe Bulletproof, but he is really one-sided on defense)
  11. Re: Cosmic character for review Well, heartfelt thanks for pointing me to me some problems that had completely escaped my notice (but then, what are reviews for ? Now the philosophy of the "radiation shielding/underground" Lim was to give the character an Achilles Heel in the form of some environments where he could be trapped or find at a severe disadvantage or be reluctant to pursue enemies (and allow some substantial point saving by using a Limited Power Lim). It certainly was not meant to allow crippling him by slamming a Force Wall on him, and I really do not want such a result. Moreover, making power stopping immediately after entering the environment maybe is too excessive and a limited grace period should be allowable. However, making powers dependent on a limited END reserve may not not be a good response. General philosophy of the character is for default use of powers to be END-free, and only especially effective uses to conscume significant END. Plus, it does not give me the degree of point break I want (not that this be an overwhelming concern, just a bit of number-crunching pride in meeting the challenge of doing a *real*, Silver Surfer-like Cosmic Brick/Energy Projector on about 1000 pts, not one of those faux-cosmic Champions 3000 wimps). Rather, I could change the wording ot the Limitation to allow a little grace period before losing use of powers (much like Thor has one minute to recover his hammer before he switches to human form). I was thinking of One Turn, or One Minute. Also, I could reword it so that enveloping the character in a ED 10 FW does not cripple him. The reference to "radiation shielding" might be dropped, or reworded to "heavy" radiation shielding, or changed to "areas invulnerable to radiation damage" (which according to Hero guidelines on Invulnerability and the Absolute Effect Rule (cfr. Ultimate Brick, p. 34), would require the hypothetical Force Wall to have a very high DEF potential), or add an explicit qualification excluding low-level FW. I also acknowledged I might need a further qualification for "underground": While entering a cave, a bunker, the subway, or the subterranean lair of the mega-villain should certainly qualify, going into the cellar or the basement parking surely should not. e.g. "Power stops working after One Turn..." "Power stops working after One Minute ..." "... Deep Into The Earth or Deep Under Water" "...Inside Heavy Radiation Shielding (including ED 40+ Force Walls), Deep Into The Earth, or Deep Under Water" "...Inside Areas Invulnerable to Radiation Damage, Deep Into The Earth, or Deep Under Water" A possible new wording might be: "Power stops working after One Minute Inside Heavy Radiation Shielding (Including ED 40+ Force Walls), Deep Into The Earth or Deep Under Water" Do you think this is a balanced definition for a (-1/2), or at the very least (-1/4), Lim, taking into account the desired result is to exclude the Force Wall situation (except in extreme cases: a ED 40-50 FW unpowering the character may be appropriate, a ED 10 FW certainly is not, so that a cosmic or mystic of comparable power may indeed use this tactic to cripple the charactwer, whereas a Standard superhuman has little hope), and to allow a decent (but not abusive) grace period, and that I wish to keep it a Limited Power Lim ? As regards the problem with high Figured Characteristics in normal form, it was an unwanted result of me forgetting to attach the No Figured Characteristics to Power Characterstics in heroic form. Done that, raised Figured Characteristics as Powers for heroic form to reach the previous levels. Now normal and heroic Fig Chars run: PD 3/53, ED 3/53, SPD 3/6, REC 3/30, END 30/100, STUN 23/100, which I think is more appropriate.
  12. Re: Campaign Help needed If this is the first time in history suoerpowered beings surface to the public consciousness, don't forget to emphasize the huge interest media and the popular culture will take in the phenomena: on the positive side, metahumans who look somehow attractive, reassuring, and "cool" role models will draw an immense amount of popularity and gossipy curiosity, like aactors and rol stars but magnified 1000 times: magazines and TV shows (probably also entire dedicated channels) will spring up to cover (in lurid terms) their lives and exploits, groupies will crowd their public appearances, try to get in bed with them, and claim to have born (or sired) their love child, children will exchange their action figures, splinter cults will form to claim the most powerful supers (700-1000 pts.) are messianic figures, all kinds of special interst groups will try to get the supers' endorsement and help for their causes. More ambigous supers will get ambivalent coverage, much like any new juvenile fad, and controversial rock stars: on one side they will get the same interest, on the other they will be denounced as a threat to society: their plans to overthrow the government, corrupt the minds of impressionable youths, instigate crime, etc. will be denounced in lurid terms. Politicians will wave between trying to get the popular supers' endorsement and denounce them as a threat. Popular culture as a whole will be re-directed: actors, music stars, and pop icons will lose much of the limelight in favour of popular supers, sci-fi, fantasy and comic books will get a much greater cultural respectability and will be hailed as the forerunners and prophets of superhero age. Religious sentiment will slide somewhat toward New Age and Neo-Paganism, propped by the appearance of incarnate god-like figures. Major religions will wave wildly between trying to come to terms with superhumans and denouncing them as minions of evil. Children and teens will grow up intensely desiring to become supers, and all kinds of urban legends will spread about how to trigger an "origin" (they may be more or less accurate, depending whether acurate info on the origin of superpowers is publicy known), parents will desire to have embryos and unborn children treated as to have superpowers, etc.
  13. A possible (and unexpensive) way to have your recurring Champions (or Star Hero, or Fantasy Hero) villain returning from death again, and again, and again... Cloning Vault: Duplication (creates XXX-point form), Cannot Recombine (+0), Trigger (+1/2) (YYY Active Points); Extra Time (1 Year, -6), OAF Immobile Durable (-2), Arrangement (-1/4), Independent (-2)
  14. Re: Miscellaneous char questions Well, as you now can see in the character sheet thread, I've managed to trim down the disadv list to 215, so it is amost there. If need be, some more trimming can be by scaling down some Hunted, Psych Lim and/or Vulnerabilities. Original list run 310+. (for Disadvs I tend to follow the shopping list "put in there everything that might be remotely appropriate to the concept, then slowly cut it back" philosophy. Global Guardians' Masterlist of Limitations is my friend)
  15. Re: Cosmic character for review
  16. This is the first result of me getting Galactic Champions... Nova Player: Val Char Cost 15/105 STR 5 15/27 DEX 15 15/40 CON 10 15/30 BODY 10 20 INT 10 15/25 EGO 10 15/25 PRE 5 10 COM 0 6/58 PD 6 3/58 ED 0 3/6 SPD 5 3/30 REC 0 30/100 END 0 23/100 STUN 0 6" RUN02" SWIM03"/21" LEAP0Characteristics Cost: 76 Cost Power END 91 Cosmic Energy Control: Multipower, 183-point reserve, (183 Active Points); all slots Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 9u 1) Cosmic Energy Blast: EB 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 2) Cosmic Fire: RKA 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 3) Cosmic Energy Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 4) Cosmic Transmutation: Major Transform 4d6 (Anything Into Anything, Healed Back by Another Application of This Power or Appropriate Natural Process), Improved Result Group (Anything; +1), Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 18 9u 5) Cosmic Matter Disruption: Drain BODY, CON, DEX, END, SPD, STR, STUN 4d6+1, Any four Characteristics simultaneously (+1), Variable Advantage (+1/2 Advantages; +1), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (183 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 5u 6) Cosmic Healing: Healing 4 1/2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), all Characteristics and Cosmic Energy Powers simultaneously (+2) (175 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 0 90 Cosmic Force Control: Multipower, 180-point reserve, (180 Active Points); all slots Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 6u 1) Cosmic Might: +80 STR, Variable Advantage (+1/2 Advantages; +1) (175 Active Points); No Figured Characteristics (-1/2), Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) (Modifiers affect Base Characteristic) 17 9u 2) Cosmic Force Manipulation: Telekinesis (60 STR), Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 9u 3) Cosmic Force Blast: EB (physical) 18d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 9u 4) Cosmic Force Attack: RKA (physical) 6d6, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 9u 5) Cosmic Force Bonds: Entangle 9d6, 9 DEF, Variable Advantage (+1/2 Advantages; +1) (180 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), OIHID (-1/4) 18 47 Cosmic Form: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0 32 Cosmic Form: Elemental Control, 112-point powers, (56 Active Points); all slots Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 32 1) Cosmic Protection Field: FF (25 PD/25 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (112 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 16 2) Cosmic Regeneration: Healing 3 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 55 3) Cosmic Flight: Flight 40", x16 Noncombat, Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Reduced Endurance [0 Endurance], No Turn Mode, Combat Acceleration/Deceleration, Rapid Noncombat Movement); +3/4) (166 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 17 25 Cosmic Defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Visible (-1/4), OIHID (-1/4) 0 50 Cosmic Physiology: LS (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0 15 Cosmic Body: Physical Damage Reduction, Resistant, 50% (30 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0 15 Cosmic Body: Energy Damage Reduction, Resistant, 50% (30 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4), Visible (-1/4) 0 14 Cosmic Form: Power Defense (20 points), Hardened (+1/4) (25 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 23 Adaptable Form: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, Any Humanoid Form), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (58 Active Points); Power does not work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), Affects Body Only (-1/2), OIHID (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) 0 8 Cosmic Mind: Mental Defense (18/20 points total) (15 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 6 Cosmic Senses: Hearing Group Flash Defense (10 points) (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 6 Cosmic Senses: Sight Group Flash Defense (10 points) (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 3 Cosmic Senses: IR Perception (Sight Group) (5 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 3 Cosmic Senses: Nightvision (5 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 2 Cosmic Senses: Ultrasonic Perception (Hearing Group) (3 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 5 Cosmic Senses: +6 versus Range Modifier for Sight Group (9 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 5 Cosmic Senses: +6 versus Range Modifier for Hearing Group (9 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 11 Cosmic Senses: Targeting with Hearing Group (20 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 15 Cosmic Senses: Danger Sense (self only, any danger, Function as a Sense) (27 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 13- 6 Heroic Form: +10 STR (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 1 20 Heroic Form: +12 DEX (36 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 28 Heroic Form: +25 CON (50 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 17 Heroic Form: +15 BODY (30 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 11 Heroic Form: +10 EGO (20 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 6 Heroic Form: +10 PRE (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 11 Heroic Form: +2 SPD (20 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 23 Heroic Form: +20 REC (40 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 6 Heroic Form: +20 END (10 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 25 Heroic Form: +44 STUN (44 Active Points); Power Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater (-1/2), OIHID (-1/4) 0 Switching to Heroic Form: Multiform (0 Character Points in the most expensive form); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 0 17 Space Flight Ring: FTL Travel (2 Light Years/minute) (50 Active Points); Power does not work Inside Gravitational Wells or Atmospheres (-1/2), OIF Unbreakable (-1/2), Linked (Cosmic Flight; Lesser Power can only be used when character uses greater Power at full value; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4) 5 Powers Cost: 831 Cost Skill 3 Acrobatics 12- (14-) 0 Acting 8- 3 Breakfall 12- (14-) 0 Climbing 8- 32 +4 with All Combat 3 Computer Programming 13- 0 Concealment 8- 3 Contortionist 12- (14-) 0 Conversation 8- 0 Deduction 8- 10 Defense Maneuver I-IV 1 Disguise 8- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 1 Mimicry 8- 3 Navigation (Air, Space) 13- 3 Paramedics 13- 0 Persuasion 8- 3 Scholar 2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 2 2) KS: History (3 Active Points) 13- 2 3) KS: Literature (3 Active Points) 13- 2 4) KS: Superpowers (3 Active Points) 13- 2 5) KS: The Superhuman World (3 Active Points) 13- 3 Scientist 2 1) SS: Astronomy 13- (3 Active Points) 2 2) SS: Biochemistry 13- (3 Active Points) 2 3) SS: Biology 13- (3 Active Points) 2 4) SS: Chemistry 13- (3 Active Points) 2 5) SS: Force Field Physics 13- (3 Active Points) 2 6) SS: Genetics 13- (3 Active Points) 2 7) SS: Gravitics 13- (3 Active Points) 2 8) SS: High-Energy Physics 13- (3 Active Points) 2 9) SS: Medicine 13- (3 Active Points) 2 10) SS: Physics 13- (3 Active Points) 0 Seduction 8- 0 Shadowing 8- 0 Stealth 8- 3 Tactics 13- Skills Cost: 110 Total Character Cost: 1017 Val Disadvantages 20 Enraged: by Betrayal, Treachery, Insults, Being Stunned or Taking BODY Damage in Combat (Common), go 11-, recover 11- 20 Hunted: DEMON 8- (Mo Pow, NCI, Capture/Kill) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Hunted: World-Threatening Menaces Gallery Issue Of The Week (the Crowns of Krim, Dr.Destroyer, Mechanon, Takofanes) 8- (Mo Pow, NCI, Capture/Kill) 15 Psychological Limitation: Adventurous, Amorous, and Funloving (Common, Strong) 15 Psychological Limitation: Aggressive In Combat And Loves A Good Fight (Common, Strong) 20 Psychological Limitation: Code of Honor ( Keep Your Word, Meet Any Obligation You Accept, Honor and Respect Good People, Protect the Innocent and the Environment, Always Avenge An Insult to a Friend or Yourself) (Common, Total) 20 Psychological Limitation: Committed To Save Humanity From Itself And Any Serious Menace And Make The World A Better Place (Common, Total) 15 Psychological Limitation: Feels He Must Prove Himself By Fearlessly Heroic Acts (Common, Strong) 10 Vulnerability: 2 x STUN Cold Attacks + Darkness Attacks + Dimensional Manipulation Attacks (Uncommon) 10 Vulnerability: 2 x Effect Cold Powers + Darkness Powers + Dimensional Manipulation Powers (Uncommon) 10 Vulnerability: 2 x STUN "Black" and Demonic Magic Attacks (Uncommon) 10 Vulnerability: 2 x Effect "Black" and Demonic Magic Powers (Uncommon) 10 Vulnerability: 2 x Effect Persuasion or Seduction Presence Attacks, from Desirable Opponents (Females with COM 16+) (Uncommon) Disadvantage Points: 215 Base Points: 1500 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background/History/Personality: The character is a survivor from an alternate future timeline. Coming from a point in time some years after 3000, he was a scientist fascinated by the reappearance of superpowers in reality who strived to replicate events like the origins of Arcane and Supernova to give people cosmic superpowers in a controlled way. Just at the time, Mechanon 3000 conquered Malva and getting control of its advanced tech, launched a savage attack on the whole galactic civilization. Our guy rushed his experiment, which worked... partially, giving him high-level cosmic superpowers, but with an imperfect tap on the universal pool of cosmic energy underlying all of reality, requiring him to keep access to cosmic radiation as a power medium. The war with the enemy went from bad to worse, as Federation scientists stole and tried to replicate his results, but utterly failed, opening the dimensional door to an even worse menace, the Kings of Edom. Despite the best efforts of our guy, in a relatively little time galactic civilization was overwhelmed and destroyed, and all his loved ones killed. In a last desperate attack against the enemy, the opposing powers interacted, and he was cast back in time to the 21st century, just at the apex of the first age of superheroes. After a period of readjustation, he settled down, judging his situation as a good chance to set things right this time. So he engaged a superheroic career, trying to defend Earth and Mankind from all menaces that may really threaten their continued survival. He focuses on World-Threatening Rogues, especially ones that wish to destroy or utterly ruin, not just conquer, like Mechanon, DEMON, Dark Seraph, the Slug, and to a lesser degree, Istvatha D'Van, Dr. Destroyer, Tyrannon. Against these, as well as normals that threaten to do some grevious harm to Earth, like severe polluters, terrorists that try to use WMDs, ruthless warmonger dictators, etc. he is extremely ruthless, acting as a vigilante judge, jury, and executioner (which has given him some severe problems with law enforcement agencies). With minor villains, he generally intervenes when they threaten the innocent, but otherwise he lets them live, and sometimes go when he thinks they may do more good than evil in the long-term. With the relatively benign high-powered ones that mainly play the power play, like Firewing, Gravitar, Holocaust, and Viperia, he cultivates a kind of friendly enimity, relishing the occasion for a really good fight. He reasons that when Earth will be really in danger, they might be a precious part of its defense. He has a rather strong disregard of laws, instead focusing on the end result: what are a few robberies, when you witnessed the death of an entire civilization, and there are nuts out there, that might open the door to the End of Everything? Keeping Darkness At Bay, that's really important. In his civilian identity as a scientist, he divides his time among trying to subtly advance current tech level, master the results of his experiment to create an army of superpowered defenders of the Earth (he has just succeded in unlocking the key to cloning himself), adn trying to drown the inner guilt about surviving his world in wild-eyed hedonism: club-hopping, hot women, thrillseeking, superpowered combat, all kinds of fun. He is reluctant on building important relationships, after seeing his former girlfriend dying, but he cannot deny the first stirrings of attraction for a cute coworker. At the same time, he feels tempted by some gorgeous supervillainesses he met in the field. He wonders whether his current presence in the past means his own future is fixed, or may be changed, or he ended up in some alternate timeline's past (he notices several minor differences from his own history knowledge), and he sways between angst at the thought of the horrible future that he witnessed unfold and the growing hope it might be changed. So far, he has reasoned that ruthlessly destroying all current menaces at mankind's survival (especially the ones that are the budding seeds of future destruction, like Mechanon and DEMON; keeping the bloody robot dead and exterminating the cult may be more difficult than he first thought, though) may lessen the probability of his future developing, and trying to prevent the premature end of the Age of Superheroes should mean the Galaxy will be better equipped with plenty of defenders if trouble arise. Nonetheless, he will do his absolute best to keep darkness at bay this time, whatever sacrifice it takes, either for himself or for others.
  17. Re: Miscellaneous char questions First of all, many thanks to all of you for the kind answers Hmm, probably I did not explain my idea clearly enough. The point is: the character has OIHID (nornal - cosmic), with a "mundane form" STR, a "cosmic form" STR (as a Power, the cosmic form has all of the chars boosted as Powers), and an "enhanced cosmic form" STR, which is a multipower slot in a Cosmic Force Control Multipower. Since the adding all of them together made total STR a bit too much high, I had thought of making the Multipower STR substitute, not added, to the "ordinary" STR. Problem solved now, I lowered Multipower reserve and slots slightly, so that global STR does not exceeds limits (STR ca. 110). I was thinking of requiring Extra Time (Full Phase) and Concentration (0 DCV) for the transformation to occur. Also willing to tackle Gestures and/or Incantation (dramatic pose and invocation of power as an unconscious psychological help to willing the powers activation through, the char has not yet come into full control of its powers, as shown by the Variable Limitation tagged to several powers). I was just unsure if Extra Time and Concetration alone were balanced. The char runs on a rough 1000-pts budget, so OIHID makes a remarkable point budget save. For now, I've made a Conditional Power Lim "Does Not Work Inside Radiation Shielding, Underground, or Deep Underwater" (-1/2) on almost all powers (except Life Support). SFX is that character needs a fairly good continous access to cosmic radiation to power his abilities. As written, the char is quite of a Cosmic powerhouse, but now there are some environmental Achilles Heel enemies may exploit, trapping him where he's mostly powerless, or hiding where he cannot battle them as effectively. As for the other suggested Disadvantages, I've incorporated most of them, for now, as they are all good ideas. Even if I'll have to drop some of them, to make room for Psych Lim (which I like, so I tend to gobble with) and Hunted (likewise) and keep total to 200-250. Vulnerability to Cold & Darkness fits, being thematically the opposite of the cosmic/stellar powerhouse concept, plus Vulnerability to "Black" or Demonic magic (also it fits with origin), and Vulnerability from Dimensional Manipulation, as someone else suggested. Maybe also a Vuln to Presence Attacks from a pretty face. So far, I foreseeing the personality as an uneasy mix of zest for life and scarred by veteran/survivor's guilt, so he might be swayed by a pretty face. Well, the main disdvantage he might get from Accidental Change is potential discovery of his Secret Identity. OTOH, I'm uncertain whether to keep Secret Identity as a Disadvantage at all (he has no DPNC, and no real need of a job, except as a useful cover, so I might drop both, or keep Secret Identity with a lower or 0-value. I'm not so sure of that. I can remember some mutant (in the sense of "born with superhuman powers") with cosmic powers (or psionic ones so advanced that they are effectively cosmic in scope), like Franklin Richards, Phoenix II (Rachel Summers), and their progeny Hyperstorm. Anyway, I wished to give the "Mutant" label to the character's powers, to signify that they are effectively embedded in the character's genetic structure (even if they were actually created by a super-science "radiation" accident), so that his clones or children may have them. Much like FF's powers were bestowed by cosmic rays, but all of their progeny has superhuman powers. Hope this helped! Quite helpful, thanks.
  18. Re: Miscellaneous char questions Oh, that angle will be more than abundantly covered. As a mtter of fact, the list of potential Achilles' Heels might need some serious trimming.
  19. Re: Miscellaneous char questions Well, while this looks as a very good Lim idea on many respects, I'm of two minds about it. On One Hand, magic or cosmic types drawign their energies might be less effective on extra-dimensional entities, which are extraneous to their frame of reference, on the other hand, they also might look as they should have effective as usual (them being the incarnate defense of their own reality). In the case I decide to use it, how would you put in rule terms: Vulnerability to Extra-Dimensional Attacks/Powers? Susceptibility (Extra-Dimensional beings), Limited Power Lim (Power Does Not Work Against Extra-Dimensional beings) ??
  20. Leaving aside for a moment the heated question of whether revolutionary superhumans that use their power to force societal change are heroes or scum, let's see a peripheral question: What would happen if such superhuman lose their struggle and are brought in chains before the status quo enforcers: they have engaged in resistence, maybe armed rebellion, against the government, destruction of property, maybe harming or killing of law enforcement or military or government personnel, or civilians like executives of polluting corporations ? What they can realistically expect ? Summary execution, life sentence, indefinite "hot sleep", prison term in a specially-built structure, capital sentence, interdimensional exile or super-science confinement, brainwashing, community service -or involuntarily servitude in the armed forces- with a mininuke in their brains ? Lets' assume no viable super-science method of permanently stripping a super of its dangerous powers exists, except keeping the super in eternal heavy sedation, killing, or brainwashing him. In more classical comic book conditions, what may the top tier of criminal supers like Firewing, Graviter, Holocaust , Viperia expect if caught ?
  21. Re: Seeing cartoons in Champion terms Space Ghost: OIF bracers with EB, RKA (for blasting stuff), TK, and Entangle in a Multipower with all slots having Variable Advantage and Variable Special Effects (he is a poster child for this Advantage). Bracers have either Gestures (he has to set controls on bracers before using them) or Restrainable (if his hands are grabbed, he cannot use bracers effectively). Birdman: the classical example for the Dependence Disadvantage. Solar Energy Multipower with flexible slots in EB, RKA (again, given the extreme Comic Code restraints on lethal violence, only used to smash inanimate stuff and robot opponents quickly and effectively), STR, TK, FF, FW, Flight, most or all of the Attack Power slots having Variable Advantage. Unsure if he has Entangle or not. Powers running after both personal END and a high-REC Endurance Reserve that only recharges in direct sunlight. Plus, a "direct sunlight" Dependence that clicks in say 6 Hours, but then accelerates quickly (say each Turn) and both lowers Active Point amount of Powers and gives Weakness (he's not only stripped of powers by sunlight deprivation, he's made weak as a baby). A rarely-used power is Healing linked to Major Transform (from mundane human to superhuman with solar powers similar to his ones). Shazzam: OIF ring (two halves, actually, to be worn by separate characters, or a single person on different hands) with Summon a 1500-pts Devoted genie with very large Cosmic Magic VPP. Ring has the Gestures (separate halves must be joined) and Incantation (magic word) limitations.
  22. Re: Seduction an Everyman Skill Mostly exact, except you have to reword that nearly always to often. People get success in it often enough to score successful dates, have someone listen to a sob story, and have co-workers and acquaintances to lend them a favor just on sympathy's sake. Since most people are able to pull off this now and then, it stands to reason that they are a basic proficiency. We are discussing giving a default free 8-, not a 13-. The kind of emotion appeal you mention is something people actually do all the time, and are successful more often than you imply. They are just much more indirect, with much implying and innuendo, and using them in more favourable circumstances than your example. That is indeed the field of the masters of the Skill, those who have so much honed their personal magnetism, that they can wrap much more direct and momentuous requests in irresistible charm. But Spies and Con Men do not rely on Familiarity: they buy the full Skill.
  23. Re: Seduction an Everyman Skill I acknowledge the fallacy. Then let's say Oratory at a self-help group for the social anxious, or PS: Lap-dancing among nuns. I wouldn't really say 8- much qualifies as "quickly and easily and/or under adversarial conditions".
  24. Re: Seduction an Everyman Skill Sample selection bias. You won't find Singing a very frequent skill among mutes.
×
×
  • Create New...