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Vanderbilt_Grad

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About Vanderbilt_Grad

  • Birthday 12/04/1968

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  1. Interesting site. Lots of words but little actual info. What they do give you in enough of the ideas and philosophy to try to hook you into buying the books and tapes.
  2. 12d6 attack + 8 SPD would be high for me. I would suggest either toning down the STR a bit if the SPD is going to stay high or vice versa. However this guy’s biggest problem is that he has no movement powers. He seriously needs some extra running and/or leaping. Swimming would be good too. As he is written the player is going to have to use a lot of those 8 actions just getting from point A to B so he has a shot with Totem Man's Hand Attack. The MP only needs 57 points not 60. Agree with previous comments about CON, DEX, & INT. Cats, even the big ones, are more well known for DEX than CON. I would raise the INT to 13 or 18 on this guy. More enhanced senses would also be neat. How about improved hearing or something that lets him sense ‘spirits’ … would be perfect for a supernatural predator. Skill wise & perk wise he could also use a bit more IMO. KS- Spirit Totems, KS- Native Lore, AK- Home Hunting Grounds, etc. would be perfect add-ons. This guy could also use a contact or two. A shaman that helped him connect with their totem might not be a bad idea.
  3. More important than finding out powers IMO would be discovering weaknesses. Maybe the heroes have vulnerabilities that she or her allies could exploit in the future. Another idea is tailored drugs or diseases. Give a beautiful hero total zit face for a week. Make a drug that lowers inhibitions and slip it to the target and just stand back and watch them do things that they will regret later. Make them become physically ill in front of the press. Nothing like tossing your cookies or staining your tights during that big interview. More interesting that just making evil clones is making clones for the sole purpose of leaving planted evidence that incriminates the heroes. Feel free to steal, murder, and generally be bad while the heroes take the blame. If you make them really sick beforehand they might not have a good alibi either. Making them all really sick right before a major operation also decreases the chances that they will be able to bust you. Finally … understanding their powers might give you the key to really messing with them. Slip the heroes something that will make their powers go haywire. With a bit of luck they might accidentally fry someone which somehow seems to really freak out most good guys.
  4. How about a variation on Damage Reduction - Arcane Defense would reduce magic effects by 25, 50, or 75% per current DR rules.
  5. Well I don't have FH, but my suggestion would be to do something like mandate that all mages have Vulnerablity x1.5 Stun from Magic. If you use magic it can burn you more easily..... That way mages may be powerful ... but your non-mages have a free perk.
  6. Me either. Does it have anything to do with: "And one time, at band camp...."
  7. Your Artery Pinch needs "Does Body (+1)" I haven't commented on your conversions much in general ... but IMO the characteristics have been a bit low for most of them. I also would be surprised if Jean were stronger than Bobby, but you have Iceman with only a 10 str. Philosophically I also think that their armor should *not* have the activation roll. Yes it doesn't cover their entire body but that doesn't automatically mean activation roll ... just that a called shot can bypass the armor. IMO it also might not be a bad idea to take the flight & force field out of the MP. Also wouldn't be out of character to combine both MP pools as one large 'psychic powers' pool. I don't ever really recall her using big TK stuff like the force wall while simultaneously reading someone’s mind.
  8. Just buy an EB with Trigger & No Range. Set the trigger to be something like 'Triggered by successful block.' Expensive but that is as it should be & it avoids the problems with damage shield.
  9. That would go a long way towards making her work for my game too.
  10. Sorry Gary, I really meant to comment on Lariat earlier. I think that I can sum up my thoughts best by saying the following: “Wow.†Lariat is 100% legal … and the perfect example of why STR is too cheap as is IMO. I do like the concept though. She is interesting. Her main attack DC and defenses are a bit too high for my style of gaming (busts my campaign limits big time) but I can see why you would want to play her.
  11. Psychologoy. Why the inner circle wants to bring back/serve the kings of Edom (I will note that I liked the stuff in the Ultimate Supermage in this respect). Why normal cultist join. Things that can be used as plot seeds for DNPCs and mystic heroes, i.e. how DEMON can tempt them. Info on how DEMON interacts with what we know of the Mystic and Super Heroic worlds. Include suggestions on why DEMON would hunt a particular hero and what that would involve. A coherent DEMON style & theory of magic. While experienced members might know more than one style I would expect a common tradition or two to bind most of DEMON together. Stuff on magic items ranging from the big plot devices to info on just how DEMON manages to mass produce all the stuff their cultists use. Suggestions on what to do when PCs take DEMON made items and start to use them….. I want DEMON to be more creepy than over the top. I want suggestions on how to uses them in different types of games (low powered, high powered, 4 color, realistic, etc.) I’m not big on using historical figures like Baba as inner circle members. I will not object to one or two but I don’t really like it. I dislike the magic / tech mixing even more. I like DEMON as a pure magic org … but perhaps one that uses tech occasionally to mislead or has a small internal tech group.
  12. This character looks fantastic now! The single weakness I see is in regards to movement. Spending 2 points to buy running up to 7" would make a big difference IMO. A vehicle like a motorcycle wouldn't be a bad future add-on either.
  13. More heromaker stuff. These 3 pictures are part of a college based team I'm working on. Amber is the team's new age peudo-mystic psychic.
  14. More heromaker stuff. These 3 pictures are part of a college based team I'm working on. Matter Maker is a young chemical engineer with the ability to create almost any sort of matter.
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