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MisterD

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Posts posted by MisterD

  1. Originally posted by Crimson Arrow

    Strikes me that maybe he did some kind of self-improvement course (from a book, a video, or maybe even some kind of experiment) and it took really well on him.

     

    There was the trademarked accident at school. I do not want to give too much away on the board without GM ok.

     

    The problem with this is, in what way is the change disadvantageous? There was a debate over whether Colossus could take OIHID because he triggered his change mentally and some argued that it was effectively impossible to stop the transformation. Others pointed out that Piotr had to turn into a huge statue of living steel to do that and that this stood out and was clearly a disdvantage.

     

    A few of his abilities are linked to his self-actualization.

     

    might need to find out if the campaign will view the OIHID thing as sufficiently limiting.

     

    I will as the GM

     

    I pefer the idea of a self-improvement course, by the way. The campus experiment or whatever is a bit cliched, even if it does have more plot hooks.

     

    Thanks.

  2. OK

     

    Exchanged Transform with Mind Control and added some stuff. Character now has full character and disadvantage points.

     

    Looking for some comments and suggestions on charactersheet and background.

     

    Trying to get character set for game A.S.A.P.

     

    Thank you.

  3. I am working on a character (or substitude charater) for a PBEM game.

     

    OK. I managed to fill up all the character and disadvantage points.

     

    I traded the Transform to Mindcontrol (It will take a while to break out I think)

     

    OK. Any other comments or suggestions on background or character sheet?

     

    BACKGROUND

     

    Deuit Dumas did not have a happy childhood. Since early elementary school he has been the but of jokes and teasing that he has never been able to escape. Deuit has been called Dimwit Dumb Ass by everyone but his parrents and teachers (and a few times a few teachers let a Mister Dumb Ass slip)

     

    Even with the love and support of his parents, Deuit's self esteem has taken a beating.

     

    When Deuit reached age 14 his parents decided he was old enough and mature enough to take care of himself so they took more and longer seminars and out of state meeting leaving Deuit alone alot of the time.

     

    With all the 'friendship' and 'support' Deuit received growing up he has been on the loweest rungs of the academic social ladder. He has walked through loif looking at other students, envying their skills, abilities and ease they socialize.

     

    (Insert GAINING or ACTIVATION of super power here)

     

    Deuit was able to reason out that whatever gave him these new abilitied allowed him to actualize the self he always wanted to be and seemed to tailor themselves to his conscious and subconscious desires.

     

    ENVY

     

    Player:

     

    Val Char Cost
    10/20 STR 0
    10/20 DEX 0
    10/20 CON 0
    10/20 BODY 0
    10/20 INT 0
    10/20 EGO 0
    10/20 PRE 0
    10/20 COM 0
    2/8 PD 0
    2/8 ED 0
    2/4 SPD 0
    5/15 REC 2
    20/50 END 0
    20/50 STUN 0
    6" RUN02" SWIM02"/4" LEAP0Characteristics Cost: 2

     

    Cost Power END
    Enhanced Self Image, all slots: Only In Heroic Identity (-1/4)
    8 1) +10 STR (10 Active Points); Only In Heroic Identity (-1/4) 1
    24 2) +10 DEX (30 Active Points); Only In Heroic Identity (-1/4)
    16 3) +10 CON (20 Active Points); Only In Heroic Identity (-1/4)
    16 4) +10 BODY (20 Active Points); Only In Heroic Identity (-1/4)
    8 5) +10 INT (10 Active Points); Only In Heroic Identity (-1/4)
    16 6) +10 EGO (20 Active Points); Only In Heroic Identity (-1/4)
    8 7) +10 PRE (10 Active Points); Only In Heroic Identity (-1/4)
    4 8) +10 COM (5 Active Points); Only In Heroic Identity (-1/4)
    3 9) +4 PD (4 Active Points); Only In Heroic Identity (-1/4)
    3 10) +4 ED (4 Active Points); Only In Heroic Identity (-1/4)
    8 11) +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)
    10 12) +6 REC (12 Active Points); Only In Heroic Identity (-1/4)
    4 13) +10 END (5 Active Points); Only In Heroic Identity (-1/4)
    8 14) +10 STUN (10 Active Points); Only In Heroic Identity (-1/4)
    5 15) Know thy self: Mental Defense (8/10 points total) (6 Active Points); Only In Heroic Identity (-1/4)
    26 16) Self Defence: +4 with All Combat (32 Active Points); Only In Heroic Identity (-1/4)
    10 17) Rapid Healing: Healing (Regeneration) 2 BODY, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2), Only In Heroic Identity (-1/4)
    103 Envy: Variable Power Pool (Mimicry Pool), 80 base + 23 control cost, (120 Active Points); Target must be within 10" or LOS (-1/2), No power memory (copying a new power removes an old power) (-1/4)
    25 You are my girlfriend now: Mind Control 5d6 ( Human class of minds), Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1), Cumulative (x4 max.) (+1) (81 Active Points); Limited Power Power Only Works On Women (-1), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Set Effect- (You are my loving, obedient and submissive girlfriend) (-1/2), Does Not Provide Mental Awareness (-1/4) 8
    Powers Cost: 305

     

     

    Cost Skill
    4 Computer Programming (Hacking and Computer Security, Personal Computers) 11- (13-)
    3 Concealment 11- (13-)
    5 Cramming
    3 KS: Academia 11- (13-)
    3 KS: Fantasy and Science Fiction Literature/film/TV 11- (13-)
    13 Power 16- (18-) [Notes: Deuit understands the shapeing of his power]
    3 PS: Student 11- (13-)
    3 Stealth 11- (13-) [Notes: Deuit has spent alot of time trying NOT to be noticed.]
    1 TF: Small Motorized Ground Vehicles
    Skills Cost: 38

     

    Cost Perk
    5 Money: Well Off
    Perks Cost: 5

     

     

     

    Total Character Cost: 350

     

    Val Disadvantages
    20 Normal Characteristic Maxima: No Age Restriction
    20 Distinctive Features: Geek/ nerd / Dweeb (Deuit) or powerful Aura (Envy) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    20 Psychological Limitation: Code vs Killing (Common, Total)
    15 Psychological Limitation: Vengefull (Common, Strong)
    15 Psychological Limitation: Treats his 'girlfriends' as toys (Very Common, Moderate)
    10 Reputation: Lower rung in School social Ladder, 11-
    15 Rivalry: Professional (Just about everyone), Rival is More Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    10 Social Limitation: Minor (Frequently, Minor)
    15 Social Limitation: Secret ID (Frequently, Major)

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

  4. One FW option I have is the character with FW also needs a related skill.

     

    FW and and Anatomy skill (FW only vs people.)

     

    FW and Architecture Skill (FW only vs buildings (Helps with demolition damage))

  5. Aqua

     

    Player:

     

    Val Char Cost
    10 STR 0
    18 DEX 24
    20 CON 20
    12 BODY 4
    13 INT 3
    11 EGO 2
    15 PRE 5
    18 COM 4
    10 PD 8
    10 ED 6
    4 SPD 12
    12 REC 12
    40 END 0
    27 STUN 0
    6" RUN018" SWIM017" LEAP0Characteristics Cost: 100

     

    Cost Power END
    Body of Water
    60 1) Physical Damage Reduction, Resistant, 75%
    30 2) Energy Damage Reduction, Resistant, 50%
    27 3) Body Of Water: Desolidification (affected by water, fire, cold attacks) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
    48 Water generation/manipulation: Multipower, 60-point reserve, all slots: (60 Active Points); Custom Modifier (Requires humidity; -1/4)
    5u 1) Water Blast: Energy Blast 12d6 (60 Active Points) 6
    4u 2) Pushing Water Blast: Energy Blast 6d6, Double Knockback 2x KB (+3/4) (52 Active Points) 5
    4u 3) Splash Blast: (Total: 60 Active Cost, 43 Real Cost) Energy Blast 8d6 (Real Cost: 40) plus Sight Group Flash 4d6 (20 Active Points); Linked to Energy Blast (-1/2) (Real Cost: 13) 6
    3u 4) Spash In The Face: Sight and Additional Sense Groups Flash 6d6 (35 Active Points) 3
    4u 5) Opaque Water Wall: Force Wall (10 PD/8 ED) (Opaque: Sight Group) (55 Active Points) 5
    4u 6) Fire Extinguisher: Dispel Fire Powers 12d6, One At A Time (+1/4) (45 Active Points) 4
    2u 7) Hydrokinesis: Telekinesis (30 STR), Affects Porous (55 Active Points); Only On Water (-1) 5
    16 Hydro-propulsion: Multipower, 16-point reserve
    2u 1) Super-Swimming: +16" Swimming (18" total) (16 Active Points) 2
    1u 2) Water Column: Flight 8" (16 Active Points); Only Within 8" Of Water (-1 1/2) 2
    1u 3) Geyser: Leaping +15" (12" forward, 6" upward) (15 Active Points) 1
    Powers Cost: 211

     

     

    Cost Skill
    3 Bugging 12-
    3 Bureaucratics 12-
    4 Computer Programming (Computer Networks, Personal Computers) 12-
    3 Criminology 12-
    2 KS: Environmental protection polocies 11-
    2 PS: Environmental Protection agency water ways department 11-
    6 +2 with Water/Ice attacks
    6 Penalty Skill Levels: +3 vs. Range Modifier with Woater generation/manipulation
    Everyman Skills
    0 1) Acting 8-
    0 2) Climbing 8-
    0 3) Concealment 8-
    0 4) Conversation 8-
    0 5) Deduction 8-
    0 6) Paramedics 8-
    0 7) Persuasion 8-
    0 8) Shadowing 8-
    0 9) Stealth 8-
    0 10) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
    2 11) KS: Environmental Law 11-
    Skills Cost: 31

     

    Cost Perk
    2 Fringe Benefit: Local Police Powers
    3 Access
    3 Computer Link
    Perks Cost: 8

     

     

     

    Total Character Cost: 350

     

    Val Disadvantages
    20 DF: Made of water (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    5 Side Effect: Everything she touches get wet.
    20 Enraged: Facing Toxic-Waste dumpers (Uncommon), go 14-, recover 11-
    15 Hunted: Eliminatrix Waste Management Lmtd. 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
    15 Phys. Lim.: Body made of water (All the Time; Slightly Impairing)
    10 Psych. Lim.: Protective of natural water sources (Uncommon; Strong)
    10 Psych. Lim.: Hunting Eliminatrix Waste Managment Lmtd. (Uncommon; Strong)
    15 Soc. Lim.: Public ID: Holly Hunter / AQUA (Frequently; Major)
    10 Susceptibility: Touching alot of poluted water 1d6 damage, per Turn (Uncommon)
    10 Reputation: Environmentally Conscious Heroine 11-
    10 Vulnerability: 1 1/2 x STUN Fire/Heat attacks (Common)
    10 Vulnerability: 1 1/2 x BODY Fire/Heat attacks (Common)

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  6. My ideas. Just brain storming

     

    1) Closer look and explanation on limitations and advantages related to foci. (Charges, OAF, OIF..., Activation, ECT)

     

    2) Ammo: broken down to or grouped in Bullets, Arrows, Ect.

     

    3) Utility Bults (MP and VPP versions)

     

    4) Weapo.... Well. that is an automatic given.

     

    5) Computers (Wrist, Battlearmor control computer, Hero-Base computer)

     

    6) Character as computer (Cameras to see. Microphones to hear, speakers to speak, holograms to be seen)

     

    7) Q's toy-chest (ala James Bond)

  7. Originally posted by Captain Super

    Just a few thoughts,

     

    Instead of steam power, which requires heat generation, why not have ice shards as a rka or even RKA Auto fire. Also, I understand that all of the powers in the MP have the advantage affect real world, but doesn't it have to apply to each of the slots, thus increasing each slot cost? Otherwise you get an unfair and amazing point cost savings.

     

     

    JMHO

     

    I thought that with the APW Advantage on the MP All her abilities would affect the physical world.

     

    Instead of putting the advantage on the Pool I have to put it on each slot?

  8. I have a water based character for review.

     

    Breif origin. Holly winters was an investigator for the EPA. She hound a company that dumps toxic waste into a local river. The bad news was the company has also found Holly. The managed to find and destroy her proof before she could infor her superiors. They also sealed her in one of their barrels and dumped her in the river. A year later AQUA was born.

     

    She needs 30 points in Disads, maybe a different group of skills and just some general reviews.

     

     

    Aqua

     

    Player:

     

    Val Char Cost
    20 STR 0
    18 DEX 24
    15 CON 10
    10 BODY 0
    13 INT 3
    11 EGO 2
    15 PRE 5
    16 COM 3
    10 PD 10
    10 ED 7
    4 SPD 12
    11 REC 16
    35 END 3
    25 STUN 7
    11" RUN012" SWIM06 1/2" LEAP0Characteristics Cost: 102

     

    Cost Power END
    Permanent Water Form
    45 1) Body Of Water: Desolidification (affected by water, fire, cold attacks), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Cannot Pass Through Solid Objects (-1/2), Always On (-1/2)
    30 2) Physical Damage Reduction, Resistant, 50%
    15 3) Energy Damage Reduction, Resistant, 25%
    Aquatic Adaptation
    5 1) Breathe Underwater: Life Support (Expanded Breathing)
    3 2) Underwater Comfort: Life Support (Safe in High Pressure; Safe in Intense Cold)
    3 3) Aquatic Movement: Environmental Movement (Water)
    96 Water and Ice generation/Manipulation: Multipower, 40-point reserve, all slots: Affects Physical World (+2) (120 Active Points); Custom Modifier (Needs humidity; -1/4)
    3u 1) Water Blast: Energy Blast 8d6 (40 Active Points) 4
    3u 2) Fire Extinguisher: Dispel Fire Powers 10d6, One At A Time (+1/4) (37 Active Points) 4
    2u 3) Watery Regeneration: Healing 3d6 (standard effect: 9 points) (max. Healed Points: 18), Can Heal Limbs (35 Active Points); Only when totaly submerged in water (-1/2) 3
    1u 4) Dence Water: +10 STR (10 Active Points); No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) 2
    3u 5) Ice Block: Entangle 3d6, 5 DEF (40 Active Points) 4
    2u 6) Steam Blast: Killing Attack - Ranged 2d6 (30 Active Points); Limited Range (25") (-1/4), No Knockback (-1/4) 3
    10 Hydor-Propulsion: Multipower, 10-point reserve
    1u 1) +5" Running (11" total) (10 Active Points) 1
    1u 2) +10" Swimming (12" total) (10 Active Points) 1
    Powers Cost: 223

     

     

    Cost Skill
    3 Bugging 12-
    3 Bureaucratics 12-
    4 Computer Programming (Computer Networks, Personal Computers) 12-
    3 Criminology 12-
    2 KS: Environmental protection polocies 11-
    2 PS: Environmental Protection agency water ways department 11-
    6 +2 with Water/Ice attacks
    Everyman Skills
    0 1) Acting 8-
    0 2) Climbing 8-
    0 3) Concealment 8-
    0 4) Conversation 8-
    0 5) Deduction 8-
    0 6) Paramedics 8-
    0 7) Persuasion 8-
    0 8) Shadowing 8-
    0 9) Stealth 8-
    0 10) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
    Skills Cost: 23

     

    Cost Perk
    2 Fringe Benefit: Local Police Powers
    Perks Cost: 2

     

     

     

    Total Character Cost: 350

     

    Val Disadvantages
    20 DF: Made of water (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    20 Enraged: Facing Toxic-Waste dumpers (Uncommon), go 14-, recover 11-
    15 Hunted: Eliminatrix Waste Management Lmtd. 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
    15 Phys. Lim.: Body made of water (All the Time; Slightly Impairing)
    10 Psych. Lim.: Protective of natural water sources (Uncommon; Strong)
    10 Psych. Lim.: Hunting Eliminatrix Waste Managment Lmtd. (Uncommon; Strong)
    10 Reputation: Environmentally Conscious Heroine 11-
    10 Vulnerability: 1 1/2 x STUN Fire/Heat attacks (Common)
    10 Vulnerability: 1 1/2 x BODY Fire/Heat attacks (Common)

    Disadvantage Points: 120

     

    Base Points: 200

    Experience Required: 30

    Total Experience Available: 0

    Experience Unspent: 0

     

     

    PS: I lost the HERO BOARD template that reproduces the HERO charactersheet.

  9. It is o45 am and I had some questions that would not leave my mind alone.

     

    I will post two here and hope it is enough. Will post other later.

     

    1) How can one summon a fire?

     

    2) Can an animate fire ability be a Summon slavishly loyal fire elemental or use Images to sight and touch?

     

    Hey. the pressure has lessened.

     

    I can go to sleep now.

  10. Is there a way to develope a combatblock character sheet. I do not need to know as a GM I do not need to know the charcter's COM. If he is supper good looking, I will see the DF or in a one paragraph description it will say he is extremely good looking.

     

    So just a block of combat relative stats and powers. Skills character may use in the adventure, Disads to help roleplay and any susepts and Vulns,

     

    Maybe in the back of the book a chart with combat reative stats and a list of powers/Defences/Disads that would come into effect during a game.

     

    I know not all everything can be predicted, but a villians Knoledge of 101 languages are not important if all the characters in an adventure speak the same leanguage so no need to list all languages with level of conversation and literacy.

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