Jump to content

Chromatic

HERO Member
  • Posts

    367
  • Joined

  • Last visited

Everything posted by Chromatic

  1. Re: Should END be more? Was 2nd Edition essentially right? That triple digit Int comes in handy...
  2. Re: Should END be more? Was 2nd Edition essentially right? Longest combat I've ever seen, was a "battle of champions" style tournament at a DunDraCon years and years ago (I haven't been to DDC since 1989, so). Two martial artists, speeds 7 or 8, 11 turns. The fight started with a lot of high ocv, low damage type maneuvers, but eventually turned to evasion and find weaknesses. During the last few phases, the loser had effectively 1 or 2 pd versus the attacks due to multiple find weakness successes. (good thing he had reduction) It was pretty bloody on both sides, the victor was at 2 or 3 body and the loser was dying. The fight took almost 5 hours to play through as well. Ironically, I don't think that END was much of an issue, at least not on the part of the character I was playing. However both combatants snuck in recoveries during combat where they opportunity presented itself.
  3. Re: END -- Do You Need It? Storn makes the same points I did in the thread on "was 2nd edition End correct". This is I believe the crux of combat in the experienced campaign. Perhaps it has to do with some meta- categorization of levels of gaming experience/desire to get out of the campaign progress. At the early stages players want to just toss dice and do damage. Combat is the end-all, be-all for the game session. This progresses naturally to "power-gamer" mode. Eventually they progress to what I call teen-angst levels, some social interaction is desired, typically introduced in a long term story arc involving a hunted or dnpc or some such. Then the next stage might be the "great experiment" the what if I redo my powers this way? or what happens if I work on getting rid of that annoying girlfriend (or marry that lovely girlfriend) or stop that mob boss for good. And the social ramifications of actions have more effect than the pure combat aspect. Finally, there is the cineramic drama stage. Drama, plotting, and character interaction for the sake of telling a good story with your campaign friends. At these last two stages is where END, at what ever cost you place it becomes an important facet of the game. I look back at the characters and games played when I started Champions (1982ish) and then the kinds of characters I play today. They are very different, and even though I was no novice to rpg's at the time, I still had a way to go in my gaming experience. I shudder to think about how a game session might have progressed if I had been playing the kinds of characters I write up these days when I was in "power-gamer" or teen-angst mode back in college. hmmmm, well this was sort of in topic...... rep to you Storn and RDU Neil for getting me to think about this instead of what I'm supposed to be doing.
  4. Re: Always use the biggest gun I guess I should have elaborated for the marital artist: Just because it says only Martial Strike doesn't preclude him from describing his attacks variously as: I chop the side of the thug's neck, or I aim for his solar plexus to knock the wind out of his lungs, or I'm going to kick him in the nose. Any of those actions can have the game mechanic of "martial strike" and all have the same end result on success: 8d6 damage versus targets defense (PD in this case instead of ED for blaster above). The game mechanic is not important aside from gaging scale, effect, and result. You do not need to have 7 different energy blasts any more than you need 7 different strength stats or 7 different martial arts attacks to have a colorful and descriptive combat scene.
  5. Re: Always use the biggest gun It sounds like the issue here is mixing up game mechanics with special effects. Take two examples: Martial artist with just martial strike and dodge Blaster with energy blast and flight. Both are very simple, they have bought a game mechanic for doing damage and for presumably avoiding it. Clearly the Blaster is a one hit wonder, but does he need to be? Couldn't he use that energy blast he paid points for to do a number of things--blast the bad guy, shoot the rope holding the piano over the bad guys head, blast the glass sky light and cause the glass to fall all over the thugs, etc. The Martial artist is the same way, he might look like a one hit wonder, and you might have the urge to penalize him for not taking nerve strike, kick, fast strike, and leg sweep. But resist that urge, and instead encourage descriptions of the special effects of what that game mechanic has enabled him to do. I suppose we could delve into a discussion about the relative costs of the martial artist having to spend only 4 points versus the blaster spending 40....but let's not
  6. Re: Should END be more? Was 2nd Edition essentially right? Interesting that you desire to have combats taking longer, yet the house-rules we use in your campaign lend towards faster combat (the body of the attack reducing defenses). To set lengths of combat you have to factor in more than just End use. It's very similar to how a GM sets the power level of the bad guys. Take into consideration how much damage the heros can take, and how big a chunk of that total is going to be done with each successful hit. Then figure out how often the attack might be successful given the ocv/dcv involved. Now you have an idea of the total number of phases that Hero is going to last in combat. I know this very well from personal experience playing for the most part a "glass jawed normal guy". In his typical form, Laughton only has 22 stun (similarly to Nexus who spent a great deal of the recent past combats knocked out). Unless Laughton is lucky, or I pull out a trick from his bag of options, I know if he gets hit by someone other than a thug, he's gonna be stunned, and then soon after (like next phase) out. Thus with a limited exposure to combat more than likely, Laughton either avoids it, or goes for the front loaded "take out main threat". I plan on only being effective for 3 or 4 phases in combat, and thus generally push my first attack (using up the lion's share of my End in the process). As well, consider the combat mode, clockwork form. By design, the form is limited to the number of phases it can act (about 6 carefully planned actions/attacks) before rather large efforts are made to reset it (me and one other character have to spend two phases). The point is, combat in your campaign does not last a long time typically. It's dangerous for the heros involved, and we've (well I've) planned to make it as quick as possible, or avoided all together. So to that end (pun intended), End in your campaign's case is too cheap. It could easily be reverted back to 1/5 with little real effect on the mechanics of combat, though I know some of the heros will require some auditing to reset expectations and experiences. All this said, I think how it's set up is fine, the games are a tremendous amount of fun to play in, and the focus is on the contrived plots and personalities instead of what battle is going to be fought next. If combats lasted longer, they would become more of the focus of the game. That's fine if you want that kind of thing, but playing a hard boiled detective with triple digit intelligence doesn't lend itself very well to that environment....of course there is that 15' tall clock-work golem form.........
  7. Re: Should END be more? Was 2nd Edition essentially right? Two things: the typical combat with Supers is about 15 seconds. I admit I'm not in the shape I used to be, but I can still run full out for a minute or more without having to stop for a rest at the halfway point. 1/10 active takes that to the extreme. Many more characters these days have everything they do at 0 end. Perhaps a happy medium would be keeping the 1/2 end/0 end advantages (or making them 1/4 end/0 end) with the 1/5 active. Toss the rather spurious "some advantages cost end, some don't" second: end batteries aren't evil. Stupid min-maxing of a single power you would never ever use for the sake of filling an end battery with hundreds of endurance for the other powers is. I would ask, to what end? Are battles becoming too passe? Heros shrugging off having to endure hours and hours of combat? Or would you rather have the campaign play like a football game instead of a comic book, where the heros get obviously worn down quickly and need to fall back and recover. I know I've played around a _lot_ with recovery/end batteries/charges/speed to simulate different effects. Witness that clockwork form in your campaign. Personally, I think that the latest rules are a bit "end" light.
  8. Re: This week on "Champions"... What's so funny is that it's true. Alright, I'm submitting a write up to play him in a PBEM again.....
  9. Re: The Last Word "Hello." -- Bizarro Superman
  10. Heh. Penial Glance, has the "power to see your soul" In actuallity he's really a complicated disguise combined with Hamlet Laughton's extremely high Intelligence, and Deep Cover Perk
  11. Surely someone else has had Yin and Yang (martial artists most likely.) How about Sizzle and Pop (electrical powers and t-porter) Flick andFlack (bullseye type: oif objects of opportunity and grenade tosser) Rattle and Hum (telekinetic with vibration powers and sonics)
  12. Hmmm: The Sarcoplasmic Reciprocator: He was a bricking guy with an AOE Str transfer always on. The SFX were he effected smooth muscle tissue. His name was a pun on the sarcoplasmic reticulum......ok its a really poor and esoteric pun. I think I merely threatened to play him, good thing for the other players with no power defense. Death's Head: played only briefly in Andy Robinson's (of gadget book fame) campaign: a large disembodied skull, had mind control:single target and would order poor souls around and have them do his bidding. (since being a disembodied skull, he was pretty limited in what he could do himself.) He had pretty good presence too (oooh scary!) Mind Strum: another horrible monstrosity played to annoy the GM so that I could get back my real character . Same campaign Sam Bell had to bring in MindFLayer. Proudly, Mind Strum was worse, and only lasted about 4 sessions, Mind Flayer was around for about a dozen. Mind Strum had ego destruction and mental paralysis, along with tunneling and n-ray vision. Truely a marvel of ingeniousness. The Dreaded Eye Beam created steel beams (I-beams). From his eye (singular). Nuff said. Rodin my character in Zornwil's game: early in the campaign it was erroneously thought he was a guy who could either turn himself into an indestructable statue, or turn someone else into said statue. It has now been discovered that he is actually an alien with many gestalt type forms: block of ice that can melt and become pool of water; mass of sticky goo; blob of mercurical metal; large mass of monopol sub molecular magnets; flaming ball; pile of dust; etc. As new forms are discovered, he has greater control over their automation and movement capabilities. it's a talent.....
  13. All slots on the EC are just listing the limitations that were placed on the EC, not illegal, Hero Designer puts the limitations in the description each time. It's not taking the lims twice. Abusive? yes. Not in my game you don't? Certianly. Illegal? questionable on the characteristics slots, but HD passed muster on it with no error messages.
  14. oh and the Absolute range sense guy sounds like a good challenge
  15. Bah! Your hero-fu is weak! I give you a combination of the two recent challenges: This is a pair of twins who are mighty psionics, but physically weak (until they use their magic power rings and assume the forms of the MIghty Hero-FU Take that Nick Oracle! Hero-Fu Player: Val Char Cost 80 STR -10 33 DEX -30 50 CON -20 50 BODY -20 33 INT 23 33 EGO 46 115 PRE 5 4 COM -3 77 PD 0 73 ED 0 5 SPD 7 26 REC 0 100 END 0 115 STUN 0 6" RUN02" SWIM016" LEAP0Characteristics Cost: -2 Cost Power END 18 Telekinetic controlled body: Elemental Control, 100-point powers, (50 Active Points); all slots Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) 18 1) Telekinetic strength: +80 STR, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 4 18 2) Manipulated body: +33 DEX (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 18 3) Buffering kenetic zone: +50 CON (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 18 4) Psionically controlled molecules: +50 BODY (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 18 5) Impressive power nimbus: +100 PRE (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) 18 6) Impressive power nimbus II: +61 PD, Hardened (x2; +1/2) (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 18 7) Impresive power nimbus III: +63 ED, Hardened (x2; +1/2) (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 17 8) Impresive power nimbus IV: (Total: 100 Active Cost, 37 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 11) plus Damage Resistance (70 PD) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) plus Power Defense (28 points), Hardened (+1/4) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) 17 9) Impresive power nimbus V: (Total: 100 Active Cost, 37 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 11) plus Damage Resistance (70 ED) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) plus Lack Of Weakness (-35) for Resistant Defenses (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) 20 10) Impresive power nimbus VI: Energy Blast 5d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), No Normal Defense ([standard]; +1) (106 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) 18 11) Telekinetic Flight: Flight 25", Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) 10 27 His twin: Duplication (creates 200-point form) (40 Active Points); Always On (-1/2) 20 One mind - two bodies: Mind Link , One Specific Mind, Any dimension, Psychic Bond Powers Cost: 263 Cost Skill 3 Breakfall 16- 3 Bureaucratics 32- 3 Oratory 32- 3 Paramedics 16- 3 Persuasion 32- 3 Power 25- 3 Tactics 16- 3 Teamwork 16- 50 +5 Overall Skills Cost: 74 Cost Talent 15 Combat Sense 16- Talents Cost: 15 Total Character Cost: 350 Val Disadvantages 25 Physical Limitation: quadraplegic - wheel chair bound (All the Time, Fully Impairing) 10 Distinctive Features: Wizzened, wheelchair bound man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Megalomaniacal (Very Common, Strong) 20 Psychological Limitation: Overconfident (Very Common, Strong) 20 Reputation: Keep those crippled twins away from eachother!, 14- (Extreme) 10 Rivalry: Professional, Twin brother, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 35 Hunted: Who wouldn't want to kill this guy? 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Social Limitation: Public ID (Occasionally, Major) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  16. Here's an intersting "twin" concept that I played in a Pbem. It's not 5th edition, but the concept is different enough to warrant a posting imo: [Me|Bo]son Val Char Cost Roll Notes 10 STR 0 11- 100kg; 2d6 17 DEX 21 12- OCV: 6; DCV: 6 16 CON 12 12- 10 BODY 0 11- 15 INT 5 12- PER Roll 13- 8 EGO -4 11- ECV: 3; Mental Def. 8 18 PRE 8 13- PRE Attack 3½d6 12 COM 1 11- 6 PD 4 Total PD/rPD: 13/7 8 ED 5 Total ED/rED: 15/7 4 SPD 13 Phases: 3, 6, 9, 12 5 REC 0 32 END 0 30 STUN 7 Run: 6", Swim: 2", Jump: 2", Lift: 100kg Cost Powers END/Roll 3 Detect (+0 to PER); Time Required: Half Phase, +0; Range: Touch, +0 Molecular structure 5 Discriminatory Sense (Detect) Analyse molecular structure 30 Duplication (1 266-point forms); Gestures: Constant Power, -½; Increased END: ×4, -1½; Costs END: -½ 3 Instant Change; Clothes: Any Set, 10; Usable By Others: Power Lost, +¼; Only for Duplicate: -2; Identical Outfit: -1 2 Life Support: High Radiation; Linked: -½ 2 Mind Link; Minds: One Specific Mind, +5; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Those with Mind Link, -1 6 Mental Defense (8 pts); Add to Total 15 Multipower (30-pt reserve); upper 30 only when touching duplicate: -1 60 Multipower (60-pt reserve); upper 30 only when touching duplicate: +0 m-7 1d6 Transform (Major, Anything); Range: 185; Cumulative: +½ 4 u-3 1d6 Transform (Major, Anything); Range: 225; Cumulative: +½; Usable By Others: Simultaneous Use, +½; Only while touching duplicate: -½ 4 !m-2 1d6 Disruption Beam; Range: 50; Versus: ED; No Normal Defense: +1 1 u-1 2d6 Disruption Beam; Range: 125; Versus: ED; No Normal Defense: +1; Usable By Others: Simultaneous Use, +½; Only while touching duplicate: -½ 2 m-3 3d6 Heat Blast; Range: 75; Versus: ED 1 u-1 3d6 Heat Blast; Range: 110; Versus: ED; Usable By Others: Simultaneous Use, +½; Only while touching duplicate: -½ 2 m-5 2d6 Disintigration Beam; Range: 225; Only vs Inorganic Matter: -¾; Armor Piercing: 1, +½ 4 u-1 1d6 Disintigration Beam; Range: 150; Only vs Inorganic Matter: -¾; Armor Piercing: 1, +½; Usable By Others: Simultaneous Use, +½; Only while touching duplicate: -½ 3 m-3 Harden Air Force Field (7 PD/7 ED) 1 u-2 Force Wall (5 PD/5 ED); Range: 185; Width: 7", +0; Only while touching duplicate: -1; Usable By Others: Simultaneous Use, +½ 4 m-3 Instant Change; Clothes: Any Set, 10; Usable Against Others: ×1 mass, 1; Costs END: -½ m-9 10" Carrier Wave (Long Range 80"); Increased Range: ×8, +15; Long Range: 80"; Long Range (miles): 0.10; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0 2 u-3 10" Carrier Wave (Long Range 40"); Increased Range: ×4, +10; Long Range: 40"; Long Range (miles): 0.05; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0; Usable By Others: Simultaneous Use, +½; Only while touching duplicate: -1 2 u-4 Tunneling (5" through DEF 7); Tunnels: Not Left Behind, +10 1 19 END Reserve (95 END, 10 REC/turn) Cost Skills, Talents, Perks Roll 2 Professional Skill: Scientist 11- 6 +2 level w/Science Related Skills 3 Enhanced Perception (all) (+1 to PER) 3 Scientist 2 Subatomic Physics 12- 2 Chemistry 12- 2 Organic Chemistry 12- 3 Conversation 13- 3 Streetwise 13- 6 +2 level w/OCV on coordinated attacks 5 +1 level w/Multipower 115+ Disadvantages 15 Accidental Change (14-) Duplicates recombine when hit by molecular-based attacks 10 Enraged (14-, 11-); Circumstances: Uncommon, +5 Duplicate is dying/killed 20 Hunted: Jade Enclave (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 20 Normal Characteristic Maxima 15 Wacky/Unstable (Common, Strong) 15 Secret Identity: Morton Coswell 41 Susceptibility: When Dupe take sbody (1d6 STUN/Phase); Condition: Uncommon, +5; Any distance, Any Amount: +1¾ Costs: Char.: 72 Disad.: 136 Powers: + 229 Base: + 115 Exp.: + 50 Total: = 301 Total: = 301 Height: 178cm (5'10"), Weight: 78kg (172 lbs), Sex: Male, Age: 26 If I recall the background correctly, he was a scientist that was working on a unified unstable molecule field theory. He fell into his own experiment and became able to split his own atoms. Meson/Boson would finish eachothers sentences, refer to themselves in the third person. The basic premis of their powers is they are much more powerful when they are touching eachother and doing the same action, but they can split up and act as two separate characters sharing a single brain.
  17. One of my favorite remembered adventures involved the Boston Protectors campaign. Some insightful background: This was fairly early in the 11 year run of the campaign, probably year 2 or 3. The group was rather imballanced flavorwise: Scales: (played by Lemming) Big, strong, slow, covered in metal scales. Didn't have his full magic or VPP at this time. Chromatic Dragon: Martial Artist, Scientist/Skills guy. Think Batman with less gadgets and a better kick. Allen Richmond: Normal guy, favored student of Chromatic, basically a highly skilled normal DNPC. Veronique: Super fast martial artist with a nifty amulet with a bunch of ultra slots: desolid, invisibility, ego attack, teleport. Danielle, Veronique's DNPC : another highly trained normal. Ice Avenger: Had cold powers no flight, but armor, blast, darkness, some sciences that Chromatic didn't have. Con-Man: Brickish, with obviously very high Con. BattleDroid: Big alien robot of battle. Artful Dodger: Martial artist, who was rumored to have two peg-legs (character assassination through poor artistic capabilities-wheeee) the group was clearly hand-to-hand heavy. And at this point in the campaign, very light in the occult knowledge. We had been fighting groups of villains over shards of power, mystically powerful artifacts that could be tapped into and boost power levels. There had been roughly half a dozen or so encounters and the group had been partially successful in collecting the artifacts (Sam Bell's villain group the Sorority had collected the other bits). We eventually manage to get all the artifacts together in one spot (organized a truce with the Sorority) so that our two teams great minds could work together to discover the secret behind the power of the stones. Through some suberb dice rolls, and a leap of logic from the players, we figured out that all the power source stones possibly fit together to form a larger mass. It is decided that this is a _good_ thing. (in hind sight I see how foolish this was, ah but we were young and powerful at the time). Cut forward to the "big bad" scenario: When all the pieces are fitted together we discover they form a giant pentagram. It is at this point, that Danielle runs up and steps into the center of the powersource/pentagram. (now as I recall this adventure, there were a lot of wierd unexplained things that had been happening to the heros--the reason for that becomes immediately apparent) There is a huge explosion, and instead of Danielle, DNPC human; Glasya, ruler of many planes of Hell stands at the ready, laughing at us foolish humans. We have a huge battle, Protectors and our arch-nemesis the Sorority on one side, Glasya and her summoned hoards of demons on the other. We were doing ok, holding our own, until this exchange happens: GM: OK, Glasya moves across the area and blasts at you three Martial Artists. Players: we dive for cover. (three delays are used up) GM: Glasya's Spear gets to take its move on phase 3 now.... Players: wild looks of confusion until we get the understanding of the situation: Glasya has her Spear and Spetum bought as followers (on half her points) -- basically sentient weapons. The shock wears off and we manage to pull defeat out of the jaws of victory, and Glasya gets away that evening. She would return (a number of times) and eventually we beat her and banished her back to whence she came.
  18. whoops forgot to attach the image.....
  19. Funny, I can still remember my first Champs character even though I haven't seen the sheet or played him in ages. Funny thing is that when he was fairly benign if not boring in my first campaign, but when I brought him into the games in college, he wasn't received so well, I suspect. Maybe it was the sardonic chanting from the other players, "Kill Ra! Maim Ra! Ra, Ra, Ra!" They were just jealous. Ra was a Police lieutenant who was an amature archeologist that just happened to find a magic scarab necklace. He had light powers, and was basically an energy projector with flight, forcefield, invisibility and an attack that was constantly being rewritten. As one of the other players would tease, "yeah you need to beef up Ra a bit, he's hard to see, hard to hit, hard to hurt, and has an incredible energy blast." In truth, I think he had the one of the highest dex's, the largest forcefield, and invisibility. But hey, he did have more than one skill: detective work AND archeology.
  20. Swamp monsters always look better walking on the bottom of the swamp anyway. Hamlet Laughton is probably my least moral character, but even he wouldn't stoop to kicking a puppy. Handing out business cards with 900 numbers is one thing; brutalizing a source of child happiness is another. Of course, there are no keys to his part of the base, it's a retina pattern match along with a 128 character code that changes each time you enter it, so the sidekicks get nothing.
  21. I started thinking about a concept that would lead to being a complete combat oriented character. This is what I came up with:PenultimataPlayer: < Val Char Cost 100 STR 90 14 DEX 12 98 CON 176 35 BODY 50 18 INT 8 17 EGO 14 40 PRE 30 10 COM 0 50 PD 30 50 ED 30 6 SPD 36 40 REC 0 80 END -58 150 STUN 16 6" RUN02" SWIM025" LEAP0Characteristics Cost: 434Cost Power END 25 Reduced End -> Str: Naked Modifier, Reduced Endurance (1/2 END; +1/4) (25 Active Points) 50 Chitinous skin: Damage Resistance (50 PD/50 ED) 25 Hardened PD/ED (Chitinous skin): Naked Modifier, Hardened (+1/4) (25 Active Points) 15 Sight Group Flash Defense (15 points) 10 Increased Arc Of Perception (360 Degrees) with Sight Group 46 Life Support (Eating Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity 400 Years; 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) 5 Insectoid body: Extra Limbs (3) 20 Leaping +5" (25" forward, 12 1/2" upward) (Accurate, x8 Noncombat) 2 10 Alien physiology: Lack Of Weakness (-10) for Resistant Defenses 12 Insectoid Mind: Mental Defense (15 points total) 15 Power Defense (15 points) 30 Uncanny grace in combat: Physical Damage Reduction, Resistant, 50% 30 Uncanny grace in combat: Energy Damage Reduction, Resistant, 50% Unbeatable combatant 10 1) Gladitorial Spirit: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Can only be used on successive attacks on same target Power loses about a third of its effectiveness (-1/2) 2 20 2) I shall prevail!: Absorption 4d6 (physical, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2) 20 3) I shall prevail: Absorption 4d6 (energy, hand-to-hand attack and increasing the maximum), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Persistent (+1/2), [two powers] simultaneously (+1/2) (50 Active Points); Conditional Power Power Only Works Versus Attacks from Current Target (-1 1/2) 37 Healing BODY 1 point, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Self Only (-1/2) 30 Aid Stun 2d6, Trigger when Stun is negative (+1/4), Persistent (+1/2), Uncontrolled (+1/2) (45 Active Points); Self Only (-1/2) Powers Cost: 410Cost Martial Arts Maneuver Krav Maga 5 1) Kick: 1/2 Phase, -2 OCV, +1 DCV, 24d6 Strike 4 2) Fast KIck: 1/2 Phase, +2 OCV, +0 DCV, 22d6 Strike 3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 20d6 +v/5, Target Falls 4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 110 STR to Disarm roll 4 7) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 8) Escape: 1/2 Phase, +0 OCV, +0 DCV, 115 STR vs. Grabs 3 9) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 110 STR for holding on 1 10) Weapon Element: Blades 1 11) Weapon Element: Clubs Martial Arts Cost: 37Cost Skill 75 +15 with HTH Combat 3 Bugfall 12- 3 Demolitions 13- 3 Combat Piloting 12- 5 Rapid Attack (HTH) 3 Tactics 13- 3 Teamwork 12- Skills Cost: 95Cost Talent 24 Combat Sense (Rapid (x10), Sense) 17- Talents Cost: 24Val Disadvantages 25 Distinctive Features: 7.5' tall mantis: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 5 Physical Limitation: No fine manipulation on pincers (Infrequently, Slightly Impairing) 20 Physical Limitation: Alien physiology, Earth medicines do not work (All the Time, Greatly Impairing) 20 Social Limitation: Public ID: Gr'rrittck Th'htick (Very Frequently, Major) 10 Money: Destitute 10 Reputation: Mantis Alien gladitorial combatant, 11- 25 Psychological Limitation: Code of Honor (Very Common, Total) 15 Psychological Limitation: Will fight to the death (Common, Strong) 20 Psychological Limitation: Seeks gladitorial combat (Common, Total) 20 Psychological Limitation: Sees self as guardian of Earth, protector of the soft pasty things (Very Common, Strong) 15 Enraged: Berserk When losing in battle (Uncommon), go 8-, recover 14-, Berserk 15 Hunted: Firewing: 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) Disadvantage Points: 200Base Points: 300Experience Required: 500Total Experience Available: 500Experience Unspent: 0Total Character Cost: 1000 Height: 2.25 m Hair: None Weight: 150.00 kg Eyes: Red Appearance: Gr'rrittck Th'htick, or Penultimata as it is known on Earth, is a large insectoid alien. Roughly seven and a half feet tall praying mantis with pale green skin and large red multifaceted eyes.Personality: As Penultimata, Gr'rrittck Th'htick has resigned itself to understand that while it was defeated once, and is thus not the ultimate fighter any longer; it has successfully found the place of softlings. Penultimata lives to recreate its surrogate hive of beings that need protection and guardianship. But more than that, Penultimata seeks out those that would claim title over itself, and defeat them in combat.Quote:[Chitter, click] Do not worry small pasty softling, Penultimata will prevent your further humiliation in battle.Background: Gr'rrittck Th'htick could not conceive defeat. The concept itself was anthema to its very being. The fact that it had never lost a combat in the arena of battle in over fifty cycles was just a consequence. To find itself laying in the mud on its back with a foes weapon pointed at its thorax was completely inconceivable. None the less, that is exactly the situation that it found itself in. The ignomy and dishonor of hearing the roar of the fickle crowd was just the mustard topping on the ice cream sundae of disgust. This same crowd used to quake the caverns with echos of Gr'rrittck Th'htick's name being chanted. This same crowd would gleefully toss their own body parts for its consumption in victory. This same crowd was now chanting for Gr'rrittck Th'htick's blood. Having lost in gladitorial combat was utterly disenchanting to Gr'rrittck Th'htick. Its honor destroyed (in it's own mind) it felt it had no other choice but to self-exile from the only home it had ever known. Tales abounded in the dark secret passages of a distant world with bright skys and strange beings; soft beings with tender flesh; beings that perhaps could offer the limited challenge that one such as the puny and defeated Gr'rrittck Th'htick would barely be able to meet. Gr'rrittck Th'htick vowed that it would find this other place where it could again regain its honor and wash the painful memory of defeat. Powers/Tactics: Penultimata is focused in battle, it will not be deterred from taking down its chosen foe. Once its foe has been defeated, and only then, will it move to a new target. While it is fully capable of fighting with weapons, it prefers to duke it out open handed with the soft and pasty humans of Earth. While Penultimata is engaged in combat, as long as it continues to fight the same foe, it will increase the power of its attacks.Campaign Use:
  22. What was really funny were the looks of shock and horror from the uninitiated players at the table. Allen had 80+ body, full life support, damage reduction that only worked if he took body from the attack, and HIGH regen (4th edition he had 12 body a turn, from death that I treated as one body a segment). His defenses were such that an average attack would tend to bounce and thus not be reduced, but huge attacks were mostly ignored thanks to damage reduction and having over 100 stun. I think the record was something like 35dKA as he landed on a nice sharp spike from terminal velocity one con game. The thing was agents and thugs were his bane, and could easily take him down (well sort of, he took more stun from a 12d attack than a 30d). He also had a small VPP for "mutilation" tricks (flight only in zero gravity of space as he bites off his own fingers and tosses them in the opposite direction, you know grossly cool stuff like that) The other kitch with Allen was all his defenses and regen were bought with invisible effects. The special effect was he would look like a normal human who had taken that amount of body. Many a game he would be a smoking husk or skeleton running around finding weakness and smacking the bad guys with his nunchaks. Allen started as a DNPC, moved to a sidekick as he earned exp, and eventually became a PC. The last writeup he had almost 500 experience.
  23. Barry White recorded it too. I found more of his mp3's in a search than Isaac Hayes. Besides, White has a deeper voice more suitable for the Brutha Ankh.
  24. wait! now you're talking. I'll have 300 points of disads yet.
×
×
  • Create New...