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Randi

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Everything posted by Randi

  1. Re: Catalyst: A Champions campaign on Hero Central Hero Machine generates the image and stores the data in text format for future loading into Hero Machine. If you want to capture the image itself, you need to use some sort of image capture utility, such as the one I use, HyperSnap DX-5 (from http://www.hyperionics.com) to grab the image and store it in a jpg or other graphics file. I hope this helps.
  2. Thanks, Log! I hope so too. She's the secret daughter of Apocolypse and Mystique, put up for adoption, attended MEF and then disappeared, seeking to go work for and with Dr. McCoy. "It's not my fault they stuck me in MEF. I didn't much like their constant monitoring, probing questions, demonstrate your Mutant Power, do this test, that test, weekly blood tests, don't ever use your power except when authorized, and so on. Restrictions, restrictions. Do you know what I mean?" I think I misposted her date of birth. Subject to modification. She should be 18 or 19 in-game.
  3. Here are Rose's files... Do you want us to apply to the game on Hero Central? You have to turn on apps for me to do that. Revised char: Red Rose Player: Randi Val Char Cost 30 STR 20 30 DEX 60 30 CON 40 11 BODY 2 30 INT 20 30 EGO 40 30 PRE 20 20 COM 5 30 PD 24 30 ED 24 5 SPD 10 12 REC 0 60 END 0 41 STUN 0 6" RUN 0 2" SWIM 0 6" LEAP 0 Characteristics Cost: 265 Cost Power 120 Psi Powers: Variable Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Class Of Powers Available: Limited to this list, ± Advantages & Limitations and slots can be varied (-1/2) 0 1) Clairsentience (Sight Group And Normal Hearing), x32 Range (5,600"), Discriminatory, Mobile Perception Point (can move up to 6" per Phase) (60 Active Points); OAF: Small Crystal Sphere (-1) Real Cost: 30 0 2) Clairsentience (Sight Group), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OAF: Small Crystal Sphere (-1) Real Cost: 27 [Notes: Primarily to "Look Before You Leap" as a prelude to teleporting.] 0 3) Ego Attack 6d6 (60 Active Points) Real Cost: 60 0 4) Mental Entangle: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Cannot Be Escaped With Teleportation (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (55 Active Points); Cannot Form Barriers (-1/4) Real Cost: 44 0 5) Flash: Sight and Mental Groups Flash 11d6 (60 Active Points) Real Cost: 60 0 6) TK Flight: Flight 15", Position Shift, x4 Noncombat = 60", Reduced Endurance (1/2 END; +1/4), Usable Underwater (+1/4) (60 Active Points) Real Cost: 60 0 7) Force Field (12 PD/12 ED), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points) Real Cost: 60 0 8) Force Wall (8 PD/8 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) Real Cost: 60 0 9) Healing BODY 5 1/2d6, Can Heal Limbs (60 Active Points) Real Cost: 60 0 10) Holographic Illusions: Sight Group and Normal Hearing Images 1" radius, +/-9 to PER Rolls, Reduced Endurance (0 END; +1/2) (60 Active Points) Real Cost: 60 0 11) Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +1/2) (52 Active Points) Real Cost: 52 0 12) Mental Illusions 12d6 (60 Active Points) Real Cost: 60 0 13) Mind Control 9d6, Telepathic (+1/4) (56 Active Points) Real Cost: 56 0 14) Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points) Real Cost: 40 0 15) Mind Scan 8d6, +10 ECV (60 Active Points) Real Cost: 60 0 16) Missile Deflection (Telekinetic) (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points) Real Cost: 50 0 17) Shape Shift (Sight, Touch and Hearing Groups, limited group of shapes: Human and Human-like forms), Cellular, Imitation, Costs END Only To Change Shape (+1/4) (57 Active Points) Real Cost: 57 0 18) Telekinesis (40 STR) (60 Active Points) Real Cost: 60 [Notes: Optional: Fine Control and/or Porous at reduced TK STR.] 0 19) Telepathy 12d6 (60 Active Points) Real Cost: 60 0 20) Combat Teleport: Teleportation 8", x4 Increased Mass, Safe Blind Teleport (+1/4), Armor Piercing (x2; +1) (58 Active Points) Real Cost: 58 0 21) Teleportation 4", No Relative Velocity, Position Shift, x16 Noncombat = 64", x4 Increased Mass, Safe Blind Teleport (+1/4) (60 Active Points) Real Cost: 60 0 22) Teleportation 5", x4 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points) Real Cost: 60 0 23) Mental Transform: Major Transform 1d6+1 (Changes Memories or Psych Lim Disads, Healed back by dispel, drain, suppress, transfer or reverse transform), Improved Results Group (+1/4), Verses EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points) Real Cost: 50 0 24) Major Transform 2 1/2d6 (Anything into Anything, Healed back by dispel, drain, suppress, transfer), Improved Results Group: Any (+1/4), Improved Target Group: Any (+1/4) (60 Active Points) Real Cost: 60 0 25) Instant Change: Cosmetic Transform 2d6 (Clothing into Any Clothing, Healed back by dispel, drain, suppress, transfer), Improved Results Group: Any Clothing (+1/4) (12 Active Points); Clothes and Accessories Only (-1/2), Self Only (-1/2) Real Cost: 6 22 Damage Resistance (15 PD/15 ED), Hardened (x2; +1/2) (22 Active Points) 15 Hardened (x2; +1/2) (15 Active Points) applied to PD 15 Hardened (x2; +1/2) (15 Active Points) applied to ED 47 Life Support (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) 11 Regeneration: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: Cannot resurrect if body is placed in total darkness, until such time as exposed to light.] 4 Mental Defense (10 points total) 10 Power Defense (10 points) 20 Energy Sense: Detect A Large Class Of Things 15- (Sight Group), Discriminatory, Analyze [Notes: Built in: Enhanced Perception, Range, Sense, Targeting. Rose can sense energy, any kind of energy, from weak bioelectric fields to intense, powerful nuclear reactions. She can see power levels in mutants and even analyze their powers, how strong they are, what rank they are. She has not told anyone of this ability as yet, instead using it to identify surveillance and tracking devices the MEF used to keep an eye on her.] 10 Sight Group Flash Defense (10 points) 1 Teleportation: Fixed Location: X-Base (1 Locations) Powers Cost: 275 Cost Skill 3 Acting 15- 3 AK: Earth Geography (INT-based) 15- 3 Computer Programming 15- 3 Cryptography 15- 3 Deduction 15- 3 Electronics 15- 3 Inventor 15- 3 KS: Mutants and Mutant Menaces (INT-based) 15- 3 Paramedics 15- 3 Security Systems 15- 1 Seduction 8- 3 Stealth 15- 1 Streetwise 8- 3 Teamwork 15- 1 TF: X-Jet 3 Scientist 2 1) SS: Biology (Genetics) (INT-based) 15- 2 2) SS: Chemistry (INT-based) 15- 2 3) SS: Mathematics (INT-based) 15- 2 4) SS: Physics (INT-based) 15- Everyman Skills 0 1) AK: Hometown: New York City and Metro Area 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Language: English (idiomatic; literate) 0 6) Persuasion 8- 0 7) PS: Student 11- 0 8) Shadowing 8- 0 9) TF: Small Motorized Ground Vehicles 0 10) WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat Skills Cost: 50 Cost Perk 10 Vehicles & Bases Perks Cost: 10 Total Character Cost: 600 Pts. Disadvantage 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 20 Enraged: if innocents are harmed (Uncommon), go 11-, recover 11-, if callously and intentionally harmed: Become Enraged 14- and Recover 8- 15 Hunted: Mystery 8- (Mo Pow, Harshly Punish) 10 Psychological Limitation: Always Cool and Calm (Uncommon, Strong) 20 Psychological Limitation: CVK (Common, Total) 15 Psychological Limitation: Protective of innocents (Common, Strong) 15 Psychological Limitation: Wants to know who her real parents are (Common, Strong) 20 Reputation: Rank 5 Mutant, 14- (Extreme) 15 Social Limitation: Secret ID (Frequently, Major) 10 Watched: Fellow X-Men 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 150 Base Points: 450 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 -- Randi
  4. Re: X-Men: The Next Generation campaign on Hero Central Background Subject: Mutant 60506, Codename Red Rose Surname: Roberts; Christened: Rosa Rachel Date of Birth: Uncertain, listed as July 12, 2001. Birthplace of Record: Chicago, IL. Birth Mother: Unknown (Raven Darkholme). Adopted Mother: Annabelle Lee Roberts nee Merriweather. Real Father: Unknown (Apocolypse). Adopted Father: Jacob Adam Roberts. Adopted Siblings: One younger brother, Jeffrey Adam Roberts. Until age twelve, the most notable qualities of the adopted daughter of Doctors Jacob and Annabelle Roberts were prodigal mathematical and science abilities and an IQ beyond all standard measuring methods. At age eleven, the subject evinced abilities which she kept secret, but which had been observed nonetheless. When confronted with recorded video of her abilities, she admitted to them, but stated that she was unsure of them as yet, and that she wanted a better handle on them before reporting them to her adopted parents. Transfer to MEF allowed steady development of this Rank Five talent into a phenomenal ability to sense and alter (reshape) matter and energy... and she also has exhibited powerful psychic abilities. After seven years at MEF, she left suddenly, just after her eighteenth birthday. She simply did not show up for classes one day, and it is feared that she may have been abducted, or that she may have fled to avoid oversight of development of her abilities. Lengthy efforts to investigate the whereabouts of this subject in the intervening two years have been unsuccessful. It is unknown if Roberts acted on her own or if she had help to effect this disappearance. In addition to her mutant power, Rosa Roberts was an outstanding student, mastering mathematics and several sciences while at MEF and showing a keen interest in mutant genetics. She worked out regularly to keep her girlish figure, as she stated on many occasions, and always excelled at whatever she studied, having taken all the standard classes to acquire a well-rounded education. Indirect observations of this subject before and during her time at MEF have shown that she has continued to train and extend the potential of her mutant gift. It is possible that she plans to use technology to augment her genetic abilities, hence her keen interest in sciences, but there is no evidence to back this speculation. At peak effort, Mutant 60506 is capable of altering and redirecting tons of matter and megawatts of energy. Her upper limits have never been fully ascertained. Limitations: Unknown. Her defenses appear to be largely dependent upon her extreme toughness, though she has been known to block or dodge attacks, as well. Her instructors at MEF list her as Rank Five talent. Testing at MEF for psychic potential indicates high abilities, possibly rivaling Xavier. Psychological Profile: Ambitious and coldly logical. When asked what she wants to do with her life, she has repeatedly stated "Make the world a better place and help people to be all that they can be."
  5. Re: New Game: Remnants of Hope Sounds interesting. I'd like to see more about how you plan to structure the game (edit: Aha... just discovered that I can click on the "Setting" and "Supervillain" links... I'm checking that out now.). Is it a standard superhero sort of game, or are there special slants that we should be aware of and keep in mind for character design? You may recall me... I played Black Leather AKA "Ray" in Puck's short-lived game on Hero Central. Ray was based largely on Sylar from "Heroes" the TV series, but she's a good-guy sort where Sylar is far from a good guy. I am playing Ray in another game now, though that game is starting off a bit slow, so I might prefer to play a different character here. My long-time favorites are, in order of preference: 1. Shapeshifter ala Mystique or Odo, but often with different twists. 2. Mage-type, typically an Energy-Projector-Mentalist combo. 3. Healer with "Reverse Healing" Energy Projector attacks. 4. Weird alien who seems human but is really far from human (a dragon or an ancient, immortal goddess, for example). 5. Brick with twists... I like 'strange' and 'different' concepts. I have played many characters over the years, and I like finding something new and different and interesting to play. I don't like exact copycat characters, but power concepts are fair game... Wolverine's or Lady DeathStryke's healing powers, for example, but without the Adamantium claws, and maybe with some other Powers to flesh out the character. Good role playing is number 1 in my book; hack-n-slash combat-only games are not my cup of chocolate at all. Those are my preferences. Comments?
  6. HELP! I GM games on Hero Central where some of the players like to use overwhelming PRE attacks, walk in like Gods, roll 15 or 20d6 PRE, everyone surrenders, end of threat, end of game. Even with minuses like -1d6 for being in-combat, etc., it's still overwhelming. Everyone is Cowed, and they will do whatever they are told. "Surrender to the police and allow them to put on the megarestraints." Or "Bow down and worship me!" etc. My response has been to tell them I do NOT like overwhelming PRE attacks and I simply will not allow them; no more than 30 PRE. But the players object. So they try to find other ways, like building a CE with +20 vs Ego, or Drain Ego, Ranged, AeO, lots of dice... or the occasional mentalist power gamer with a 20d6 power suite: Telepathy, Mental Illusions, Mind Control... which just kind of messes up any GM plans. How do you suggest I handle players that want to have God-like Presence? Besides telling them to take a flying leap? Or introducing them to Menton?
  7. Re: Is anyone running Galactic Champions? Yes. Three other GMs and I are just getting started running GC over on Hero Central. It is a lot of work setting it up and getting familiar with the world of 3001, history leading up to that time, what tech is like and communicating all that to the players, not all of whom have the book. I have found that it also helps to have the AW, TE and SH books, which I just bought... more for the race information than anything else. Running it as an online game presents its own special problems in that not all the players have the book, though I try to encourage that as much as possible. Whenever I quote something from a Hero book, I make a note that they can buy the book from Herogames.com and that there's a lot more info in the books. And hope that Hero Games doesn't mind. (whoops... did I say that?). Unlike a Face-to-face game where you can pass the book around, in an online game where players can be all over the globe, that's a little difficult. We haven't actually started play yet, but we're about to do so. The other GMs and I have mapped out some plot plans and hopefully it will go well and not get stale.
  8. Re: Alien Wars Character Pack now in Online Store Thanks! Got it now! And... only so many hours in the day. So many games; so little time.
  9. I'm probably looking in the wrong place... But where exactly in the online store will I find the Alien Wars character pack? Are there other character packs available? Thanks!
  10. Re: Fantasy Web Resources Thanks, Everyone! Sounds like just what we need. -- Randi
  11. Fantasy Hero ship stats? Does anyone have any links to Hero System stats for boats or ships? e.g BODY, DEF, Movement, etc., that more or less mimic medieval timeframe real-life ships? Deck plans would be great, but one of my players is more interested in the stats for designing such vehicles for use in my Fantasy Hero game on HeroCentral.net. Thanks for any help! -- Randi
  12. Re: Cape Haven (so far) Looks good, Rec. In regard to some of Lord Liaden's comments: Knowing how politicians and police like to be 'in control', I would expect that the police would have power armor (iron guard or turtle armor, for example), high-powered energy weapons, power restraint devices meant to suppress super powers, etc., just to give them at least an equal footing with the supers in town, especially the villains. There is only so much technology can do, though, hence a certain amount of reliance on and need for super heroes. Sound good? I look forward to playing. -- Randi
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