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Elbandit

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Posts posted by Elbandit

  1. As a brief hiatus, I am getting back into miniature painting specifically for my Champions camapign. So I now have a couple of questions;

     

    What do other people use for thier police figures? Fire fighters?

     

    What about viper agents?

  2. Re: Unexpected Collisions?

     

    Can you give an example of a specific speedster, and what book he's in? I'm drawing a blank and would need to look it up.

     

    Theala

     

    My bad! I checked the offical HERO speedsters and none of them have the disadvantage, though a lot of the ones on the HERO board have it. The disadvantage is from the CHampions Genre book under the speedsters section.

     

    I am not sure if that helps or not.

  3. Howdy!

     

    I have noticed, and blindly used, that a number of speedsters have the disadvantage "Unexpected Collisions." In your games, what would constitute an unexpected collision?

     

    Obviously if the character actually ran into something, it would count. What else would fall under the disadvantage?

     

    Would knockback count? Damage when performing a move through? Damage from a move through? Damage from being thrown?

     

    I may just be thinking about this too hard.

  4. Re: Favorite Superhero Lines

     

    From the animated Justice League Episode "Kid Stuff"

     

    Kid Wonder Woman: That's enough!

    Girl: You can't tell us what to do. You're not our mom.

    Kid Wonder Woman: No, but I promise you - we will find all your moms. And I'm going to tell!

     

    So many good lines from that awesome show :)

  5. Re: Character for Review: Blue Nova

     

     

    I missed the Costs End lim on that actually. A speedster really shouldn't be hit very often' date=' so it's ok to have a huge DCV. It's just that the combination of such potent offense with such a high speed and CV can be devestating if the rest of the party/world is not up to snuff.[/quote']

     

    I have been thinking of reducing the bonus down to a +8, which still keeps him at a 15 DCV, especially since I know the player will need to scrap sopme points. Course it also allows him room for advancement at some point on that ability.

     

    It's not a side effect. It's a straight up damage shield and a deadly one at that. It's a seperate power' date=' not a limitation on his other powers, despite the fact that it is inconvinent at times.[/quote']

     

    Ah! I never thought about it like that.

     

    I personally tend to handwave a Speedsters uncanny ability to maneuver at super human speeds. However' date=' you could possibly give the character a Physical limitation that prevents him from using his full speed without the helmet. Or write it up as a limited form of megascale senses.[/quote']

     

    I included it because the USPD has the ability listed as a necessity. Though I have noticed that none of the offical HERO speedsters has that power ... I wonder if that will change when The Ultimate Speedster comes out.

     

    It just sorta seemed to make sense to me. In any event' date=' I'll try to do a write up of the character for you tonight. It will be quite a bit more expensive though without the lims... [/quote']

     

    Coolness! I look forward to seeing your version of the character.

     

    I have been tinkering some with Blue Nova today. I have toyed with the idea of having the primary nova enhanced abilities being a OIHID set up but that doesn't really jive with the possibility of losing his supply of the drug. I have also considered removed the IIF limitation on the EC mostly because one of the powers, "Let's Wrap This Up" has a OIF limiation. I thought about replacing the IIF with "Only when on the Nova Drug" at a -1/4 limitation.

     

    I have also cosidered boostable charges on the "second" and "third" dose but I am not sure.

    Thoughts?

  6. Re: Character for Review: Blue Nova

     

    Howdy!

     

    I am glad to get some feed back! Keep in mind, while I stated the character I did not come up with the concept. Blue Nova has been a diffucult build for me.

     

    Are there any campaign imposed limits? 'cause a 17 DCV and a 9 SPD could be quite overpowering if the rest of the horoes and villinas in the game world are walking around with a 5 SPD and CV of around 10-12.

     

    While it does look scary and unbalancing, in the 6 modules we have played the character has not been un balancing. A good AoE attacks generally takes him down. Plus the Dodging Bullets ability sucks up END really fast.

     

    I have considered reducing the DCV down some to bring it more in line with other characters. It has been an area of concern of mine, which is why I posted him here :)

     

    I can't make heads or tails out of this Radioactive Aura Side Effect limitaiton.

     

    If I'm reading this right, the Radioactive Aura is simply not a "Side effect" and is not worth the massive cost cut that it gives the character. This is a CON Drain Damage Aura that the character is personally immune to, right?

     

    Using the alien drug makes the character radioactive, thus requiring the suit to protect the rest of the world from him. I was not sure how to properly represent that so went with Radium's radioactive ability as a model for side effect.

     

    The massive reduction is one of the things I am concerned about.

     

    I'm not really sure I get the idea behind the Reflex Compensator HUD at all.

     

    The player wanted his suit to have a computerized Heads Up Display compensate for his increased abilitry to move and feed him tradjetory data so it allows him to use his super speed effectively.

     

    The Nova drug is also confusing. Linked is not an appropriate limitaiton here. And I'm not sure exacty how the charges work. If I'm reading it right' date=' he is always on a "single dose" since it has no charges. He can then double dose himself up to for time per day, which Enrages him. He can then tripple dose twice a day, but this does damage to him? Are these three powers supposed to be based on the same pool of charges? [/quote']

     

    I linked the Strength and Endurance enhancement to the Speed Boost because it was a "charged" item. Without the link you can get some wierd things where just his speed is boosted or just his Strength is boosted.

     

    Second dose and third dose are more misnomers since technically the character is probably on a slow feed of the drug to keep his powers at the normal level. The player came up with the terminology, which I will change.

     

    The second dose is most likely a larger injection of the drug into his system. While he is on the "second dosage" he becomes easy to agiate and goes into a slight rage due to the drug's effect. It is either he can physically handle 4 uses on the second dose or the suit only has a resovior large enough for 4 additional doses on this level. I am leaning towards the former.

     

    The "third dose" is another, probably larger dosage of the drug injected into his sytem. It could kill the character due to the stress placed on his system, which is why the Killing Attack is there. I limited it to 2 times per day mostly to have a limit. He probably would die after the second use of the third dose anyway.

     

    I did not think of having them operate off the same pool of charges ... that is an intreasting idea. What would you suggest to improve the legality of the character?

  7. Howdy!

     

    In Spiderman 2 we saw spidy do some pretty neat things that I wish to replcate. However I am not quite sure how I would go about doing it.

     

    In one scene police car jumps and goes crashing towards some innocent people. However it is stopped in mid air by a web. How exactly would you perform such a feat in the HERO system?

     

    I am thinking a build using Telekensis with 40 Strength usuable only to stop/catch moving objects. Though I am not sure if that is the best way.

     

    In the train sequence Spiderman catches some people as he is swing and tosses them into a web that he makes. Catching them is obviously a grab and toss manuver. Hoever how would one simulate putting them in the safety of a web? Use an area entangle?

     

    Any thoughts on this would be greatly appreciated.

  8. Howdy!I would like some feedback on a character I built for one of my players in my campaign. I am not sure I built the character correctly. The idea was a speedster who gets his power from an alien drug. While on the alien drug the character becomes radioactive. Also he can boost how fast he can react with additional doses of the drug to the point where he could die. The player wanted to have the drug also increase his strength, like an adrenline rush. The stats inclue the normal drug dosage added to the primary stats. Secondary stats add in the benefit of the second dose. The third and final dose of the drug is not added into the stats.So I now present, BLue NovaBlue Nova

    Val** Char*** Cost
    24/27** STR 8
    21** DEX 24
    15** CON 10
    10** BODY 0
    20** INT 10
    17** EGO 14
    13** PRE 3
    10** COM 0
    *
    5/15** PD 1
    5/15** ED 2
    8/9** SPD 12
    10** REC 6
    60/80** END 0
    30** STUN 3
    *10"**RUN82"**SWIM04 1/2"/5"**LEAP0Characteristics Cost: 101
    Cost** Power END
    ** Blue Nova Costume*
    20** 1) Containment Suit: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0
    1** 2) Containment Suit: Life Support (Safe in High Radiation) (2 Active Points); OIF (-1/2)* 0
    3** 3) Protective Ear Coverings: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0
    7** 4) Reflex Compensator HUD: +3 DEX (9 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) plus Custom Power, MegaScale (1" = 1 km; +1/4); OIF (-1/2), Only to perceive the path ahead while moving at Megaspeed (-1/2)* 0
    4** 5) Protective Eye Visor: Sight Group Flash Defense (6 points) (6 Active Points); OIF (-1/2)* 0
    14** 6) Radiation Converter Pack: Flight 12", Reduced Endurance (0 END; +1/2) (36 Active Points); Activation Roll 12-, Burnout (-3/4), OIF (-1/2), Only works when on Nova (-1/4)* 0
    11** Nova Abilities: Elemental Control, 50-point powers, (25 Active Points); all slots Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), IIF (Nova) (-1/4)*
    9** 1) Rapid Punching: Hand-To-Hand Attack +8d6, Autofire (3 shots; +1/4) (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Hand-To-Hand Attack (-1/2), IIF (Nova) (-1/4)* 5
    10** 2) Hyper Running: Flight 20", x8 Noncombat (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Only In Contact With A Surface (-1/4), IIF (Nova) (-1/4)* 5
    10** 3) Mega Hyper Running: Flight 20", Megascale (1" = 1 km; +1/4) (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Only In Contact With A Surface (-1/4), IIF (Nova) (-1/4)* 5
    15** 4) Dizzing Spin: Drain DEX 6d6 (60 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), IIF (Nova) (-1/4)* 6
    13** 5) Hyper Throwing: Energy Blast 12d6 (60 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), OIF (Focus (Blunt objects of opportunity); -1/2), Range Based On Strength (-1/4)* 6
    8** 6) Let's Wrap this Up: Entangle 6d6, 6 DEF (60 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Extra Time (Extra Phase, -3/4), OIF (appropriate materials of opportunity) (-1/2), No Range (-1/2), Defense depends on materials used (-1/2), Cannot Form Barriers (-1/4)* 6
    9** 7) I'll Take Those: Telekinesis (16 STR), Area Of Effect (4" Radius; +1 1/4), Selective Target (+1/4) (60 Active Points); Only to Disarm/Grab objects (-1), Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), No Range (-1/2), IIF (Nova) (-1/4)* 6
    9** 8) Dodging Bullets: +10 with DCV (50 Active Points); Side Effects (Intensely Radioactive: Drain CON 1 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Only when on Nova and not wearing containment suit (-1); -1), Costs Endurance (-1/2), IIF (Nova) (-1/4)* 5
    43** Nova Enhanced Abilities: (Total: 61 Active Cost, 43 Real Cost) +6 STR (6 Active Points); No Figured Characteristics (-1/2), Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 3) plus +4 SPD (40 Active Points); IIF (Nova Drug) (-1/4) (Real Cost: 32) plus +30 END (15 Active Points); Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 8)* 1
    14** Nova Enhanced Abilities (Second Dose): (Total: 23 Active Cost, 14 Real Cost) +3 STR (3 Active Points); No Figured Characteristics (-1/2), Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 1) plus +1 SPD, 4 Continuing Charges lasting 20 Minutes each (+0) (10 Active Points); IIF (Nova Drug) (-1/4), Side Effects (Enraged: (Uncommon), go 14-, recover 14- ; -1/4) (Real Cost: 7) plus +20 END (10 Active Points); Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 6)* 1
    5** Nova Enhanced Abilities (Third Dose): (Total: 13 Active Cost, 5 Real Cost) +3 STR (3 Active Points); No Figured Characteristics (-1/2), Linked (SPD; -1/2), IIF (Nova Drug) (-1/4) (Real Cost: 1) plus +1 SPD (10 Active Points); Side Effects (RKA 2d6 (Gradual Effect- 1 minute); -1/2), IIF (Nova Drug) (-1/4), 2 Continuing Charges lasting 20 Minutes each (-1/4), Can only be used after Second Dose (-1/4) (Real Cost: 4)* 1
    Powers Cost: 205
    Cost** Martial Arts Maneuver
    5** Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 34 STR / 37 STR to Disarm; FMove*
    5** Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 / 5d6 +v/5; FMove*
    5** Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4 1/2d6 / 5d6 +v/5; Target Falls; FMove*
    Martial Arts Cost: 15
    Cost** Skill
    3** Acting 12-*
    2** CK: Metropolis 11-*
    3** Computer Programming 13-*
    3** Electronics 13-*
    3** Inventor 13-*
    3** Power: Speedster Tricks 11-*
    3** SS: Astronomy 13-*
    3** SS: Energy Conversion Systems 13-*
    3** SS: Mineralogy 13-*
    3** SS: Radio Astronomy 13-*
    ** Everyman Skills*
    0** 1) Climbing 8-*
    0** 2) Concealment 8-*
    0** 3) Conversation 8-*
    0** 4) Deduction 8-*
    0** 5) AK: Native Country 8-*
    0** 6) Language: English (Idiomatic, native accent; Custom Adder) [Notes: Native Language]*
    0** 7) Paramedics 8-*
    0** 8) Persuasion 8-*
    0** 9) PS: Mineralogist 8-*
    0** 10) Shadowing 8-*
    0** 11) Stealth 8-*
    0** 12) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]*
    Skills Cost: 29
    Cost** Perk
    3** Money: Well Off*
    Perks Cost: 3
    Val** Disadvantages
    10** Dependence: Nova Powers Gain 11- Activation Roll (Extremely Difficult To Obtain, 1 Day)*
    5** Dependent NPC: Noah Carter 8- (Normal; Useful noncombat position or skills)*
    5** Distinctive Features: unique Geiger Counter signature Not Concealable, Noticed and Recognizable, Detectable Only By Unusual Senses*
    10** Distinctive Features: Looks like a cancer patient (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
    10** Hunted: Global Tech Enviromentals 8- (Mo Pow, NCI, Watching)*
    10** Physical Limitation: Requires specialized medical attention (Infrequently, Greatly Impairing)*
    20** Psychological Limitation: Code vs Killing (Common, Total)*
    20** Psychological Limitation: Code of a Hero (Very Common, Strong)*
    10** Psychological Limitation: Novice Hero (Common, Moderate)*
    15** Social Limitation: Secret Identity (Haley Scott) (Frequently, Major)*
    15** Social Limitation: Secretive about nature of powers (Frequently, Major)*
    20** Vulnerability: 2 x STUN Unexpected collisions (Common)*
    Disadvantage Points: 150

    Base Points: 200Experience Required: 3Total Experience Available: 13Experience Unspent: 10Total Character Cost: 353

    Height: 1.75 m Hair: Bald
    Weight: 59.00 kg Eyes: Greyish Blue
    Appearance: Haley is very thin but well toned. His exposure to Nova changed his eyes from green to what they are now and the radiation makes him look like he has had chemo-therapy. Other than that there is nothing all that out of the ordinary about him.

     

    The containment suit is a blue-silver metallic body suit made out of a combination of the outer shell from the meteorite and standard ‘superhero’ spandex. The radiation converter is housed within a set of bracers, boots, helmet, and breastplate w/backpack unit (blackened metal in color). Each part has both an extract point and exhaust channels (both of which look crystalline and are opaque sky blue in color). The helmet includes a HUD computer built into the visor that enables Haley to adjust his sense of sight to high speeds, injector controls, and controls for the exhaust halo in the backpack. The breastplate also has the Nova injector tied-into the main extract point. The backpack has intake openings that the exhaust is focused into from the exhaust channels. Exhaust is then expelled from a halo-like opening in the back, size and direction of this opening is controlled through the helmet’s HUD.

    Personality: Haley is a bright and good natured person. Normally he is neither reserved nor rash, and tends to be outgoing, honest, and loyal. He keeps the nature of how his powers work a secret. In combat he tends to creative but obedient towards authority figures on his side.Quote:Background: Haley’s early life was fairly normal. He was an only child but easily made friends with his next door neighbor, Noah Carter, their friendship has lasted since. He excelled throughout his academic career, but took specific interest in mineralogy and astrology.

     

    While studying radioactive minerals in college, he discovered a way to covert and burn off most sources of radiation. The idea and machine while not commercially cost effective got him enough money from government contracts to let him spend most of his time after college doing whatever he wanted. This turned out to be searching out and researching meteorites and other fallen objects from outer space.

     

    Mineralogist and freelance inventor, Haley Scott, spent most of his time chasing down and researching meteorites. One day, he found a rather unusual specimen, despite having just fallen to Earth, the large car sized meteorite was cool to the touch and gave off no radiation. However when he opened it back in his lab, the inside gave off an eerie light and substance. Haley’s skin absorbed some and for the next hour or so he possessed incredible speed and above average strength. After the effects wore off, radiation poisoning set in leaving him bed-ridden in the care of his best friend, Doctor Noah Carter.

     

    Working with the rock, he discovered several things about both the outer layer and inner stubstance. First is that the outer layer both acted as both containment unit and armor for the substance. Next was that a side effect of the radiation incorporated itself into his organic functions (requiring that he has a certain amount of trace radiation in his system for his body to continue operating). Lastly was that this alien narcotic not only boosted his speed and strength while it was in his system but also left him with the speed capabilities of an Olympic track star and the strength of a casual bodybuilder.

     

    With some research Noah determined that the radiation would kill Haley within five years, sooner if more than minimum dosage was used. Unable to just let himself die, nor go into isolation until his time was up, Haley used some of the outer shell of the meteor and a mobile proto-type of one of his inventions (a radiation converter) to create a suit that would let him use what powers he had gain to help people. Having just completed his test run for the suit he is now ready to begin.

    Powers/Tactics: Campaign Use: 
  9. Howdy!

     

    In Gadets and Gear they provide us with a Questionite Shield multipower. Now the question I have is as follows:

     

    Protection II is defined as an "Armor Power" granting PD and ED. Normally shields only protect agianst attacks from the front, so would the questionite shield only provide this protection to attacks from the front because it was defined as a shield? Or would you need to also add in some disad to represent that?

  10. Howdy!

     

    I am a GM and I have reached a difficult decision. I have checked the rules FAQ and find that it has conflicting rulings on this issue so I come to the HERO boards to get opinions and advice.

     

    In my game the players have discovered the tactic of grabbing an enemy agent and hurling them into another agent. This happened during my last session and I made an quick ruling that it would require a second attack roll to hit the other agent.

     

    However, after I read the rules FAQ I noticed that it stated that technically you could not do that since your first attack (the grab) ends your phase. You could throw the agent into the ground and do damage buit could not atatck a second agent with him.

     

    I read further and found mention of Page 153 in Champions where it gives you the same ruling as what I did, but with a OCV penalty.

     

    So I am now at an impass ... unsure which rule to follow. How do other GMs handle such an action?

     

    FYI, my game has 3 brick type characters out of 6 players.

  11. Howdy!

     

    I had an idea for an winged charcter that would use the air combat tactic of flying out of the sun agianst her enemies. The tactic goes back to WWI where planes would essentially dive out of the sun, making them hard to see.

     

    Question is how to really represent that. How does this look:

     

    Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2), Invisibility ends after first attack (+1/2) (60 Active Points); Only while flying in the sun (-2)

  12. Howdy!

     

    How would one make an energy beam who's purpose is to weld metal together? Occassionally it comes up in my game that the flying zakker wants to seal off a chemical leak or a door and I am not quite sure how to build the power.

     

    Transform? RKA with penatrating? Rules wise where are the rules for weilding two objects together?

     

    Thanks!

  13. Re: Question about "DANGER SENSE DODGING"

     

    Keep in mind that I pulled the power from the online power database, I did not make it and I am confused on its actual use. Right now I am more concerned with how this power functions.

     

    I believe the original author wanted the power to represnt dodging based on the Dange sense ability... which is a neat idea. However, with the instant add-on, does that mean the power just works for the phase it is activated it? Suggestions for a better build are more than welcome.

     

    Let me give you a little background on my campaign. All of the characters, along with their advancement potential, was constructed by me with input from the players. I did that mostly to keep a sense of balance and make sure the characters stay unique enough from each other.

     

    Standard defenes seem to range from 15 to 25. The brick is running around with defenses that range from 30 to 35. I would be concerned about the brick but he takes double damage from magic and has been KOed several times already.

     

    When I started finalizing the advancement process for the team's spiderman clone I hit a wall since I have run out of ideas on what to do with him. The player has been less than helpful with suggestions. The character is constantly getting KOed since he will try to go toe to toe with bricks or fails to dodge.

  14. Howdy!

     

    I was looking through the online USPD and spotted the Danger Sense Dodging and had a question about how it worked it game play. Is it a power that requires you to spend an action similar to dodge? OP

     

    Here is the power in question:

     

    Game Information: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Requires A Danger Sense Roll (-1/2), Costs Endurance (-1/2), Instant (-1/2). Total cost: 30 points.

     

    Game balance wise, would you allow this power for a character with a 7 SPD and 11 DCV?

  15. Re: Looking for Additional Spiderman Web Powers

     

    As far as webbing up machines' date=' just Entangle them. The Entangle needs to be removed to use the object again, and unlike using Dispel, it using Entangle won't break the foci which is appropriate to this type of attack/effect.[/quote']

     

    That is why I used an uncontrolled suppression power as opposed to dispel.

     

    I did not know you could entangle objects. coool.

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