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ScrewySquirrel

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Posts posted by ScrewySquirrel

  1. Re: Brainstorming European bad guys?

     

    some possibles:

     

    L'Empereur -- A villian with delusions that he is the reincarnation of Napoleon, and must conquer the world. Has armies of blunderbuss-equipped minions. Perhaps he has powerful psionic abilities.

     

    Dykeman -- a water projector from the Netherlands.

     

    Baba Yaga -- an obvious Russian grey-level villian

  2. Re: Sailor Sun, formerly Solara

     

    So is it time to make a Sailor Senshi team ala hero? If we base them all on stars' date=' we can have Sailor Epislon, Sailor Centauri etc.[/quote']

     

    just a reminder: I made the Sailor Senshi circa the Sailor Moon R movie back in 4th Ed. the character sheets are up on Surbrook's site.

  3. Re: Horizon Academy (Teen Champions) Notes

     

    I've always liked Teen Champions, probly because my favorite RPG system is still 1987's "Teenagers From Outer Space."

     

    some of the tropes In TFOS include: Superteens attend *regular* schools. Most superpowered teens in TFOS are exchange-student aliens (thus the title), but it can be extended to any world where maybe 1 in 1000 or so are supers. Rather than collect them all in one place, they attend regular high school.

     

    NO killing attacks should ever happen. Ban them from players, convert any premade KAs into equal nd6 attacks. The less the chance of death, the greater the chance that your players will try something stupid (and thus have fun doing it). As teens, try to enforce normal cha maxima on everything except strength. And even STR should probably be limited to probably 30

     

    The weirder you look, the more crowds gather around you. Even if you're just going to the store for milk!

     

    Socially, being Cool is more important than Looks, and Looks are more important than Brains. A good put down can hurt more than a power blast, and being embarrassed is worst of all. -- PRE attacks can optionally do stun.

     

     

    Before parents accepted that superpowered teens would be attending schools with their kids, the government created the (in TFOS) Alien Control Squads. Federal agents in black suits and shades with way too much firepower and only bare competence ("We had to nuke the school to save it"). you could rename them the "Federal Anti-Super Truancy Officer Corps" -- they should worry your players in large groups. but more from their potential collateral damage than heavy damage to your PCs (a sizable group can still capture a lone teen and return him to school...but they'll destroy half the block doing it).

     

    The Coach: The P.E. Teacher is an ex-Marine drill instructor who quit the Marine Corps because they weren't tough enough. He's here to make 'men' out of you 'creampuffs' (even if you're female).

     

    Miss Maray. Art Teacher. Highly competent teacher, but COM 25. Art is a very popular class. Her competence is not the reason.

     

    Mrs. Tremaine. Dietician. Biddy-eyed cafeteria lady. Responded to the needs of dozens of alien physiologies in a unique manner: Keep serving the same slop they always have -- it wasn't really meant for Human consumption, anyway.

     

    The Vice Principal He's about 6-foot-6, 325 pounds and the only fat in there is the hot dog he had for lunch. flattop so perfect you could use it for a plumb line. Takes no nonsense from anyone. And wants to speak to you about your grade point average. If you don't mind, of course. Oversees most detentions (and no, you won't get past him)

     

    The Jocks: a roving gang of troublemakers. On the Football/Basketball/Baseball/etc team. has some member in there that can annoy each PC but cannot be taken on physically -- they're just better at whatever physical activity. Instead, they have to be outwitted.

     

    The Rival School -- The big Game is a good plot. The whole team fell sick and now the PCs have been pressed into service to replace them. Best with a game where the PCs powers don't break the game.. No football for teleporters, for instance. If this means the Big Game is golf, don't sweat it.

     

     

    Keep action moving (this is good for all RPGS) if the Players are getting bored or arguing with themselves what to do next, throw a monster at them!

  4. Re: X-Men: The Next Generation campaign on Hero Central

     

    Team Building Exercise - Map your character(s) to the archetypes in each of these three ensembles: Gilligan's Island, Star Trek (the original), and The Addams Family. I'll go first...

     

    Compassion - Mrs. Howell, Uhuru and Morticia.

     

    Kyudo Kat -- The Professor, Scotty, and Marilyn Munster (from the Munsters rather than the Addams)

  5. Re: Wild Card's Hero

     

    I've only got the Wild Cards comics published under the Epic label in 1990 to go by in my collection, so I'll not claim this is definitive...

     

    "Out of every hundred people the virus touched, ninety died. Of the remaining ten, nine became monstrous jokers. But one out of a hundred became an ace[.]"

     

    I'd have to presume the deuces are included in the remaining 1% (the comics don't use the term), so we've got a 90% / 9% / 1% split.

     

    actually:

     

    its 100 people. 90 dead. 9 Jokers. 1 Ace. no Deuces.

     

    there was one 'Super-normal' -- the Yeoman, who's up there: Because he's super-Normal, I'd give him Norma Cha maxima and add some CSLs and Mental Defense rather than DEX 26 and EGO 23.

  6. Re: X-Men: Don't think I can.

     

    Don't think I can.

    Tough to 'map' my character to anyone on the Island, or anyone in original Trek or anyone on Adam's Family. All three lack the loner/ragabash type I need.

     

    Side note - Have you heard the theory that the seven castaways represent the seven deadly sins?

     

    Yes.

     

    The producers insist that the point was that if you transplant Americans anywhere, they'll make a little mini-America. The Howells represent wealth, the Professor is Science, Ginger is Hollywood, Mary Ann is Midwestern moral values, the Skipper is the Military, and Gilligan is an Everyman.

  7. Re: X-Men: The Next Generation campaign on Hero Central

     

    My god' date=' they're insane![/quote']

     

    Its too bad Dan Slott didn't have the courage to let Squirrel Girl fix Speedball.

     

    After seeing what happened when Deadpool showed her what happened, she went to talk to Penance and convince him to be speedball again. After failing, she decided to steal one of Doctor Doom's time machines (Upon seeing it was Squirrel Girl, he let her use it, our of sheer terror) and prevent the whole destruction that lead to Speedball becoming Penance in the first place....eg: She'd undo the entire Civil War from having ever happened.

     

    Instead she found an alternate version of Robbie trapped in the 2099-verse.

     

    Most people have agreed they shoulda let Squirrel Girl fix it.

  8. Re: X-Men: The Next Generation campaign on Hero Central

     

    Just for fun, describe your character's personality in 25 words or less. I'll start:

     

    Adamant: The Lord of the Manor. A sheltered child of privilege, generally good-hearted but hides it behind an icy, arrogant facade.

     

    Tara: The Dedicated Optimist. Thinks the best of people and feels that with hard work and patience we can change the world for the better.

     

    Kyudo Kat: Super Normal. No real powers, just skills. Personality of a hard boiled detective.

  9. Re: Suppress CSL

     

    You don't buy that as negative skill levels. Here's how you buy that "Steely Gaze" kind of power.

     

    Steely Gaze: Change Environment, -3 OCV and -3 DCV, Cone (0), X16 hexes, 0 END (+1/2), Total Real 75 points.

     

    Without Emotional Impact: -1/4, doesn't work versus blind people or creatures that can't sense it.

     

    Company of Equals: -1/4, doesn't work vs. Soldiers, Assassins, and the similarly ruthless and/or experienced

     

    Similarly Focussed: -1/4, doesn't work vs. martial artists or similar "badass" characters.

     

    Focussed by Hatred: Remove the 0 End limitation and make them pay END for it.

     

    I still think you shouldn't do it. It's kinda broken.

     

     

    just a note: It didn't do anything to DCV, just OCV. (call it the Jedi effect: Imperial Stormtroopers are very elite troops (Tantive IV, Hoth) but not when a Jedi is around (Death Star, Endor) -- then they miss like mad.

  10. Re: Twist off the WWYCD

     

    Instead of a WWYCD. I propose a different type of situation:

     

    It's holiday season, and let's say your GM has given you a present. Not the normal type of present. An envelope.

     

    Inside of the envelope it says "Merry Christmas" (or whatever you chose to celebrate this time of year),

     

    "I have decided to give your character 25 bonus experience points." (or each of your characters, if you have more than one)

     

    What would you spend your xp on?

     

     

    Flaming Mystic barely notices (City of heroes character)

  11. Re: X-Men: The Next Generation campaign on Hero Central

     

    Speaking of characters . . .

     

    I can't believe it took three days for somebody to make the first alternate-reality child of Logan and Jean Grey. I figured that was first out of the pipe! Seriously, I like that writeup. One switch in the backstory would be that Wolverine has been missing for several years and is currently in the process of being rescued. Missed the funeral. Also, Enraged in combat at 14-?

     

    As for HipHop, I like the idea of a capoeira-using gadgeteer, but a lower body strength of 70 seems pretty dang high.

     

    Hey, MMD. If you don't like Kyudo Kat, can I take the way-underpowered Mr. Immortal? His only power is: He doesn't die.. he gets killed almost casually, but gets back up. he's liek the superhero version of Nodwick.

  12. Re: Suppress CSL

     

    Well' date=' 3 cheers for consistency. I think this is the 3rd time in a row I've asked for input on [i']how[/i] to do something, to get 50% replies saying 'here's how I would do it' and the other 50% saying 'don't do it' (railroad GM, abuse, against the rules, and so forth).

     

    So, 3rd time in a row: thanks to those who offered help. You allowed me to clarify in my mind why I was approaching it a certain way.

     

    To extend the other side of the conversation a bit (for those who are interested), here's a few observations during my lunchbreak:

     

    1) People don't seem to mind turning heroes into Frogs or Statues and the like (Transform), but removing their CSL's by the same mechanic sets off warning signs?!? Is it really your opinion that players are fine with being frogs or puppets (or cursed with unluck, or pick any example of a transform in or outside the book ), but you temporarily mess with my CSL's and you're a goshdarned railroad GM! ?

     

    2) The same idea applies to Dex/Speed/Ego drain. I can turn the players into gibbering piles of goo with -30 stats. But, if I leave them unscathed, save for missing their CSL's, that screams abuse and railroadiness? The only way I can parse that logic is because the former is explicitly (extensively) covered in the rules and the latter is explicitly forbidden. The defenses are the same (power defense), the mechanic is the same, but the impact to the heroes is much worse for a dex drain, because all their dex based skills are tanked, they go more slowly compared to the villains, and eventually have to make dex rolls to even move.

     

    3)Other methods don't have the right special affect for what I want.

    To make a Meta (temporarily) more normal:

    Drain dex: disproportionately affects the bricks and the speedsters/martial artist. Doesn't normalize them in any meaningful way.

    Change Environment: Penalizes those who don't have CSL's (extra training or skill in combat) as much as those who don't. Negatively affects the cops in the fight and the laser rifle with a targeting scope as much as it does the Metas...unless I complicate things with Selective.

    Dex Aid, targeted at the villain team, with limitations such that it only provides OCV/DCV in the amount needed to offset the heroes CSL. That's close, but a bookkeeping and mechanics mess, and also makes the villains more difficult to hit even for normals.

    Negative Levels Very close here (Thanks Tancred!), although I'd want to add a limitation that it can only add Negative levels up to the amount the PC had positive ones. By the time you have a ranged, targeted, relatively long lasting ability to remove CSL's that doesn't otherwise affect a character, you're pretty much talking about a suppress CSL power, though.

    But, yeah, its in the rules, so that's good.

     

    4) A partial metagame argument: I do understand that you 'can't drain skills because its too efficient.' That puts CSL's in a weird place. They act as a proxy for Dex, which other skills don't do (the most obvious exception is MA damage classes which partially proxy for Str). And, they have a direct, exclusive, non-ambiguous effect on attack roll resolution, which is otherwise the domain of powers (or talents). So they are a combat mechanic, and act more or less like power or stats, but cannot be affected by adjustment powers.

     

     

    I built a character based on the City of Heroes 'Willpower' tanker defense, with 'Steely Gaze' as a -3 OCV Negative Skill Levels (Usable on others, Cone AOE) which was essentially his staredown unnerving an opponent. It also fits the "I'm outnumbered 9-to-1, I have them right where I want them!" of many action heroes

  13. Re: X-Men: The Next Generation campaign on Hero Central

     

    Here is Kyudo Kat, my submission:

     

    BACKGROUND

    Benjamin Stearns was born in Pasadena. An obvious mutant from birth, he was abandoned by his parents. He grew up in an orphanage and in a series of foster homes. He grew up on the streets more than receiving much guidance until his 16th year. Unlike other mutants he didn't manifest any significant powers. At 16, he was caught shoplifting and sentenced to a boot camp for youthful mutant offenders. The MEF ran the camp for troubled youth, but the camp was administered by various known supergroups on a rotating schedule. Luckily for Benjamin, The West Coast Avengers were helping out while he was there. He caught Hawkeye's eye -- Ben, unlike any of the other mutants in the camp, showed no sign of powers. Hawkeye undertook to befriend the young catman. After getting out of the camp, Benjamin straightened his life out, finished high school, and got into college where he studied mechanical and electronic engineering. Hawkeye's skill in archery and his own interest in the martial arts lead Ben to study Jujitsu and Kyudo (the art of the Bow) while in college, becoming a master of both styles by the time he graduated. following in Hawkeye's footsteps, Benjamin made a variety of unique arrows as a way to practice his engineering skills. His Zen calm makes him a unflappable presence (High PRE) and helps him resist mental coercion (High EGO). His training has put him in the peak of human physical condition.

     

    With his skills second only to Hawkeye, Ben adopted the name Kyudo Kat and set about heroing in Los Angeles. A skilled detective, he has a legal detective liscence and doesn't bother to have a 'secret identity.' In the last few years, he has managed to upset the Yakuza by spoiling several of their plots. Only a few months ago, he managed to disrupt a major plot of the Hellfire Club in Van Nuys. It was this event that brought Kyudo Kat to the attention of Hank McCoy. McCoy has asked Sterns to join his New X-Men as a trainer and member. as Hank put it, "Kyudo Kat can remind us that all of us should use any ability, no matter how limited, to the betterment of mankind."

     

    Rumors have circulated among the X-Men both old and new that Ben's parent(s) could be Feral or Wild Child, or perhaps both, longer shots suggest Hank "Beast" McCoy is Ben's mutant Parent. Ben has no idea, but doesn't dismiss it either. Some wilder speculation suggests Kitty Pryde. (Its not true, but that doesn't stop the rumors).

     

    APPEARANCE:

    A fit, well muscled man with feline facial features including slit pupils, a feline split lip, whiskers and large ears, plus a long tail. usually seen in either a brown trenchcoat and suit, or a tiger-striped jumpsuit. Both are made from a high-tech, Kevlar-like substance that bends easily. He also usually carries a high tech compound bow and a quiver of many specialized arrows.

     

    Kyudo Kat
    Val	Char	Cost	Roll	Notes
    20	STR	10	13-	Lift 400.0kg; 4d6 HTH damage [2]
    20	DEX	30	13-	OCV: 7/DCV: 7
    20	CON	20	13-
    20	BODY	20	13-
    20	INT	10	13-	PER Roll 13-
    20	EGO	20	13-	ECV: 7
    20	PRE	10	13-	PRE Attack: 4d6
    20	COM	5	13-
    8	PD	4	Total: 8/33 PD (0/25 rPD)
    8	ED	4	Total: 8/33 ED (0/25 rED)
    4	SPD	10	Phases:  3, 6, 9, 12
    10	REC	4
    50	END	5
    50	STUN	10	Total Characteristics Cost: 162
    Movement:	Running: 6"/[Noncombat]"
    Leaping: 4"/[Noncombat]"
    Swimming: 2"/[Noncombat]"
    
    Cost	Powers	END
    43	Advanced Kevlar Tiger-striped Catsuit: Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2), Real Armor (-1/4)	0
    8	Laser targetting scope on Bow: Penalty Skill Levels:  +4 vs. Range Modifier with All Attacks (12 Active Points); OIF (-1/2)	
    7	Bow as Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)	1
    2	Two Sets of Ears: +2 PER with Normal Hearing	0
    50	Trick Arrows: Multipower, 75-point reserve,  (75 Active Points); all slots OIF (Quiver+bow; -1/2)	
    4u	1)   Normal Arrows: Energy Blast 12d6, 32 Charges (+1/4) (75 Active Points); OIF (Quiver+bow; -1/2), Beam (-1/4)	[32]
    3u	2)   Serrated Arrows: Killing Attack - Ranged 5d6 (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4)	[8]
    4u	3)   Net Arrow: Entangle 5d6, 5 DEF, Area Of Effect (One Hex; +1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2)	[8]
    3u	4)   Sonic Arrow: Drain Forcefield or forcewall 4d6+1,  One a time (+1/4), Ranged (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4)	[8]
    3u	5)   Acid Arrow: Drain Armor or Damage Resistance 4d6+1, , One a time (+1/4), Ranged (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4)	[8]
    3u	6)   Monomolecular Tipped Arrow: Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2), Beam (-1/4), No Knockback (-1/4)	[6]
    3u	7)   Taser Arrow: Energy Blast 15d6 (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2), Beam (-1/4)	[6]
    3u	8)   Explosive Arrow: Energy Blast 10d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4) (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2)	[6]
    3u	9)   Flash Bulb Arrow: Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2)	[4]
    3u	10)  Glue Arrow: Change Environment 2" radius, -2 DCV, -2 OCV, -6" of Running, -8" of Leaping, Multiple Combat Effects (74 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2)	[4]
    3u	11)  Smoke Arrow: Darkness to Sight and Hearing Groups 7" radius (75 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2)	[4]
    
    Martial Arts: [Martial Art Name]
    Maneuver	OCV	DCV	Notes
    Archery 
    2	1)   Weapon Element:  Bows, Crossbows -- Can only be used with the 'Normal' arrows in the MP
    5	2)   Far Shot	+1	-1	Strike
    5	3)   Offensive Ranged Disarm	+1	-1	Disarm, +2 DC to Disarm
    4	4)   Quick Shot	+1	+0	Strike, +2 DC
    3	5)   Defensive Shot	-1	+2	Strike
    4	6)   Offensive Shot	-1	-1	Strike, +4 DC
    
    Jujitsu
    2	1)   Weapon Element:  Empty Hand, Staffs
    5	2)   Disarming Throw	+0	+0	Grab Weapon, 55 STR to take weapon away; Target Falls
    4	3)   Martial Dodge	--	+5	Dodge, Affects All Attacks, Abort
    3	4)   Legsweep	+2	-1	11d6 Strike, Target Falls
    4	5)   Fast Strike	+2	+0	12d6 Strike
    4	6)   Martial Strike	+0	+2	12d6 Strike
    5	7)   Offensive Strike	-2	+1	14d6 Strike
    24	8)   +6 HTH Damage Class(es)
    
    
    Perks
    10	Vehicles & Bases: Base
    13	Vehicles & Bases: Racing Cycle
    8	Contact: Hawkeye (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 12-
    3	Fringe Benefit:  Black Belt, Private Investigator License
    
    Skills
    20	+4 with DCV
    20	+4 with Ranged Combat
    20	+4 with HTH Combat
    5	Combat Driving 14-
    5	Streetwise 14-
    5	Tracking 14-
    3	AK: Internet 12-
    3	Acrobatics 13-
    3	Acting 13-
    3	Breakfall 13-
    3	Bureaucratics 13-
    3	Climbing 13-
    3	Combat Piloting 13-
    3	Linguist
    3	1)   Language:  Chinese (completely fluent; literate) (4 Active Points)
    0	2)   Language:  English (idiomatic; literate) (5 Active Points)
    3	3)   Language:  Japanese (completely fluent; literate) (4 Active Points)
    3	4)   Language:  Spanish (completely fluent; literate) (4 Active Points)
    3	Paramedics 13-
    3	Concealment 13-
    3	Deduction 13-
    3	Electronics 13-
    3	Fast Draw 13-
    3	Forensic Medicine 13-
    3	High Society 13-
    3	Inventor 13-
    3	Jack of All Trades
    1	1)   PS: Private Eye (2 Active Points) 11-
    1	2)   PS: Sensei (zen archery, Jujitsu) (2 Active Points) 11-
    1	3)   PS: Teaching (2 Active Points) 11-
    3	Weaponsmith (Bows, Crossbows) 13-
    3	Mechanics 13-
    3	Persuasion 13-
    3	Scholar
    1	1)   KS (2 Active Points) 11-
    1	2)   KS (2 Active Points) 11-
    1	3)   KS (2 Active Points) 11-
    1	4)   KS: The Superhuman World (2 Active Points) 11-
    3	Scientist
    2	1)   SS:  Electrical Engineering 13- (3 Active Points)
    2	2)   SS:  Mechanical Engineering 13- (3 Active Points)
    2	3)   SS:  Nanotechnology 13- (3 Active Points)
    2	4)   SS:  Physics 13- (3 Active Points)
    3	Security Systems 13-
    3	Sleight Of Hand 13-
    3	Stealth 13-
    3	Tactics 13-
    3	Teamwork 13-
    2	CK: Los Angeles 11-
    2	WF:  Bows, Clubs, Crossbows, Fist-Loads, Unarmed Combat
    1	TF:  Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, X-Jet
    
    Total Powers & Skills Cost: 438
    Total Cost: 600
    
    450+	Disadvantages
    20	Normal Characteristic Maxima
    10	Distinctive Features: Mutant:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
    15	Distinctive Features:  Looks Feline: cat-shaped face, tail, extra pair of ears (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    10	Dependent NPC:  Students 8- (Normal)
    15	Hunted:  Yakuza 8- (As Pow, NCI, Harshly Punish)
    20	Hunted:  Hellfire Club, Esp. Andrew Shaw 8- (Mo Pow, NCI, Harshly Punish)
    15	Hunted:  New X-Men 14- (As Pow, NCI, Watching)
    10	Social Limitation:  Mutant without Mutant Powers (Frequently, Minor)
    15	Psychological Limitation:  Protective of innocents (Common, Strong)
    15	Psychological Limitation:  Determined to prove he is as good as the powered Mutants (Common, Strong)
    5	Psychological Limitation:  collects Cat memorabilia (Uncommon, Moderate)
    
    Total Disadvantage Points: 600
    [img=http://www.geocities.com/screwysquirrel69/kyudo-7.jpg]
    

  14. Re: X-Men: The Next Generation campaign on Hero Central

     

    I have a couple of ideas:

     

    Kyudo Kat: a mutant with no actual mutant powers, just in appearance. Not related to any previous X-man, instead a master of Zen archery, trained by Hawkeye as an archer in the Hawkeye/Green Arrow mold. Will have NCM! distrusted slightly by normal humans for being a mutant, but also looked down on by most mutants for not having powers.

     

    Squirrel Girl: I posted a 350 point version with generally 30AP abilities a few months ago. Since she's a current, known mutant, she might not be appropriate for someone 30 years in the future. Basically a martial artist with the ability to command Squirrels like Aquaman commands fish, and an uncanny ability to beat the most powerful villians in the Marvel universe -- usually by spotting a weakness and exploiting it.

  15. Re: City of Heroes - Online Hero Game

     

    What I am gathering from the thread there are a few HeroFolks ™ in CoX. Here is the list I have gathered.

     

    Hero Boards Name COX Global Handle Server

    Enforcer84 @Ithecles Pinnacle

    gojira @Hero Gojira Champion

    Dynamo @Thunderfire Champion

    lemming @Lemming Justice

    James Gillen @HERO 5er Champion

    proditor @Proditor Champion or Pinnacle

    Catacomb @Ahgasbane Champion

    Lunistra @promstar Victory

    GreyGuardian @greyguardian

    Tim Champion

    input.jack @BlackBat

    Supreme Serpent @AtomAnt Triumph

    @Grey Pilgram Champion

     

    Global Channels:

    Hero Boards

     

    Supergroups:

    Eurostar (CoV)

    the Hero System (Champion - Send tell to @HERO 5er)

    Jvstive, Inc. (Pinnacle)

    The Scions (Champion)

     

    Anything else out there? I realize that it is the social aspects of the game that make it most interesting.

     

    to that list you can add me: I'm @Hervy and have characters on every server, but usually I'm in Freedom. Usually you can find me operating with the Repeat Offenders metaSupergroup

  16. Re: Humans are "Special"

     

    Humans are special because we invented Rock and Roll! Once our transmissions were encountered by other races we set off teenage rebellions and set the standards for cool throughout the galaxy. :D

     

    So Sayeth Teenagers from Outer Space :)

     

    In addition Humans were the slick used car salemen...able to exchange the aliens advanced tech for a billion tons of Rock CDs, Blue Jeans, and Soggy Hamburgrs.

  17. A favorite of mine from the Marvel Universe, a cosmic joke on the entire Marvel line (she can beat ANYONE, in spite of being justifiably goofy). To reflect her 3rd rate Superhero position, most powers (except the Summon and find weakness) are at 30 Active Points. Even the Exceptions have low values after limitations are taken into account.

     

    The 'Forcefield' is just natural toughness, and could be Armor if a GM wishs to allow it in the EC.

     

    Find Weakness is my choice instead of insane levels of Luck to explain how she beats MODOK, Thanos, Doctor Doom, etc. She regularly seems to be able to spot an exploitable weakness, but never seems to display overwhelming powers.

     

     

    Here she is (I'd put it in the usual table if I knew how):

     

    Squirrel Girl

    Val Char Points Total Roll Notes

    30 STR 20 30 15- HTH Damage 6d6 END [3]

    30 DEX 60 30 15- OCV 10 DCV 10

    20 CON 20 20 13-

    15 BODY 10 15 12-

    10 INT 0 10 11- PER Roll 11-/14-

    11 EGO 2 11 11- ECV: 4

    20 PRE 10 20 13- PRE Attack: 4d6

    16 COM 3 16 12-

     

    14 PD 8 14/24 14/24 PD (0/10 rPD)

    14 ED 10 14/24 14/24 ED (0/10 rED)

    5 SPD 10 5 Phases: 3, 5, 8, 10, 12

    10 REC 0 10

    40 END 0 40

    40 STUN 0 40

     

    6" Running 0 6"

    2" Swimming 0 2"

    6" Leaping 0 30"

    Total Characteristics Cost: 153

     

    Cost Powers END

    5 Semi-Prehensile Squirrel Tail: Extra Limb (1) 0

    5 Nightvision 0

    3 +3 PER with Normal Smell 0

    30 Squirrel Powers: Multipower, 30-point reserve

    2u 1) Claws: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3

    3u 2) Knuckle Spikes: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Penetrating (+1/2) (30 Active Points) 3

    3u 3) Claws: Clinging (50 STR), Inherent (+1/4), Persistent (+1/2) (30 Active Points) 0

    3u 4) Leaping +24" (30" forward, 15" upward) (Accurate) (29 Active Points) 3

    1u 5) Gliding 20", Position Shift, x4 Noncombat (30 Active Points); Limited Power Power loses about half of its effectiveness (Only in Trees; -1), Ground Gliding (-1/4) 0

     

    15 Squirrel Powers: Elemental Control, 30-point powers

    15 1) Tough: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points) 0

    14 2) Summon 32 20-point Squirrels, Loyal (+1/2) (43 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 4

     

    10 Fearless: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only to defend against PRE attacks; -1)

    14 Find Weakness 12- with All Attacks (35 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. those who exceed her point value by more than 100 total character points; -1), Costs Endurance (-1/2) 3

    Notes: Find Weakness is how Squirrel Girl tends to 'Punch above her weight class' -- defeating cosmic-level villians: defeating Modok by throwing Tippy Toe where his weapons couldn't reach, defeating Bi-Beast by smell (He had to hold both noses, leaving him defenseless), defeating Deadpool by bleeding injuries too small for his healing factor to kick in, and so on.

     

    Squirrel-Fu

    4 1) +1 HTH Damage Class(es)

    4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 3) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR / 20 STR vs. Grabs

    4 4) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 9d6 / 3d6 Strike

    3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 / 2d6 Strike, Target Falls

    3 6) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 7d6 / 1d6 +v/5 Strike; You Fall, Target Falls; FMove

     

    Perks

    10 Follower: Tiipy Toe (earlier Monkey Joe) 50+50 Squirrel

     

    Talents

    7 Beast Speech (15 Active Points); Limited Power Power loses about half of its effectiveness (Only Squirrels; -1)

     

    Skills

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Climbing 15-

    3 Concealment 11-

    9 KS: All Marvel Supers 18-

    2 AK: Central Park 11-

    0 CK: Milwaukee (Everyman) 11-

    3 Paramedics 11-

    3 Stealth 15-

    3 Streetwise 13-

    3 Teamwork 15-

    Total Powers & Skills Cost: 197

     

    Total Cost: 350

     

    200+ Disadvantages

    10 Distinctive Features: Squirrel Features: Buck Teeth, claws, giant tail (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

    15 Enraged: When teammates are hurt (Uncommon), go 14-, recover 14-

    20 Hunted: Doctor Doom 8- (Mo Pow, NCI, Harshly Punish)

    Notes: He wants revenge

    15 Hunted: Various minor Supervillians 11- (As Pow, Harshly Punish)

    10 Hunted: S.H.I.E.L.D. 11- (As Pow, NCI, Watching)

    10 Hunted: Great Lakes Avengers/X-Men/Champion/Initiative 14- (As Pow, Watching)

    5 Money: (Student Income) Poor

    5 Physical Limitation: High Metabolism, must eat frequently (Infrequently, Slightly Impairing)

    20 Psychological Limitation: Code vs. Killing (Common, Total)

    5 Psychological Limitation: Naive (Uncommon, Moderate)

    10 Psychological Limitation: In love with Speedball (Uncommon, Strong)

    5 Psychological Limitation: Always cheerful (Uncommon, Moderate)

    5 Reputation: Member of the 'Worst Superteam in the Marvel Universe', 11- (Known Only To A Small Group)

    10 Social Limitation: Under 18 (Frequently, Minor)

    Total Disadvantages Points: 150

  18. Re: I am a comic book dinosaur.

     

     

    San Angelo: City of Heroes (Gold Rush Games) - ok, not a comic book, but an excellent RPG resource for HERO featuring a self contained world that explores realistic implications of a world with people who have powers. Its out of print, but you can easily find second hand copies on the net.

     

     

    Speaking of this, the MMO City of Heroes comic (the first, 12-issue series, made 2004-2005) is a good read of two heros fighting villainy in a city so full of supers they seem to be 10% of the population. The MMO itself has a silver age sheen over some VERY dark storylines.

  19. Re: I am a comic book dinosaur.

     

    I'll agree with the animated Justice League (the whole DCAU from 1992-2006 in fact:

     

    Batman: The Animated Series, Superman, New Batman Adventures, Static Shock, Justice League, Justice League Unlimited, Batman Beyond, and the animated Batman Movies: Mask of the Phantasm, Sub-Zero, Batman Beyond: Return of the Joker). these form a single continuity, where Batman was the first superhero (the Origin Episode of Superman has Martha Kent telling Clark to beware of that crazy guy in Gotham City) -- probably starting around 1987 or 88 (Mask of the Phantasm), Supes gets startted in 1995, Staic in 1996, the Justice League is founded in 2000, and so on, and going forward into the 2040s (Batman Beyond).

     

     

    Of course, I like the cosmic joke on the Marvel Universe that is Squirrel Girl, and her statement about the dark, angsty world of comics since the late 1980s: "I prefered when comic book worlds were places you wanted to escape to, not escape from!"

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