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Short Shot

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  1. I am currently looking more for things along the lines of stuff where, if I didn't take it, the character would be under more of a handicap than I intended. For example, a magic user without the ability to see/sense magic somehow would seem... lacking. "What do you MEAN you can't tell if it's magic? You're supposed to the expert!"
  2. I've been away from HEROES for about 6 years at this point. Our group is turning it's hand to a low power modern day Supers campaign. For the first time, I'm going to try my hand at a magic user. The character is a cross between Dr. Spenser Reid (Criminal Minds) and Dr. Charles Eppes (Numb3rs). Child prodigy, going the university at 12 with a focus on theoretical math and physics, on track to get double doctorates by age 15. In one of the casual discussion groups the question of Magic comes up, with the idea of taking a scientific approach to proving/disproving and testing. Young Max makes his discoveries, and now he's using magic. I started out trying to just use a VPP, and found the limit on what you could be using at a given time too constraining, so now I'm thinking a small VPP with having the frequently used powers as part of a multipower. Character has mage sight with analyze, and a high knowledge level of Arcane and Occult Lore. What other skills/powers/perks would you say would be required, or at least strongly advised? The only one I can think of is Dispel. Suggestions? Thanks in advance
  3. Re: Harry Dresden: Book one points vs Book 12 points Very Nice, Ghost Archer. Definitely saving that site in my Favorites for future reference!
  4. Re: Harry Dresden: Book one points vs Book 12 points
  5. I've been playing with building Harry Dresden in 6th Ed, as written by Jim Butcher, NOT the TV show. I've been thinking at the power growth, and the growth of his enemies. It's been while since I read book 1 but the only organization really watching him was the White Council, and no specific enemies really besides Morgan and maybe his Fairy Godmother Lets start with the added enemies at various times: Nickleheads, Cowl, Black Council, Black Court, Rudolf (can't actually remember the guys name, the guy on the Chicago PD that is deliberately causing problems), FBI (took down 4 agents in there. At least Watching at this Point.) Summer Queen, Winter Queen. The guy that leads the Wild Hunt, although that's more of a target of opportunity than anything else. Other stuff includes gaining his brother both as an ally and a dependent, getting his hand fried, having a fallen angel in his head. Both good and bad again is becoming a warden. Gets Molly as an apprentice/dependent. ON his plus side he gets a major contact of the Archive, Mouse as a follower, Michael as an ally. For that matter, the Church owes him a fair bit, too. The little folk as a pretty hefty group of followers. HellFire, Soul Fire. The island as the beginning of a major powerhouse of a base. Speaking of bases, his place with all his stuff, where he first beefed up the wards WAY up. In terms of equipment, he also beefed up his coat in terms of protection, his shield bracelet went from stopping only physical to stopping pretty much everything, and went from a single ring for kinetic hits to I THINK 3 rings on each hand. As for book 12... talk about a way to buy off a "Complication"! So, he starts book 1 as about 200/150. Any guesses on book 12?
  6. More Quantum updating More tweaking here. Among other things, I've swapped out a couple of the disads, upped his dex and gotten rid of his combat skill levels, upped his int a bit and freed up some points. Part of the issue with him is he is new to his form. He would not have been a practicing super hero and so isn't going to have some of the skills you'd one might normally have. My plan there is to hold out those points until after at least one adventure and apply them as Lesson's Learned. Nathanial Allen Cobert Player: Val Char Cost 15/50 STR 5 30 DEX 60 10/26 CON 0 12/18 BODY 4 23 INT 13 18 EGO 16 10 PRE 0 10 COM 0 3/38 PD 0 2/33 ED 0 5 SPD 10 5/29 REC 0 20/52 END 0 25/57 STUN 0 6" RUN 0 2" SWIM 0 3"/10" LEAP 0 Characteristics Cost: 108 Cost Power END Metal Skin, all slots Extra Time (Delayed Phase, Only to Activate, -1/4) 42 1) Metal Skin I: Armor (0 PD/28 ED), Hardened (+1/4) (52 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 42 2) metal skin II: Armor (28 PD/0 ED), Hardened (+1/4) (52 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 24 3) Metal Skin III: Energy Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 24 4) Metal Skin IV: Physical Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 50 Atom Flight: Multipower, 50-point reserve 5u 1) Combat mode: Flight 20", Usable [As Second Mode Of Movement] (+1/4) (50 Active Points) 5 3u 2) Flight 8", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (32 Active Points) 3 75 Energy Control: Multipower, 75-point reserve 7u 1) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7 7u 2) Absorption 15d6 (energy, End/Stun) (75 Active Points) 0 7u 3) Energy Blast 15d6 (75 Active Points) 7 22 Spatial Awareness (Unusual Group), Discriminatory (27 Active Points); Only In Heroic Identity (matter is energy; -1/4) 0 5 Healing 1 BODY, Reduced Endurance (0 END; +1/2) (15 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4), Only In Heroic Identity (-1/4) 0 1 Mental Defense (5 points total) 0 Atomic Effects, all slots Extra Time (Delayed Phase, Only to Activate, -1/4) 16 1) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 10 2) +6 BODY (12 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 26 3) +16 CON (32 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 22 4) +14 REC (28 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 28 5) +35 STR (35 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 3 6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0 Powers Cost: 422 Cost Skill 3 Paramedics 14- 3 Systems Operation 14- 2 KS: Justice Squardon Foes 11- 2 KS:International Law 11- 5 Language: French (idiomatic; literate) 2 TF: Science Fiction & Space Vehicles 3 Jack of All Trades 2 1) PS: Electronics (3 Active Points) 14- 2 2) PS: Mechanic (3 Active Points) 14- 2 3) PS: electrician (3 Active Points) 14- 3 Navigation (Air, Space) 14- 3 Scientist 2 1) SS: Optics 14- (3 Active Points) [Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations.] 2 2) SS: Physics 14- (3 Active Points) 3 Analyze: Energy Signature 14- 3 Tracking 14- 3 Deduction 14- 5 Cramming Skills Cost: 50 Cost Perk 5 Vehicles & Bases 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers Perks Cost: 13 Val Disadvantages 10 Psychological Limitation: code vs killing (Common, Moderate) 10 Psychological Limitation: Living up to his father (Common, Moderate) 5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate) 15 Psychological Limitation: Protective on Innocence (Common, Strong) 15 Psychological Limitation: Avoids the Press (Very Common, Moderate) 15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Hunted: US Military Intellegence 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 5 Hunted: French Government 8- (As Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Social Limitation: Public ID (Occasionally, Major) 5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor) 10 Social Limitation: New Guy (Occasionally, Major) [Notes: New to the Superhero world, new to his powers. From his perspective, he will working with famous people. From their perspective, who the heck is this guy?] 10 Vulnerability: 2 x STUN Magic (Uncommon) 15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal) [Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky] Disadvantage Points: 150 Base Points: 450 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 593 Height: 1.90 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Nate is a scientist with abilities both in the theoretical world and in practical world. He wishes to work to improve the human condition, and follow in his father's footsteps Quote:"Don't call me Captain Atom. My father held that name. He earned the rank of Captain. So far, I haven't earned any name. If you to call me by a name other than the one I was born with, you can call me Quantum". Background: Son of Captain Atom and Catherine Cobert Holds dual citizenship between US and and France. Intiially raised by his mother, he didn't find out who his father was until later. With his combined engineering and science background he worked initially with the French space program. On a join US/French project, a torrorist attack resulted in emergency conditions with with the potential of the destruction of a major city. One of the US scientists, Dr. Andrew Glover, found Nate and suggested they put Nate through the same process that created both Captain Atom and Major Force, stating that he believed the time shift had been compensated for. The process is successful, as is the rescue. Now he suddenly finds himself in the super human world. With is ability to lift massive payloads up into space as well as repair satilites in place, the French want to use him to "suplement" their space program. Nate himself is reluctant to say the least to put an industry's employees out of work. He also resents being forced into a repairman's slot when he has trained to be a scientist. The offer from the Justice Squadron comes at an oportune time. Powers/Tactics: Campaign Use:
  7. Hook for Quantum Growing up, Nate just knew his dad was "an American officer". He learns to deal with not really knowing who his dad was. Then he finds out his dad was Captain Atom! How the heck do you live up to that?! Eventually, he figures out he can't, and so he settles in to living within his limitations. He isn't a slouch. He might not be a world class scientist, but he's competent, and good at this job. Not only that but he isn't one of those guys who can expound on the structure of the universe but can't fix a flat on his car. He is solidly grounded in the real world, too. Not only can he fix a flat, he could rebuild the car from the ground up, and fix the radio while doing it, too. He can take the theoretical stuff and make it practical. Now BANG! He does have powers on par with his father. Just how WILL he compare to his father, now that he has the same abilities? And yeah, he's no slouch in the science department. Optics is not for the weak of heart. But now he's being brought into the world at the level of Banner, von Doom and Richards? Or trying to assist Moon Knight in following clues? To mangle a metaphor, he is going to feel like he's going from being a decent sized fish in a small sea to being a somewhat larger fish in a lake populated by whales. The flip side of it, though, is he's was scientist who studied energy and was involved in the space program. Now he can shoot energy out of his fingers and make to high orbit on his own in less time than it takes most people go pour a cup of coffee from the pot. How cool is THAT?
  8. Re: Call for Replacements More minor tweaking. 1) Upped the megascale flight 2) Gave him Analyze Energy and Tracking Energy Trails
  9. Re: Multitarget Abilities Screwball idea for this but how about using Summon? Yeah, it has a big Stop sign on it but it seems to fit the bill. Sommon a bunch of eyes, give them 0 movement, attached to the main body, each fires independently.
  10. Re: Call for Replacements Nathanial Allen Cobert (Quantum) Player: Val Char Cost 15/50 STR 5 23 DEX 39 10/30 CON 0 12/18 BODY 4 18 INT 8 18 EGO 16 10 PRE 0 15 COM 3 3/40 PD 0 2/36 ED 0 5 SPD 17 5/25 REC 0 20/60 END 0 25/59 STUN 0 6" RUN 0 2" SWIM 0 3"/10" LEAP 0 Characteristics Cost: 92 Cost Power END Metal Skin, all slots Extra Time (Delayed Phase, Only to Activate, -1/4) 45 1) Metal Skin I: Armor (0 PD/30 ED), Hardened (+1/4) (56 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 45 2) metal skin IV: Armor (30 PD/0 ED), Hardened (+1/4) (56 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 24 3) Metal Skin II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 24 4) Metal Skin III: Physical Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 56 Atom Flight: Multipower, 56-point reserve 6u 1) Combat mode: Flight 20", Position Shift, Usable [As Second Mode Of Movement] (+1/4) (56 Active Points) 6 4u 2) Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points) 4 1 Mental Defense (5 points total) 0 75 Energy Control: Multipower, 75-point reserve 5u 1) Pull the power: Drain Energy based powers 5d6 (50 Active Points) 5 7u 2) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7 5u 3) Absorb: (Total: 50 Active Cost, 50 Real Cost) Absorption 5d6 (energy, Endurance) (Real Cost: 25) plus Absorption 5d6 (energy, Stun) (Real Cost: 25) 0 7u 4) Energy Blast 14d6 (70 Active Points) 7 18 Matter is Energy: Spatial Awareness (Unusual Group) (22 Active Points); Only In Heroic Identity (matter is energy; -1/4) 0 7 Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Only In Heroic Identity (-1/4) 0 Atomic Effects, all slots Extra Time (Delayed Phase, Only to Activate, -1/4) 8 1) Power Defense (10 points) (10 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 16 2) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0 10 3) +6 BODY (12 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 32 4) +20 CON (40 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 14 5) +9 REC (18 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 28 6) +35 STR (35 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 3 6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0 Powers Cost: 443 Cost Skill 3 Paramedics 13- 3 Systems Operation 13- 2 KS: Justice Squardon Foes 11- 2 KS:International Law 11- 5 Language: French (idiomatic; literate) 2 TF: Science Fiction & Space Vehicles 3 Jack of All Trades 2 1) PS: Electronics (3 Active Points) 13- 2 2) PS: Mechanic (3 Active Points) 13- 2 3) PS: Zero-G Operations (3 Active Points) 13- 2 4) PS: electrician (3 Active Points) 13- 3 Navigation (Air, Space) 13- 3 SS: Optics 13- [Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations.] 2 SS: Physics 11- Combat Skills 6 1) +2 with any three maneuvers or a tight group of attacks 10 2) +2 with DCV Skills Cost: 52 Cost Perk 5 Vehicles & Bases 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers Perks Cost: 13 Total Character Cost: 600 Val Disadvantages 10 Psychological Limitation: code vs killing (Common, Moderate) 10 Psychological Limitation: Living up to his father (Common, Moderate) 5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate) 15 Psychological Limitation: Protective on Innocence (Common, Strong) 15 Psychological Limitation: Avoids the Press (Very Common, Moderate) 15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Hunted: Military Intellegence 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 10 Hunted: French Government 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Social Limitation: Public ID (Occasionally, Major) 5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor) 10 Distinctive Features: Metalic Skin in Hero form (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Vulnerability: 2 x STUN Magic (Uncommon) 15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal) [Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky] Disadvantage Points: 150 Base Points: 450 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  11. Re: Call for Replacements Well, if you think we need a brick... I'm not stuck on the being the son of Cpt Atom, although I think I've built what could be a fun character. However, I've tweaked him somewhat to make him tougher. I've actually been trying to keep the cheese down. Changes include upping his strength and Con, and giving him an Absorb option to make him even stronger and tougher. In addition, his Damage Reduction has been raised both for PD and ED to 75% resistant. I'm willing to take suggestions on construction here. Keep in mind 1) I'm still trying to get a feel for the boundaries, 2) I've never purposely built a brick before and 3) trying to stay with the concept without going over the top in cheese. I'd be happy to take a shot at building a son of Colossus.
  12. Re: Call for Replacements VERY rough draft here. Part of the problem is that I never followed anything seriously in DC or Marvel except a few titles, and even that stopped in the early 90s. Obviously, subject to the GM's approval. One comment concerning the character is that most of his abilities really should be OIHID but I couldn't think of any valid thing that would prevent him from changing. I'll still take the hit if he's walking around in his alter ego. Information on Captain Atom used as a reference found here: http://en.wikipedia.org/wiki/Captain_Atom Nathanial Allen Cobert BACKGROUND Son of Captain Atom and Catherine Cobert Holds dual citizenship between US and and France. Intiially raised by his mother, he didn't find out who his father was until later. With his combined engineering and science background he worked initially with the French space program. On a join US/French project, a torrorist attack resulted in emergency conditions with with the potential of the destruction of a major city. One of the US scientists, Dr. Andrew Glover, found Nate and suggested they put Nate through the same process that created both Captain Atom and Major Force, stating that he believed the time shift had been compensated for. The process is successful, as is the rescue. PERSONALITY Nate is a scientist with abilities both in the theoretical world and in practical world. He wishes to work to improve the human condition, and follow in his father's footsteps QUOTE "Don't call me Captain Atom. My father held that name. He earned the rank of Captain. So far, I haven't earned any name. If you to call me by a name other than the one I was born with, you can call me Quantum". Val Char Points Total Roll Notes 15 STR 5 15/30 12- / 15- HTH Damage 3d6/6d6 END [1/2] 23 DEX 39 23 14- OCV 8 DCV 8 20 CON 20 20 13- 12 BODY 4 12/20 11- / 13- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 15 PRE 5 15 12- PRE Attack: 3d6 15 COM 3 15 12- 7 PD 4 7/30 7/30 PD (0/20 rPD) 10 ED 6 10/30 10/30 ED (0/20 rED) 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 7 REC 0 7/25 40 END 0 40/60 30 STUN 0 30/46 6" Running 0 6" 2" Swimming 0 2" 3" Leaping 0 3"/6" Total Characteristics Cost: 127 Cost Powers END Metal Skin 75 1) Metal Skin I: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points) 0 30 2) Metal Skin II: Energy Damage Reduction, Resistant, 50% 0 30 3) Metal Skin III: Physical Damage Reduction, Resistant, 50% 0 56 Atom Flight: Multipower, 56-point reserve 6u 1) Combat mode: Flight 20", Position Shift, Usable [As Second Mode Of Movement] (+1/4) (56 Active Points) 6 3u 2) Flight 10", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (35 Active Points) 3 75 Energy Control: Multipower, 75-point reserve 7u 1) Energy Blast 14d6 (70 Active Points) 7 7u 2) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7 Atomic Effects 15 1) Radar (Radio Group) 0 5 2) Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4) 1 20 3) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0 16 4) +8 BODY 30 5) +15 REC 10 6) +20 END 15 7) +15 STR 1 6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0 Perks 5 Vehicles & Bases 3 Reputation (A large group) 14-, +1/+1d6 5 Fringe Benefit: International Police Powers Skills 3 Paramedics 13- 3 Systems Operation 13- 2 KS: Justice Squardon Foes 11- 2 KS:International Law 11- 5 Language: French (idiomatic; literate) 2 TF: Science Fiction & Space Vehicles 3 Jack of All Trades 1 1) PS: Electronics (2 Active Points) 11- 2 2) PS: Mechanic (3 Active Points) 13- 2 3) PS: Zero-G Operations (3 Active Points) 13- 2 4) PS: electrician (3 Active Points) 13- 3 Navigation (Air, Space) 13- 3 SS: Optics 13- Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations. 2 SS: Physics 11- Combat Skills 3 1) Combat Piloting 14- 6 2) +2 with any three maneuvers or a tight group of attacks 10 3) +2 with DCV Total Powers & Skills Cost: 474 Total Cost: 600 450+ Disadvantages 10 Psychological Limitation: code vs killing (Common, Moderate) 10 Psychological Limitation: Living up to his father (Common, Moderate) 5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate) 15 Psychological Limitation: Protective on Innocence (Common, Strong) 15 Psychological Limitation: Avoids the Press (Very Common, Moderate) 15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Social Limitation: Public ID (Occasionally, Major) 10 Physical Limitation: Goes BOOM if he looses half his BODY (Infrequently, Greatly Impairing) Notes: If he loses more than half his body, he has about 30 seconds before his body detonates in a nuclear blast. Damage up to GM. 5 Hunted: Military Intellegence 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Reputation: Occationally detonates like a nuclear blast, 8- (Extreme) 5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor) 10 Vulnerability: 2 x STUN Magic (Uncommon) 15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal) Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky Total Disadvantages Points: 150
  13. Re: Call for Replacements I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow, though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.
  14. Re: Ten Best Superhero Martial Arts This is very true. I've dealt with 3 different kinds of aikido. One was so fu fu it wasn't funny. The person I was doing the technique on DID throw himself to the floor. It sure wasn't me. If that's all you've got in your area, I can see where you came to your opinion. In the other schools if you didn't do the technique you got hit, or the guy just stood there and looked at you as you tried to throw him.
  15. Re: Ten Best Superhero Martial Arts RE: The Superhero thing - One requirement would have to be something that lets you deal with multiple opponents. I'll freely admit Gracie style Jujitsu as being great one on one real world but as I understand it one of the things they emphasize is that they don't believe you can fight multiple opponents effectively. To me, to be superheroish, you have to be able to handle bunches of mooks. Equilibrium being one example, where he gets surrounded and 10 seconds later everyone is dead (killed with one of the enemies' swords) and Jackie Chan is another, where he goes on the run and stops periodically just long enough to pick off whoever is closest before going back to being chased. Real world stuff: I'm with Dauntless and his list. If you want an effective martial art, find someone who has a systematic way of training that includes as many of those things as possible. Oh, and get in shape, as in run fast/run far/climb a fence in shape, not just "I can lift heavy weights" in shape. Couple other comments, just so I can get my name added to the list of Internet Tough Guys: Aikido being useless: Sorry, don't buy it. Japanese Riot Police are taught that. No way am I going to believe the Japanese are going to send RIOT POLICE to train for a year in something that doesn't work. (Reference: Angry White Pajama, by Robert Twigger) Taiji (tai chi)/kung Fu: okay, I admit to being biased here since the school I go to teaches Long Fist and White Crane styles of Kung Fu, and Taiji. I'll freely admit I'm not going to win many fights but I'll bring up two of the senior students from the school for a reference. The first worked security on the local Navy base. He's had occasion work out with a SEAL or two and was able to hold his own and then some, although he admits they weren't going all out and he had about 15 years on the guy. The second worked as a bouncer in a local bar frequented by Navy and Marines, a bar noted for the number of times police had to be called. Again, he was good enough to hold his own against all comers. I asked him what he used the most and his reply was "...mostly taiji". (/rant) The big problem with taiji is that it's rare that you're going to find a teacher who teaches it as an effective combat art. Mostly it gets taught as "moving meditation". Yeah, right. Moving meditation, that just happens to have joint locks, take downs, escapes, and strikes with hands, feet, elbows, knees, and shoulders. Taiji is more than just doing the form slowly, people! (/Rant off) Er... Sorry about that. Point being that effectiveness has little to do with the style, it's how it's taught and how you train.
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