Jump to content

Short Shot

HERO Member
  • Posts

    114
  • Joined

  • Last visited

Posts posted by Short Shot

  1. 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

  2. Re: Harry Dresden: Book one points vs Book 12 points

     

    shouldn't this thread be the fantasy hero forum as harry is by HERO standards an urban fantasy' date=' not champions?[/quote']

     

    It could go either way, I guess, since effectively the only sups are from the fantasy realm. On the other hand we've also got high tech weaponry in the form of the P90, a sniper rifle, grenades, even a flame thrower being used, as well as remote detonation bombs.

  3. 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?

  4. 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:

  5. Hook for Quantum

     

    I would like for the players who have submitted characters to post their character's hook.

     

    What I mean by that is what is the hook, the thing, that makes you want to play your character? What aspects of the character really attract you to him/her? What's the hook that makes the character important to you?

     

    For example, one of the hooks for my character is that he's Dr. Doom's son, with everything that entails. Victor was brought up as a noble, he's an aristocrat, a perfectionist that expects a lot of himself and those around him and is a bit arrogant. While at the same time he is trying to prove himself, and redeem the family name and to accomplish that he has to be the consummate hero.

     

    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?

  6. 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.

  7. 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

  8. 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.

  9. 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

  10. 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.:angel:

  11. Re: Ten Best Superhero Martial Arts

     

    Weeellll, there's Aikido and then there's Aikido.

     

    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.

     

    :yawn: Once again' date=' this becomes a "my kung fu is better than your kung fu" thread.[/quote']

     

    Sorry, Kirby, I would have left it alone if it was just "This style is awesome!" Any style, I don't care. I just couldn't leave it when something that I know works gets bashed. Again, it's all a matter of teacher and training.

     

    I know of two guys who started about the same time under a master. One, as soon as he got his black belt, went and opened his own school, and his school is very popular, and profitable. The other studied another 4, 5 years under the same master, went to seminars, read the classics, and took additional private lessons with people who he believed knew what they were doing and then thought about what he was learning. He's got a small school out in the sticks. Both schools teach the same styles. Want to be the quality of their students differs more than a bit?

     

    Arts that emphasize control of violence are superior for a superhero. It can be an obvious kind of control' date=' like in aikido or judo. (And I'm still a Judo Master fan.) Or it can be a subtler kind of control, like with professional wrestlers who are acting like savages but in fact take pride in never injuring their partners. (Brett the Hit Man Hart would be my poster boy here.) Either way, an art that does not routinely end in serious injury, maiming or death is something a superhero needs. A killer art, likely a weapon-based art, is at best a second string to your bow.[/quote']

     

    I'll go with this. How often do superheroes trying to deal with people who are mind controlled, or fighting another hero over what turned out to be a misunderstanding? I can just see it. You're team mate, who is also your SO, gets mind controlled into attacking you, or has an illusion placed on them making you THINK they are one of the villains. "Sorry about the arm, hun. But don't worry, they an do amazing things these days reattaching limbs. Or maybe we can get you one of those really cool cybernetic ones! Hun? Honey? C'mon, it was an honest mistake!"

  12. 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.

  13. Re: Non Cliche Supernatural Professions

     

    Someone who restores old places.

     

    1) tracking down the "original" to put it back in place

    2) Looking for original designs and finding hidden passages

    3) researching legends associated with places.

    4) Excuse for being hired to go to remote locations

    5) restoring something have it result in freeing a demon/trap spirit, or even just opening a hidden passage

    6) gaining contacts who deal in antiquities and rarities who then get him involved in something else.

  14. Re: Hero Funding

     

    I would say part of it of the options deal with the suit capabilities. Able to hit geocentric orbit? satellite repair contracts should be VERY profitable. For that matter, how about just getting them up there in the first place. Underwater? How about finding and recovering ships/yachts'/planes? High speed plus stealth? Top end courier work, diamonds to documents.

  15. The thread on Perfect Pitch and a character concept build that I'm messing with brought up this question: How far out of the way do you go to make oddball skills useful in the campaign vs relying on your players to find uses?

     

    As I said,the Perfect Pitch thread is an example of what I'm talking about. Some examples were of GMs deliberately set it up where the skill was necessary, others where the character found ways to make it useful.

     

    Where do you strike your balance?

     

    What examples of "useless" skills have you seen brought into play in ways you really weren't looking for?

  16. Re: HeroCentral.net issues

     

    Site has run better on Firefox for quite a bit longer though. I'd been using Firefox for pretty much just HeroCentral, but since IE7 came out, I've made Firefox my default browser...

     

    (I'm slow sometimes...)

     

    I'd say join the club, but since I've been procrastinating on joining myself, I'm not sure what the process is.

  17. Likely this is being posted in the wrong place, but is HeroCentral.net having problems? I pretty much only see info on the top and right edge, and although I can select links I never see the info. I've also tried on a seperate system and a friend who plays there is also having the same issues.

     

    thanks in advance

  18. I'm looking at some powers in the Ultimate Brick. Can someone direct me to how these powers are built?

     

    For an example:

    Gaming Information: Area of Effect (one Hex +1/2), for up to 60 STR (30 active points), can be blocked (-1/4) Total cost 24 pts. {specifically Strong Arm Sweep on page 51.}

     

    1) how is the active points for this actually calculated?

    2) what damage does it actually do?

     

    Thanks, in advance.

  19. Re: To PLAY Or NOT To PLAY?

     

    I know this is a long shot, but one possibility is that your team is so effective the GM needs all the the extra boosts to give you a challenge. I'm not saying it is, but our GM has made statements in the past that let us know we were mowing through stuff that he thought would be tough. I'ts a slight possibility your GM doesn't know another way to deal with the issue.

  20. Re: Throwing a Manhole cover vs a OIF

     

     

    The other thing to remember is that an OIF is a Limitation. Saying that the Focus allows you to throw it sounds suspiciously like trying to turn a Limitation into an Advantage.* I might allow that once under special circumstances, but if you want to do it routinely and effectively, I'd say buy an EB slot. You can buy it with one recoverable charge if he's not yet skilled enough to have the shield return to him each time.

     

    * Edit: Re-reading this, I realize it sounds like I'm acusing you of something deceptive or underhanded. Not my intent at all, and sorry if it sounded that way.

     

    No problem in the accusation part of it. I didn't take it that way. I will say that the disadvantage of the focus, namely that it can be taken away, is still present.

     

    I think at this point it's going to take a conversation with my GM to see what he'll let me get away with. My issue is that, using existing rules, my character Decker can do up to an 8d6 energy blast with his 40 strength using a random peice of scenery, be it a man hole cover, an i-beam from a construction site or a motorcycle. Since I want to be able to do this more consistently, I am supposed to spend points on it. What I DON'T want to have to do is create a new power that doesn't take advantage of the points I already put into Strength.

×
×
  • Create New...