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jackalope

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Everything posted by jackalope

  1. Re: Would you allow this VPP?
  2. Re: Would you allow this VPP? The player should either pay for a Computer Link to a real world database, or buy a Computer and define what is in the database.
  3. Re: Jackalope's ChampionsDoctor SpectrePlayer: NPC Crimefighter Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 13 BODY 6 18 INT 8 13 EGO 6 15 PRE 5 12 COM 1 8 PD 4 8 ED 4 5 SPD 17 10 REC 4 40 END 0 35 STUN 2 8" RUN42" SWIM04" LEAP0Characteristics Cost: 130Cost Power END Phaseshifter Harness, all slots OIF (-1/2), Gestures (Must Adjust Dial; -1/4) 33 1) Desolid Punch: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Force Field; +1), Affects Physical World (+2); Hand-To-Hand Attack (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Takes 1d6 NND STUN; -1/2) 0 23 2) Desolidification: (affected by Force Fields) 4 17 3) Invisibility: to Sight and Hearing Groups , No Fringe; Linked (Desolidification; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4) 3 12 4) Partial Desolid: +6 with DCV; Costs Endurance (-1/2), Not vs Force Field SFX or Affects Desolid (-1/4) 3 8 Power Source: Endurance Reserve (60 END, 6 REC); OIF (-1/2) 0 3 Bullet Resistant Costume: Damage Resistance (5 PD/5 ED); OIF (-1/2) 0 3 Nightvision Goggles: Nightvision; OIF (-1/2) 0 10 Utility Belt: Multipower, 15-point reserve, OIF (-1/2) 1u 1) Black Box: +5 with Security Systems; Requires An Electronics Roll (-1/2), Electronic Security Systems Only (-1/4) 1u 2) Electronic Binoculars: +8 versus Range Modifier for Sight Group; OAF (-1) plus Absolute Range Sense; OAF (-1) 0 1u 3) Blood Detection Kit: Detect Blood 15- (Unusual Group), Discriminatory, Analyze; OAF (-1), 4 Charges (-1) [4] 1u 4) Camera: Eidetic Memory, 32 Charges (+0); OAF (-1), Still Images only (-1/2) 1u 5) Crime Kit: +3 with Criminology, Forensic Medicine, Deduction; OAF (-1), 4 Charges (-1) 1u 6) Fingerprint Detection Kit: Detect Fingerprints 15- (Unusual Group), Discriminatory, Analyze, 16 Charges (+0); OAF (-1) [16] 1u 7) Flashlight: Sight Group Images 1" radius, 1 Continuing Charge lasting 6 Hours (+0); Only To Create Light (-1), OAF (-1), Limited Range (5") (-1/4) [1 cc] 1u 8) Handset Radio: High Range Radio Perception (Radio Group); OAF (-1), Sense Affected As More Than One Sense Sight and Hearing (-1/2) 0 1u 9) Locksmith's Tool: +5 with Lockpicking; OAF (-1), Mechanical Locks Only (-1/2) 1u 10) Mini-Oxygen Mask: Life Support (Self-Contained Breathing); Fuel Dependent (fuel is Very Common; must refuel Once per 20 Minutes; -1 1/4), OAF (-1) 0 1u 11) Parabolic Mike: +7 PER with Hearing Group; OAF (-1) 0 1u 12) Pocket Computer: Computer (15 Active Points) 1u 13) Pocket Knife: Hand-To-Hand Killing Attack 1/2d6 (1d6+1 w/STR), Penetrating (+1/2); OAF (-1) 1 1u 14) Revolver: Killing Attack - Ranged 1d6; OAF (-1), 6 Charges (-3/4) [6] 1u 15) Swingline: Swinging 15"; OAF (-1) 1 Powers Cost: 124Cost Martial Arts Maneuver 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 8 +2 HTH Damage Class(es) Martial Arts Cost: 30Cost Skill 2 AK: New York 11- 3 Climbing 14- 2 Computer Programming (Personal Computers) 13- 3 Concealment 13- 3 Criminology 13- 3 Deduction 13- 3 Electronics 13- 3 Forensic Medicine 13- 3 Interrogation 12- 3 Inventor 13- 1 Lockpicking 8- 2 PS: Forensics Expert 11- 3 Paramedics 13- 3 Scholar 1 1) KS: Criminal Law 11- 1 2) KS: Known Criminals 11- 1 3) KS: Organized Crime 11- 1 4) KS: Police Proceedure 11- 3 Scientist 1 1) SS: Anatomy 11- 1 2) SS: Ballistics 11- 1 3) SS: Criminal Psychology 11- 1 4) SS: Forensic Entomology. 11- 1 5) SS: Organic Chemistry 11- 1 Security Systems 8- 3 Shadowing 13- 3 Streetwise 12- 2 Systems Operation (Medical Systems) 13- Modern 0 1) Acting 8- 0 2) Conversation 8- 0 3) Native Language: English (idiomatic; Literate) 0 4) PS: Medical Doctor (Everyman Skill) 11- 0 5) Persuasion 8- 0 6) Stealth 8- 0 7) TF: Small Motorized Ground Vehicles Skills Cost: 58Cost Perk 1 Fringe Benefit: Medical License 5 Money: Well Off 2 Reputation: Expert Investigator (Police Organizations) 11-, +2/+2d6 Perks Cost: 8Val Disadvantages 20 Dependent NPC: Sarah Olle, Daughter 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 10 Enraged: When Confronting Criminals (Common), go 8-, recover 14- 20 Hunted: Local Mob 11- (As Pow, NCI, Harshly Punish) 20 Psychological Limitation: Code Vs Killing (Common, Total) 10 Psychological Limitation: Cold and Unemotional (Common, Moderate) 15 Psychological Limitation: Doctor's Ethics (Common, Strong) 15 Psychological Limitation: Obsessed With Fighting Crime (Common, Strong) 15 Social Limitation: Secret ID (Frequently, Major) 10 Vulnerability: 2 x STUN Force Attacks (Uncommon) 15 Watched: UNTIL 11- (Mo Pow, NCI, Watching) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350
  4. Re: New Campaign Start Idea - Critiques Wanted Nope, but here's an alternate suggestion: Have each player make a Skilled Normal (75pt) or Heroic Normal (150pt), then spring the first adventure on them, and after the exposure, give them the rest of the session to spend 200-275 points on powers, with the stipulation that no power can be bought through a focus (though some powers may need object of oppurtunity focuses to work), etc.
  5. Re: Telepathy Defense : I'm thinking of an Elephant! That's why the GM makes secret PER rolls for the player. To keep them secret. And smart/evil GM's roll dice at random for absolutely no reason every few minutes, just to keep the players guessing. Asking a player what his character's EGO is at random is fun too.
  6. Re: Telepathy Defense : I'm thinking of an Elephant! Here's a few ideas: Shape Shift (Mental Group), Affects Telepathy Only (-0): He makes his thoughts appear to be different thoughts. Images (Mental Group), Affects Telepathy Only (-0): He creates false thoughts that disguise his real thoughts. Both could be Linked to Mental Defense (Invisible Effects +1/2, Must Be Aware Of Attack, -1). If the mentalist fails to actually read Bats mind, he sees the Images or the Shapeshifted thoughts, and thinks he's reading Bats mind.
  7. Re: Superhero Images This is a character from my campaign, his stats are posted elsewhere (check the Jet City Champions Campaign Log or the Civic Guard threads). This is the Fremont Troll.
  8. Re: Jet City Champions Campaign Log Oh, y'all won't be going into space. Next week I'm introducing Invader Zurg, who will be launching Plan 23...from Outer Space! Which is, of course, a reference to the Ed Wood movie Plan 9 From Outer Space. Plan 9 is the "ressurection of the dead" (Spaaaaaace Zombies!!!). You'll have to wait til Thursday to fidn out what Plan 23 is.
  9. Re: Jet City Champions Campaign Log The idea is that he's a mage, and can only use on spell at a time. Also, he's badass enough as it is!!!
  10. Re: Jet City Champions Campaign Log Five. The Raiders surrender on their first action, which was in segment 4 (they lost their segment 12 action due to surprise). And yes...OUTER SPACE!!!
  11. Re: Jet City Champions Campaign Log Episode Three: Into the Dragon's Lair! (September 23rd, 2004) Last week: Thanks to Washi's folded frog and Blink Dog's nimble hands, the Jet City Champions were able to follow the Dragon Raider's back to their hidden lair: an abandoned and condemned warehouse in one of the uncomplete sectors of central Jet City. Now, the Jet City Champions prepare to perform the same sort of lightning strike that is the trademark of the Dragon Raiders. They attack at the stroke of midnight, catching the Dragon Raider's completely off guard. Washi sends a crane into the warehouse to perform reconnaissance, and finds several of the Dragon Raider's sleeping, others playing mah-jong, and only to bored Raider's sitting in sentry positions by the door. Dragon Raider Kaicho and the tenth Raider are nowhere to be seen, but the Dragon Raider's cloaking transport flying-wagon seems a likely place. Blink Dog teleports himself and Nebula into the flying-wagon, where they catch Dragon Raider and his lieutenant going over the plans for their next raid. Blink Dog sends a signal to the rest of the team before launching an attack at Kaicho, while Nebula attempts to dominate the Dragon Raider's mind. Kaicho and Blink Dog battle back and forth, Blink Dog playing it safe and teleporting around Kaicho's deadly energy lance, while the rest of the Champions launch their main assualt. Rocketman II carries Washi into battle, and the Origami Master unleashes both his Paper Dragon and Paper Beetle, but both will prove unnesessary. The Fremont Troll leaps into battle, with Arsenal riding piggyback. Arsenal hits the ground running, firing first a knock out gas arrow and then an oil slick arrow, the gas sends the unprepared agents to the floor, and the super slick oil keeps them there, neutralizing 70% of the Dragon Raider's fighting force before the battle has even begun! The Troll carefully opens the door to the flying-wagon, reaches inside, and hauls Dragon Raider Kaicho out, holding him secure in one giant hand. Blink Dog, seizing the opportunity, delivers a vicious kick to Kaicho in a delicate place, and the put upon extortion artist collapses from the pain. Rocketman blasts a nearby wall with his disintegration raygun, revealing one of the two sentries. He demands the immediate surrender of all the Raiders, and recognizing they face inevitable defeat, they throw down their arms and give themselves up. After securing the Raiders, Rocketman calls in the police (who show up right after[/i[ the media arrives) and they take the Raider's into custody. Rocketman and Washi give a short interview to the media while the other Champions standby - except for Arsenal, who slips out the back and dissappears into the night. Next Week: Plan 23 From Outer Space!
  12. Re: ... until it becomes... a Thing of Iron!
  13. Re: Weird RL Phenomena I saw naturally occuring ball lightening once, during a thunderstorm in SoCal, amazing stuff. I was a good thousand yards from it, so I wasn't scared, but wow - AMAZING. If I hadn't already been aware of the phenomenon, i don't know what I would have made of it. I saw footage of some scientists who recreated ball lightening once, I forget how (this was years and years ago), but they did it. It "floated" through a kichen they'd set up, "landed" on the stove, and "rolled" across the top of it before dissapating. There was a skillet on the stove, and it cut the dang thing in half! Absolutely amazing!
  14. Re: What variation of Champions do you play in? Well, as anyone who reads my campaign log can tell you, I run 5th Ed. Standard in a slightly modified version of the standard CU.
  15. Re: Jet City Champions Campaign Log Rob used it as filler. He wrote the background, I just cut and pasted. Rob and I already discussed the inaccuracy, but lazy ass that I am, I forgot to correct it. Good catch.
  16. Re: Do You Design Characters for the Team?? Dude, let's form a club. I don't even get to do solo play ever. And I have sooooooo many character ideas to play!!! ----- To the question at hand: My preference is for Captain America and/or Batmanesque characters, and I generally try to take the "Team Leader" role, and design a character of that sort. If that role is already filled, or someone else who hasn't played that role wants it, I find out what everyone else is doing, and make something complimentary.
  17. Re: Illusion ideas.... Mirage convinces the characters that they have been selected by God to safeguard - or possibly destroy - the New Messiah, or maybe it's the Antichrist. Oh wait, that's been done. I'm a big fan of the Fake Alien Invasion ("Wait...those aren't saucers, those are helicopters with fiberglass shells!"), the Fake Giant Monster/Giant Robot Attack (or even the Fake Giant Mirage). But those are all stolen from Mysterio. Here's an entirely new one: Mirage sets up a scene in which a person who appears to be one of the heroes kills an innocent in public, either in cold blood or on accident. The kicker: The dead person appears to be that character's own secret identity!!! There's a headache for you, trying to clear yourself of a frame up for killing yourself. If Mirage is smart (and she is), she'll have arranged for the body to look just like the hero in question, and replaced any forensic info on the character with Alternately, one could frame the character for killing one of his own DNPCs -who is actually being held hostage! The ransom? Confess to the killing and go to jail, or the DNPC really dies. Can the character find their lost love with every cop and hero hunting them down? Here's another one: One of the heros in the team with a secret ID appears on television, and removes his mask - he says it's time to come clean about who he is. But it's not the hero! It's some other guy displaying the same powers, and claiming to be the real him! I don't know where to go with this, but it could cause all sorts of havoc for the right character. And remember, no matter what happens, when Mirage loses she is so distraught by her failure that she offs herself. Or so it appears... Oh, and if Mirage is bested by a female superhero - time for the faked "adult home movies" to hit the internet...
  18. Re: Best way to strip someone down. Oh...and here I thought the answer was "Stick dollar bills in their g-string."
  19. Re: Help on creating 20-foot tall/long character
  20. Re: NPC Names AHH!!! It's scary!!!! I tried it out, and on the first page it generated MY NAME.
  21. Re: Scenario ideas inspired by other media Um. What the hell? That's just weird. I've used Big Trouble myself, several times. A lot of John Carpenter's movies make great basic plots. I've also used The Thing, Assualt on Precinct 13, and Halloween 3: Season of the Witch. Jeff mentioned Die Hard, another great plot that's easy to rip off. I've also used Shakespeare (specifically MacBeth), Invader Zim, and more stuff than I can remember right now.
  22. Re: Jet City Champions Campaign LogWell, we're almost done. The second to last of the Jet City Champions first line-up: NEBULA, the team's Mentalist (and therefore, the character most likely to throw a monkeywrench into my plans).NebulaConcept: Superhero Mage/MysticPlayer (Creator): Rob (Rob/story, Ken/character build) Val Char Cost 13 STR 3 20 DEX 30 18 CON 16 13 BODY 6 15 INT 5 23 EGO 26 20 PRE 10 18 COM 4 10/20 PD 7 10/20 ED 6 6 SPD 30 10 REC 6 60 END 12 35 STUN 6 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 167Cost Power END 50 Psychic Powers I: Multipower, 50-point reserve 5u 1) Beguile: Mental Illusions 10d6 5 5u 2) Confuse: Entangle 2d6, 2 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) 5 4u 3) Destruction: Killing Attack - Ranged 3d6 4 5u 4) Disruption: Energy Blast 10d6 5 5u 5) Domination: Mind Control 10d6 5 2u 6) Obfuscation: Invisibility to Sight, Hearing and Mental Groups, Danger Sense and Combat Sense ; Visible to Machines, Animals, Aliens (-1) 4 5u 7) Psychic Search: Mind Scan 5d6, Cumulative (120 points; +1) 5 4u 8) Restructure I: Cosmetic Transform 3d6 (Anything into Anything), Improved Target Group (+1), Continuous (+1) 4 3u 9) Restructure II: Minor Transform 1 1/2d6 (Anything into Anything), Improved Target Group (+1), Continuous (+1); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) 8 2u 10) Restructure III: Major Transform 1d6 (Anything into Anything), Improved Target Group (+1), Continuous (+1); Increased Endurance Cost (x3 END; -1), Concentration (0 DCV; -1/2) 12 2u 11) Retrocognition: Retrocognitive Clairsentience (Sight And Hearing Groups), Requires An EGO Roll (No Active Point penalty to Skill Roll; +0); Retrocognition Only (-1), Time Modifiers (-1/2) 5 5u 12) Telekinesis: Telekinesis (20 STR), Affects Porous, Fine Manipulation 5 4u 13) Telepathy: Telepathy 9d6 4 10 Psychic Powers II: Elemental Control, 20-point powers 7 1) Precognitive Defense: +4 with DCV; Costs Endurance (-1/2) 2 10 2) Psychic Shield: Force Field (10 PD/10 ED) 2 6 3) Levitation: Flight 10"; Levitation (-1/2), no Noncombat movement (-1/4) 2 0 Psychic: Mental Awareness 0 5 Sensitive: Discriminatory with Mental Awareness 0 2 Strong Willed: Mental Defense (7 points total) 0 Powers Cost: 141Cost Skill 5 +1 with HTH Combat 3 Acrobatics 13- 3 Analyze: Mental Powers 12- 3 Breakfall 13- 3 Climbing 13- 3 Concealment 12- 3 Contortionist 13- 3 Criminology 12- 3 Deduction 12- 2 KS: Shamabala Philosophy 11- 1 Language: Shamabalan (basic conversation) 2 PS: Accountant 11- 3 Stealth 13- Skills Cost: 37Cost Perk 3 Anonymity 2 Deep Cover Perks Cost: 5Val Disadvantages 20 Watched: Cth'zon the Demon of the Dark 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Vulnerability: 2 x STUN Nightmare Magicks (Uncommon) 5 Unluck: 1d6 15 Social Limitation: Secret ID (Frequently, Major) 10 Social Limitation: Dark Secrets (Occasionally, Major) 15 Psychological Limitation: Wants To Save Humanity From Itself (Common, Strong) 10 Psychological Limitation: Obsessed With Death Of Former Lover (Uncommon, Strong) 15 Psychological Limitation: Must Obey Cth'zon (Uncommon, Total) 20 Psychological Limitation: Code Vs Killing (Common, Total) 15 Physical Limitation: Powers Do Not Affect Cth'zon (Infrequently, Fully Impairing) 10 Distinctive Features: Aura of Mystic Energy (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Accidental Change: When Injured/Wounded 8- (Uncommon) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 6' 7" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: Personality: Ben wishes to make the world a better place, and is convinced he was given his powers to do just that. But he is overwhelmed by grief and a sense of rage and anger, and so long as he i unable to focus his mind completely, he cannot tap the full extent of his powers. He knows he could easily transform the world if he only had clairity of purpose, but for now he must settle for small changes.Quote:"Do not bother with lies, I can see the truth written across your mind."Background: Benjamin was born into the Bratt family that traced it's pedigree to before the Mayflower. They were actually landed nobility in England, but possessed of an adventurous spirit, they founded a separate, much smaller expedition to the New World that has been lost to the history books. Through shrewd investments and a lack of ostentiousness, they have managed to channel their wealth down through the generations. However, there has been a change in the air with the most recent generation. Rather than following his in his father's footsteps, young Benjamin became enamored with enjoying the fruits of his ancestors as oppposed to building on them. A natural athelete, Benjamin excelled in gymnastics and acrobatics in high school. However, a disagreement with this coach over his practice schedule (he wanted Benjamin to be more focused and spend less time with his latest conquests) from trying out from the Olympic games. Benjamin quit in a fit of pique and never looked back. After drifting for a couple of years and trying various positions at his father's corporation, fate struck like lightning. While attending a play at the local theater as a favor for his mother's birthday, Benjamin was struck with love at first sight. She had long, curly redhair and was the star in a Streetcar named Desire. After two months of unrequited flowers, chocolates and expensive jewelry, which was all returned unopened, Chastity (which was her name) was walking home after a late performance and decided to take a shortcut through the park. Benjamin, who had been at her performance was morosely driving by the park when he heard her screams. Forgetting himself he veered his car into the park and towards the sound of trouble. Three young hoodlums had surrounded her and were taunting her. Benjamin squealed to a stop and relying on his acrobatic training and a heretofore untapped rage, he literally assaulted his opponets both mentally and physically. It was a life changing moment for both Chastity and Benjamin. She agreed to go on a date with Benjamin and he started to grow up. It was a short whirlwind romance and engagement a few weeks later with a wedding planned for the coming spring. Unfortunately fate struck again, yet this blow was a cruel one. Chastity developed a rare form of bone cancer. All of the specialist in the world could do nothing to save her. There was a unique, untested medical procedure that could possibly cure her but would undoubtedly lead to brain damage or worse. It was a week after learning of this procedure that Benjamin had a strange dream where he appeared to be flying. He seemed to fly across the world to Tibet and to the top of a snow-peaked mountain. There a man appeared to him with a faint blue glow and the most serene sense of peace that Benjamin had ever experienced. He spoke to Benjamin of strange things which he could barely comprehend, but seemed to pull inside his body and felt as if his very cellular structure was being altered. The man ended by promising Benjamin aid in finding a cure for his ailing fiancee. Benjamin woke up the next day and was struck by how very real the dream had seemed. So real the dream and so desperate Benjamin, that he struck out two days later for Tibet, promising his Chastity that he would return in one month's time. After two frantic weeks searching for every clue he could find and talking to practically everyone he met, Benjamin met an old man who had been a Sherpa since he was a boy, but had been forced to retire after a tragic accident 10 years ealier. Something in Benjamin's eyes called to the old man and he miraculously rose from his chair and pledged his aid to Benjamin's cause. The expedition set out three days later. Climbing Mt. Kilimanjaro was no easy task and on the fifth day of the journey tragedy struck in the form of a particularly viscious snowstorm. The rest of the expedition was lost to Benjamin's sight in the buffeting snow and all he could hear was what sounded like the voice of the old man. Benjamin followed it has best he could until the whipping of the wind drowned even that out. Stumbling for hours and moving purely on the love he held for Chastity, Benjamin eventually spotted a dim blue glow in the distance. Following it, Benjamin collapsed yards before an elborately carved stone door that appeared to have been carved in the very side of the mountain. Benjamin woked up two days later and found himself in what seemed a truly magical land. He was informed that he had found the fabed Shambhala. A city that had been hidden from the rest of the world until it was time for it to return to usher humanity into a new era and evolution of it's existence. Benjamin faced a heart-rending choice. His mind was opened to the world and he could see that humanity was on the brink of extinction. However, a slim hope remained within him. As one who had walked the path of numbness and blindness and had been awakened by true love, he could live to serve as the Lord of New Creation and usher the world into it's next phase. However, this meant letting Chastity live out her karma and passing from this world. Benjamin struggled against his destiny, but in the end his new found sense of maturity won out. He stayed in the fabled city and dedicated his life to the mystic training that would transfer him from simple Benjamin Bratt into the Lord of New Creation. Seven years later the newly transformed being appeared back on the side of the mountain and walked back down to the village. The old man who had originally been his guide and passed on, but his son still lived in the village and remembered the stranger. Rumours flew and people began to worship this new entity. However, Benjamin knew that this was not his calling, to be seen as a God. So, he quietly slipped out a week later in the middle of the night and returned to the United States. What he found on his return was appalling. Chastity had been turned into a medical experimentation monstrosity. Flying into a rage, Benjamin leveled two floors of the hospital and several innocent people were hurt and Chastity herself woke briefly from a coma and leaped from her window, upon viewing her unsightly visage in the mirror. Benjamin, aghast at what had happened spent a large amount of psychic energy to undo the damage, but while he was able to restore the innocents hurt to health, he could not bring Chastity back to full health and did not want to restore her to the coma in which he knew she suffered much pain. Letting her go was the hardest thing Benjamin had to face and his human response stripped much of his power as the Lord of New Creation. The next phase for humanity would have to wait. Benjamin assumed a new identity as Paul Stokes, an unassuming CPA and took on the moniker of Nebula, to work on restoring his lost power to usher in the new age of humanity and to fight evil and decay on a smaller scale in his superhero identity by night and complicated tax returns by day. Powers/Tactics: Ben/Paul/Nebula has tremendous powers at his disposal. He is a powerful psychic, so strong that he can even rearrange matter with his mind. His powers derive from some mysterious and magical origin - the truth is he hardly understand his powers, and has no idea what his full capabilities - or weaknesses! - are.Campaign Use:
  23. Hi Steve! Couple of quick questions: A PC in my campaign (which I built) has Teleport with two levels of Armor Piercing. I'm not sure if this still works in HERO. It used to be that one could not Teleport through Hardened walls unless one had AP Teleport. Is this still the case? If so, how does this work with advantages like Cannot Be Escaped By Teleport? Same character bought the Teleportation Sense power (USPD, 231). I added Danger Sense into it as well. What exactly does this power do? Can he now teleport anywhere he wants without danger? Can he teleport to places he's never seen/been? How much information does a character need about a place to teleport to it blind? Correct me if I'm wrong, but Extra-Dimensional Movement (Single Dimension, Any Location) with the other dimension defined as "Where A Teleporter Goes When he Teleports" is a much, much more effective way of going anywhere in the world instantaneously than MegaScale teleport. Is this the case? Or am I missing something?
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