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Maelstrom

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Everything posted by Maelstrom

  1. Maelstrom

    Movies

    Re: Movies It's hard . . . to kill a horse . . . with a flute.
  2. In Dark Champions, the Five SeveN is listed at only a 1d6 RKA, putting it on the same level as a .38. Is this a misprint? The same round shot through the P90 is 2d6, and an argument could probably be made that this is a 2 1/2 d6 RKA.
  3. Re: Living Starships D'oH! Forgot to buy reduced END on Ryhen's strength. Well, I was in a hurry. His defenses are kind of low, too.
  4. Re: Living Starships OK. I have too much time on my hands, and I'm about to go fishing. Here's yer living ship, bought as a FOLLOWER with his own Vehicle that he carries around. Ryhen Living Ship Player: Val Char Cost 10/115 STR 0 23 DEX 39 28 CON 36 12/33 BODY 4 13 INT 3 20 EGO 20 40 PRE 30 5 COM -2 30/55 PD 28 30/55 ED 24 5 SPD 17 20 REC 24 60 END 2 35/56 STUN 4 0" RUN-120" SWIM-20"/21" LEAP-2Characteristics Cost: 213 Cost Power END 60 Flight: Multipower, 60-point reserve 6u 1) In-atmosphere Flight: Flight 14", Position Shift, x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2 6u 2) In-system Flight: Flight 13", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1,000 km; +1) (58 Active Points) 2 6u 3) Hyperspace Flight: Teleportation 5", x2 Increased Mass, MegaScale (1" = 100 billion km; +3) (60 Active Points) 6 27 Armor (25 PD/25 ED) (75 Active Points); OIF Bulky Expendable (Very Difficult to obtain new Focus; Barding; -1 1/2), Real Armor (-1/4) 0 25 Healing BODY 2d6, Can Heal Limbs 2 193 Freaking HUGE!: Growth (+105 STR, +21 BODY, +21 STUN, -21" KB, 2.097E8 kg, -14 DCV, +14 PER Rolls to perceive character, 256 m tall, 128 m wide), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Persistent (+1/2) (289 Active Points); Always On (-1/2) 0 Powers Cost: 323 Cost Skill 3 Acrobatics 14- Skills Cost: 3 Cost Perk 74 The Howdah Perks Cost: 74 Cost Talent 4 FTL Pilot Talents Cost: 4 Total Character Cost: 617 Val Disadvantages 30 DNPC: Ship's Crew 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x16 DNPCs) 20 Distinctive Features: It's a SHIP! A LIVING SHIP! (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 35 Hunted: Campaign Hunted 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Physical Limitation: Cannot manipulate: STR only to carry Howdah (All the Time, Fully Impairing) 25 Psychological Limitation: Subject to Orders of the Captain (Very Common, Total) Disadvantage Points: 135 Base Points: 482 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 And here's the Howdah -- thanks for the name, it really fits: The Howdah for Ryhen Living Ship Player: Val Char Cost 115 STR 0 10 DEX 0 31 BODY 0 5 SPD 30 0" RUN-120" SWIM-20" LEAP0Characteristics Cost: 175 Cost Power END 32 Primary Generator: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); Independent (-2), IIF Durable Expendable (Very Difficult to obtain new Focus; -3/4) 0 13 Secondary Generator: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Independent (-2), IIF Durable Expendable (Very Difficult to obtain new Focus; -3/4) 0 3 Emergency Backup Generator: Endurance Reserve (100 END, 0 REC) Reserve: , 2 Continuing Fuel Charges lasting 1 Week each (+0) (10 Active Points); Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4) [2 cc] 15 FF (20 PD/20 ED/10 Flash Defense: Sight Group) (Protect Carried Items) (60 Active Points); Independent (-2), IIF Durable Expendable (Focus: Shield Generators; Very Difficult to obtain new Focus; 6 of these; -3/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Ablative BODY Only (-1/2) 6 4 Refractory Coating 1: Energy Damage Reduction, 25% (10 Active Points); IIF Immobile (A coating over the hull that causes some of the energy to refract away; -1 1/4) 0 5 Refractory Coating 2: Missile Deflection (Any Ranged Attack) (20 Active Points); Independent (-2), IIF Immobile (A coating over the hull that causes some of the energy to refract away; -1 1/4) 0 53 Ship's Weapons: Multipower, 250-point reserve, (250 Active Points); all slots Independent (-2), OIF Immobile Fragile (-1 3/4) 4u 1) RKA 5 1/2d6, Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (212 Active Points); Independent (-2), OIF Immobile Fragile (-1 3/4) 21 5u 2) RKA 6d6, Area Of Effect (One Hex; +1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (247 Active Points); Independent (-2), OIF Immobile Fragile (-1 3/4) 25 5u 3) RKA 5d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (244 Active Points); Independent (-2), OIF Immobile Fragile (-1 3/4) 24 5u 4) Close Up Attack: RKA 11d6, Armor Piercing (+1/2) (247 Active Points); Independent (-2), OIF Immobile Fragile (-1 3/4) 25 5u 5) RKA 11d6, Area Of Effect (One Hex; +1/2) (247 Active Points); Independent (-2), OIF Immobile Fragile (-1 3/4) 25 5u 6) RKA 11d6, Autofire (5 shots; +1/2) (247 Active Points); Independent (-2), OIF Immobile Fragile (-1 3/4) 25 Powers Cost: 154 Cost Skill Ship's Laboratories and Computers, all slots IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 1) +5 with Analyze: Combat (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 2) +5 with Bureaucratics (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 3) +5 with Combat Piloting (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 5 4) +4 with DCV (20 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 5 5) +5 with Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) (20 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 6) Defense Maneuver I-IV (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 7) +4 with Inventor (8 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 8) +9 with KS: Galactic races and customs (9 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 4 9) +7 with Navigation (Hyperspace, Space) (17 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 10) +4 with Paramedics (8 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 6 11) +4 with Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Medical Sensors, Metal Detectors, Radar, Sensor Jamming Equipment, Ship's Weapons, Sonar) (23 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 2 12) +5 with Tracking (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) 7 13) +5 with Weaponsmith (Arrows, Bolts, And Darts, Axes And Picks, Biological Weapons, Bows, Chemical Weapons, Crossbows, Energy Weapons, Firearms, Flails, Incendiary Weapons, Maces And Hammers, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Spears And Polearms, Swords And Daggers) (27 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computers or Laboratories; -2 1/2), Costs Endurance (-1/2) Skills Cost: 43 Cost Talent More Ship's Systems, all slots Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 1 1) Absolute Range Sense (3 Active Points); Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 1 2) Absolute Time Sense (3 Active Points); Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 1 3) Bump Of Direction (3 Active Points); Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 1 4) Eidetic Memory (5 Active Points); Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 1 5) Environmental Movement (no penalties on) (2 Active Points); Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 6 6) Universal Translator 14- (23 Active Points); Independent (-2), IIF Fragile Expendable (Difficult to obtain new Focus; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) Talents Cost: 11 Total Character Cost: 383 Base Points: 373 Experience Required: 10 Total Experience Available: 0 Experience Unspent: 0 Whew.
  5. Re: Pokey Starships? These are awesome. Sometimes I really miss Trav.
  6. Re: Character Posting Game. Because I just ate the Imp of the Perverse for lunch: The PRIMUS Helibase: Combination SHIELD Helibase and Wonder Woman's Invisible Plane Player: Val Char Cost 160 STR 0 13 DEX 9 40 BODY 0 4 SPD 17 0" RUN-120" SWIM-20" LEAP0Characteristics Cost: 216 Cost Power END 26 Primary Power Plant (PPP): Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); Independent (-2), OIF (-1/2) 0 13 Secondary Power Plant (SPP): Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Independent (-2), OIF (-1/2) 0 2 Backup Generator (The Jenny): Endurance Reserve (25 END, 2 REC) Reserve: , 2 Continuing Fuel Charges lasting 6 Hours each (Uses aviation fuel; +0) (4 Active Points); Independent (-2), OIF Fragile (-3/4) [2 cc] 9 Hovering: Flight 15", Position Shift, x4 Noncombat (40 Active Points); OAF Immobile Unbreakable Expendable (Extremely Difficult to obtain new Focus; Six Massive Heliblades, All of which must function.; -3), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Costs Endurance (-1/2) 4 10 Stealth: Invisibility to Hearing and Radio Groups and Normal Sight , No Fringe (30 Active Points); IIF Bulky Fragile Expendable (Extremely Difficult to obtain new Focus; Stealth Characteristics; -2) 3 18 On-board Weapons Systems: Multipower, 80-point reserve, (80 Active Points); all slots Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 2u 1) EB 16d6 (80 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 8 2u 2) EB 10 1/2d6, Area Of Effect (One Hex; +1/2) (79 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 8 1u 3) EB 6d6+1, Autofire (10 shots; +1) (64 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 6 Powers Cost: 83 Cost Skill 7 +6 with Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) (24 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2) 3 +5 with Inventor (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2) 4 +2 with Demolitions 7 +5 with Electronics (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Medical Sensors, Metal Detectors, PRIMUS weapons, Radar, Sensor Jamming Equipment, Sonar) (25 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2) 3 +5 with Mechanics (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2) 2 +3 with Navigation (Air) (8 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computer; -2 1/2) 3 +6 with Paramedics (12 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Medical Bay; -2 1/2) 5 +2 with Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Medical Sensors, Metal Detectors, On-board Weapons, Radar, Sensor Jamming Equipment, Sonar) (19 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2) 12 +12 with Weaponsmith (Arrows, Bolts, And Darts, Axes And Picks, Biological Weapons, Bows, Chemical Weapons, Crossbows, Energy Weapons, Firearms, Flails, Incendiary Weapons, Maces And Hammers, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Other, Spears And Polearms, Swords And Daggers) (42 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2) Skills Cost: 46 Cost Perk 4 Access (Hidden (-1 to Skill Rolls)) 6 Computer Link 20 Vehicles & Bases 60 Follower 3 Fringe Benefit: Federal/National Police Powers Perks Cost: 93 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 4 Universal Translator 18- (27 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Translation Computer; -2 1/2), Independent (-2), Limited Power: Only Earth languages Power loses about a third of its effectiveness (-1/2) Talents Cost: 13 Total Character Cost: 451 Val Disadvantages 25 Distinctive Features: It's a massive, hovering BASE! (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Distinctive Features: Obviously, it's a massive, hovering PRIMUS base. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 35 Hunted: Constant target of villain groups and evil agent groups 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Physical Limitation: Too big to land safely anywhere outside special base in the Bahamas that contains the Dock (All the Time, Fully Impairing) 25 Physical Limitation: Has no independent ability to manipulate objects (All the Time, Fully Impairing) 25 Psychological Limitation: No artificial intelligence -- Only expert systems. Whoever is in charge of those systems is in charge of the entire base. (Very Common, Total) Disadvantage Points: 150 Base Points: 300 Experience Required: 1 Total Experience Available: 1 Experience Unspent: 0
  7. Re: Build This Power Energy Blast Cost Power END 44 Energy Blast: Multipower, 88-point reserve, (88 Active Points); all slots Side Effects (Power may go off accidently; -1) 3u 1) Full Power!: EB 12d6 (60 Active Points); Side Effects (Power may go off accidently; -1), Beam (-1/4) 6 2u 2) Fiddly lower power: EB 12d6 (60 Active Points); Side Effects (Power may go off accidently; -1), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 6 4u 3) Full Power Area Effect!: EB 6d6+1, Area Of Effect (12" Radius; +1 1/2), Selective (+1/4) (88 Active Points); Side Effects (Power may go off accidently; -1), Beam (-1/4) 9 3u 4) Fiddly lower power Area Effect!: EB 7d6, Area Of Effect (8" Radius; +1 1/4), Selective (+1/4) (87 Active Points); Side Effects (Power may go off accidently; -1), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 9 Powers Cost: 56
  8. Re: City of Heroes... HERO Sure. Here you go: Sky Raider Player: Val Char Cost 20 STR 10 23 DEX 39 18 CON 16 11 BODY 2 13 INT 3 11 EGO 2 15 PRE 5 10 COM 0 10/30 PD 6 9/27 ED 5 4 SPD 7 8 REC 0 40 END 2 30 STUN 0 7" RUN22" SWIM04" LEAP0Characteristics Cost: 99 Cost Power END 13 Flight Suit: Armor (20 PD/18 ED) (57 Active Points); Independent (-2), OIF Expendable (Difficult to obtain new Focus; -3/4), Activation Roll 14- (-1/2), Real Armor (-1/4) 0 25 Submachine Gun: RKA 3d6+1, Armor Piercing (+1/2), 16 clips of 32 Charges (+3/4), Autofire (10 shots; +1) (162 Active Points); Independent (-2), OAF Fragile Expendable (Very Difficult to obtain new Focus; -1 3/4), STR Minimum 18 and higher (STR Min. Cannot Add/Subtract Damage; -1 1/2), Beam (-1/4) [32] 18 Flight 17", Position Shift, x4 Noncombat, Reduced Endurance (0 END; +1/2) (66 Active Points); Independent (-2), OIF (Flight Pack; -1/2), Activation Roll 14-, Burnout (-1/4) 0 Powers Cost: 56 Cost Martial Arts Maneuver 4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 3 Weapon Element: Assault Rifles/LMGs, Flamethrowers, Submachine Guns 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 1 Weapon Element: Blades Martial Arts Cost: 24 Cost Skill 3 Acrobatics 14- 5 Accurate Sprayfire 5 Concentrated Sprayfire 5 Rapid Autofire 3 Breakfall 14- 15 +3 with DCV 10 +2 with Ranged Combat 10 +2 with HTH Combat 3 Lockpicking 14- 3 Mechanics 12- 5 Rapid Attack (Ranged) 3 Tactics 12- 3 Teamwork 14- 3 KS: Military Science 12- 3 KS: Scrounging 12- 3 KS: Small Unit Tactics 12- 3 PS: Mercenary 12- Skills Cost: 85 Cost Perk 3 Anonymity Perks Cost: 3 Cost Talent 3 Absolute Time Sense Talents Cost: 3 Total Character Cost: 270 Val Disadvantages 20 Social Limitation: Subject to Orders Very Frequently (14-), Major 15 Psychological Limitation: Malicious (Common, Strong) 15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures) 20 Social Limitation: Mercenary (Very Frequently, Major) Disadvantage Points: 70 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  9. Re: Cultures chart - what key things should I include? This is just an amazing piece of work.
  10. Re: Fantasy coinage And that's just in Vegas, although Vegas is the obvious hot spot for such activity.
  11. Re: Post-apocalyptic fantasy Or the Enchantments of Flesh and Spirit by Storm Constantine. It's the first book of her post-apocalyptic work, and it's . . . different.
  12. I'm building a character whose connection with the divine is strong enough to heal his clothing, armor and weapons. Further, should he find himself in rags, eventually, he will be fully equipped per the god's specs. Please pick to pieces and make suggestions: Cost Powers END 3 The Love of Coenthryth: Major Transform 1 point (Present Clothing into standard gear (Bastard sword, large shield, plate and chain, two stilletoes, Heavy long bow and 20 arrows, in good condition))), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Persistent (+1/2), Continuous (+1) (19 Active Points); Extra Time (1 Hour, -3), Gradual Effect (1 Hour; -1 1/4), Always On (-1/2), No Range (-1/2) 0
  13. Re: Guns, guns and more guns So, DUDE, POST IT!
  14. Re: Guns, guns and more guns For a long time, the M1911A1 was the standard pistol of the military, and was considered very accurate. Still, IMO, one of the best handguns of all time.
  15. Re: Good places to have battles...and stuff Nope, but I set my game there. No one wants to play in Podunk. "Look! The locals are tipping cattle! To the Batmobile!"
  16. Re: Fantasy coinage The downside is that fiat currency is easier to counterfeit, as well. Counter-fiat? I don't have stats on how much counterfeiting goes on in the US, but I bet that the Treasury website might. Or might not. I can think of security reasons for that.
  17. Re: Good places to have battles...and stuff In a Zepplin, full of hydrogen. On top of a subway car. In a steel foundry, full of the molten stuff. In a portion of a space station, a few minutes from hitting atmosphere. In a trench barely half-a-meter wide. On a bridge over a gorge. On top of the Cathedral at Notre Dame. Alcatraz Island (when it still existed) Transamerica Pyramid An abandoned artillery site atop the Marin Headlands. Up and down the Golden Gate Bridge In a tidal tunnel beneath the city, and the tide is coming in . . . .
  18. Re: Foriegn Captain America's In my campaign, these all work for the US gov't.
  19. Re: What would Your Character Do? #58 Maelstrom is still, technically speaking, on active duty, USN. A civilian him wouldn't be anywhere near by.
  20. Re: What would your character do #83 ? Maelstrom's answer is, So? a) Take it to his defense attorney or PD. They're the ones to work within the system to get him his (next) day in court. Since I'm in CA, they'll probably take it to the 9th District, and get a stay. No worries. Breaking jail is illegal, and I would have to stop the hero before he did so. Being under a sentence of death often works wonders for people's states of mind, but in this case, the convict is liable to say anything to this (probably gullible) hero to avoid the gas chamber. In either case, it's a job for the system, not the heroes. You take the law into your own hands to bust somebody out, and you're not a hero anymore.
  21. Re: Am I Evil or What Very evil, SS.
  22. Re: Zebra Girl by Joe Edward Thanks. All fixed.
  23. Re: Super-Skills Megathread My version of Lane Jockey, for my friend who plays a New York Cabdriver Superhero: Super Cabdriver: Elemental Movement -- 4 points, for use in automobile traffic, Useable on Vehicle.
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