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Maelstrom

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Everything posted by Maelstrom

  1. Re: Character for Review: Elemental Maybe an Elemental control for your defensive powers, and a Multipower for your offense.
  2. Here's Joe's character from his webcomic, http://zebragirl.keenspot.com. Zebra Girl by Joe Edward Player: Val Char Cost 30 STR 20 23 DEX 39 23 CON 26 14 BODY 8 13 INT 3 14 EGO 8 20 PRE 10 10 COM 0 10/20 PD 4 10/20 ED 5 5 SPD 17 11 REC 0 50 END 2 45 STUN 4 7" RUN22" SWIM06" LEAP0Characteristics Cost: 148 Cost Power END 30 Tough Skin: Armor (10 PD/10 ED) 0 14 Ultrasonic Perception (Hearing Group), +1 to PER Roll, Discriminatory, Tracking 0 5 Nightvision 0 5 Tail: Extra Limb (1) 0 18 Detect Soul: Detect A Single Thing 18- (Unusual Group), Discriminatory, Sense, Targeting, Telescopic (+1 versus Range Modifier) (27 Active Points); Restrainable (Third Eye Open; -1/2) 0 32 LS (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in Intense Cold; Safe in Intense Heat) 0 13 Spider-Sandra, Spider-Sandra: Clinging (40 STR) 0 15 Demon Powers (spoooooky): Elemental Control, 30-point powers 15 1) Darkness: Change Environment 4" radius, -1 to Normal Sight PER Rolls, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (30 Active Points) 0 15 2) Demonic Metabolism I: Healing BODY 1d6, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (30 Active Points) 0 15 3) Claws and Tail Spike: HKA 2d6 (4d6 w/STR) (30 Active Points) 3 7 4) I didn't know I could do that!: Flight 15" (30 Active Points); OAF (Wings; -1) [Notes: WIngs can be retracted at will, but since she can't fly with them retracted or grabbed, I felt OAF was best.] 3 15 5) Burn, Jack, Burn: RKA 1d6+1, Indirect (Same origin, always fired away from attacker; +1/4), Invisible to Sight Group, SFX Only (+1/4) (30 Active Points) 3 Powers Cost: 199 Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 10 +2 with HTH Combat 10 +2 with DCV 2 Computer Programming (Personal Computers) 12- 3 Concealment 12- 1 Disguise 8- 3 Deduction 12- 3 Interrogation 13- 3 Tracking 12- Skills Cost: 41 Total Character Cost: 388 Val Disadvantages 15 DNPC: Jack the Plaid and Crystal 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 20 Distinctive Features: Demonic skin, horns, third eye: Um. Well, I was in this accident . . . (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Distinctive Features: Demonic Voice: And I just had my tonsils removed . . . (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Enraged: DNPCs hurt or down (Very Common), go 8-, recover 14- 30 Hunted: Doyenne 14- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 35 Hunted: Mr. Chalk 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 35 Hunted: Professor Broadshoulders 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Money: Poor 15 Physical Limitation: Backward knees, horns -- can't wear normal pants (All the Time, Slightly Impairing) 5 Physical Limitation: Acidic secretions: tears, blood, etc. (Infrequently, Slightly Impairing) [Notes: And of course, she needs a teflon boyfriend . . .] 20 Psychological Limitation: Demonic mindset -- constant urge towards evil (Very Common, Strong) 25 Psychological Limitation: Alone and lonely (Very Common, Total) 25 Social Limitation: Demon -- has trouble interacting (Very Frequently, Severe) 15 Unluck: 3d6 [Notes: How bad does your luck have to be, to find yourself turned into a demon?] Disadvantage Points: 275 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  3. Re: Prefab for Herbs and Poisons That's pretty good just off the top of your head. An Herbalist may well have an extraordinarily complicated VPP. . . But that's why I play fighters.
  4. Re: Conan vs. Elric Kirk would SO kick Picard's @ss . . . what were we talking about?
  5. Re: Character for Review: The Bowman
  6. Re: "Grond smash!" and other Grond plots
  7. Re: Character for Review: The Bowman You could drop the charges and just buy 1/2 END, instead -- like Legolas and his arrow-producing, quiver-shaped gland, since you're going to up your CON anyway. It's just a special effect that you have as many as you need -- the GM can fiat you out of arrows, if he needs to.
  8. Re: City of Heroes build Thank you.
  9. Naturally, I didn't put these into a Multipower for the purpose of the build, but you may want to for your character. This Assault Rifle build represents a beginning blaster. Cost Power END Blaster Primary Powers Assault Rifle 47 1) Burst: (Total: 47 Active Cost, 47 Real Cost) RKA 1d6, Autofire (5 shots; +1/2) (22 Active Points) (Real Cost: 22) plus Drain Armor 1d6, Autofire (5 shots; +1 1/2) (25 Active Points) (Real Cost: 25) 4 52 2) Slug: RKA 2d6, Double Knockback (+3/4) (52 Active Points) 5 37 3) Buckshot: RKA 1d6+1, Double Knockback (+3/4), Area Of Effect (8" Cone; +1) (55 Active Points); No Range (-1/2) 5 48 4) M30 Grenade: RKA 1d6+1, +2 Increased STUN Multiplier (+1/2), Explosion (+1/2), Selective Target (+1/4), Double Knockback (+3/4) (60 Active Points); Limited Range (-1/4) 6 60 5) Beanbag: EB 6d6, NND (Rigid Armor or Force Field; +1) (60 Active Points) 6 51 6) Sniper Rifle: RKA 4d6, No Range Modifier (+1/2) (90 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -3/4) 9 44 7) Flamethrower: RKA 1d6+1, Costs END Only To Activate (+1/4), Uncontrolled (+1/2), Continuous (+1) (55 Active Points); Limited Range (-1/4) 5 64 8) Ignite: RKA 1d6, Costs END Only To Activate (+1/4), Sticky (+1/2), Uncontrolled (+1/2), Continuous (+1), Area Of Effect (20" Line; +1) (64 Active Points) 6 62 9) Full Auto: RKA 1 1/2d6, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points) 2 Powers Cost: 465
  10. Re: Character for Review: Elemental Wow, he is fast for a brick. Nice low Dex, though. Your CON's a little low for a brick, but your defenses are good. I'd go with a Multislot Multipower over a VPP, though, unless you have other elemental tricks up your sleeve. But then, I just hate VPPs.
  11. Re: C.A.T Redone as MF. Would like feedback Pretty cool, dude. Very complex to play, though.
  12. Re: City of Heroes build Note that at the time of the build, MAELstrom 260 is 30th level. And I forgot the "Detect Villain's Stun Status". But you get the idea.
  13. Nobody asked, but here's my Technology Tanker, as represented in City of Heroes. Note that in the game, he wears a powered force-field-driven battle suit, but since nobody can get him out of it during gameplay, I haven't taken any focus limitation for it. He has foci, however. Enhancements and Inspirations are things you pick up in battle. Inspirations are one-shots, but you can carry 20 of the darn things. Enchancements fix to power slots, and stay there until replaced or modified. Here's MAELstrom 260: MAELstrom 260 Player: Val Char Cost 30 STR 20 23 DEX 39 28 CON 36 11 BODY 2 18 INT 8 11 EGO 2 15 PRE 5 10 COM 0 8/43 PD 2 10/50 ED 4 6 SPD 27 12 REC 0 60 END 2 45 STUN 5 7" RUN22" SWIM06" LEAP0Characteristics Cost: 154 Cost Power END 25 Force Field Control: Elemental Control, 50-point powers 25 1) Temporary Invulnerability: FF (20 PD/20 ED/10 Power Defense) (50 Active Points) 5 16 2) Invincibility: (Total: 50 Active Cost, 34 Real Cost) +5 with HTH Combat (25 Active Points); Costs Endurance (-1/2) (Real Cost: 17) plus +5 with DCV (25 Active Points); Costs Endurance (-1/2) (Real Cost: 17) 4 50 Movement!: Multipower, 50-point reserve 5u 1) Flight 25" (50 Active Points) 5 3u 2) Hover: (Total: 40 Active Cost, 32 Real Cost) Flight 5", Position Shift (Real Cost: 15) plus +5 with DCV (25 Active Points); Costs Endurance (-1/2) (Real Cost: 17) 3 5u 3) Teleportation 25" (50 Active Points) 5 61 Energy Melee and Assorted Others: Multipower, 61-point reserve 4u 1) Barrage: (Total: 54 Active Cost, 39 Real Cost) HA +7d6, Autofire (2 shots; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 29) plus Autofire (2 shots; +1/4) for up to 40 Active Points of Strength (10 Active Points) (Real Cost: 10) 5 5u 2) Energy Punch: (Total: 60 Active Cost, 53 Real Cost) HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 13) plus Mental Illusions 8d6 (Real Cost: 40) 6 5u 3) BoneSmasher: (Total: 60 Active Cost, 47 Real Cost) HA +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 27) plus Mental Illusions 4d6 (Real Cost: 20) 6 5u 4) Whirling Hands: (Total: 61 Active Cost, 52 Real Cost) HA +3d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (26 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 17) plus Mental Illusions 4d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (35 Active Points) (Real Cost: 35) 6 1u 5) Recall Friend: Usable By Other (+1/4) for up to 50 Active Points of Teleportation (12 Active Points) 1 5u 6) Dull Pain: Healing STUN 4d6, Costs END Only To Activate (+1/4) (50 Active Points) 4 6u 7) Air Superiority: (Total: 60 Active Cost, 57 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 7) plus Drain Flight 5d6 (Real Cost: 50) 6 Tanker Automatic Powers 15 1) Resist Physical: Armor (10 PD/0 ED) 0 15 2) Resist Energy: Armor (0 PD/10 ED) 0 10 3) Resist Elements: Armor (0 PD/10 ED) (15 Active Points); Only Works Against Cold or Fire Attacks Limited Type of Attack (-1/2) 0 33 4) Tough Hide: (Total: 33 Active Cost, 33 Real Cost) Armor (5 PD/0 ED) (Real Cost: 7) plus +5 with DCV (Real Cost: 25) 0 Leadership 30 1) +3 with DCV, Area Of Effect (One Hex; +1/2), Selective (+1/4), Usable Simultaneously (up to 16 people at once; ; +1 1/4) (45 Active Points); Increased Endurance Cost (x2 END; -1/2) 8 Enhancements 4 1) Reduced Endurance Flight (Wetware Cyberheart): Naked Modifier: Reduced Endurance (1/2 END; +1/4) for up to 50 Active Points (12 Active Points); Independent (-2), IIF (-1/4) 0 3 2) Reduced Endurance Strength (Wetware Cyberheart): Naked Modifier: Reduced Endurance (1/2 END; +1/4) for up to 40 Active Points (10 Active Points); Independent (-2), IIF (-1/4) 0 5 3) Reduced Endurance Attack Multipower (Wetwear Cyberheart): Naked Modifier: Reduced Endurance (1/2 END; +1/4) for up to 61 Active Points (15 Active Points); Independent (-2), IIF (-1/4) 0 6 4) Wetware Disorientation Device (Adds to Multipower): Mental Illusions 4d6 (20 Active Points); Independent (-2), IIF (-1/4) 2 3 5) Benedict Ballistics Ammo (Adds to Multipower): HA +2d6 (10 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), IIF (-1/4) 1 10 Inspirations: Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), 2 Charges (-1 1/2), IIF (-1/4) 1u 1) Luck!: +10 with DCV (50 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Minute (-1), IIF (-1/4) 1u 2) Inspiration!: +10 with HTH Combat (50 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Minute (-1), IIF (-1/4) 1u 3) Respite!: Healing STUN 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0 1u 4) Catch a Breath!: Healing END 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0 1u 5) Rage!: Aid Strength 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0 1u 6) Discipline!: Aid EGO 5d6 (50 Active Points); Independent (-2), IIF (-1/4) 0 Powers Cost: 361 Cost Skill 3 Acrobatics 14- 3 Demolitions 13- 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 13- 5 KS 14- Skills Cost: 23 Cost Perk 5 Fringe Benefit: Federal/National Police Powers, Local Police Powers 12 Reputation: Hero (A large group) 14-, +4/+4d6 Perks Cost: 17 Cost Talent Heads-up Display I 3 1) Absolute Range Sense 3 2) Absolute Time Sense 3 3) Bump Of Direction Talents Cost: 9 Total Character Cost: 564 Val Disadvantages 35 DNPC: Hostages: Changes every mission 14- (Incompetent; Group DNPC: x4 DNPCs) 20 Distinctive Features: HERO! (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 35 Hunted: Every freaking villain group in TOWN, dude! 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Psychological Limitation: No experience unless you finish the whole mission, jack. (Very Common, Total) 10 Rivalry: Darn Kill-Stealer!: Professional (Jerk), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 5 Social Limitation: I never get invited to parties -- unless they want MAELstrom to show up. Hrmph. (Occasionally, Minor) 5 Unluck: 1d6: Good Lord, why NOW? Disadvantage Points: 135 Base Points: 200 Experience Required: 229 Total Experience Available: 229 Experience Unspent: 0
  14. Re: Character: Captain Jack Sparrow Sweet write-up, dude.
  15. Re: Foriegn Captain America's Dreamtime, a mental illusionist/martial artist, for Australia. Cymru, the Red Dragon, for Wales A robotic superteam for Britain called the Disraeli Gears (Fab!) North Star for Canada El Technico for Mexico A duo for Scotland called "Hammer" and "Scourge" For France, the "Internationale" For Germany, the Blackforesthunden-den-den (ist)
  16. Re: Your Dream Ultimate Opinions vary. I believe that it was a cheap gimmick. After all, Marvel Comics had been deconstructing the superman since the invention of Spiderman. When you've got superheroes worrying about their laundry, why do you need another example? And the dignity and courage that he displayed, for all I love the character, seems cheap and tawdry next to the people I've known who've survived cancer. Besides, CM was an awesome character, and deserved, if he was going to die, to go out in a blaze of glory.
  17. Re: What would your character do? #44 (Mature & disturbing situation) It depends. Are these 'copies' real flesh and blood, or some kind of image? Note that this is NOT an academic question -- the former answer will result in the immediate death of the old man, as if these copies have some semblence of life, even temporarily, he is a child rapist. In the second, he can live, in jail, for child pornography.
  18. Re: naming super crimes Oh, the government cares about all sorts of illogical things. Especially when there's a gold lobby. The thing about gold is, unlike diamonds, gold is easily workable, and while gold is often used in industries, especially electronics, there's no 'industrial grade' gold, as there is in diamonds. If you take a gold alloy, you can always separate the gold.
  19. Re: That name is too cool for you: Gimmie!
  20. Re: Your Dream Ultimate Totally sweet. I thought the cancer thing was just stupid.
  21. Re: Your Dream Ultimate This would be very hot.
  22. Re: Your Dream Ultimate Captain Marvel -- no cancer this time.
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