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jedbob

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    Japanese Translator

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  1. Re: Desolid question for watery bodies Those are excellent ideas. I get caught up in the minutae of the rules, and forget that it doesn't always have to be turned on. Also, I love the drowning attack. Thanks!
  2. I'm attempting to build a basic water elemental for my Fantasy campaign. I want it to have a liquid body, i.e., one that can flow through cracks, pass through pourous substances, etc. Inherent Desolidification with (-1 Does Not Protect Against Damage) seems to be the power of choice, but that would mean that all of its other attack/manipulation abilities would have to take the (+2 Affects Physical World) adder, and that would make it cost far too much. The creature *is* solid, in that it has a physical presence, and I'm really just wanting to use some sort of "flow through small areas" ability. Any ideas how to go about this? Tunneling? Some sort of Teleportation? Any advice would be apppreciated.
  3. I'm trying to create a simple protection spell wherein a wizard can give a Force Field to himself and several others--obviously a Useable Simultaneously. However, I'm confused as to how the Area of Effect (Radius) could be applied to this effect, or even if it should. I want a spell that the wizard can use to protect formations of troops, which would suggest an Area of Effect. But the spell is already designed to work on 4x the normal number of people when Used Simultaneously, so is AoE even necessary. To further my confusion, how does Ranged work here? If the spell is not Ranged (and Useable on Others defaults to No Range), do the recipents of the protection have to be standing adjacent to the wizard when it is cast? If it is Ranged, can the wizard cast it at any number of potential recipients or is an AoE needed? Please help me through this confusion. I'm planning on GMing my first Fantasy Hero game soon, and I don't want to confuse my players when it comes to applying rules like this. Thanks in advance.
  4. I just finished creating the following character, the first in a campaign where the players start off as normal 50-point humans (thus the 25 point placeholders in the disadvantages and powers) and roleplay the aquisition of their powers as 450 point high-powered supers. The GM makes up all the characters in advance, and the PCs have no idea what sort of being they will become. Will they use their powers for good or evil, or somewhere in between? This character, tentatively named The Spore, is what happens after one of the players is murdered by a jealous mycologist who is developing chemical and fungal weapons for terrorists. The scientist dumps his body in one of his fungal experiments, and the player's body is inadvertently re-animated by said fungus. I would appreciate any comments on improving the build of this character, or explanations if I have made any mistakes. Keep in mind that the "base human" characters have not yet been created; the PCs will probably just make up idealized, 50-point versions of themselves, so for now I have bought characteristics as powers. The Spore Val** Char*** Cost 15** STR 0 10** DEX 0 32** CON 0 22** BODY 0 10** INT 0 10** EGO 0 10** PRE 0 0** COM -5 * 9** PD 0 4** ED -2 3** SPD 0 19** REC 0 104** END 0 56** STUN 0 *4"**RUN-42"**SWIM02"**LEAP-1Characteristics Cost: -12 Cost** Power END 25** Base Human Character Points: Custom Power (25 Active Points)* 0 30** Fungal Body Feels No Pain: Physical Damage Reduction, Resistant, 50%* 0 7** Fungal Runners: Clinging (25 STR) (13 Active Points); Conditional Power Power does not work in Common Circumstances (Cannot cling to metallic or synthetic surfaces; -1/2), Physical Manifestation (-1/4) [Notes: Your body sends out thousands of sticky mold filaments that take root in exposed earth or other organic substances. These roots both support your weight, allowing you to easily climb sheer surfaces, and hold you in place against powerful blows. The roots need an organic surface to get a hold, however, so the power will not work on metals or synthetic materials.]* 0 10** Inflatable Spore Sacs: Gliding 5", x4 Noncombat [Notes: The complex chemical factories in your body produce a variety of gases, some lighter than air. You can fill the multudinous spore sacs that cover your body with these gases and achieve a very limited lift or a slow, gliding fall. The production of these gases is a by-product of your myconic biochemistry, and requires no exertion on your behalf.]* 0 14** You're A Walking Mushroom: LS (Immunity: Fungal Infections; Self-Contained Breathing; Sleeping: Character does not sleep) [Notes: Now that your human body has been effectively consumed and the fungi have taken over, you're a lot uglier but you no longer need to concern yourself with the bothersome tasks of respiration or recuperation. While you still need to "eat", that act basically just involves lying still for a bit inside the soil or in a nice patch of slimy decaying matter. Also, you don't need to worry about harmful fungal agents, since you already are one.]* 0 44** +22 CON* 5** +5 STR* 1 24** +12 BODY* 20** +40 END* 20** +10 REC* 6** +6 PD* 10** +10 STUN* 10** +1 SPD* 7** The Underground Paths: Tunneling 2" through 2 DEF material (10 Active Points); Conditional Power Power does not work in Common Circumstances (Cannot tunnel through dense rock, metal, or synthetic materials; -1/2) [Notes: Your compulsion to be beneath the soil is strong, and to that end you can send out the same fungal runners you use for clinging to pull you into the dark bosom of the earth. While there, you have a surprising freedom of movement, and can send out fungal pseudopods to pull your body along.]* 2 2** Fungal Pseudopods: Extra Limbs (20) (5 Active Points); Costs Endurance (-1/2), Limited Manipulation (-1/4), Nonpersistent (-1/4) [Notes: When you will it, your spongiform body can be surprisingly amorphous. You can extrude from your body thick tendrils of fibrous fungus that, though quite clumsy, can be used to manipulate a far larger number of things than your normal two arms allow.]* 1 40** Fungal and Spore Powers: Elemental Control, 80-point powers* 17** 1) Fungal Bloom: Change Environment 8" radius, -3 to Smell/Taste Group PER Rolls, -3 DEX Roll and all Skill Rolls based on DEX, -3 OCV, -4 DCV, Long-Lasting 20 Minutes, Multiple Combat Effects (83 Active Points); Conditional Power Power does not work in Common Circumstances (does not work on synthetic or metallic surfaces; -1/2), No Range (-1/2), Explosion (-1/4), Physical Manifestation (-1/4) [Notes: You control the molds, yeasts, and fungi around you that are both airborne and dormant in the soil. At your command, these agents explosively bloom into activity centered around you. Runny patches of slime and mold, choking clouds of spores, and dense clusters of mushrooms inhibit movement in this area while you expend energy to keep them there, and for some time afterwards. The effect is strongest near your position, and lessens with a greater radius away from you. The power requires that there be sufficient organic matter that already contains some dormant fungi or spores to function.]* 17 24** 2) Defensive Spore Sacs: EB 6d6, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1) (82 Active Points); Only works when struck by a physical attack, not an energy attack (-1/2), No Knockback (-1/4) [Notes: Anything that physically strikes you causes the volatile and corrosive gases stored in sacs that cover your body to explode. If you are being attacked physically hand-to-hand, the attacker will suffer damage when he strikes you. Energy attacks, however, ignite the gases and harmlessly disperse them.]* 15 28** 3) Throwing Spores [Knockout]: EB 8d6, Personal Immunity (+1/4), NND (LS:No breathing or force field with PD; +1) (90 Active Points); Restrainable (arms and hands can be restrained; -1/2), Range Based On STR (-1/4) [Notes: You can pull off the spores that grow in nodules around your body and hurl them offensively. This particular spore contains a powerful yeast that can quickly and easily knock out an opponent, though it will cause no lasting damage. However, if the opponent's systems are sealed or if he is protected by a physical force barrier, the yeast will be unable to penetrate.]* 18 23** 4) Throwing Spores [Corrosive]: EB 10d6, Personal Immunity (+1/4), Armor Piercing (+1/2) (87 Active Points); Restrainable (arms and hands can be restrained; -1/2), Range Based On STR (-1/4), No Knockback (-1/4) [Notes: You can pull off the spores that grow in nodules around your body and hurl them offensively. This particular spore contains a powerful corrosive slime that can drip through the cracks of physical defenses and cause a great deal of harm.]* 17 24** 5) Rotting Touch: HKA 2d6, Does BODY (+1), AVLD (Force Field or Screen with PD; +1 1/2) (105 Active Points); No STR Bonus (-1/2), Increased Endurance Cost (x2 END; -1/2), Conditional Power Power does not work in Common Circumstances (ineffective versus non-organic or non-biological targets; -1/2), No Knockback (-1/4) [Notes: Though it requires great resolve on your part, you can take control of your body's chemical factories to produce lethal fungal agents that can literally rot away organic targets in moments. Your touch blackens flesh and causes hungry fungi to take root, often for deadly effect. Things that cannot be rotted are not subject to this power, though only those with physical shields of force can attempt to resist the effects of this fungus.]* 42 12** 6) Fungal Regeneration: Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Conditional Power Power does not work in Common Circumstances (Must be in physical contact with soil or organic material that can decay; -1/2) [Notes: As long as you are in contact with the soil or with an organic material that can decay, you can leech nutrients into your body and rebuild your damaged form with incredible speed. ]* 0 18** 7) Delicious Truffles: Healing BODY 6d6, Persistent (+1/2) (90 Active Points); 6 Charges (-3/4), Others Only (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Drain 3d6 EGO; -1/2) [Notes: Though many of your associates may hesitate to try, some of the fungus you produce on your body is edible and quite tasty. These nutrient-packed truffles are useless to you, but if another takes a bite, he will find that his wounds and fatigue can be rapidly restored. On average, you produce enough of these truffles to heal a person six times each day before you must rest and regrow more.]* [6] Powers Cost: 420 Cost** Martial Arts Maneuver 3** Slimy Caress (Takedown): 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls* Martial Arts Cost: 3 Cost** Skill 6** KS: Molds, Spores, and Fungi 14-* 12** +4 OCV with any throwing attacks* 7** Stealth 13-* 9** Contortionist 14-* Skills Cost: 34 Cost** Perk 3** Anonymity* Perks Cost: 3 Cost** Talent 2** Environmental Movement (no penalties on movement underground or through fungal / slime patches)* Talents Cost: 2 Total Character Cost: 450 Val** Disadvantages 25** Base Human Disadvantage Points* 10** Vulnerability: 2 x BODY Ultraviolet Energy Attacks (Uncommon)* 10** Vulnerability: 2 x STUN Ultraviolet Energy Attacks (Uncommon)* 20** Psychological Limitation: Compulsion to be touching bare earth and to be underground (Very Common, Strong)* 25** Distinctive Features: Body is only vaguely humanoid and is composed entirely of fungi and spore sacs (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)* 20** Hunted: by Terrorist Chemical Weapons Developers 8- (Mo Pow, NCI, Capture)* 10** Money: Destitute [Notes: No real earning potential, since the man you used to be is dead]* 15** Dependence: Exposed earth or rotting biological material Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 6 Hours, Incompetence : -1 to Skill Rolls per time increment, Powers gain an 11- Activation Roll)* 15** Susceptibility: Strong sunlight, 3d6 damage per 5 Minutes (Common)* Disadvantage Points: 150 Base Points: 300 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  5. I'm building The Spore, whose fungal body is composed sacs of dangerous gases. I have built the following Damage Shield EB, which is designed to go off when The Spore is physically struck in combat: 6d6 EB vs. PD, Continuous(+1), Damage Shield(+1/2), Costs END only to Activate(+1/4) : 82 Active Points No Knockback(-1/4), No Conscious Control(-2) : 25 Real Cost My question is this: can No Conscious Control be used in this context with a Damage Shield? My idea for the character is that the spore sacs fill up of their own volition, and if they are subject to any severe shock, they will explode, regardless of whether The Spore wants them to or not. The resultant END cost comes from The Spore's body automatically regerating a new spore sac. This is my first draft of this power, so if anyone has any suggestions on improving it or streamlining it, I would welcome the input. Thanks in advance.
  6. Re: Jet City Champions Campaign Log If I build a dragon made of raw chicken, it can give salmonella to everyone it touches!
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