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Cardinal

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Everything posted by Cardinal

  1. I was just looking at Gavis Gan in Galactic Champions. I thought he had a very interesting suite of powers (inertia manipulation). I have never played a character based around aids/succour/suppress/etc. and was wondering what experiences people have with those power constructs. Does anyone have any sample characters premised around those type of manipulation powers? How have you found the characters in terms of game efficiency? Thanks for your thoughts.
  2. Re: Captain Thunderbolt - help me spend XP Interesting powers. Thanks. In addition to cool new powers / expansion of powers, what skills, perks, etc. would you add to reflect an experience and well respected hero? Thanks for all your thoughts.
  3. Re: Captain Thunderbolt - help me spend XP Ok, the posting template I used obviously did not work with the board. I used a less offensive one. Does anyone have a good export template for HDC3 that works well on these boards. Thanks
  4. I've been playing the following character in a game on RPOL.net. As you can seem he is a legacy character to the MNM Freedom City Character Captain Thunder (incidentally, Freedom City is a fantastic book with lots of great characters and history that can be easily used in a hero game). Strangely, the single skill that I have gotten the most use out of has actually been "KS: History and Exploits of Captain Thunder". I now have about 19 XP and was looking for ways to spend it. Here are a couple of parameters: 1) While I think his PD/ED is low, the GM likes to keep a strict balance and CT's 25/25 is actually relatively high for the PCs in the campaign. 2) I don't want to increase Speed. I have slowly but surely overcome my Speed/Dex arms race tendencies. I don't want to go back. 3) While I am not opposed to PRE based skills, in the past I opted for Reputation instead of the skills because I think it mirrors the "respected" not "smooth" part of the character (another legacy of Captain Thunder). I look forward to everyone's feedback. Thanks in advance. Cardinal Captain Thunderbolt Characteristics Cost: 88 Powers Cost: 270 Skills Cost: 64 Martial Arts Cost: 0 Perks Cost: 10 Talents Cost: 3 Disadvantages Cost: 150 Base Points: 200 Experience Required: 85 Total Experience Available: 105 Experience Unspent: 20 CHARACTERISTICS Cost Char Value 5 STR: 15/50 END Cost: 1/4 39 DEX: 23 OCV: 8/DCV: 8 10 CON: 15/30 ECV: 4 4 BODY: 12 3 INT: 13 +1 Overall, +2 Lightning Projection 6 EGO: 13 8 PRE: 18 2 COM: 14 2 PD: 5/25 2 ED: 5/25 17 SPD: 5 0 REC: 6/16 -10 END: 10/40 0 STUN: 28/54 0 RUN: 6" 0 SWIM: 2" 0 LEAP: 3"/10" FLIGHT: 20" 88 Characteristics Cost POWERS Cost END Power Cost Power 20 0 Electrical Charge: Endurance Reserve (150 END, 15 REC) Reserve: (30 Active Points); Drains like EC with Electricity Powers Power loses about a third of its effectiveness (-1/2); REC: (15 Active Points); Drains as EC with Electricity Powers Power loses about a third of its effectiveness (-1/2) Super Charged!, all slots Do not work if END Bat is at 0 / OIHID (-1/4) [Notes: To transform to his Heroic ID, Captain Thunderbolt must be within 3" of a source of electricty such as a wall outlet, car battery, power line, etc.] 28 3 1) Super Strength: +35 STR (35 Active Points); Do not work if END Bat is at 0 / OIHID (-1/4) 24 2) Energy Enhanced Body: +15 CON (30 Active Points); Do not work if END Bat is at 0 / OIHID (-1/4) 10 3) Energy Enhanced Resiliance: +13 PD (13 Active Points); Do not work if END Bat is at 0 / OIHID (-1/4) 14 4) Energy Enhanced Resiliance: +17 ED (17 Active Points); Do not work if END Bat is at 0 / OIHID (-1/4) 12 0 5) Energy Enhanced Resiliance: Damage Resistance (15 PD/15 ED) (15 Active Points); Do not work if END Bat is at 0 / OIHID (-1/4) 7 0 6) Electrically Charged Resiliant Body: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); Do not work if END Bat is at 0 / OIHID (-1/4) 16 Lightning Control: Elemental Control, 40-point powers, (20 Active Points); all slots Only In Heroic Identity (-1/4) 20 4 1) Lightning Flight: Flight 20", x4 Noncombat (45 Active Points); Only In Heroic Identity (-1/4) 9 5 2) Power Surge: Aid Str., End, Lightning Control, Lighning Bolt 2d6, Can Add Maximum Of 20 Points, Four Powers Simultaneously (+1) (48 Active Points); Only to Extent of Electrical Power in Area (-1), Self Only (-1/2), Costs Endurance (-1/2), Only In Heroic Identity (-1/4) 56 Lightning Projection: Multipower, 70-point reserve, (70 Active Points); all slots Only In Heroic Identity (-1/4) 1u 1 1) Super Charged Strength: +20 STR, Reduced Endurance (1/2 END; +1/4) (25 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4) 2u 1 2) Lightning Punch: Sight Group Flash 7d6, Reduced Endurance (1/2 END; +1/4) (44 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) 3u 6 3) Thunder Clap: Energy Blast 5d6, Explosion (Cone; -1 DC/2"; +1/2), No Normal Defense (Hearing Flash Def or Hard Ear Cover) (Standard; +1) (62 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) 5u 7 4) Lightning and Thunder Flash: Sight, Hearing and Radio Groups Flash 5d6, Area Of Effect (6" Radius; +1 1/4) (67 Active Points); Only In Heroic Identity (-1/4) 6u 7 5) Lightning Bolt: Killing Attack - Ranged 4 1/2d6 (70 Active Points); Only In Heroic Identity (-1/4) 5u 7 6) Deactivate Electronic Devices: Dispel Electronic Devices 18d6, Variable Special Effects (Any Electronic Device (One at a time); +1/4) (67 Active Points); Only In Heroic Identity (-1/4) 5 0 Watch the Sparks Fly: Sight Group Flash Defense (5 points) 7 Electrical Form: +15 ED (15 Active Points); Only Works Against Electricity Very Limited Type of Attack (-1) 20 0 Electrosense: Detect Electrical Fields A Class Of Things 12- (Radio Group), Discriminatory, Targeting 270 Powers Cost SKILLS Cost Skill 10 +1 Overall 6 +2 Lightning Projection 3 Breakfall 14- 2 Navigation (Air) 12- 3 Combat Piloting 14- 3 PS: Airforce Pilot 14- 3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes 3 Bureaucratics 13- 3 Electronics 12- 3 Computer Programming 12- 2 SS: Aeronautical Engineering 11- 2 SS: Electrical Engineering 11- 3 Tactics 12- 3 Teamwork 14- 3 AK: Freedom City 12- 3 Scholar 2 1) KS: History and Exploits of Captain Thunder (3 Active Points) 12- 1 2) KS: Superheroes (2 Active Points) 11- 1 3) KS: Superhuman World (2 Active Points) 11- 1 4) KS: Supervillains (2 Active Points) 11- 1 5) KS: U.S. Military (2 Active Points) 11- 3 Power: Electrical Control 12- 64 Skills Cost PERKS Cost Perk 8 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 8- 2 Reputation: Stalwart Hero of Freedom City (Freedom City) 11-, +2/+2d6 10 Perks Cost TALENTS Cost Talent 3 Bump Of Direction 3 Talents Cost 435 Total Character Cost DISADVANTAGES Pts. Disadvantage 15 Social Limitation: Secret ID (J.R. Gardener) (Frequently, Major) 10 Dependent NPC: Janice Gardener (Wife) 8- (Normal) 5 Distinctive Features: Active Electrical Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 5 Distinctive Features: Silver Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Accidental Change Back from OIHID: When Endurance Battery is Zero Always (Uncommon), Custom Adder 20 Psychological Limitation: Protective of Innocents (Common, Total) 20 Psychological Limitation: Fearlessly Heroic Very Common, Strong 10 Psychological Limitation: Driven to Live up to Legacy of Captain Thunder (Uncommon, Strong) 20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: Captain Thunder's Rogue's Gallery 8- (Mo Pow, NCI, Harshly Punish) [Notes: Includes Dr. Stratos, Hellqueen, Tyranny Syndicate, etc.] 25 Susceptibility: Takes STUN from Electrical Drains and Transfers 2d6 damage per Segment (Uncommon) [Notes: 1 pt of Stun Per Pt Drained] 150 Disadvantage Points APPEARANCE: Jack still looks like the recruiting poster image of a naval aviator. His chiseled features are set off by short blond hair. He carries his rangy, athletic build with parade ground precision. Despite the fact that he has replaced his uniform with the business casual of a defense contractor, there is no mistaking the knife edge creases on his pants.When he activates his powers, Jack’s blond hair turns silver and his eyes cloud over into blue glowing electricity. His costume is a modern recreation of Captain Thunder traditional uniform. He wears a dark blue body suit set off with a silver, rather than gold, sytilized lightning bolt down the front over a field of yellow and yellow belt. In addition, he has replaced the gold bracers and vambraces with silver versions. Finally, unlike his Uncle, he has opted not to have a cap as he was unable to get used to its feel. Instead, he has a short vertical collar. As Captain Thunderbolt he does not wear a mask as his appearance is sufficiently changed by the change in his hair color and eyes. Height: 6' 1" Hair: Brown Weight: 209 lbs Eyes: Brown BACKGROUND/HISTORY: John Raymond Gardener grew up in Freedom City worshipping his Uncle Ray. Uncle Ray Gardener, his father’s little brother, was a hero, first as a test pilot and then, later, as Captain Thunder. Jack wanted to do anything that he could be to like his uncle. Unable to fly or throw thunderbolts, Jack did the next best thing. He studied hard, did well in school and Navy ROTC scholarship at H.I.T. He excelled at HIT, both in the classroom and in NROTC, graduating with degrees in electrical and aeronautical engineering. More importantly, he earned a coveted spots as a navy test pilot. At 28, Jack thought he had it all. His career was on the fast track; he had just been promoted to Lt. Commander and had been posted to serve as the military liaison for a special new avionics joint venture between ASTRO Labs and the Star Island space center back in his home town of Freedom City. He had married his girlfriend Janice Warren and they were expecting their first child. However, tragedy struck. Jack was diagnosed with a rare debilitating blood disorder. His health in shambles, he was forced to take a medical retirement from the Navy. He was fighting for his life. His last option was to have a bone marrow transplant. The only catch was that there was only one match in his family – Uncle Ray. Despite all concerns about the effects of the changes to Captain Thunder’s system, the transplant was a complete success. Jack recovered and appeared otherwise normal, with no signs of superpowers other than a continued fascination of Captain Thunder’s career. Col. Austin, his Uncle’s old friend and Jack’s old boss, asked him to return to the ASTRO Labs and Star Island as a civilian contractor. Jack happily returned to his old project. Unfortunately, it turned out that the U.S. Military were not the only ones interested in the new avionics system. Viper mounted a raid to steal plans and a crucial power cell during one of the final tests of some of the prototype power systems. Jack came across an eight team in the hanger. Not willing to see years of work lost and Viper get away, Jack jumped into the fray knocking out two agents. In the ensuing fray, Jack was knocked into the experimental power cell with explosive results. Bolts of electricity arced through Jack surely sealing his fate. However, once again, Jack was saved by his Uncle Ray’s bone marrow. Subtle changes that had spread through his system undetected after the transplant were brought to the fore by the surge of electricity. Jack’s body was wracked with spasms as his body made a final change into an electricity-charged super dynamo. Jack had achieved his childhood fantasy: he was superhero like his Uncle Ray. After making quick work of the Viper Agents and the super villain that they brought for cover, Jack fled from ASTRO Labs before he could be discovered. He went straight to the one man that he knew could help him – Captain Thunder. Captain Thunder, now in semi-retirement, was excited to have Jack to carry on his legacy. After talking, they realized that he should keep his identity secret to protect his wife from his enemies and those of his Uncle. In tribute to his uncle and his cousin Bolt, Jack chose to use the name Captain Thunderbolt as his nome du guerre. His Uncle, beaming with pride, helped him develop a modern costume reminiscent of his own. In addition, Uncle Ray introduced him to Amelia Sorrow, who was founding a new team. It is not clear whether Captain Thunder pushed Jack to the new team because was upset with Vanguard’s management of the Freedom League, or whether, as he stated, he thought that the new team offered the best opportunity to cut his teeth as a hero and develop his skills. Regardless, Jack was absolutely excited to make a difference for his home city and leapt at the offer of a place on the team.While he has not had any direct experiences, the Raven informed Captain Thunder that the rumor on the street was that some of Captain Thunder’s old enemies have declared an intention to strike at their old nemesis through his new protégé. PERSONALITY: Jack was molded from an early to be a hero. He internalized the lessons of self-sacrifice and devotion to duty from his Uncle Ray. As an adult he devoted his life to serving his country. He is excited for the opportunity to serve once more. Much to the chagrin of his wife, Jack is regularly willing to put himself at great physical risk for the safety of others. Despite his devotion to his new role, Jack’s emotions are at war. He is a professional soldier and expects himself to carry himself in a manner that befits his history as an officer and which does honor to his Uncle. However, Jack is absolutely floored to be able to fulfill his childhood fantasy to be like his Uncle. He occasionally catches himself being wowed by how cool his new life is. Like his uncle, Jack is conservative. However, Jack hews closer to historic republican beliefs in strong defense, fiscal discipline and civil liberties than the religious social conservatism that has come to dominate American politics. He does not enjoy discussing politics and tries to keep his opinions to himself. POWERS/TACTICS: Unlike his uncle, Jack does not always wield his powers. Rather, he must draw on electricity to charge himself up, transforming himself into Captain Thunderbolt. Jack does not need a huge amount of electricity to effects in the change. In the past, he has used wall outlets, public phones, car batteries, power lines or street lights to provide the juice.As Captain Thunderbolt, he is supercharged with electricity. He is super strong, resilient (especially to electricity), can fly, project lighting and blinding sparks. When fighting he tends to charge his fist with energy adding an extra oomph to his punch, as well as a blinding spark of energy. In addition, he has learned to create a tremendous thunder clap that sends a debilitating sonic wave at his opponents. Finally, Captain Thunderbolt can draw electricity from around him to power himself up even more. However, this takes a tremendous amount of power. He needs a power station, electricity generating super or power generator to get a full power up.Unfortunately, because his body has so much electricity, he finds that he does not react well to metal. Captain Thunder suspects that he will be very vulnerable to metal based attacks. Furthermore, like his uncle, he is vulnerable to being drained of his powers by anything that can suck the juice from his system. Captain Thunderbolt loves the fun of slugging it out with super villains using his lightning punch to disorient his foes. He also loves to scatter groups of agents with his Thunder Clap. Captain Thunderbolt is willing to use his lightning bolt to take out major targets. However, given how dangerous it is he tends to wait until he is sure that a target can take it before resorting to full blasts.
  5. Re: FMH Recap for January 12, 2008 ***cough, cough*** I believe the C in TBC is for continued... hint hint... cough cough *** BTW, as if you couldn't tell from the subtle hint, I'm loving the recounts.
  6. Re: metamorphs to my right, metamorph's to my left If you are interested in a metamorph that has the spiderman type vibe, how about something like Sandman... or if you want to go sort of Batman beyond, how about Inq. In short, shape shifting, body weapons, and some damage reduction. Fun for everyone.
  7. Re: [Campaign] DEFENDERS CONGREGATE!! Whoot!!! Glad to see that Matrix has managed to flush you out into the open. I would like to add my support for your posts. I have enjoyed the recaps.
  8. Re: What are you playing now? From online Games: * Captain Thunderbolt - Champions Campaign set in MNM's Freedom City (which is, incidently, an incredibly well done setting). CT is the nephew of Captain Thunder who gained a toned down version of his uncle's powers after a bone marrow transplant from his uncle. He is a classic blaster brick and a bit of a boy scout.(rpol.net) * Cheshire Cat - reformed teleporting martial artist from Kirby's League of Champions game. Thinks he's a lady's man. A bit of a flake and a moron -- in a fun way. A couple of his quotes have made it to the quotes of the week thread. (herocentral)
  9. Re: The Atlantean Age Resources Here is a post from Trebuchet, which I thought had a very interesting take on Atlantis.
  10. Re: [Character] The Arctic Spirit (HELP!) There is a character in Champions Worldwide that is the spirit of the sahara desert. I think she might serve as a good basis for comparison for a "force of nature" character and very nasty in her territory without being over the top. You might want to check it out.
  11. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer Nice. I would want to add another damage sponge like Brawler and another canon like Superstar, but that is a pretty hard to beat combo to start with. Between all of the VPPs and huge DCs you are going to be able to get some nasty shots on target. Even without dipping into one of the many VPPs in the group, Rashindar can pull the mental entangle move on DD setting him up for the full on assault (with called shots targeting the head).
  12. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer
  13. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer hehe... love it. It also gives you the ability to pull the "What's that escape pod? Oh no, Dr. D got away as we beat up his Robo-Duplicate" thing.
  14. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer Don't know it. Can you give a summary?
  15. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer In the particular showdown I ran, I tried to have the team work together. Primarily this was in the form of Teamwork Skill and coordinated attacks, set up by Diadem freezing Dr. D in place with her mental entangle. I didn't see any particular synergies for this fight that would work better because Dr. D's complete defenses (Def, Power Def, Flash Def, tons of targeting senses, etc.) made most of Sentinel's funky attacks (darkness, flash, NNDs, etc.) absolutely useless. Probably the best tactic that I did not use would have been for Black Rose to take the entire battle to Lythreum. However, in fairness, I was also pretty limited in the funkiness from Dr. D. Only 1 or 2 MPAs. I didn't use flight or str to prevent KB (mainly because I didn't want to suffer the DCV penalty).
  16. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer This is actually exactly what Kirby did in his battle between Dr. D and his mixed team. Everyone, and I mean everyone, absolutely soiled themselves. Dr. D was able to get a breather (after using end like crazy) and act. Eventually people were able to recover and take the fight to him.
  17. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer Well, I ran half of a battle between Dr. D and the Sentinels, until it became clear that it was a waste of time to finish. Predictions were pretty true to form: Sentinels would be lucky to last an entire turn. Bravo was useless. His movement is very limited and even if he can get to DD, he can't do anything. Theoretically, He might be useful if his luck could aid his comrades. He was still up through Turn 1, Phase 6, but only because DD has not bothered to target him yet. Proteus was also pretty useless. Even cranking up his attacks, he can pretty much be ignored. He made the mistake of trying to move through a mental entangled DD. He hit, did nothing and promptly got smeared to negative body on the next action. Probably will end up bleeding to death. Black Rose managed to land a couple of blows, but soon ended targeted and hosed. 2 hit wonder. Dr. Vox not really able to do much damaged. Still up, only because DD doesn't care about her yet. Her attacks can pretty much be ignored. The two MVPs of the fight were Diadem and Diamond. Diadem mentally sniped with mental entangle allowing her teammates to actually hit DD while he was at O DCV. DD can promptly break out, but not until after he has been at least hit. Unfortunately, as soon as DD had a free action, he lobbed an explosion at her from long range. Despite DFC she ended up taking substantial body and ended up very unconscious. Diamond took advantage of the mental entangles to land some blows on DD. Unfortunately, not enough to stun him or even keep stun on him after PS12. As of phase 6, he is down about 1/2 his stun and is likely going to take a couple more shots to put out. He was also hit by the Dex drain and is lucky to be able to even move. With Diadem out, he doesn't really have a shot to hit DD. Strangely, he does not have teamwork, despite being the senior statesman team member extrordinare. For the sentinels, it seems that the best tactic is for one character to try to draw DD's fire and DFC to force him to waste attacks and pray that Diamond and Diadem can get a little damage through.
  18. Re: Alien Invasion Meta - I took a look at your wiki. What system are you using? I did not recognize it (though that is not a surprise since I am pretty much only play hero with the occasional foray into MNM). Any particular you are using a system other than hero? Also, what setting are you using? As I glanced through it looks like some references to MC.
  19. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer You beat my response as I was typing. You saw the actually numbers so you obviously know better than I do. However, my suspicion was that Firewing and Holocaust, two 900+ pters, were the ones that turned the fight. I don't recall which one anklosaur was, but it seemed like Mechassassin, Slick and Grond mainly served as additional targets for DD and to break down the FW to allow the final flurry of attacks. Were the teamwork bonuses important to letting the big guns hit? Given your experience with your villain team, do you think that any of the established hero teams could take DD down?
  20. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer
  21. Re: A Thought Experiment: The Buffest Heroes vs Dr Destroyer To follow up on something brought up in this thread, has anyone actually run a fight between Dr. Destroyer and either the Sentinels or Justice Squadron since May? I play in the Herocentral game in which Kirby took down Dr. D with a cadre of villains that he informed us were reimaged versions of Firewing, Holocaust, Mechassassin, Grond, Slick and a couple of others. While there was a body count and it seemed that Firewing and Holocaust (two 900+ ptrs) pulled the most weight, it was not as close as I would have suspected. I would be interested to hear the results if anyone tried something similar with the good guys.
  22. Re: Munchkin Build Contest? I was actually commenting with respect to Nightlord's 10D6 RKA combined with a transformation attack which was roughly a 300AP attack. However, since you brought it up, I am a little confused by your last post. As far as I can tell, the following is your only previous post on this thread: While you hint at cheesy goodness, you actually don't provide any builds, much less one built on 1 AP. I am sure everyone on the thread would love to see one of your super cheesy builds.
  23. Re: Munchkin Build Contest? How is a 30DC attacked linked with another large AP power Munchkin? Lethal, yes; Munchkin, no. I always thought that munchkin implied doing more with less -- i.e. destroying the planet on 60AP.
  24. Re: Building a Lasso - any ideas? Good point. However, I can't recall WW leaving her lasso anywhere when she took off. But your point is very much applicable for a bat line, etc. type of thing.
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