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name_tamer

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  1. (1) It really seems like this notice should be on the front page! (2) The link is to Amazon, not RPGNow/DriveThruRPG, and a quick search in the latter doesn't turn it up. Is there a plan for it to eventually be on DriveThru? (3) Are there plans to release a PDF?
  2. FWIW, early editions of GURPS Psionics treated Teleportation as one of the "Psi Powers."
  3. "Russell's teapot is an analogy, formulated by the philosopher Bertrand Russell (1872–1970), to illustrate that the philosophic burden of proof lies upon a person making empirically unfalsifiable claims, rather than shifting the burden of disproof to others. "Russell specifically applied his analogy in the context of religion. He wrote that if he were to assert, without offering proof, that a teapot, too small to be seen by telescopes, orbits the Sun somewhere in space between the Earth and Mars, he could not expect anyone to believe him solely because his assertion could not be proven wrong. "Russell's teapot is still invoked in discussions concerning the existence of God, and has had influence in various fields and media." https://en.wikipedia.org/wiki/Russell's_teapot
  4. Very little research indeed. https://en.wikipedia.org/wiki/Henry_Clay_Frick_House#cite_ref-22
  5. If you or your GM agree to this, great! Hand-wave away. But it seems like Density Increase is built to be balanced by the side-effect of having an effect on surfaces the character interacts. Taking it away is itself another advantage, which some GMs might want to assign a value to.
  6. Whatever your GM allows? If you're the GM, it's up to you; I can't find a power written up precisely this way. I would assign at least -1: STR seems like somewhat more of an offensive power (grabbing, squeezing, striking) than defensive (resisting shove, grab, throw, slam, breaking out of entangles, etc). And this applies to just some of the defensive aspects, so it seems like it should have a discount of at least 50%. On the other hand, looking for analogies, Champions Powers writes up a lot of powers as EGO, Only to Resist Mental Powers (-1/2), which seems somewhat stingy to me. By the way, I made my initial suggestion (Shove, Grab & Throw, etc.) without consulting the book - it seems like it probably just be the Throw part of Grab & Throw, and should also apply to Slam. But this definitely seems like it will be whatever the GM decides.
  7. +However Much STR; Only to Resist Shove, Grab & Throw, and Related Effects; 0 END; Uncontrolled? Plus a mess of KB resistance
  8. Interesting, I always thought the geography of the Emerald City map was a dead ringer for the mouth of the Columbia river, with "downtown" Emerald City exactly where Astoria, OR is located.
  9. https://www.drivethrurpg.com/product/207058/Champions-The-Super-Role-Playing-Game-4th-edition?cPath=337_4084
  10. Thanks! I guess I'm lucky it hasn't happened to me before. Message sent.
  11. I purchased a number of the Meriquai Falls PDFs advertised on the front page. All of them download fine except Live-Wire, for which there is no download link.
  12. Welcome to the boards! Not sure if this is what you're thinking of, as it has a "time stop" special effect rather than teleportation, but the power "Gone Out for Food" is in Champions Powers (DOJ1101, 6th Edition) on page 347. The write-up is consistent with a teleportation SFX, in my opinion. Edit: For 5E, it's in the UNTIL Super Powers Database, DOJ204, on page 237.
  13. http://www.drivethrurpg.com/product/219925/Darren-Wattss-Golden-Age-Champions
  14. My notes say that this build was by Powerhouse Hermit on (most likely an earlier version of) these boards, long ago. 749 points in 5E (I think), but a lot of the abilities could be easily scaled down or eliminated. Loki Val Char Points Total Roll Notes 30 STR 20 30 15- HTH Damage 6d6 END [3] 23 DEX 39 23 14- OCV 8 DCV 8 28 CON 36 28 15- 20 BODY 20 20 13- 30 INT 20 30 15- PER Roll 15- 25 EGO 30 25 14- ECV: 8 30 PRE 20 30 15- PRE Attack: 6d6 24 COM 7 24 14- 20 PD 14 20/26 20/26 PD (10/16 rPD) 20 ED 14 20/26 20/26 ED (10/16 rED) 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 12 REC 0 12 56 END 0 56 50 STUN 1 50 6" Running 0 6" 2" Swimming 0 2" 6" Leaping 0 6" Total Characteristics Cost: 238 Cost Powers END 33 Lord of Deception: Elemental Control, 66-point powers 47 1) The Inward Lie: Mental Illusions 12d6 ( Alien, Animal, and Human, Additional Class of Minds and Additional Class of Minds classes of minds) (80 Active Points) 8 37 2) Land of Lie: Sight , Hearing and Smell/Taste Groups and Normal Touch Images Increased Size (16" radius; +1), +/-4 to PER Rolls (35 Active Points) 7 34 3) The Trickster's Mask: Shape Shift (Sight , Hearing , Smell/Taste and Touch Groups, any shape), Imitation, Instant Change, Costs END Only To Change Shape (+1/4) (67 Active Points) 5 24 Falcon, Fly, Horse, Salmon,: Multiform (70 Character Points in the most expensive form) (x4 Number Of Forms) 14 Godly Life Force: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 10 Will of a God: Mental Defense (15 points total) 10 Godly Protections: Power Defense (10 points) 10 Divine Form: Damage Resistance (10 PD/10 ED) 40 Divine Presence: Naked Modifier, Does Knockback (+1/4), Double Knockback (+3/4) Notes: Applies to an up to 8d6 PRE Attack, but of course, if used with it, it should suffer from similar restrictions other like any other physical attack. 4 46 Gods Suffer Not Mortal Afflctions: Life Support (Eating: Character only has to eat once per week; Immunity: All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 84 Runes and Rituals: Variable Power Pool, 70 base + 14 control cost, (105 Active Points); all slots Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Various "Magical" Materials; -1/4) Talents 30 Danger Sense (immediate vicinity, any danger) 15- 12 Combat Luck (6 PD/6 ED) Skills 3 Acting 15- 3 Bribery 15- 3 Concealment 15- 3 Conversation 15- 3 Deduction 15- 8 Defense Maneuver I-III 3 Disguise 15- 4 Gambling (Card Games, Dice Games) 15- 3 High Society 15- 3 Interrogation 15- 3 Linguist 2 1) Language: English (completely fluent) (3 Active Points) 0 2) Language: Auld Nordic (imitate dialects) (5 Active Points) 3 Mimicry 15- 3 Oratory 15- 3 Paramedics 15- 3 Power 15- 3 Persuasion 15- 3 Seduction 15- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Scholar 5 1) KS: Arcane Lore and Runes (6 Active Points) 18- 2 2) KS: Norse Giants (3 Active Points) 15- 2 3) KS: Norse Gods (3 Active Points) 15- 3 Tactics 15- Total Powers & Skills Cost: 511 Total Cost: 749 650+ Disadvantages 5 Dependent NPC: Latest Wife or Mistress (He likes them loyal but dumb usually) 8- (Slightly Less Powerful than the PC) 10 Hunted: Enemy of Asgard 8- (As Pow, Harshly Punish) 15 Hunted: Norse Gods 8- (Mo Pow, NCI, Mildly Punish) 20 Psychological Limitation: Deceitful, Distrustful, and Manipulative even when he doesn't have to be (Very Common, Strong) 15 Psychological Limitation: Vengeful and Vindictive (Common, Strong) 10 Reputation: Liar, Trickster, not to be trusted, 11- (Extreme; Known Only To A Small Group) 10 Rivalry: Professional (Thor; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 10 Social Limitation: Secret Plots and plans aplenty (Occasionally, Major) 5 Unluck: 1d6 Total Disadvantages Points: 100 Edit: Here is the original post:
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