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Lxndr

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Everything posted by Lxndr

  1. Re: WWYD if you could recieve ONE super power As long as the duplicates shared memories once they finally rejoined, I imagine your duplicates would be pretty easy-going about it.
  2. Re: WWYD if you could recieve ONE super power
  3. Lxndr

    Your PC's DNPC?

    Re: Your PC's DNPC? My last PC had two live-in girlfriends. (Yes, two) It's been years, so I forget exactly what they did, but they got into trouble pretty often, or we had relationship problems. One of the PCs in the last game I ran had 'girlfriend of the week.' Every time it was rolled, it'd be a new girlfriend.
  4. Re: Superfluous Powers Examples in the book suggest 'no', probably to keep Active Point costs relatively high. Look at Invisibility - No Fringe is a flat adder, while its opposite, Bright Fringe, is a limitation. Entangle works similarly - you can buy extra DEF or BODY as adders, but 'only one BODY' is a limitation.
  5. Re: Superfluous Powers Nah. Tunneling costs 5 points for +1" AND +1 DEF. Extra DEF for your tunnelling is 3 points, so you can backform that extra inches are 2" each, if you were allowed to buy them separately (which you're not, at the moment).
  6. Re: WWYD if you could recieve ONE super power At first I thought about Mind Control. But after a bit of thought, I've decided: Psychic Surgery. Mental Transform, major, any possible result, only against things with minds...
  7. Re: based on ego Most people's defensive Ego Combat Value is lower than their plain ordinary DCV. Also, BOECV usually goes against mental defense, which (usually) people have less of than PD or ED.
  8. Re: Superfluous Powers Isn't Dispel just Suppress with the Instant limitation?
  9. Re: Input on a bunch of bad guys? Remember, this is not City of Heroes. Does everyone in your group actually need a "travel power"? Maybe buy Seductra a Vehicle that she uses to get around on?
  10. Re: Please help me with new game setting Perhaps there were no non-powered heroes. This seems suggested by your gene-bomb: there's a unified origin for 'supers' and it's genetics, mutation. No tech heroes, etc. A few costumed vigilantes here and there, sure, but once all the superpowered people go away, they'll be few and far between. That said... once the super-powered heroes are gone, why wouldn't there be batman-type vigilantes in the meantime, people trying to "fill the gap" even though there's no way they could, since they have no powers. Second-raters, etc. These guys might be pretty ticked when the powers (and the superpowered people) come back, since in the 20 intervening years, they'd be the ***** of the walk, so to speak. There's nothing I can think of to stop people from trying to be heroes. Get rid of the powers, and you'll probably still have costumed vigilantes Batman-style (even if the original ones are all killed in battle, people are going to keep trying). Is there any particular reason you need them gone too?
  11. Re: Eidetic Sense Adder? Do you require a PER roll to use Transmit? Not everything that's an adder to a sense is also something that requires a PER roll. Eidetic basically says 'anything that you have perceived, you will recall.' Eidetic (10 pts) only for information that's studied (-1) mimics Doctor Shortsighted flawlessly, because the doctor isn't studying when looking into a room, but is studying when he's, well, studying.
  12. Re: what power do i use to stop scrying/bugs Doesn't Suppress need to work on the user, not the effect? Darkness feels more "appropriate" to me. I'm also now imagining 'hardening' Darkness, and buying 'Armor Piercing' for Clairsentience, to get through Darkness... Lots of interesting possibilities there.
  13. Re: A third sense type Because the passive sense is dependent on a transmitter?
  14. Re: Eidetic Sense Adder? Not necessarily. The Eidetic sense adder, as proposed, is eidetic in the manner of video cameras and other recording devices. The average person isn't quite as Eidetic as a video camera or other recording devices, so stuff like 'concentration' and/or 'extra time' would be good things to put there, to mimic the need for study. A combined -1 between Concentration and Extra Time would bring the proposed Sense Adder back down to 5 points for the Talent as it's described (as it requires study). Not sure what the best combination there is. Or you could simply use 'only for information studied' as Dust Raven described it, at -1 that seems appropriate.
  15. Re: 7-11 League vs. the Wally-Worldians Guys, meet Debbie, the former Homecoming Queen. She's based on the song "The Homecoming Queen's Got A Gun," and I think I did a suitable homage. I broke the rules a bit by making her COM 20 not be a power - if that's not okay, I can swap it around. After opening fire on Homecoming Night, a debacle that ended in her supposed 'death' (taking a bullet to the skull, she died, but then regenerated the damage), Debbie escaped from the funeral home shortly before she was to be buried. Debbie has no valid ID, since she's declared dead. Of course, she's hot enough to get into clubs and whatnot without showing ID, so it's not always limiting. Her powers are simple - her homecoming Tiara (which she carries around with her in her purse) allows her to get men to do what she wants, given enough time. In her purse next to the Tiara is her gun, which she can shoot people with, or sometimes pistol-whip. Besides that, she's just a naturally-athletic cheerleader-type (I couldn't find a better use for the last 3 points, so 'Legs' it is) who can take a bullet to the skull (so, tough). Johnny, I should mention, is her boyfriend, and one of the Blue-Vest Gang. It's a very romeo-and-juliet scenario, they both care about each other, and yet often find themselves on the opposite sides of the fight. I'm not sure why she hasn't joined the Blue-Vest Gang, but it probably has something to do with Wal-Mart requiring a valid SSN. There's some Disad points left open, since I'm not totally sure what to do with them yet. Her enraged is also left undefined, but is a necessary part of her character, since she's based on the song where the homecoming queen went bat**** for no discernable reason. Any comments on how to fill out those last ten points (and maybe a better use for the points that went into either Legs or Simulate Death) would be welcome. Player: Val Char Cost 15 STR 5 14 DEX 12 13 CON 6 10 BODY 0 8 INT -2 11 EGO 2 15 PRE 5 20 COM 5 3 PD 0 3 ED 0 3 SPD 6 6 REC 0 26 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 3"/5" LEAP 0 Characteristics Cost: 39 Cost Power 7 Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 11 Gun: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1) 1u 1) Shoot: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1) 1u 2) Pistol Whip: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 9 Tiara: Mind Control 1d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Area Of Effect (4" Radius; +1 1/4), Cumulative (96 points; +1 1/2) (25 Active Points); OIF Fragile (-3/4), Limited Class Of Minds Males Only (-1/2), No Range (-1/2) 3 Simulate Death 3 Tough: Damage Resistance (3 PD/3 ED) 3 Legs: Leaping +2" (3"/5" forward, 1 1/2"/2 1/2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points) Powers Cost: 38 Cost Skill 3 Acrobatics 12- 3 Breakfall 12- 3 Contortionist 12- 3 Conversation 12- 5 Cramming 3 Persuasion 12- 3 Seduction 12- Skills Cost: 23 Total Character Cost: 100 Pts. Disadvantage 0 Normal Characteristic Maxima 0 Hunted: Blue Vest Gang 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Mildly Punish) 5 Dependent NPC: Johnny 14- (As powerful as the PC; Useful Noncombat Position or Skills) 15 Enraged: (Uncommon), go 8-, recover 8- 10 Physical Limitation: Airhead (Frequently, Slightly Impairing) 5 Social Limitation: Adolescent (Occasionally, Minor) 5 Social Limitation: No Valid SSN/Identity (Occasionally, Major, Not Limiting In Some Cultures) Disadvantage Points: 40 Base Points: 50 Experience Required: 10 Total Experience Available: 0 Experience Unspent: 0
  16. Re: [Help] A Villain and Four Followers The four followers, in finality (along with a slightly tweaked Reaper and Bender, formerly known as Hubris). I should note I haven't actually put all their disadvantages in there yet, but they do have some. Any commentary, suggestions for improvement, or questions on these characters would be very welcome. If they at all interest y'all, I'll write up who/why they are, as well. The Reaper Player: Val Char Cost 10/40 STR 0 18 DEX 24 13 CON 6 10 BODY 0 18 INT 8 20 EGO 20 15 PRE 5 8 COM -1 3/14 PD 1 3/14 ED 0 4 SPD 12 5 REC 0 26 END 0 22 STUN 0 6" RUN 0 2" SWIM 0 2"/8" LEAP 0 Characteristics Cost: 75 Cost Power 10 Suit Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 14 Suit Power: Endurance Reserve (30 END, 12 REC) Reserve: (15 Active Points); OIF (-1/2) 53 Suit Power Suite: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) 3u 1) Aid 2d6 (standard effect: 6 points), Can Add Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), [four powers] simultaneously (+1) (72 Active Points); Costs Endurance (-1/2), Self Only (-1/2), OIF (-1/2) 2u 2) Scythe: Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 3 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF Unbreakable (Big Scythe; -1) 2u 3) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points); OIF (-1/2) 1u 4) Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 1u 5) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 4m 6) Flight 5", x32 Noncombat (30 Active Points); OIF (-1/2) 40 Mind Tracker: Detect A Class Of Things 16- (Mental Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Sense, Targeting, Tracking Mental Shield 60 1) Mental Damage Reduction, Resistant, 75% 6 2) Mental Defense (10 points total) 10 3) Mental Group Flash Defense (10 points) 7 4) Power Defense (10 points) (10 Active Points); Limited Power Only against mental/psi effects (-1/2) 5 5) Damage Resistance (10 Mental Def.) 6 6) Life Support (Longevity: Immortal; Sleeping: Character only has to sleep 8 hours per week) 22 Mind Scan 2d6, +4 ECV, Penetrating (+1/2), Cumulative (96 points; +1 1/4) (49 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 35 Mind Link , Any Willing Target, Any distance, Number of Minds (x8) 225 Multipower, 90-point reserve, all slots Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (225 Active Points) 9u 1) Drain 3d6, any one characteristic or mental power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (90 Active Points) 7u 2) Killing Attack - Ranged 2d6, Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1) (90 Active Points); No Knockback (-1/4) 5u 3) Entangle 3d6, 3 DEF, Entangle And Character Both Take Damage (+1/4), Cannot Be Escaped With Teleportation (+1/4), Backlash (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (90 Active Points); Limited Power Mental Defense Adds to EGO (-1/2), Cannot Form Barriers (-1/4) 9u 4) Mental Illusions 10d6, Cumulative (120 points; +3/4) (87 Active Points) 9u 5) Telepathy 10d6, Cumulative (120 points; +3/4) (87 Active Points) 9u 6) Mind Control 10d6, Cumulative (120 points; +3/4) (87 Active Points) 6u 7) Major Transform 3d6, Based On EGO Combat Value (Mental Defense applies; +1) (90 Active Points); Limited Target (Minds; -1/2) 4u 8) Clairsentience (Sight, Mental And Hearing Groups), 8 Perception Points, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 6" per Phase) (65 Active Points); Only Through The Senses Of Others (-1/2) 4u 9) Succor PRE 18d6 (standard effect: 54 points) (90 Active Points); Self Only (-1/2), Instant (-1/2) 9u 10) Ego Attack 9d6 (90 Active Points) 9u 11) Mental Group Flash 30d6 (90 Active Points) Powers Cost: 586 Cost Skill 30 +6 with Mental Combat Skills Cost: 30 Cost Perk 50 Follower Perks Cost: 50 Cost Talent 9 Lightning Reflexes: +6 DEX to act first with All Actions Talents Cost: 9 Total Character Cost: 750 Pts. Disadvantage 0 Normal Characteristic Maxima 550 Villain Bonus Disadvantage Points: 550 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Bender (formerly Hubris) Player: Val Char Cost 10/40 STR 0 18 DEX 24 13 CON 6 10 BODY 0 13 INT 3 11 EGO 2 20 PRE 10 10 COM 0 3/14 PD 1 3/14 ED 0 4 SPD 12 5 REC 0 26 END 0 22 STUN 0 5" RUN -2 2" SWIM 0 2"/8" LEAP 0 Characteristics Cost: 56 Cost Power 10 Suit Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 14 Suit Power: Endurance Reserve (30 END, 12 REC) Reserve: (15 Active Points); OIF (-1/2) 53 Suit Power Suite: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) 3u 1) Aid 2d6 (standard effect: 6 points), Can Add Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), [four powers] simultaneously (+1) (72 Active Points); Costs Endurance (-1/2), Self Only (-1/2), OIF (-1/2) 2u 2) Scythe: Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 3 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF Unbreakable (Big Scythe; -1) 2u 3) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points); OIF (-1/2) 1u 4) Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 1u 5) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 4m 6) Flight 5", x32 Noncombat (30 Active Points); OIF (-1/2) 9 Teamwork: +1 with All Combat, Usable Simultaneously (up to 4 people at once; +3/4) (14 Active Points); Limited Power Only On Teammates (-1/2) 30 Bending: Invisibility to Sight and Radio Groups and Spatial Awareness , Costs END Only To Activate (+1/4) (37 Active Points); Extra Time (Delayed Phase, -1/4) 20 Ripples: Spatial Awareness (Unusual Group), +3 to PER Roll, Increased Arc Of Perception (360 Degrees) (30 Active Points); Limited Power Only While Bending (-1/2) 13 Flicker: +4 with DCV (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only When Bending; -1/2) 19 Trick Battery: Endurance Reserve (75 END, 12 REC) (19 Active Points) 61 Bending Tricks: Multipower, 92-point reserve, (92 Active Points); all slots Limited Power Only While Bending (-1/2) 3u 1) Long View: Clairsentience (Sight Group), Targeting, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (52 Active Points); Limited Power Only While Bending (-1/2) 3u 2) Long Jump: Teleportation 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Limited Power Only While Bending (-1/2) 6u 3) Slip Through The Cracks: Teleportation 15", No Relative Velocity, Position Shift, x16 Noncombat, Reduced Endurance (1/2 END; +1/4), Safe Blind Teleport (+1/4) (90 Active Points); Limited Power Only While Bending (-1/2) 6u 4) Tagalong: Teleportation 15", No Relative Velocity, x16 Increased Mass, Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); Limited Power Only While Bending (-1/2) 6u 5) Rifting: Teleportation 15", Ranged (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Usable As Attack (+1) (90 Active Points); Limited Power Only While Bending (-1/2) 2u 6) Phase Step: Teleportation 15" (30 Active Points); Limited Power Only While Bending (-1/2) 1u 7) Phase Support: Life Support (Self-Contained Breathing) (10 Active Points); Limited Power Only While Bending (-1/2) 3u 8) Phasing: Desolidification (40 Active Points); Limited Power Only While Bending (-1/2) 1m 9) Phase Walk: Flight 5" (10 Active Points); Limited Power Only While Bending (-1/2) 6u 10) Bending Razor: Killing Attack - Ranged 2 1/2d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Penetrating (+1/2) (90 Active Points); Limited Power Only While Bending (-1/2) 6u 11) Bending Crash: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Armor Piercing (+1/2) (90 Active Points); Limited Power Only While Bending (-1/2) 6u 12) Crack the World: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Takes No Damage From Attacks All Attacks (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (90 Active Points); Limited Power Only While Bending (-1/2) Powers Cost: 291 Cost Skill 3 Teamwork 13- Skills Cost: 3 Total Character Cost: 350 Pts. Disadvantage 0 Normal Characteristic Maxima Disadvantage Points: 0 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0 Radiohead Player: Val Char Cost 15/45 STR 5 11 DEX 3 13 CON 6 10 BODY 0 18 INT 8 18 EGO 16 15 PRE 5 10 COM 0 3/14 PD 0 3/14 ED 0 4 SPD 19 9 REC 6 26 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 3"/9" LEAP 0 Characteristics Cost: 68 Cost Power 10 Suit Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 14 Suit Power: Endurance Reserve (30 END, 12 REC) Reserve: (15 Active Points); OIF (-1/2) 53 Suit Power Suite: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) 3u 1) Aid 2d6 (standard effect: 6 points), Can Add Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), [four powers] simultaneously (+1) (72 Active Points); Costs Endurance (-1/2), Self Only (-1/2), OIF (-1/2) 2u 2) Scythe: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 / 4d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF Unbreakable (Big Scythe; -1) 2u 3) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points); OIF (-1/2) 1u 4) Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 1u 5) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 4m 6) Flight 5", x32 Noncombat (30 Active Points); OIF (-1/2) 9 Teamwork: +1 with All Combat, Usable Simultaneously (up to 4 people at once; +3/4) (14 Active Points); Limited Power Only On Teammates (-1/2) 10 Radio Perception/Transmission (Radio Group) 18 Mind Scan 8d6 (Machine class of minds) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 60 Multipower, 60-point reserve 6u 1) Telepathy 8d6 (Machine class of minds), Reduced Endurance (0 END; +1/2) (60 Active Points) 2u 2) Major Transform 2d6, Based On EGO Combat Value (Standard Defenses apply; +1), Target Chooses Defense (-1/4), Range Modifiers Apply (-1/4), Partial Transform (+1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target Computer Software and Files (-1/2) 6u 3) Mental Illusions 8d6 (Machine class of minds), Reduced Endurance (0 END; +1/2) (60 Active Points) 6u 4) Mind Control 8d6 (Machine class of minds), Reduced Endurance (1/2 END; +1/4), Telepathic (+1/4) (60 Active Points) 75 Utility Belt: Variable Power Pool, 60 base + 15 control cost, (90 Active Points); OIF (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2) Powers Cost: 282 Total Character Cost: 350 Pts. Disadvantage 0 Normal Characteristic Maxima Disadvantage Points: 0 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0 Zamochit Player: Val Char Cost 15/55 STR 5 17 DEX 21 13 CON 6 10/12 BODY 0 13 INT 3 11 EGO 2 15 PRE 5 10 COM 0 3/14 PD 0 3/14 ED 0 4 SPD 13 6 REC 0 26 END 0 25/27 STUN 0 6" RUN 0 2" SWIM 0 3"/11" LEAP 0 Characteristics Cost: 55 Cost Power 10 Suit Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 14 Suit Power: Endurance Reserve (30 END, 12 REC) Reserve: (15 Active Points); OIF (-1/2) 53 Suit Power Suite: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) 3u 1) Aid 2d6 (standard effect: 6 points), Can Add Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), STR DEX CON BOD simultaneously (+1) (72 Active Points); Costs Endurance (-1/2), Self Only (-1/2), OIF (-1/2) 2u 2) Scythe: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 / 4d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF Unbreakable (Big Scythe; -1) 2u 3) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points); OIF (-1/2) 1u 4) Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 1u 5) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 4m 6) Flight 5", x32 Noncombat (30 Active Points); OIF (-1/2) 9 Teamwork: +1 with All Combat, Usable Simultaneously (up to 4 people at once; +3/4) (14 Active Points); Limited Power Only On Teammates (-1/2) 20 Multipower, 20-point reserve 2u 1) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points) 2u 2) Bloodhound: (Total: 20 Active Cost, 20 Real Cost) Targeting with Normal Smell (Real Cost: 10) plus Tracking with Normal Smell (Real Cost: 5) plus Discriminatory with Normal Smell (Real Cost: 5) 50 Elemental Control, 100-point powers 18 1) Regeneration: Healing 5 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 31 2) Killing Attack - Ranged 2d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (127 Active Points); Limited Power Only on Attacks that do BODY or Spill Blood (-1), Always On (-1/2) 40 3) Absorption 10d6 (physical, STUN), Absorption As A Defense (x2) (100 Active Points); Visible (-1/4) 33 4) Pheromones: Mind Control 8d6 (standard effect: 24 points), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Explosion (+1/2), No Normal Defense ([standard]; +1) (150 Active Points); Based on CON (Defense: PD; -1), Always On (-1/2), No Range (-1/2) Powers Cost: 295 Total Character Cost: 350 Pts. Disadvantage 0 Normal Characteristic Maxima Disadvantage Points: 0 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0 Jade Player: Val Char Cost 10/40 STR 0 11 DEX 3 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 2/18 PD 0 2/18 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN 0 2" SWIM 0 2"/8" LEAP 0 Characteristics Cost: 3 Cost Power 10 Suit Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 14 Suit Power: Endurance Reserve (30 END, 12 REC) Reserve: (15 Active Points); OIF (-1/2) 53 Suit Power Suite: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2) 3u 1) Aid 2d6 (standard effect: 6 points), Can Add Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), [four powers] simultaneously (+1) (72 Active Points); Costs Endurance (-1/2), Self Only (-1/2), OIF (-1/2) 2u 2) Scythe: Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 3 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF Unbreakable (Big Scythe; -1) 2u 3) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points); OIF (-1/2) 1u 4) Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 1u 5) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-1/2), OIF (-1/2) 4m 6) Flight 5", x32 Noncombat (30 Active Points); OIF (-1/2) 9 Teamwork: +1 with All Combat, Usable Simultaneously (up to 4 people at once; +3/4) (14 Active Points); Limited Power Only On Teammates (-1/2) 5 Darksight: Nightvision 3 Tentacles I: Extra Limbs (2) (5 Active Points); Costs Endurance (-1/2) 70 Darkness: Multipower, 70-point reserve 1u 1) Nightflier Connection: Mind Link , One Specific Mind, Number of Minds (x8), Psychic Bond (25 Active Points); Feedback STUN Only (-1) 1u 2) Tentacle Slap!: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/2), Only With Extra Limbs (-1/4) 2u 3) Cloak of Night: Darkness to Sight Group 2" radius, Personal Immunity (+1/4) (25 Active Points); No Range (-1/2) 4u 4) Tentacles II: Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points); Limited Body Parts (-1/4) 4u 5) Darkshield: Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (45 Active Points) 7u 6) Nightfliers: Summon 8 160-point creatures, Friendly (+1/4), Reduced Endurance (1/2 END; +1/4) (70 Active Points) 36 ...Of Darkness: Elemental Control, 90-point powers, (45 Active Points); all slots Limited Power Only in Shadows and Darkness (-1/4) 26 1) Darkness Within: Killing Attack - Ranged 1d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1), Does BODY (+1), Attack Versus Limited Defense (+1 1/2) (90 Active Points); No Knockback (-1/4), Reduced Penetration (-1/4), Limited Power Only in Shadows and Darkness (-1/4) 26 2) Fade: Invisibility to Sight, Touch, Mental and Hearing Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2), Limited Power Only in Shadows and Darkness (-1/4) 27 3) Shadow Step: Teleportation 12", No Relative Velocity, x512 Noncombat, Reduced Endurance (1/2 END; +1/4) (92 Active Points); Restrainable (-1/2), Limited Power Only in Shadows and Darkness (-1/4) 36 4) The Shadow Knows: Clairsentience (Sight And Hearing Groups), x32 Range (8,320"), Tracking, Reduced Endurance (0 END; +1/2) (90 Active Points); Limited Power Only in Shadows and Darkness (-1/4) Powers Cost: 347 Total Character Cost: 350 Pts. Disadvantage 0 Normal Characteristic Maxima Disadvantage Points: 0 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0 And her Nightflier, of which she can summon eight: Nightflier Player: Val Char Cost 0 STR -10 11 DEX 3 10 CON 0 10 BODY 0 10 INT 0 11 EGO 2 10 PRE 0 -10 COM 0 0 PD 0 0 ED -2 4 SPD 19 4 REC 4 20 END 0 15 STUN 0 0" RUN -12 0" SWIM -2 0" LEAP -2 Characteristics Cost: 0 Cost Power 40 Elemental Control, 80-point powers 27 1) Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Always On (-1/2) 34 2) Teleportation 20", No Relative Velocity, Position Shift, Reduced Endurance (0 END; +1/2) (82 Active Points); Limited Power Only in Shadows and Darkness (-1/4) 33 3) Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2), Does BODY (+1), Attack Versus Limited Defense (+1 1/2), Affects Physical World (+2) (90 Active Points); No Knockback (-1/4), Reduced Penetration (-1/4) 15 Flight 6", No Turn Mode (+1/4) (15 Active Points) 1 Mental Defense (3 points total) Powers Cost: 150 Cost Skill 10 +5 with any single attack Skills Cost: 10 Total Character Cost: 160 Pts. Disadvantage 0 Normal Characteristic Maxima 10 Vulnerability: 2 x BODY (Uncommon) 20 Susceptibility: 3d6 damage per Turn (Uncommon) 10 Vulnerability: 2 x STUN (Uncommon) Disadvantage Points: 40 Base Points: 100 Experience Required: 20 Total Experience Available: 0 Experience Unspent: 0
  17. Re: build me a cosmic sense Detect (Local Events), 360 degrees, Discriminatory seems a good start. Put it in the unusual sense group. Might need quite a lot of range, unless you just define it as 'events that have impact/have been heard locally'. Thus you'd know of, say, the pearl harbor bombing in the US (assuming it's been reported in the news) because the ripples have passed through locally, even if the event itself wasn't local.
  18. Re: Superfluous Powers Couldn't you just add 'blocks a sense group' to Change Environment, and thus blend the two powers? They're relatively close conceptually - CE just happens to lack one thing that Darkness has.
  19. Re: Eidetic Sense Adder? I can't see that Eidetic is any less appropriate than Transmit, which I absolutely adore as a Sense adder (in my last fantasy game, there was an orc-type race with Transmit on their Smell sense - very nice). And recall and perception are rather closely related, as I recall them, so it feels a natural outgrowth, to me. The idea of 'sense memory' isn't exactly new, after all. I'm not sure I like the INT-bonus method any better than the Clairsentience method, but at least the INT-bonus method matched points to build... I presume.
  20. Re: Eidetic Sense Adder? I'm glad to see it got changed in 5ER... but I've still got this gut feeling that an Eidetic sense adder works better, and applies to more situations (such as a camera, for instance). So, now that I know that 5ER changes it, I'm still curious - what do you, gentle reader, think of this particular suggestion (not just for Eidetic Memory, but for more general use as well)?
  21. (Note: This is all predicated on Eidetic Memory not having changed between 5th edition and 5ER) Currently, Eidetic Memory is built using a kludge out of Clairsentience with Retrocognition and various limitations. Furthermore, those limitations aren't even enough to fully bring the cost down, and miss out on some things that would bring the cost up (like the fact that Eidetic Memory is supposed to be zero END, for starters). In the Big Blue Book (4th ed), Eidetic Memory is worth 10 points - in FRED, it's worth 5. The BBB describes it specifically as Sight, while FRED (in another break from the Clairsentience it's supposed to be built on) implies it works any sense' and requires an ADDITIONAL limitation to make it only for certain sense groups. It seems to me that, although Steve Long has done quite a few very nifty and awesome things, Eidetic Memory is built incorrectly. That said, Mr. Long has a good gut feeling on the final point value of these things. So I propose a new sense adder: Eidetic (3 points/sense, 5 points/sense group) At first blush this is more expensive than the FRED version, since you're buying it per sense (or group) and perhaps it should be, but it is less expensive than the BBB version. I'm pretty pleased with this idea, but I'm curious what others might think of it. A thought that just occurred to me: the Talent suggests that Eidetic (as costed) only works when studying something. This implies, to me, some sort of concentration limitation and/or extra time applied to the cost for the Talent, while the sense adder would be free of such limitations (which would make it work better for, say, a video camera with no such need to 'study' something). Hmmm. My gears will keep turning, but I'm interested in your comments! Also, if FRED 5ER changed anything, I'm curious there too.
  22. Re: A third sense type I think I'd require the Transmit adder for other people to be able to see using your sense (though an Active sight would probably alert people to the fact that you're seeing). Because you are communicating something with the sense - namely, whatever it is you're seeing. It's not really a language thing (so probably it would have a limitation 'only what I see') but is still a communication to others.
  23. Re: Superfluous Powers Armor (it's a special case of PD/ED, plus Damage Resistance)
  24. Is there any accepted formula to determine the appropriate INT/EGO of, say, a powersuit or other Focus, assuming there's no pet computer controlling it? There are formulae for determining DEF/BODY and the like, but I can't find any canon source for this. And the next best thing to printed canon is Steve Long, so fire away!
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