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Lightray

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Everything posted by Lightray

  1. Definately a -1/4 limitation. Compare with the "Noisy" option under the Visible limitiation -- where the Visible Power is not Visible to everyone, but just to a substantial or significant group of persons. Your group of persons = people with Mental Awareness. Thus, -1/4 limitation.
  2. I have a villain in my campaign who has a multipower with two slots for Invisibility -- each with different limitations (only to mortals, only to immortals). The multipower itself is Always On, so it's GM's-permission-on-the-edge-of-broken, but as I'm the GM, I okayed it. You should probably look at Variable Limitation for yours. It's probably going to be a very, very small limitation (just how limiting is it to only be invisible to your allies?).
  3. I tend to have one major plotline going on in the background. Adventures occasinally tie in with this plot, but many of the adventures are just other things that happen. My players often erroneously connect everything together in huge chains of coincidence. They're usually wrong. Unless their supposed connection is cool, in which case I might change my mind. All of the PCs have their own plots to deal with in the background, as well. Lately I've been running solo adventures simultaneously, so we'll take a night to see what Dragon Lady, Force, and Shadowstalker (f'r ex) have been up to in their spare time. My problem has never been advancing the plotline without PC involvement. My problem has been passive PCs. They seem content to just wait idly in their base for bad things to happen that they can go take care of. Even when I dangle obvious plot hooks, they've only gotten involved with much grumbling. Almost makes me wish they take the Authority route...
  4. I'm afraid that I'm only at the long-range planning stage right now. I want my Atlanteans to be titan-worshippers, and so I wanted to get the pantheon down right. The titans may eventually show up themselves. One of the heroes in my campaign, Aegis is the foster-son of the gorgon Stheno, was dipped in the Styx, and has the shield and sandals of Perseus. So the Greek (and Norse, and Chinese) gods are established in the campaign... Besides which: this thread is about YOU doing the work for ME. If anybody has titan write-ups, post 'em! (I'll even forgive having Cronos with time-control powers )
  5. Not really a true vampire, but close enough -- this is an NPC villain-in-waiting in my campaign. (somebody will surely recognize his backstory...) Dhampire Alternate IDs: Camden Gratz Pierce Val Char Cost 30 STR 20 23 DEX 39 23 CON 26 15 BODY 10 15 INT 5 15 EGO 10 25 PRE 15 20 COM 5 15 PD 9 10 ED 5 6 SPD 27 10 REC -2 46 END 0 44 STUN 2 6" RUN02" SWIM06" LEAP0Characteristics Cost: 171 Cost Power END 8 Vampiric Vitality: Damage Resistance (9 PD/6 ED) 10 Vampiric Resilience: +10 CON (20 Active Points); No Figured Characteristics (-1/2), Only Vs. CON Stunning (-1/2) 13 Vampiric Body: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Longevity: 400 Years 5 Vampiric Sight: Nightvision 6 Vampiric Senses: Enhanced Perception (+2 to PER Rolls for All Sense Groups) 3 Vampiric Slumber: Simulate Death 7 Vampiric Regeneration: Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage Fire (-1/4) 2 7 Vampiric Bite: Killing Attack - Hand-To-Hand 0d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (7 Active Points) 1 21 Vampiric Blood Drain: Transfer 2d6 (BODY to BODY), Armor Piercing x1 (+1/2), Delayed Return Rate (5 Points per Day) (+1 1/2) (90 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), PD Applies (-1), Requires Successful Grab (-1/2), Concentration 0 DCV (-1/2) 9 41 Vampiric Influence: Mind Control 7d6, Telepathic (+1/4), Invisible Power Effects (Sight Group; +1/2) (61 Active Points); Eye Contact Required (-1/2) 6 Powers Cost: 121 Cost Skill 5 +1 with DCV 3 Acrobatics 14- 3 Acting 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 3 Contortionist 14- 3 Conversation 14- 3 Deduction 12- 3 Persuasion 14- 3 Seduction 14- 3 Shadowing 12- 3 Stealth 14- 2 KS: Magic 11- 2 KS: Vampire Lore 11- 0 Language: English (Idiomatic, native accent; Custom Adder) 4 Language: French (Idiomatic, native accent) Skills Cost: 49 Cost Perk 3 Anonymity 1 Fringe Benefit: Passport 2 Reputation: Son of Gratz (A small to medium sized group, 8-) +2/+2d6 Perks Cost: 6 Cost Talent 3 Perfect Pitch Talents Cost: 3 Total Character Cost: 350 Val Disadvantages 15 Hunted: Moonsilver 8- (Occasionally), More Powerful, Harshly Punish 10 Hunted: Megan Pierce 11- (Frequently), As Powerful, Mildly Punish 5 Hunted: Vampire Hunters 8- (Occasionally), Less Powerful, Harshly Punish 10 Physical Limitation: Craves Blood Frequently, Slightly Impairing 15 Psychological Limitation: Emulates Gratz Common, Strong 10 Psychological Limitation: Code of Nobility Common, Moderate 15 Social Limitation: Secret Identity Frequently (11-), Major 5 Susceptibility: Holy Objects 1d6 damage, Instant, Uncommon 10 Vulnerability: 1 1/2x STUN Fire Common 5 Vulnerability: 1 1/2x STUN Wood Uncommon Disadvantage Points: 100 Base Points: 250 Experience Unspent: 0 Background/History:Son of Megan Pierce and the vampire Gratz. Raised by his mother amid the Circle, hoping to overcome his father's heritage. This seems to have failed or backfired, as he fled his mother's control in his late teens. She now searches desparately for her son, while he taunts the Circle from afar, flaunting his nature and knowledge of their secrets. Appearance:Handsome young man, black hair streaked with silver at the temples, plus goatee. Only signs of his vampiric heritage are his widow's peak and prominant canines.
  6. 1) Compound Powers are intended to represent one power -- every time the compound power is on/is used, everything in the compound power takes effect. It is a convenience to memory, more or less, so you don't have to go hunting across the character sheet for all the parts to one power. It is also useful in HD to put more than one power in a framework slot. 2) Multipowers can represent when your hero has a choice of abilities to use, some of which exclude the use of others. For a power armor character, it would be good if your weapon systems are more-or-less exclusive -- you fire blasters or missiles, but not both at once. Don't discount the point-break. The benefit this gives you is ease of upgrades for your power armor. Want to add another weapon? ~40 points bought straight, ~4 pts. as a multipower slot. 3) As above, it makes sense to use compound power only if they're all always on and off at the same time. For power armor, though, you're not getting any point break for the Compound Power, and it just makes it more difficult to read in HD. They're all probably OIF anyway -- lose the focus, you lose them all. What you've got is a List. Put them all in a list, put the OIF disad on the List itself. Makes it much more legible and easy to read on the character sheet. Costs the same, and functionally operates the same.
  7. Thanatos = Death. He didn't have a scythe. Neither did Chronos. Cronos had a sickle, which is what the Greeks used agriculturally. Thanatos was a rather nebulous figure, essentially usurped in role by Hades. The Grim Reaper was quite a later development, originating from the Dark Ages, IIRC (post-Roman, anyway). I've never seen any good arguements to link Cronos/Thanatos/Hades to the Grim Reaper.
  8. Should have throught to google individual titans... Theia - light Themis - justice, order Coeus - wisdom, knowledge, intelligence ("thought" to Mnemosyne's "memory") Still can't find much on Iapetus and Crius. I'll probably make Iapetus a firebringer-type like his son. Crius was grandfather of the Winds and Stars -- maybe I'll make him the successor to Uranus. As far as Cronos = Time, that is evidently a later accretion. He was clearly an agricultural figure, as evidenced by his sickle (used on his father), and the fact that mankind had no need to till or harvest during his reign. Thanks, all.
  9. Atlas was another son of Iapetus. Confusingly, the children of the titans are called titans -- except when they're the gods (i.e., the children of Cronos + Rhea). AFAIK, Epimetheus only shows up in the Pandora myth. I think there were a few other, minor, titans mentioned here and there, too. It may have been titans who piled one mountain on top of another in order to rival Olympus and defy Zeus.
  10. Enforcer you may want to alter that name -- IIRC, "seraphim" is the plural; the singular form is, I believe, "seraph". I just had a player point out that the name of an NPC hero -- "Aesir" -- was a plural. It became a running gag the entire night.
  11. I'm considering using the 12 Greek titans in my Champions game, but am having problems finding enough information to flesh them out -- they're rather minor figures in mythology for the most part. Can anyone add to the following? - Cronos & Rhea - agricultural/pastoral, father & mother - Oceanos & Tethys - ocean & sea - Hyperion & Phoebe - sun & moon - Iapetus & Themis - artifice (?) & the earth - Coeus & Mnemosyne - ??? & memory - Crius & Theia - ??? & ??? I know Prometheus is the son of Iapetus and (probably) Themis, so father may be like son. And Coeus is the father of Hecate, which is why I'd arbitrarily matched him with Mnemosyne. But these two and Crius & Theia don't seem to show up in any myth I'm aware of. Can anybody help out here?
  12. While you're all talking about COM... Something I noticed the other day: cute kids are less likely in Hero 5th than handsome/beautiful adults. Normal Char Max COM for adults = 20 Normal Char Max COM for children (10-) = 16 Usually, I think of kids as being more cute, not less.
  13. Counselor Darke: had lots of Mental Defense, and a rather mild Ego Attack Damage Shield. He brainwashed people the old-fashined way, not through mental powers. Other students (many of the PSI villains are showing up in recent Champions suppliments): Force: teenaged TK, male. Blackout & Displacer: tweener twins - male & female, turns off senses & causes sensory distortions. Flashback: child, telepathically sends false memories, girl. Floater: alien, TK and TP. Potential "bad cops": Psymon (in MC?), Mind Slayer (in CKC), Impulse. Potential "good cop": Soulfire (also in MC?). edit: corrected CKC abbreviation
  14. Or the "ultra-energy star dragon" that ate Ultra Boy to give him his powers. Good stuff. Don't forget the Legion trophy room. Rond Vidar was revealed to be the last Green Lantern, several continuities ago. IIRC, Celeste Rockfish became infused with his ring's energy once it was destroyed. I can't remember seeing Thanagar turn up, but the current Legion series is getting lots of mileage out of DC continuity -- Ra's Al Ghul, Warworld, etc. And don't forget: Darkseid and Apokolips. In fact, now JSA is going the reverse way: Mordru has just turned up facing the present-day JSA, when Mordru has traditionally been a Legion (and Gemworld) enemy.
  15. “¡Pasta la Bismoll!â€
  16. I don't recall the trans-suits being connected to the flight rings in any way (other than, perhaps, both being invented by Lyle Norg and/or Querl Dox) in any of the Legion incarnations. The trans-suits have always been depicted as part of the costumes -- they activate automatically, providing a limited time of life support (even when technology should not work -- see the Magic Wars sequence a few Legion iterations ago). One idea to try for a Legion game: give everyone more than one character. Then for any adventure, they can assemble a team out of any of their characters. I'm doing this in my own game, and it makes for a real Legion feel: lots of characters, but you focus on just a few at a time. If you keep everyone's active point caps about the same, you can have wildly different point levels, too. So long as everyone has their niche, it works out pretty well, giving every character the chance in the spotlight. Plus, it gives you the chance for both Ultra Boy and Matter-Eater Lad types in the group. Since everyone has a high-point character, they feel free to take lower-point characters that can be more focused and more interesting.
  17. Actually, the Voluspa has Balder returning from the dead to rule after Ragnarok. There is some belief that this was influenced by Christian missionaries -- i.e., that the Christians were converting the Norse pagans by syncreting Balder with Christ. As for surviving goddesses, I vaguely recall Odin + Frigga having some daughters (other than valkyries). Can't seem to find who they were in my references, though.
  18. My fave source has a couple other tidbits: Modi & Magni are in possession of Mjolnir (Thor's hammer) Asgard is renamed Idavoll.
  19. Googling for online translators is one of my hobbies. I usually go to these sites for: Japanese http://linear.mv.com/cgi-bin/j-e/dict Chinese (Pinyin, really) http://www.mandarintools.com/chardict.html
  20. Sesquipedalian. (it's a big word, and he's got big feet, see?) (or: Hippopotamonstrousesquipedalian)
  21. I've got two from our decades-ago Champions games in high school -- they've become so infamous that our current group knows 'em. First, our team was fighting Mechanon, who knew all of our weaknesses since he used to be our team's AI. Mechanon was holding a hostage to shield himself from my (Lightray's) light blasts. Solar Sailor (= Silver Surfer clone) was hovering overhead. Mechanon: I know you are too weak to risk an insignificant organic like this woman! GM: You can't hit Mechanon without risking a hit on the hostage. me: Hey! Isn't Solar Sailor reflective? SS: What? GM: Yes, yes he is... me: I bounce my light blast off of Solar Sailor to hit Mechanon! GM: Okay. Roll. SS: Hey! (I blast Mechanon) Mechanon: (fails PER roll. blasts SS) SS: Hey! From then on, I bounced my energy blast off of Solar Sailor at every opportunity -- "I bounce my light blast off of Solar Sailor!" became Lightray's signature quote, much to SS's dismay. Second, when I was starting up my own campaign in the same shared world. The heroes had not met, but suspected something was going to happen at the charity ball being held. Unbeknownst to the players, two of them had asked each other to the ball -- in their secret IDs. GM (me): (description of villains appearing and unleashing mayhem). Witch: I duck under the table and Instant Change! Enforcer: I duck under the table and Instant Change! GM: You each duck under the table. Your date is under there, too, looking at you oddly. E: Um, I lost my contact! W: I dropped my napkin! (they realize who their date of the night actually is) GM: (description of more mayhem and the other superheroes showing up) W: Oh, heck. I'm a superhero, okay? E: Uh, yeah, me too. To this day, everyone wants to duck under tables to Instant Change -- it's our version of Superman's phone booth. When evil beckons it's "I duck under the table and change!" (BTW, Enforcer and Witch never did live that incident down; for the rest of the campaign they were teased by their team. they were even a frequent in-joke of the other campaigns in that shared world. I was so proud. )
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