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Killer Shrike

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Everything posted by Killer Shrike

  1. 6th Level Arcane Spells 6th Level Wizardry Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Provider=Killer%20Shrike&SpellLevel=6 6th Level Elementalism Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Elementalism&Provider=Killer%20Shrike&SpellLevel=6
  2. 5th Level Arcane Spells 5th Level Wizardry Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Provider=Killer%20Shrike&SpellLevel=5 5th Level Elementalism Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Elementalism&Provider=Killer%20Shrike&SpellLevel=5
  3. 4th Level Arcane Spells 4th Level Wizardry Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Provider=Killer%20Shrike&SpellLevel=4 4th Level Elementalism Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Elementalism&Provider=Killer%20Shrike&SpellLevel=4
  4. 3rd Level Arcane Spells 3rd Level Wizardry Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Provider=Killer%20Shrike&SpellLevel=3 3rd Level Elementalism Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Elementalism&Provider=Killer%20Shrike&SpellLevel=3
  5. 2nd Level Arcane Spells 2nd Level Wizardry Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Provider=Killer%20Shrike&SpellLevel=2 2nd Level Elementalism Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Elementalism&Provider=Killer%20Shrike&SpellLevel=2
  6. 1st Level Arcane Spells 1st Level Wizardry Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Provider=Killer%20Shrike&SpellLevel=1 1st Level Elementalism Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Elementalism&Provider=Killer%20Shrike&SpellLevel=1
  7. 0 Level Arcane Spells O Level Wizardry Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Provider=Killer%20Shrike&SpellLevel=0 O Level Elementalism Spells http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Elementalism&Provider=Killer%20Shrike&SpellLevel=0
  8. The Magic System has been detailed and a link is provided below. Magic System
  9. Demise? I guess Ive forgotten about that bit, although I do remember Demise running around the convention; he almost killed Golden Boy ( ). His head actually exploded huh?
  10. Ok, so basically to accomplish the desired effect of Vampiric Healing would require something like this then? 15 Vampiric Healing Power: (Total: 25 Active Cost, 15 Real Cost) Vampiric Healing I: Drain 1d6: BODY (10 Active Points); Linked to Vampiric Healing II (-1/2) (Real Cost: 7) plus Vampiric Healing II: Healing BODY 1d6 (max. Healed Points: 6) (Can Heal Limbs), Only up to Amount Rolled on Drain (+0) (15 Active Points); Self Only (-1/2), Linked to Vampiric Healing I (-1/4) (Real Cost: 8) 2 I realize that in 5th Ed, Healing is supposed to be the only way to restore/heal, but considering the similarity in cost it seems like it might be equally valid to say that Transfer is based on Drain and Heal rather than Drain and Aid, the trade off being that a Drain and Heal based Transfer can only raise to starting value. I'm not challenging or questioning your design decision, Im simply curious if for simplicity purposes if it would be possible as an optional rule to choose whether a Transfer is Heal or Aid based when the power is bought rather than having to build a compound power to do the same basic thing? This would also ease the porting of 4e characters into 5e that relied on a Transfer to heal themselves I know 'common sense, dramatic sense, and GMs discretion' apply within the confines of my own game; Im asking whether it might be a possible 'Rules FAQ' type option. Thanx!
  11. Hi Steve; Q: If a character uses Transfer X to BODY* and he currently is damaged (has less than his maximum BODY), do the points necessary to bring him to his full BODY go away when the Transfer Fades? Example:L LeBody the Vampire has 15 BODY normally, but is currently at 12 BODY and uses his 2d6 TRANSFER BODY to BODY "Blood Sucking" ability on an opponent, rolling 8 total points of effect. He gains +4 BODY, bringing him to 16 BODY total. When the first fade occurs, 5 points of effect fade off. Does LeBody have 13 BODY (no Healing occurs) or 15 BODY (Healing Occurs)?[/i] *Same questions/concept for STUN as well Thanx!
  12. Well, ok, but why not buy Flight linked to Desolid with an offensive usable while Desolid Damage Shield, SFX: turns to energy and moves through space in energy form, reforming at thier destination? Move Through Move Through Move Through? Its expensive as all get out, but there you go. Alternately, Teleport w/ a Linked No Range Any Area (or Line) attack, with the 'flight path' equaling the Any Area/Line as part of the Link.
  13. Hi Steve, quick question: Rules Q 1: Is it possible to buy Force Wall that has 0 DEF vs both "regular" and "exotic" defense? Rules Q 1a: Since a FW w/o "Regular" DEF is transparent vs ED and PD, and a FW w/o "Exotic" DEF is transparent vs PowD, MD, and FD, is a completely DEFless FW transparent to everything? (The primary reason to do this would be to apply the "Opaque" qualities possible with FW.) For example, when trying to convert over L's Tiny Hut from 3e D&D I end up with something like this: 17 L's Tiny Hut: (Total: 60 Active Cost, 17 Real Cost) The Hut: Force Wall (; 5" long and 1" tall) (Opaque: Hearing Group, Opaque: Sight Group, Opaque: Smell/Taste Group), 1 Continuing Charges lasting 6 Hours each (+0) (38 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Self Only (-1/2), Restricted Shape (Hemisphere) (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Does not move with character (-1/4) (Real Cost: 11) plus Nice & Cozy: Change Environment 2" radius, 1 Temperature Level Adjustment, 1 Continuing Charges lasting 6 Hours each (+0) (10 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Linked to Leomunds Hut (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) plus Lights: Sight Group Images, 1 Continuing Charges lasting 6 Hours each (+0), Increases Size (2" radius; +1/4) (12 Active Points); Only To Create Light (-1), Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Linked to Leomunds Hut (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 3) [Notes: Evocation [Force]] (From the source, the Hut allows all attacks to pass through it and is not destroyed, whereas normally a Force Wall is destroyed by attacks which top its defense.) Thanx!
  14. Ive used a number of CKC characters as villains and as the basis for villains. Its a fabulous supplement.
  15. I have just such a group, the PT-9, plaguing the streets of North Detroit. Its all part of a more devious plan of course, and behind it all: TELEIOS! My favorite top tier villain. Hehe, as I typed that Teleios's picture popped up in the rotating supers graphic in the left sidebar. Eerie. Anyhoo, here is the flavor: "A gang of 9 teenagers calling themselves "PT-9" has appeared on the streets of North Detroit and are taking over blocks in a series of turf wars. They seem to be indestructible, with a lot of street stories circulating of members shot with entire clips getting back to their feet a minute later. All of the 9 seem to have superhuman physiques and to have athletic ability equivalent or superior to Olympic-class athletes. "
  16. Ah, well youve come to the right place. Winzip is FREE! Or at least it used to be in a trial version. Windows XP has zip files built right into the OS by the way, and treats them like folders. HTML is super simple to learn if you arent trying to produce a complicated/facified version with lots of bells and whistles. I got involved with the net in 93 but stopped doing web development in around 99 so Im several years out of date. Im not on top of what tools are out there today, but if you are having trouble with HTML then just get a WYSIWYG editor like Front Page. Its not perfect but it will certainly simplify things for you.
  17. didnt fit the SFX. He could reroute his own lasers but never bothered
  18. Missile Deflection at Range with a Linked EB Stun only might do it.
  19. Personal taste. Heck; you could even due it as a Multiform (the BEAST within) with an Accidental change to that form when the need to feed kicks in. The other form would have the PsyLim Must Feed on Blood or a Dependency or whatever, and an Accidental Change back to the other form when calm/sated. Check in Other Genres also, there is a post about Vamps to Champs with some links to several websites. You can look at how other HEROphiles have handled it.
  20. ITs cool. Of course, you are both in Sac. You could get together and talk about it in person. See? The Internet: All about bringing people closer together.
  21. Duh....twist mustaches That one was too easy. Back on topic: SilentHERO: This might be feasible, if you have a group of players that can actually read and write. Of course, not all of us are so lucky as to have such well-educated and sophisticated players, but if you are then I say go for it. All you have to loose is an afternoon, a pack of whiteboard markers, and consciousness (yours or that of your players). Me, you couldnt get to watch a 1 hour silent movie, much less spend 6 hours in a game session trying to emulate one. If your players are made of higher brows, then good luck. I would probably have 'other plans' that week if I were a player in that group however.
  22. Teleport Must pass through intervening space. In fact, I recently used Thunder-dolt II in play about 4 weeks ago, and I modded him to add this very ability like so: Thunderbolt II Variant Pretty much as in CKC, except I gave him a MPP for his speed and put his existing Superspeed power in it. I then added a 'Hyperspeed' power built as a Teleport, must cross intervening distances. This power is exactly as the Run based Superspeed power, except it allows Thunderbolt to pull of some tricks like 'running' up walls, across small bodies of water, hurdle gaps, and other similar stunts. To use this ability he must make a DEX check, and he gets +2 on this check from his existing "+2 with Running" levels. I also gave him a Missile Deflection capability, and the ability to 'rev' his metabolism to enable himself to heal faster. I downgraded some of his skills, contacts, and miscellaneous abilities. Thunderbolt II Player: Val Char Cost 40 STR 30 27 DEX 51 30 CON 40 15 BODY 10 17 INT 7 13 EGO 6 13 PRE 3 12 COM 1 20 PD 12 20 ED 14 8 SPD 43 15 REC 2 60 END 0 50 STUN 0 25" RUN-22" SWIM08" LEAP0Characteristics Cost: 217 Cost Power END 20 Toughness: Damage Resistance (20 PD/20 ED) 50 Superspeed: Multipower, 50-point reserve 10m 1) Superspeed: Running +20" (25" total), Reduced Endurance (Half END; +1/4) (50 Active Points) 2 2u 2) Hyperspeed: Teleportation 20" (Position Shift, x2 Increased Mass) (50 Active Points); Increased Endurance Cost (2x END; -1/2), Requires A DEX Roll (-1/2), Must Pass Through Intervening Space (-1/4) 10 3u 3) Fast Hands: Missile Deflection (Bullets & Shrapnel; Missile Reflection, Reflect At Any Target) (45 Active Points); Required Hands (Two-Handed; -1/2) 3m 4) Accelerated Healing: Healing 2d6 (max. Healed Points: 12), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] Powers Cost: 88 Cost Skill 15 +3 with HTH Combat 4 +2 with Running 3 Computer Programming 12- 3 Electronics 12- 3 CK: Millennium City (INT-based) 12- 2 KS: Millennium City University 11- 1 KS: The Superhuman World 8- 1 Persuasion 8- 3 PS: Geologist (INT-based) 12- 3 SS: Geology (INT-based) 12- 1 Stealth 8- 3 Streetwise 12- 1 Systems Operation 8- Skills Cost: 43 Cost Perk 2 Contact: fence 11- Perks Cost: 2 Total Character Cost: 350 Val Disadvantages 10 Dependent NPC: Aileen Mitchell (girlfriend): 8- (Infrequently), Normal 20 Hunted: PRIMUS 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence 15 Hunted: Califoria Patrol 8- (Occasionally), More Powerful, Harshly Punish 15 Psychological Limitation: Selfish And Amoral Common, Strong 5 Rivalry: Tachyon Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity (Rob Bleskind) Frequently (11-), Major 15 Susceptibility: Kelvarite 1d6 damage, per Phase, Uncommon 15 Susceptibility: earth control/manipulation powers 1d6 damage, per Phase, Uncommon 10 Vulnerability: 1 1/2x Effect Drains Common 30 Vulnerability: 2x STUN Electrical Attacks Very Common Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  23. Mackie Messer aka Mack the Knife was a very very cool character. Probably one of the best power sets in the series too. He could vibrate his molocules hyperfast, which gave him effectively desolid, and his hands could shear through anything.....uh, except Golden Boy IIRC. He was also a twisted little rhymes with mandarin duck and was under the control of the Puppetmaster for awhile, who used him as the perfect assassin. Literally, unless you were Golden Boy or maybe John Fortunato or Dr. Tachyon when the writer du jour hadnt decided he was a total incompetent, you were pretty much screwed.
  24. Or...more likely they are all really the same person, obviously. Duplication and Multiform are both much cheaper in 5th, so its obviously either 1 person with many forms or 1 form with many bodies.
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