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JmOz

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Everything posted by JmOz

  1. All cool ideas He teams with a Callous Metal Brick, a demented gadgeteer who is looking for a place to belong (with deadly consequences), and a lion...
  2. Umm...WHAT? Flash effects both your OCV and DCV, which is the desired effect, the fact they can still know who's in the room without knowing there relationship to them is a perception issue.
  3. Which begs the question "Combat penalties only" is worth what, a -1/4
  4. To me, the simplest way is just a limitation on Flash Sight at this point
  5. Thought of it, only problem is it does not work against ranged attacks (the main idea)
  6. What about something like Scarecrow VAL CHA Cost Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 28 DEX 36 15- 10 CON 0 11- 5 INT -5 10- PER Roll 10- 15 EGO 5 12- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 0 PD -2 0/1 PD (0/1 rPD) 0 ED -2 0/1 ED (0/1 rED) 5 REC 1 30 END 2 8 BODY -2 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 153 Cost Powers 22 Regeneration (1 BODY per Week), Resurrection - END=0 3 Resistant Protection (1 PD/1 ED) - END=0 Mystic Golem, all slots Unified Power (-1/4) - END= 20 1) Life Sense: Detect Souls A Class Of Things 13- (Unusual Group), Discriminatory, Sense, Targeting (25 Active Points); Unified Power (-1/4) - END=0 4 2) Magic Sight: Detect A Class Of Things 10- (Unusual Group) (5 Active Points); Unified Power (-1/4) - END=0 48 3) Energy Damage Reduction, Resistant, 75% (60 Active Points); Unified Power (-1/4) - END=0 48 4) Physical Damage Reduction, Resistant, 75% (60 Active Points); Unified Power (-1/4) - END=0 10 5) Stretching 8m, Reduced Endurance (0 END; +1/2) (12 Active Points); Unified Power (-1/4) - END=0 16 6) Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Can not pass through solid objects (but can through any opening) (-1/4), Unified Power (-1/4) - END=4 Powers Total: 171 Cost Martial Arts 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 4 +1 HTH Damage Class(es) Martial Arts Total: 16 Cost Skills 2 AK: Hell 11- 9 +3 with a small group of attacks 1 Acting 8- 1 Climbing 8- 1 Combat Driving 8- 1 Concealment 8- 1 Conversation 8- 1 Deduction 8- 2 KS: Native Legends 11- 1 KS 8- 3 KS: Common Knowledge 10- 4 Language: English (idiomatic) 2 PS 11- 1 Paramedics 8- 1 Persuasion 8- 1 Power 8- 1 Shadowing 8- 1 Stealth 8- 0 TF: Small Motorized Ground Vehicles 1 Teamwork 8- Skills Total: 35 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 375
  7. That's good LL, I like it, and I could make it demonic in origin (plays up on some stuff I want in the background). Nice idea Bolo, but a little off the mark for the setting... San Corona's version of the monstrous Clayface
  8. Working on a villain team and I need a Scarecrow, but want to avoid the whole "Causes Fear" The team has a cybernetics expert with a bag of tricks A HKA quick scrapper A vicious brick
  9. Have not tried it yet. I sent an e-mail this morning describing the blue booking and HAP's to the players
  10. I honestly thought i had come up with every way possible, but had not considered darkness...
  11. After reviewing the CE, and changing my para-dime, a -per CE might be the best way to go...The negative makes them have to take a PER roll each round, if they fail there "blinded" by the vertigo...Which will give the combat results I am looking for. Need to do math on it still...But need to work on more Dakka for 40k, so will do it later tonight.
  12. That idea is really interesting, the idea that the roll would effect how off they are is interesting, maybe even see if there was a way to make it so the penalty increases the more they are hit...interesting, will consider...
  13. Deleted due to me being snide...will repost later
  14. Checked: 6th edition vol 1, Champions Complete, APG 1, APG 2
  15. Fluff: Darts with a special venom on them that causes a vertigo effect, basically, dizzy, everything is "off"...basically a removal of their sense of where things are. While they can still see, and hear, it is very hard for them to know "where" something is. I do not like the drain idea because of how it interacts differently with offensive and defensive abilities (yes I could say 1d6 linked to 2d6...) I thought of CE, but did not see an option for CV (I remember 5th having it, but could not find it in 6th)
  16. Actually would give a -2/-1 normally. I thought and discarded drain for a couple reasons. Mostly it has to do with the mechanics,
  17. There are a couple issues to me, I am assuming the following The Character has relatively normal movement The Player controls both characters If it was a fixed location that did not move, or was controlled by another I would feel it is worth more If the character has other movement abilities (Flight, fast vehicle, etc...) then I would feel it is worth less. It comes down to how useful it is. Also, and this should not be an issue, how abusive to the system you are (I can build this for about 2 points if you don't mind it taking a little time and be only accurate with in 30')
  18. My archer had a 4d6 RKA (3 charges) During 5th edition, you figured out stun multiplier by d6-1 I almost ALWAYS rolled all one's except on the stun...it was normally a 2
  19. What seems to be the EASIEST way is a simple Teleport power, Fixed point, with a -1 limitation only to fixed point (-1/2 if he has a really good movement power elsewhere)
  20. I came up with an idea, but it requires a custom limitation, not sure how much it is worth... The power is a flash, but it does not eliminate the basic sense, rather just gives the negative combat values....basically it makes the character experience vertigo, they can see and hear but can't get their "bearings" right So Flash (Sight/Hearing/Touch), NND, custom limitation I am thinking -1/4
  21. Decided to use HAP's in my campaign with some mods, let me know what you think Getting HAPs. Luck, each d6 of luck is rolled at start of game, you get that many HAP's, this is ALL luck does Instant rewards in game for good role playing, amusing me, clever ideas "Blue booking" short stories and descriptions of character between sessions* Using HAPs Modify Die roll +/- 1 Make changes to the scene (may cost more than 1 based on the alteration) May use an extra HAP to affect others (ie give someone else a +/1 on a die roll) HAP's are for session only except blue booking which carry over to the end of the scenario (if the story takes more than one session only)
  22. I think it was Black Panther...at least the later designs...
  23. So going to hijack the thread. One part of Steve's answer, that I think is the KEY element in this, is that a VPP slot should not be a ticket to get powers at 0 endurance by throwing charges on it. The GM needs to decide where that line is, for instance a common VPP in my game is a "Flexible MP" (A type of Cosmic VPP that acts like a MP that you can rebuild every time you go to base). Charges is a very thematic element for this, and do to the limitation of having to pre-select 10 powers you can use is still limiting (If not as much). The key element here is "Does the player get an unfair advantage over the other PC's for this." Please note that I am more concerned with PC's in this, because end of day the NPC's have unlimited points and do not need to worry about these things (Gee I don't really need a VPP on this NPC, He just has every power....
  24. They got 4 out of 5 xp for the adventure 2 for length (2 sessions) 1 for RPG 1 for challenge missed 1 for solving the who is actually providing the guns (though one player suspects the truth, none have found the evidence yet...)
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