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Black Ops

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Posts posted by Black Ops

  1. Re: Help naming characters? (Teen Champions)

     

    Casual Player has a point about 'racial profiling'' date=' all names should be standard English without reference to race, language, continent of origin, or religion or whatever.[/quote']

     

    Oh, I agree completely.

    But naming is not always done in accord with the character, Teen-Heroes are especially endangered here.

    Sometimes if the Character is reluctant to stay and talk to the press and such they do it for one, or their "Peers" do it for them.

  2. Re: Title Tag Returns!

     

    Destruga's Got Talent!

     

    After Doctor Destroyer gave up using Destruga a group of superpowered Outcast took residence there. Hiding from a oppressing Agency/Nation.

    During one of the bigger recent Crisises they rallied to the cause of good and got noticed.

    Now the People who discriminated against them are trying to take them out/discredit them. The Outcast are getting desperate and are threatening to unleash a leftover superweapon against the offending people. Can your Heroes negotiate a Armistice ? Or help the Outcasts ?

     

    Title List:

    1) The Ring of Dragon's Flame

    2) Doom with a View

    3)The Europe Connection

  3. Re: Knowledge-/ Skill-Absorber

     

    I was assuming the character eventually lost "absorbed" skills, not that they were permanent. If they are permanent, then Dr. Agenda's suggestion is really the only way to do it.

     

    RE: Multiform, if you do decide to go that way, I generally (as a GM) don't allow multiforms built on more base points than the main character - multiform cost. So a 300-point character could spend 50 points to have a 250-point multiform (250=300-50) but not 60 points to have a 300-point multiform (300 > 300-60).

     

    Ja thats what I think too. It makes your Multiform Suggestion even more confusing to me.

  4. Re: Knowledge-/ Skill-Absorber

     

    I used to run a shape shifter who could "steal memorys"...I did it with Skin contact "Vulcan mind meld" Telepathy and 3 Cramming rolls (one enhanced) that loaded via Telepathy. Staeling Physical skills could work...

     

    Generic MA around 21 points, KS: Style (run this out of a cramming slot) and viola! you duplicate his "style" while paying your points...

     

    Also you could use "Universal" skill enhacers with a "stolen only" lim (say -1/4 or so?)

     

    Universal Jack Stolen only 15 points

    Universal Scholar Stolen only 15 points

    Universal Scientist yadda 15 points

     

    Myself I'd look at using 3 or 4 Cramming slots, and buy most skills with the "I did not study for years, I Borrowed them..." sfx

     

    Hmmm.

    The more I think about it the more I like it.

    I think I must go and crunch a few numbers...

  5. Re: Knowledge-/ Skill-Absorber

     

    Too bad. There's a skill absorbing character in Vibora Bay, from Champions Universe: News of the World, written up like this:

     

    40 Psychic Skill Mimicry: Variable Power

    Pool, 30 base + 15 control cost; Only

    For Skills Known By Someone Within

    2” (-½), Cannot Keep A Slot Active For

    More Than 1 Hour After Leaving Target’s

    Presence (see text; -0)

     

    33 Knowledge Absorption: Telepathy 10d6,

    Invisible Power Effects (Fully Invisible;

    +½), Reduced Endurance (0 END; +½);

    Extra Time (Full Phase, -½), Limited

    Normal Range (2”; -½), Receive Only

    (-½), Does Not Provide Mental Awareness

    (-¼), Only To Absorb Facts Known

    By Target (-¼)

     

    Not cheap, though.

     

    Definitely not cheap. Leaves no real room for anything else.

  6. Re: Knowledge-/ Skill-Absorber

     

    And you would probably need Universal Translator and maybe Universal Scientist. Maybe you could structure it so you do 'super skills' through the pool, powers that simulate skills. Teleport with must be able to cross intervening space normally for Stealth, etc. For the knowledge, maybe a Detect for correct answers to questions might serve.

     

    If I were the GM, I would use a house rule that you can simulate any skill through a VPP for a flat cost of 5 points per point in the skill, so a 4 point skill or two 2-point skills can be simulated for 20 points in the VPP. Having to absorb the skill temporarily from others could be a limitation on the control cost. This is effectively a +4 'can use skill in a VPP advantage'. I think it adequately addresses most issues with putting various skills in a VPP, and if it doesn't, raise or lower the modifier value.

     

    I do not think that will work. I think I need to find a alternative Character.

    Thanks

  7. Re: Knowledge-/ Skill-Absorber

     

    Checks Ultimate Mentalist...

    Oh Snap!

    You are right. With that Pool he can technically only absorb KS Skills,Languages and such.

    I guess to Mimic Physical Skills he would also need a Reflex Pool from Metamorph.

    This would weaken the Character even further.

    I would still love to buy some resistant Defenses and Mental Defenses.

  8. Re: Knowledge-/ Skill-Absorber

     

    -

     

    VAL...CHA...Cost...Total...Roll......Notes

    15....STR.....5...15......12-.......HTH Damage 3d6 END [1]

    20....DEX.....30...20......13-.......OCV 7 DCV 7

    18....CON.....16...18......13-

    15....BODY....10...15......12-

    12....INT.....2...12......11-.......PER Roll 11-

    20....EGO.....20...20......13-.......ECV: 7

    15....PRE.....5...15......12-.......PRE Attack: 3d6

    10....COM.....0...10......11-

    8....PD......5...8.............8 PD (0 rPD)

    8....ED......4...8.............8 ED (0 rED)

    5....SPD.....20...5.................Phases: 3, 5, 8, 10, 12

    10....REC.....6...10

    39....END.....2...39

    32....STUN....0...32

    8....RUN......0...8"................END [2]

    4....SWIM.....0...4"................END [2]

    3....LEAP.....0...3"................3" forward, 1 1/2" upward

     

    CHA Cost: 125

     

    Cost...POWERS

    25.....Knowledge Sharing: VPP (Knowledge Sharing Pool), 20 base + 5 control cost, (30 Active Points); all slots Only For Sharing Knowledge (-1) - END=

    8.....Enhanced Finding: Detect Lost/Stolen Items 16- (Unusual Group), Discriminatory (15 Active Points); Only A Single Attuned Person's Item (-1/2), Nonpersistent (-1/4) - END=0

    13.....Elemental Control, 26-point powers - END=

    18.....1) Psionic Invisibility: Invisibility to Sight and Hearing Groups , No Fringe (40 Active Points); Only Works Against Sentient Persons Character Is Aware Of (-1/2) - END=4

    10.....2) Group Mental Link II: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=2

    11.....3) Detect Minds: Detect Minds (Mental Group) 11- (Unusual Group), Discriminatory, Increased Arc of Perception, Sense, Targeting Sense (27 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=3

    13.....4) Read Emotions: Telepathy 8d6 (40 Active Points); Empathy Single Emotion (-1) - END=4

    6.....Fearful Haste: +4 with DCV (20 Active Points); Only Versus Designated Person's Attack (-1), Costs Endurance (-1/2), Instant (-1/2), Only Versus beings With Minds/Emotions (-1/2) - END=2

    15.....Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) - END=

    1u.....1) Club: HA +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=1

    1u.....2) Hurled Club: EB 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannout use any slot in Multipower until Charge is recovered; -1/2), Range Based On STR (-1/4) - END=[1 rc]

    1u.....3) Swingline: Swinging 10" (10 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) - END=1

    1u.....4) Hanging Onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), Requires A STR Roll (-3/4), No Movement Allowed (-1/2), Cannot Resist Knockback (-1/4) - END=0

    4.....Running +2" (8" total) - END=1

    2.....Swimming +2" (4" total) - END=1

     

    POWERS Cost: 129

     

    Cost...MARTIAL ARTS

    3......Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

    4......Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

    4......Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND

    4......Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 25 STR for holding on

    4......Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll

    3......Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

    1......Weapon Element: Clubs

    1......Weapon Element: Knives

    12......+3 HTH Damage Class(es)

     

    MARTIAL ARTS Cost: 36

     

    Cost...SKILLS

    3......Breakfall 13-

    3......Conversation 12-

    3......Bribery 12-

    3......Deduction 11-

    3......High Society 12-

    3......Climbing 13-

    3......Combat Driving 13-

    3......Demolitions 11-

    3......Navigation (Land, Marine) 11-

    3......Paramedics 11-

    2......KS: The Military/Mercenary/Terrorist World 11-

    2......KS: [Military Force] History And Customs 11-

    2......PS: 11-

    3......Tactics 11-

    3......WF: Small Arms, Knives

     

    SKILLS Cost: 42

     

     

    Cost...TALENTS

    5......Eidetic Memory

    3......Bump Of Direction

    4......Speed Reading (x10)

    6......Lightning Reflexes: +3 DEX to act first with All Actions

     

    TALENTS Cost: 18

     

    Base Pts: 200

    Exp Required: 150

    Total Exp Available: 0

    Exp Unspent: 0

    Total Character Cost: 350

     

     

     

     

     

    Since I am still in the experimenting phase I have not added any Disads. But Psych.Lims. are very likely: Dislikes/Avoids Killing; Affects mannerisms of Absorbed Personality's. To avoid busting to many of the GM´s Chops I avoided outright Telepathy and Mental Illusions.

    Note also that the Character is supposedly in his late Teens and absorbed a few very hard Guys during his first Manifestation. He is sometimes troubled by those Hardcore "solutions" and sometimes they manifest.

  9. I am trying to make a Character for a 5th Ed. Game who can absorb Knowledge and Skills and has some absorbed Knowledge/Combat Skills and some lesser Mental Powers but I am running out of Points. (350pts. is the Target.)

    Game is set in the 80s Character accidentally absorbed some SAS/SEPNATZ Skills permanently.

     

    HALP!!!!

  10. Re: Quote of the Week from my gaming group...

     

    Quote Prestige: During War World 1 the German had a flying Ace nicknamed The Red Baron. Hence the super hero name Red Baroness. If you are a Peanuts fan...that was who Snoopy was hunting during the Halloween special...This personm existed...googgle him.

     

    Yes the character is German...yes she is related to the Red Baron and took her super hero ID after her ancestor(well it is a little bit more complicated than it...but it is a comic book super heroes...it is always more complicated that that).

     

     

     

    Being German ....I knew that.

    (But thanks anyway.)

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