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Doc Samson

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Posts posted by Doc Samson

  1. Doc Samson (Hulk supporting character) - I got nothing here, I just like him.

     

    Orochimaru (Naruto manga) - He's got it all. He's a true master villain with complex schemes, cool minions, and he was personally very powerful.

     

    Teen Titans (DC Comics) - My son is watching this new show called "Teen Titans Go". At first I was offended as it seemed an insult to the characters but it soon grew on me. The characters are so obnoxious I have actually laughed aloud a few times.

  2. We had a few Controller types in our games but there were usually also Mentalists or Blasters. Because some of our house rules gutted adjustment powers, most of our controls were powers like Entangle, Flash, and Mind Control.

  3. I am a bad fanboy. I have been playing since before 4e hit the shelves and I was not aware there was an archetype called "the Sink".

     

    From http://en.wikipedia.org/wiki/Champions_%28role-playing_game%29

    "the Sink - with primary abilities being drains or transfers a "Sink" can diminish, nullify or steal another characters powers, abilities or stats, either temporarily or permanently. (Rogue(her touch ability is a transfer) / Selene)"

     

    All joking aside, I know that Wikipedia is not exactly considered to be a reliable valid peer reviewed source, but I was still curious if anyone had any thoughts about the Sink being considered a primary archetype.

  4. I think it might be more cost effective (and easier for the GM to balance) if you bought the power as a + OCV and DCV (or an Aid) with the UOO Advantage. Trigger could allow the character to use the power as a Zero Phase Action or even an Action That Takes No Time if the GM allows it. Otherwise, Lightning Reflexes and Held Actions may do the trick. I hope that helps a bit.

  5. A wise man (Oddhat) once told me that you shouldn't put anything on the character sheet that you don't want the GM to play.
    IIRC, Oddhat said that buying your character with "Healing; Regenerates Limbs" is pretty much an open invitation for your GM lop off an arm or leg so you can get some benefit from the Power you bought.

     

    :snicker:

    That's...awesome.
  6. I have read stories where Cap has had his shield taken and even broken once. I think focus is appropriate. Plus Cap is mostly functional even without his shield anyway.

     

    I'm not a hundred percent certain that a Green Lantern ring is a focus. I think, like Iron Man's armor now that it can fly to him wherever he is, a GLs ring may just be the special effect of the OIAID limitation. You can keep them from changing forms for a time but you can't really take it away if it can be summoned or replaced so easily.

     

    As far as being de-powered for part of the story. That is the price for saving so many points. It happens to some of the best of em (like Hulk and even Thor one upon a time). My suggestion is if the character can have his powers taken, the player should be sure to build an interesting normal form.

     

    A wise man (Oddhat) once told me that you shouldn't put anything on the character sheet that you don't want the GM to play. Since then, I have interpreted this to mean that a player should take limitations and complication that they will find fun and challenging so they look forward to seeing them in game. For example, if you have an arch nemesis, make her cool so that you and the other players will look forward to battling her.

  7. Doc,

     

    Just for you from Storn's thread

    Next up, we have Skip. Skip is single. He is a Mind Flayer (or Illithid among his own kind). He likes walks on the beach during sunny dawns. He loves puppies. He has a steady job as a top notch barber. He plays whist. And Ladies, he is a budding top notch amateur gourmet french cook.

     

    Skip72.jpg

     

    Thanks much!
  8. The drawing has been ordered and will be male as topless females may very well breach board guidelines. I do appreciate the posting of the pro-Hippo lobby.

     

    As for Dr Sansom's idea, one I have a Mind Flayer already and Cthulhu would have to be giant, winged and designed to take out an entire party of Mary Sues all in one go.

     

    I think the Hippo will be fun.

    I'll have to peddle my squid-headed brick elsewhere I guess.

    Can you link the Mind Flayer? Sounds cool.

     

    Do you guys picture brick hippo as always being powered-up or will he change forms (OIAID or Multiform)?

  9. Also have a comcept that might fit in with the large size specified above and make an interesting picture. What about a Hippopotamus ? Granted unusual. But fairly unique. And also aquatic which is unusual for a brick. What do people think ?

     

    I like the idea of an aquatic brick.

    I have seen a hippo character before. Attached is a pic (Hulk homage) of Hip Flask from Elephantmen

    How about a brick who looks like Cthulhu? Two concept pics are attached.

  10. "Brick" can mean a lot of different things. It's important to decide what the defining characteristic of the character is. Is it nigh-impenetrable skin like Marvel's Power-Man? Is it nigh-unlimited STR like Hulk? Spider-Man and Superman are really hybrid characters (Brick/Martial-Artist & Speedster/Brick/Energy-Projector respectively).

     

    That is a very good point. I like dt's statement "From The Thing to the Hulk at basic level to the more complex examples like Spiderman and Superman, bricks can take a lot of punishment and dish it out." To me a brick is character who's primary schtick is strength and toughness, whether it is Marv from Sin City or Superman.

  11. Thank you so much for ideas all. I think I'll develop those both settings as a Clan of McGrowie and the scifi thieves of the Galaxy or something like that. Now' date=' on a personal view, I think she would have adapted herself to the 31th century technology, and maybe gained some reinforced or new abilities with the sudden magic surge of the Kolvel Incident. Question is what ? Except for the classical armored costume, HTH weapon and commlink I mean. Or would you just reinforce her innate powers ? Opale [/quote']

     

    I would do both, increase her innate powers and add some technology.

    - Her defenses are a wee bit on the low side. This would be one place I might improve her natural defenses or add a space age armored costume (or both).

    - I might update her claymore into an entire energy sword multipower.

    - She lacks a sensory type power. I might add a mystic Danger Sense or a technological visor with radar (or both).

  12. My apologies, I didn't mean interrupt the thread. I was left feeling bad after I was warned and didn't want Opale to experience the same thing. I agree with bigbywolfe, I'm sure the discussion will be fine.

     

    As far as her update, perhaps something retro could be added to her futuristic version. Her write-up mentions a group of brigands that she led called the “Men of the Heather”. Perhaps she might lead a space age version of the organization complete with followers, vehicles, and a base. I think this could make her a flavorful contact, a powerful ally, or a deadly foe (perhaps at the same time). Good luck!

  13. @ Doc Samson : frowned upon ? by who ? how so ? The idea is to adapt a character that is quoted in one of the Galactic Champions background (Thalya ). And as one of my player is indeed playing another immortal coming from the Arthurian legend' date=' well, they MUST have crossed each other. A way or another. [/quote']

    I wish the search function worked so I could link exactly who gave me the warning and why. The basic idea was that the updating and posting of official characters was "verboten". I remember looking the word up because I didn't know what it meant.

     

  14. I have a few thought I hope you will find helpful.

     

    Assuming an average attack in the campaign is going be in the neighborhood of 12-18 d6 (based on your 90 AP powers), he is going to be stunned by just about any attack that hits him.

    (12d6 = ~42) - 18PD/ED = 24, which is 14 higher than your CON. After consulting your GM about what types of attacks you can expect, I would increase his defenses and CON.

     

    Your two damaging powers are an AVLD vs. Flash Defense (which is pretty common) and a RKA. As you have a CvK, I'm not sure that it fits your concept that you may be resorting to killing damage with some frequency.

     

    You may want to take a look at the Images power with the limitation, only to create light.

     

    This one doesn't really matter as you have way more than enough complication points but I don't think that elemental darkness qualifies as common.

  15. I have played two four-armed bricks in my time. In 6e, we have chosen to write this up in one of two ways.

     

    The simple way that costs more and will make your GM nervous = Buy extra SPD equal to your base speed with the limitation "only with Extra Limbs" from the power description.

    This was fun and worked well in combat for my SPD 4/8 brick. Essentially I could only move when my base speed allowed (3, 6, 9, 12) but I could take other actions like attacking and blocking (but not move throughs and stuff) on every phase (2, 3, 5, 6, 8, 9, 11, 12).

     

    The more complicated way that was cheaper and less potentially off-balancing = A combination of Rapid Attack, +2 OCV only with Extra Limbs, and Half-END on STR. The idea is that you can use the Multiple Attack maneuver for one extra attack almost at will.

     

    In either case Extra Limbs (and possibly Ambidexterity) is needed.

  16. I think my players will find this guy an annoying challenge in our next game.

     

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c3]

     

     

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    Pogomaster[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Character Name[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    George H. Herrington[/TD]

     

    [/TR]

     

    [TR]

     

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    Alternate Identities:[/TD]

     

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    Player Name:[/TD]

     

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    [/TD]

     

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    CHARACTERISTICS[/TD]

     

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    Val[/TD]

     

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    Points[/TD]

     

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    Roll[/TD]

     

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    Notes[/TD]

     

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    20[/TD]

     

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    STR[/TD]

     

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    10[/TD]

     

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    13-[/TD]

     

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    HTH Damage 4d6 END [2][/TD]

     

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    [TD=align: center]

    30[/TD]

     

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    DEX[/TD]

     

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    40[/TD]

     

    [TD=align: center]

    15-[/TD]

     

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    [/TD]

     

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    [TD=align: center]

    20[/TD]

     

    [TD=align: center]

    CON[/TD]

     

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    10[/TD]

     

    [TD=align: center]

    13-[/TD]

     

    [TD=align: left]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    18[/TD]

     

    [TD=align: center]

    INT[/TD]

     

    [TD=align: center]

    8[/TD]

     

    [TD=align: center]

    13-[/TD]

     

    [TD=align: left]

    PER Roll 13-[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    10[/TD]

     

    [TD=align: center]

    EGO[/TD]

     

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    0[/TD]

     

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    11-[/TD]

     

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    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    20[/TD]

     

    [TD=align: center]

    PRE[/TD]

     

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    10[/TD]

     

    [TD=align: center]

    13-[/TD]

     

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    PRE Attack: 4d6[/TD]

     

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    [/TD]

     

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    [TD=align: center]

    8[/TD]

     

    [TD=align: center]

    OCV[/TD]

     

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    25[/TD]

     

    [TD=align: left]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    8[/TD]

     

    [TD=align: center]

    DCV[/TD]

     

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    25[/TD]

     

    [TD=align: left]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: center]

    OMCV[/TD]

     

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    0[/TD]

     

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    [/TD]

     

    [/TR]

     

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    [TD=align: center]

    3[/TD]

     

    [TD=align: center]

    DMCV[/TD]

     

    [TD=align: center]

    0[/TD]

     

    [TD=align: left]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    7[/TD]

     

    [TD=align: center]

    SPD[/TD]

     

    [TD=align: center]

    50[/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: left]

    Phases: 2, 4, 6, 7, 9, 11, 12[/TD]

     

    [/TR]

     

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    8/28[/TD]

     

    [TD=align: center]

    PD[/TD]

     

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    6[/TD]

     

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    [/TD]

     

    [TD=align: left]

    8/28 PD (0/20 rPD)[/TD]

     

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    [TD=align: center]

    8/28[/TD]

     

    [TD=align: center]

    ED[/TD]

     

    [TD=align: center]

    6[/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: left]

    8/28 ED (0/20 rED)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    10[/TD]

     

    [TD=align: center]

    REC[/TD]

     

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    6[/TD]

     

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    [/TD]

     

    [TD=align: left]

    [/TD]

     

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    [TD=align: center]

    50[/TD]

     

    [TD=align: center]

    END[/TD]

     

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    6[/TD]

     

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    [/TD]

     

    [TD=align: left]

    [/TD]

     

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    14[/TD]

     

    [TD=align: center]

    BODY[/TD]

     

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    4[/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: left]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    50[/TD]

     

    [TD=align: center]

    STUN[/TD]

     

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    15[/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: left]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

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    [/TD]

     

    [TD=align: center]

    235[/TD]

     

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    Total Characteristics Points[/TD]

     

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    [/TD]

     

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    CHARACTER IMAGE[/TD]

     

    [/TR]

     

     

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    [/TD]

     

    [TD=width: 5]

    [/TD]

     

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    EXPERIENCE POINTS[/TD]

     

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    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_medium]

    Total Points: [/TD]

     

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    400[/TD]

     

    [/TR]

     

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    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_medium]

    Total XP Earned: [/TD]

     

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    0[/TD]

     

    [/TR]

     

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    [TD]

    XP Spent:[/TD]

     

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    0[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    XP Unspent:[/TD]

     

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    0[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Base Points:[/TD]

     

    [TD=align: right]

    400[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Complication Points:[/TD]

     

    [TD=align: right]

    75[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [TABLE]

     

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header]

    MOVEMENT[/TD]

     

    [/TR]

     

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    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_small]

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_small]

     

     

    [TR]

     

    [TD]

    Type[/TD]

     

    [TD]

    Total[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Run[/TD]

     

    [TD]

    20m[40m NC][/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Swim[/TD]

     

    [TD]

    10m[20m NC][/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    H. Leap[/TD]

     

    [TD]

    160m[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    V. Leap[/TD]

     

    [TD]

    80m[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [TABLE]

     

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header]

    DEFENSES[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_small]

     

     

    [TR]

     

    [TD]

    Type[/TD]

     

    [TD]

    Amount[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Physical Defense[/TD]

     

    [TD]

    8/28[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Res. Phys. Defense[/TD]

     

    [TD]

    0/20[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Energy Defense[/TD]

     

    [TD]

    8/28[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Res. Energy Defense[/TD]

     

    [TD]

    0/20[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Mental Defense[/TD]

     

    [TD]

    0[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Power Defense[/TD]

     

    [TD]

    0[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

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    [/TABLE]

     

    [/TD]

     

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    [/TABLE]

     

    [/TD]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c2, width: 1]

    [/TD]

     

    [TD=width: 45%]

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    COMBAT INFORMATION[/TD]

     

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    OCV:[/TD]

     

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    8[/TD]

     

    [TD=width: 100%, align: right]

    DCV:[/TD]

     

    [TD=align: left]

    8[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=colspan: 4]

    [/TD]

     

    [/TR]

     

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    [TD=colspan: 4]

    Combat Skill Levels: +4 with a small group of attacks (Move By, Move Through, and Grab By)[/TD]

     

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    [/TD]

     

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    COMBAT MANEUVERS[/TD]

     

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    Maneuver[/TD]

     

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    Phase[/TD]

     

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    OCV[/TD]

     

    [TD]

    DCV[/TD]

     

    [TD]

    Effect[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Block[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    +0[/TD]

     

    [TD]

    +0[/TD]

     

    [TD=width: 100%]

    Block, abort[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Brace[/TD]

     

    [TD]

    0[/TD]

     

    [TD]

    +2[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD=width: 100%]

    +2 vs. Range Mod.[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Disarm[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    -2[/TD]

     

    [TD]

    +0[/TD]

     

    [TD=width: 100%]

    Can disarm[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Dodge[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    --[/TD]

     

    [TD]

    +3[/TD]

     

    [TD=width: 100%]

    Abort, vs. all attacks[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Grab[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    -1[/TD]

     

    [TD]

    -2[/TD]

     

    [TD=width: 100%]

    Grab two limbs[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Grab By[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    -3[/TD]

     

    [TD]

    -4[/TD]

     

    [TD=width: 100%]

    Move and Grab[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Haymaker[/TD]

     

    [TD]

    1/2*[/TD]

     

    [TD]

    +0[/TD]

     

    [TD]

    -5[/TD]

     

    [TD=width: 100%]

    +4 DC attack damage[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Move By[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    -2[/TD]

     

    [TD]

    -2[/TD]

     

    [TD=width: 100%]

    STR/2+v/10; you take 1/3[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Move Through[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    -v/10[/TD]

     

    [TD]

    -3[/TD]

     

    [TD=width: 100%]

    STR+v/6; you take ½ or all[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Multiple Attack[/TD]

     

    [TD]

    1[/TD]

     

    [TD]

    var[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD=width: 100%]

    Attack multiple times[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Set[/TD]

     

    [TD]

    1[/TD]

     

    [TD]

    +1[/TD]

     

    [TD]

    +0[/TD]

     

    [TD=width: 100%]

    Ranged Attacks only[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Shove[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    -1[/TD]

     

    [TD]

    -1[/TD]

     

    [TD=width: 100%]

    Push 1m per 5 STR[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Strike[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    +0[/TD]

     

    [TD]

    +0[/TD]

     

    [TD=width: 100%]

    STR or weapon[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Throw[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    +0[/TD]

     

    [TD]

    +0[/TD]

     

    [TD=width: 100%]

    Throw w/STR dmg[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Trip[/TD]

     

    [TD]

    1/2[/TD]

     

    [TD]

    -1[/TD]

     

    [TD]

    -2[/TD]

     

    [TD=width: 100%]

    Ranged Attacks only[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header, width: 100%]

    COMBAT MODIFIERS[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_small]

     

     

    [TR]

     

    [TD]

    Range (M)[/TD]

     

    [TD=align: center]

    0-8[/TD]

     

    [TD=align: center]

    9-16[/TD]

     

    [TD=align: center]

    17-32[/TD]

     

    [TD=align: center]

    33-64[/TD]

     

    [TD=align: center]

    65-128[/TD]

     

    [TD=align: center]

    126-250[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    RMOD[/TD]

     

    [TD=align: center]

    0[/TD]

     

    [TD=align: center]

    -2[/TD]

     

    [TD=align: center]

    -4[/TD]

     

    [TD=align: center]

    -6[/TD]

     

    [TD=align: center]

    -8[/TD]

     

    [TD=align: center]

    -10[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header, width: 100%]

    HIT LOCATION[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_small]

     

     

    [TR]

     

    [TD=align: center]

    Roll[/TD]

     

    [TD=align: left]

    Location[/TD]

     

    [TD=align: center]

    STUNx[/TD]

     

    [TD=align: center]

    NSTUN[/TD]

     

    [TD=align: center]

    BODYx[/TD]

     

    [TD=align: center]

    To Hit[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3-5[/TD]

     

    [TD=align: left]

    Head[/TD]

     

    [TD=align: center]

    x5[/TD]

     

    [TD=align: center]

    x2[/TD]

     

    [TD=align: center]

    x2[/TD]

     

    [TD=align: center]

    -8[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    6[/TD]

     

    [TD=align: left]

    Hands[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    -6[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    7-8[/TD]

     

    [TD=align: left]

    Arms[/TD]

     

    [TD=align: center]

    x2[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    -5[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    9[/TD]

     

    [TD=align: left]

    Shoulders[/TD]

     

    [TD=align: center]

    x3[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    -5[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    10-11[/TD]

     

    [TD=align: left]

    Chest[/TD]

     

    [TD=align: center]

    x3[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    -3[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    12[/TD]

     

    [TD=align: left]

    Stomach[/TD]

     

    [TD=align: center]

    x4[/TD]

     

    [TD=align: center]

    x1.5[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    -7[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    13[/TD]

     

    [TD=align: left]

    Vitals[/TD]

     

    [TD=align: center]

    x4[/TD]

     

    [TD=align: center]

    x1.5[/TD]

     

    [TD=align: center]

    x2[/TD]

     

    [TD=align: center]

    -8[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    14[/TD]

     

    [TD=align: left]

    Thighs[/TD]

     

    [TD=align: center]

    x2[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    -4[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    15-16[/TD]

     

    [TD=align: left]

    Legs[/TD]

     

    [TD=align: center]

    x2[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    -6[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    17-18[/TD]

     

    [TD=align: left]

    Feet[/TD]

     

    [TD=align: center]

    x1[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    x1/2[/TD]

     

    [TD=align: center]

    -8[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: left]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: left]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [TD=align: center]

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

    [TR]

     

    [/TR]

     

    [TR]

     

    [TD]

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_small]

     

     

    [TR]

     

    [TD]

    Targeting shot[/TD]

     

    [TD=align: center]

    OCV[/TD]

     

    [TD]

    Hit Location[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Head shot (Head to Shoulders)[/TD]

     

    [TD=align: center]

    -4[/TD]

     

    [TD=align: left]

    1d6+3[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    High shot (Head to Vitals)[/TD]

     

    [TD=align: center]

    -2[/TD]

     

    [TD=align: left]

    2d6+1[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Body shot (Hands to Legs)[/TD]

     

    [TD=align: center]

    -1[/TD]

     

    [TD=align: left]

    2d6+4[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Low shot (Shoulders to Feet)[/TD]

     

    [TD=align: center]

    -2[/TD]

     

    [TD=align: left]

    2d6+7 (19=Foot)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Leg shot (Vitals to Feet)[/TD]

     

    [TD=align: center]

    -4[/TD]

     

    [TD=align: left]

    1d6+12[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

     

     

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c3]

     

     

    [TR]

     

    [TD=colspan: 5]

    [TABLE]

     

     

    [TR]

     

    [TD]

    Character Name:Pogomaster

    Alternate Identities: George H. Herrington

    Player Name:[/TD]

     

    [TD=width: 34%, colspan: 2, align: right]

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=width: 37%]

    [TABLE]

     

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 2, align: left]

    SKILLS[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    Cost [/TD]

     

    [TD=width: 100%, align: left]

    Name[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: left]

    Acrobatics 15-[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: left]

    Breakfall 15-[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    12[/TD]

     

    [TD=align: left]

    +4 with a small group of attacks (Move By, Move Through, and Grab By)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: left]

    Inventor 13-[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: left]

    PS: Extreme Pogo 15-[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: left]

    +1 with any three pre-defined Skills[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    2[/TD]

     

    [TD=align: left]

    Weaponsmith (Other) 13-[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    29[/TD]

     

    [TD=align: left]

    Total Skills Cost[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 2, align: left]

    PERKS[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    Cost [/TD]

     

    [TD=width: 100%, align: left]

    Name[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    5[/TD]

     

    [TD=align: left]

    Money: Well Off[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    5[/TD]

     

    [TD=align: left]

    Total Perks Cost[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 2, align: left]

    TALENTS[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    Cost [/TD]

     

    [TD=width: 100%, align: left]

    Name[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: left]

    Stubborn: Resistance (+3 to roll)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3[/TD]

     

    [TD=align: left]

    Outgoing Personality: +1/+1d6 Striking Appearance (vs. all characters)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    6[/TD]

     

    [TD=align: left]

    Total Talents Cost[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c2, width: 1]

    [/TD]

     

    [TD=width: 67%, colspan: 3]

    [TABLE]

     

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    POWERS[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    Cost [/TD]

     

    [TD=width: 100%, align: left]

    Power[/TD]

     

    [TD=align: center]

    END[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    40[/TD]

     

    [TD=align: left]

    Pogo Armor: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)[/TD]

     

    [TD=align: center]

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    4f[/TD]

     

    [TD=align: left]

     

    1) Extreme Pogo: Leaping +120m (160m forward, 80m upward) (60 Active Points); OIF (-1/2)[/TD]

     

    [TD=align: center]

    6[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3f[/TD]

     

    [TD=align: left]

     

    2) Pogo Attacks: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)[/TD]

     

    [TD=align: center]

    0[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    3f[/TD]

     

    [TD=align: left]

     

    3) Jackhammer Attack: Hand-To-Hand Attack +8d6, Double Knockback (+1/2) (60 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)[/TD]

     

    [TD=align: center]

    6[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    30[/TD]

     

    [TD=align: left]

    Attack and Jump Away: Leaping +30m (160m forward, 80m upward), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; +1) (30 Active Points)[/TD]

     

    [TD=align: center]

    3[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    40[/TD]

     

    [TD=align: left]

    Armored Costume: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2)[/TD]

     

    [TD=align: center]

    0[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    5[/TD]

     

    [TD=align: left]

    Armored Helmet: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1)[/TD]

     

    [TD=align: center]

    0[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    125[/TD]

     

    [TD=colspan: 2, align: left]

    Total Powers Cost[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

     

     

    [TABLE=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c3]

     

     

    [TR]

     

    [TD=colspan: 3]

    [TABLE]

     

     

    [TR]

     

    [TD]

    Character Name: Pogomaster

    Alternate Identities: George H. Herrington

    Player Name:[/TD]

     

    [TD=width: 34%, colspan: 2, align: right]

    [/TD]

     

    [/TR]

     

     

    [/TABLE]

     

    [/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    COMPLICATIONS[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    Cost [/TD]

     

    [TD=width: 100%, colspan: 2, align: left]

    Complication[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    10[/TD]

     

    [TD=colspan: 2, align: left]

    Distinctive Features: Insulting (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    20[/TD]

     

    [TD=colspan: 2, align: left]

    Hunted: Known Supervillain Frequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    15[/TD]

     

    [TD=colspan: 2, align: left]

    Psychological Complication: Thrillseeker (Common; Strong)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    10[/TD]

     

    [TD=colspan: 2, align: left]

    Rivalry: Professional, Athlete Superheroes, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    20[/TD]

     

    [TD=colspan: 2, align: left]

    Social Complication: Public Identity Frequently, Severe[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: center]

    75[/TD]

     

    [TD=colspan: 2, align: left]

    Total Disadvantages Cost[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    APPEARANCE[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: right]

    Hair Color:[/TD]

     

    [TD=width: 90%, colspan: 2]

    Brown (Blue Contact Lenses)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: right]

    Eye Color:[/TD]

     

    [TD=width: 90%, colspan: 2]

    Brown (Dyed Blond)[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: right]

    Height:[/TD]

     

    [TD=width: 90%, colspan: 2]

    1.84 m : 6' 0"[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=align: right]

    Weight:[/TD]

     

    [TD=width: 90%, colspan: 2]

    84.00 kg : 185 lbs[/TD]

     

    [/TR]

     

    [TR]

     

    [TD]

    Description:[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c10, colspan: 3]

     

    Pogomaster's armor looks like high-tech versions of protective equipment used in extreme sports. His pogo stick is a built in part of his armor.[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    BACKGROUND[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c10, colspan: 3]

    George H. Herrington is an Extreme pogo champion from Wichita, Kansas. He became frustrated that being the Xpogo champion did not made him rich and famous like other extreme sports champions so he decided to quench his thirst for money and fame by becaming Wichita's first supervillain. His great grandfather is believed to be the inventor of the first pogo stick. He has inherited some of his grandfather's talent for invention and has created a suit of pogo armor that is capable of leaping great distances and heights.[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    PERSONALITY[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c10, colspan: 3]

    Pogomaster is a thrillseeker and commits crimes for kicks. He enjoys hurling insults at his foes in combat. Ironically, if he chose to patents the gryoscopic stabiizer he invented to become a villain, he would probably be rich and famous anyway.[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    QUOTE[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c10, colspan: 3]

    "You'll never get the jump on me!"[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    POWERS/TACTICS[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c10, colspan: 3]

    Pogomaster's pogo armor gives him surprising mobility in combat:

    Extreme Pogo - His combat leaping is massive.

    Pogo Attacks - He is fond of using his massive combat movement for Move Bys, Move Throughs and Grab Bys.

    Attack and Jump Away - His Triggered Leaping allows him to leap away after performing an attack.

    Jackhammer Attack - When cornered, he can use his pogo stick as a melee weapon to give himself space.[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_header wysiwyg_table_wysiwyg_table_wysiwyg_table_c5, colspan: 3, align: left]

    CAMPAIGN_USE[/TD]

     

    [/TR]

     

    [TR]

     

    [TD=class: wysiwyg_table_wysiwyg_table_wysiwyg_table_c10, colspan: 3]

    Pogomaster is a leaping speedster.[/TD]

     

    [/TR]

     

     

    [/TABLE]

     

  17. I guess I just need to figure out how to make it vulnerable only to ranged attacks then...

     

    Above you wrote "they can stand where they are and act" and "To break free, they must destroy the stake, or, I suppose, win a STR check against it?"

    I think a more specific description about what you are trying to do will help us help you.

     

  18. Since ranting and raving is a verbal exercise generally I would probably make one of them a sonic-based character. If you want to make both of them sonic types so you only have to write up one character sheet' date=' then I would give them Absorption for sonic attacks (or maybe all physical attacks if you want them to be tougher). Then they would spend the first couple of phases of combat doing AoE attacks that would hit most of their opponents but also jack up their teammate at the same time. If you want more distinct characters, you could let Rave take his (her?) name from the dance party and/or the idea of raving mad people being unstable. The powers could be still be sonic in nature, or they could be light-based or mental, but would mostly involve disorienting and/or debilitating targets. If you need to add more destructive powers to the mix, throw in lasers or telekinetic attacks in the multipower. Rave's primary function though would be to throw the heroes off balance while Rant pounded on them.[/quote']

     

    I think the above is a really good idea. I would make Rave a brick and have his sonic absorption feed into STR (by a small amount) and STUN. In return I would have Rave spend actions to block for Rant so that she is free to use her AoE Sonic attacks. I think it would add a small amount of strategy to their first appearance as the players (hopefully) realize things would go much smoother if they bring down Rant first. I would also give them high Teamwork scores and have them Coordinate when possible so that after the first player is Stunned, they know they are against a challenge meant for the whole team. This duo makes me think of a Skald and a Berserker fighting together on some Viking battlefield. Sounds (pun intended) like fun!

  19. I agree with the above. if I were a new player, 20 seems a lot more friendly than 100.

     

    By the way quozaxx, as the Sentry City: The New Sentries game is now listed as Shutdown, should I assume we are done?

  20. Re: Campaign Guideline Help (Rule of X?)

     

    Simple truth - Bell Curve game engines break as target numbers pass 13.

     

    The only thing that saves the Hero System game engine is that it is an opposed skill game engine. OCV of 25 is perfectly fine just so long as every NPC has a DCV of 25. Give a GURPS PC a DEX & INT of 20 and they become Captain Never Fail, even at skills they only learned this morning.

     

    Give the players rules for character creation, whatever they are. Just let them know that you're not going ot screw them over and that NPCs will be built to the same standards.

     

    Balance DCs vs PD&ED.

    Keep CVs in a tight range.

    SPD kills. All other things equil, one PC with a much higher SPD will turn all the other PCs into his NPCs. And that's no fun for anyone except the munchkin.

     

    Sad as it is, there are some players whoes idea of fun is making sure no other player has ANY. Campaign rules exist to keep those players in check.

     

    I agree with the above. That said, "Sad as it is, there are some players whoes idea of fun is making sure no other player has ANY. Campaign rules exist to keep those players in check.", if this is your problem (and I have had many of these players in my games), house rules aren't going to fix it. You have to fix the players first.

  21. Re: Campaign Guideline Help (Rule of X?)

     

    I prefer a rule of X personally. We started getting bored of all of the characters having a 12d6 attack. There are some good examples in the thread Christougher linked. My contribution to that thread is copied below for convenience.

     

    ---

     

    Here is the rule of X that I used for several campaign with good results. We calculate offensive X and defensive X separately so that a player is not tempted to have them too lopsided.

     

    Offensive X =

    the number of Active Points in the character’s most powerful attack divided by 5 (including all powers that stack with primarily offensive powers such as HA or HKA)

    + the character’s highest possible OCV with his most powerful attack (including all Combat Skill Levels for OCV and bonuses from Martial Maneuvers)

    + the character’s SPD

     

    For example, a brick with a 60 STR , an OCV of 10, and a SPD of 5 would equal an offensive X of 12 + 10 + 5 = 27

     

    Defensive X =

    the total Active Points in the character’s most powerful defense divided by 5 (including powers that stack with primarily defensive powers such as Damage Reduction or Damage Negation)

    + the character’s STUN divided by 10

    + the character’s highest possible DCV (including all Combat Skill Levels for DCV and bonuses from Martial Maneuvers)

    + the character’s SPD

     

    The same brick with a PD of 30, 60 STUN, a DCV of 10, and a SPD of 5 would equal a defensive X of 6 + 6 + 10 + 5 = 27

     

    Note: We do not allow Adjustment Powers from other players to exceed these limits.

    For a 400 point game I typically use X values ranging from 27 to 30.

    I hope this helps.

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