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Quedorm

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Everything posted by Quedorm

  1. Hey gang! How goeth the gaming? I'm writing up an NPC super called Solaris for a game I'm running, and I've run into a bit of a problem. One of her powers is to bring up a shield of Superheated gas around her in a bubble, which can vaporise bullets that hit it, and causes severe burns to anyone who touches it with their bare hands. Next there is the body-crash attack that I've attempted to come up with. Essentially, the same superheated bubble surrounds her as she bodyslams into a target: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Continuous (+1) (97 Active Points); No STR Bonus (-1/2), Only In Heroic Identity (-1/4) Lastly is her superheated hands, which she can use to melt though thick walls regardless of what they're made of. So far, I've come up with the following: Hand-To-Hand Attack +20d6, Armor Piercing (x2; +1), Penetrating (x2; +1) (300 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4), Only In Heroic Identity (-1/4) All in all, I've got a fair idea about two of her powers but I'd like to know if I'm on the right track or not. It's essentially her Superheated gas bubble power that I'm having trouble with. Can anyone give me any advice on how I might proceed?
  2. Re: Question about IQ That's a good point. I wanna keep it at 25, and i'd be lying if I said it wasn't partially because I don't want to make her smarter than Doc Destroyer, whom I intend to use in my game later. Even if the two won't probably meet, it'd still feel wrong to dwarf the good Doctor's intelligence with her own. Perhaps there are other ways to simulate a High IQ. Perhaps a combination of an INT of 25, Edietric Memory, speed-reading, and a craploiad of skills? Your opinions?
  3. Hey guys! Hope you're all doing and gaming well. I just need some advice reguarding the IQ of a character I'm developing. Essentially, she's an NPC Super techie/inventor, and is supposed to have an IQ that belies her age. She's 18, and is supposed to be an expert in a wide range of technological fields. I'm thinking she has an int of 25, but I'm not sure if this would be entirely appropriate or not. Heck, I don't even know what her IQ would be... Which brings me to my questions. First, What kind of IQ would she have with an INT of 25? Is 25 a high enough INT for what I want? My friends told me that what I'm thinking of is a character along the lines of a character from the Marvel Universe called Forge, though he's not sure if he actually understands the science behind what he does or not. Neither Am I for that matter. Essentially, I'm thinking of a character that can decipher technologies and understand the science and the workings behind them... And having an IQ to match. I've thought about taking Dock Destroyer from CKC and trimming him down enough until It matches what I wanted, but I feel that'd result in something completely different from what I want. I have a reasonable idea on how to build her powers... I think. She has a Cybernetic arm with a highly advanced computer built into it that can preform a wide array of tasks (Still tinkering this out, but I'll get it working or aks help on it later *Shrugs*). She built the arm herself, and attatched it surgically on her own as well. ... Anyway, What kind of IQ and INT score am I looking at here? Thanks in advance.
  4. Hey guys, 'sup? I've been revisiting a character I worked on quite a while ago, basically a power-suited hero called Saber. Originally he also possesed psionic and psychokinetic abilities, but I ditched that in favour of adopting more of an 'alien Device' theme. That said, here's the senario. Ala the Bio-boosted Guyver, kid finds alien artifact which bonds to him as armour and gives him suerhuman abilities. Naturally there's a powerful group after him, mainly because they wanted to get the device instead. Now unlike the guyver, the artefact is an Intelligent item. That isn't to say that it can take control of the kid's body or anything, rather it acts as a sentient Battle AI that is totally loyal to the host. Essentially, as a battle AI I need some ideas as to what kinds of programs and disads it might have. For instance, what kind of a disadvantage would it be for the AI to be unable to influence it's 'body' in any way at all? The way I'm dealing with the backstory, most of the powers It would normally endow upon it's host aren't functional due to the drivers of said powers/weapons having been corrupted (way of explaining how he gets additional powers/weapons as he gains exp). Essentially the AI is working on rebuilding the drivers for these weapons, but for the time being they're offline. Now as for what the AI can do, It is able to sense danger, hack though computer systems via a wireless or universal physical link (like a cable) that the armour itself, and other battle-suit associated abilities. This AI is essentially going to be for an NPC version of the character. I'm not trying to cheat my way around with points and such, more that I'm attempting to design a character who's story is focused on his armour as well as himself. Anyway, any advice would be greatly appreciated. Once the character is fully redone, I'll post it up here for critisism and critique. Thanks in advance.
  5. Okay, here's the gist of things: I'm building a character who can fight both completely unarmed, dual-weilding a pair of Beam Sabers, or going as one Beam Saber and one hand free... The Beam Saber I speak of is as follows: Beamsaber: Killing Attack - Ranged 3d6, Reduced Endurance (0 END; +1/2), No Normal Defense (ED, Force Field/Force Wall, or being blocked by another Energy Blade; +1), Does BODY (+1)[br] (157 Active Points); OAF (-1), No Range (-1/2) Basically, I was thinking that i could buy a form of missile deflection to ward off any incomming ranged attacks (Such as bullets, shurriken, or shrapnel). Is it more appropriate to have it so that the Missile Deflection ca only be used unarmed? I say unarmed because to say that he can deflect while armed with both energy blades might be ridiculous... Unless any onbects he does deflect are vaporised as a special effect. Of course even then, do i have to add any other powers to explain the effect of the deflected objects being vaporised? Any help and/or advice would be greatly appreciated.
  6. Okay, here's the gist of things: I'm building a character who can fight both completely unarmed, dual-weilding a pair of Beam Sabers, or going as one Beam Saber and one hand free... The Beam Saber I speak of is as follows: Beamsaber: Killing Attack - Ranged 3d6, Reduced Endurance (0 END; +1/2), No Normal Defense (ED, Force Field/Force Wall, or being blocked by another Energy Blade; +1), Does BODY (+1)[br] (157 Active Points); OAF (-1), No Range (-1/2) Basically, I was thinking that i could buy a form of missile deflection to ward off any incomming ranged attacks (Such as bullets, shurriken, or shrapnel). Is it more appropriate to have it so that the Missile Deflection ca only be used unarmed? I say unarmed because to say that he can deflect while armed with both energy blades might be ridiculous... Unless any onbects he does deflect are vaporised as a special effect. Of course even then, do i have to add any other powers to explain the effect of the deflected objects being vaporised? Any help and/or advice would be greatly appreciated.
  7. Re: Help with time-stop ability. Well, of course I realise that stopping time can be abused, which is why I wanted the stopped time to last for ten seconds relative to the character who used the ability. In an effort to maintain that balance, I wanted there to be a period of time between each use of the ability, so he wouldn't be able to chain uses together indefinately. As for the effect I'm after, well basically he'd be able to walk around within the tome-stopped area, and be able to affet objects in there in any way he can (eg throw knives, punch people etc...) only with the knives, they'd slow down to a stop right in front of the target, and the damage from his puches won't take effect until after time resumes again. Of course, I want to have other applications for this power too such as getting innocent civilians away from an oncomming attack etc. I think Steve Jackson posted a time-stop ability in Digital Hero Issue #8, but since I don't have access to it, I can't use his build as a refrence. From what I've heard though, his build is unusable as it is, considering it's supposed to effect an entire universe. But I understand what you mean about bricks being tough enough without time-manipulation powers. The kind of brick I had in mind isn't quite the Hulk in terms of strength and invunrability, nor a normal joe either... He's meant to be strong enough to life a car, maybe a truck. Ah well, thanks for the info.
  8. Re: Please help with a build - a la Theora Jones Hmm... Maybe what he needs is a mobile surveilance lab. Something like a van with a small gadget pool to simulate the assorted equipment for hacking into phonelines or the like perhaps?
  9. Re: Help with time-stop ability. Yeah, that sounds about right. I've considered limiting it by making it so he'll have to wait to use it again after he's used it though, (eg fifteen minutes before the next ten-second stop.) Any ideas how that would work out?
  10. Hey all. Due to my previous character folding over in a game I've been in, I've decieded to visit a new concept. Basically, he's a brick who can stop time for ten seconds . Something like a stasis bubble where only he is immune. I'm thinking it'd either be a supress, drain, or entangle... maybe even all three linked. Thing is, once the character uses this power, while it is in effect he has ten seconds until time starts up again. After that, he's unable to use the power again for another few minutes or so. Basically, I've some trouble as to how I should struture the power and it's disads. Can anyone offer any advice on how I should tackle this? I haven't really got anything in the way of examples... Thanks in advance
  11. Greetings Herophiles! Well, it turns out that the game I was playing in recently folded over... I suppose it happens when every seesion becomes 'working on the space ship'. Anyway, I've managed to find my way into another game, but I've hit a snag. Thing is, I'm thinking of having a Ninja type character with the ability to deflect bullets with his sword. Either away from himself, or back at the shooter... I just can't seem to work out a proper way to do it. I'm thinking Missile deflection using the sword as a focus, and using such limitations such as 'doesn't work against heavy missiles', 'only against bullets or energy blasts', and the like. I'm just wondering what kind of speed and dex would be appropriate to a character like this. Mainly, I'm seeing this guy being close to the the Ninja in Metal Gear Solid 2 as far as abilities are concerned.
  12. Re: Sabre - Needs checking. Well, I did a few more changes, but it seems that he won't be suitable as a PC character. The concept was to combine aspects of a Powered Armour character with a Mentalist, but It seems I missed the mark by alot. One of the other ideas I had was instead of having Sabre a mentalist, I wanted him to be a powered armour wearing mutant whose mutant ability was to copy the abilities of others and then use them agains this opponents. For now though, I'll just stick with a normal Powered Armour character... Seems that I'll need a bit more practice before I try an original concept. Thanks for the help... For now,I'll post a 587 point version of Sabre. I'll write up a character background for him sometime this week.
  13. Re: Sabre - Needs checking. Well, I've done a few changes... I'd make more, but keeping within the 350 total is proving to be rather... difficult. Anyway, here's the newest version I could manage for the time being... I'd do more, but I seriously have doubts as to whether I can keep the 'flavour' and still make the needed changes.
  14. Re: Sabre - Needs checking. Heh, nice to see so much feedback with this. As it is, I'm doing this almost completely unassisted, and my experience with the system isn't so great. As for the PD/ED issue, I think I may have simply lost track of things along the way. I have, since gone back and bgun fixing up most of the more glaring errors... And here I thought I had done a pretty good job for my first attempt at writing this solo... Ah well. Another thing was, rather than having the Psi-Sabre and Missile Deflection as two seperate powers, would it make more sense to link them? Anyway, kudos to everyone who replied!
  15. Re: Supervillain Images I already posted this in the Superhero images thread, but I figured that I might as well post it here too... Sabre is, afterall, supposed to be a neutral character. Besides, he does look rather villainous, ne?
  16. Okay, his name is sabre, and he's more or less my take on a psychic warrior of the modern age. I've done some messing around lately to try and get the proper fit as far as powers and characteristics are concerned. I'm going to be using this character in a game that's coming up, but I have a nasty suspicion that I may have made a few errors, or that there may be some bugs in the powers that may need ironing out. Anyhow, tell me what you think. If there are any glaring errors that I may need to correct, feel free to let me know. Ja-ne! Updated 23, August 2005 Well, I've decided to give up on this. Apparently my intention to create a Mentalist/Powered Armour character didn't work out as well as I thought it would. Hopefully, I'll revisit this concept when I've got more experience with the system under my belt. ------------------------------------------------------------- Champions character - Sabre Champions character - Rapier 200/150) Characteristics Val Char 15 STR Lift 200kg 3d6 HTH END [1] 15 DEX OCV/DCV: 4 18 CON 13 BOD 18 INT PER Roll 13- 25 EGO ECV: 8 15(+15)** PRE PRE Atack: 2d6 12 COM 8 PD Total: 8/20PD (0/12rPD) 7 ED Total: 7/19ED (0/12rED) 4(+4)* SPD Phases: 2,3,5,6,8,9,11,12 10 REC 70 END 33 STN Movement: Running: 6" END [1] Swiming: 2" END [1] Leaping: 3" forward, 1.5" upward Total Characteristics cost = 135 points * = +4 SPD, only for Mental/Telekinetic abilities (-1/2) ** = OIF; (-1/4) Skills Cost Skill (* = Everyman Skills) * Acting * Climbing * Concealment * Conversation * Deduction * Lanuage: English - Fluent Conversation; literate) * Paramedics * Persuasion * Shadowing * Stealth * TF: Common Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 3 Acrobatics: 11- 2 City of operation: AK 11- 3 Computer Programming 11- 10 Defense Maneuver I-IV 3 Electronics 13- 3 Fast Draw 11- 13 Telekinesis: Power 16- 3 Systems Operation 11- 2 SS: Psychotronics 11- 2 KS: The Superhuman World 11- 2 WF: Blades, Energy Blades, Unarmed Combat 12 +4 With Mental/Telekinetic Powers Total Skills = 58 points Talents Cost Power 5 Money: Money: Well Off 3 Absolute Range Sense 3 Absolute Time Sense 3 Lightning Calculator 5 Eidetic Memory 3 Bump Of Direction Total Talents = 22 points Powers Cost Power 30 Psychotronic Armor: Armor (12 PD/12 ED), Hardened (+1/4); OIF (-1/2) 7 Psychotronic Armor: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2) 3 Armor Design: +13 PRE; OIF (-1/2), (Modifiers affect Base Characteristic) 8 Psychotronic Helmet: Sight Group Flash Defense (10 points), Hardened (+1/4); OIF (-1/2) 13 Life Support: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2) 10 Polarised Helmet Visor: Sight Group Flash Defense (15 points); OIF (-1/2) 3 Infra-Red Vision: Infrared Perception (Sight Group), OIF (-1/2) 3 Nightvision Lenses: Nightvision; OIF (-1/2) 6 Communications Suite: High Range Radio Perception (Radio Group); OIF (-1/2), Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 57 Psi-Rapier: Killing Attack - Hand-To-Hand 2d6, Costs END Only To Activate (+1/4), Armor Piercing (x2; +1), Does BODY (+1), Penetrating (x2; +1), Attack Versus Limited Defense (Defense is Force Field, Force Wall, or Anothr Energy Blade; +1 1/2) (172 Active Points); OAF (-1), No STR Bonus (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) End= 16 27 Speed of Thought: +4 SPD (40 Active Points); Custom Modifier (Only for Mental/Telekinetic abilities; -1/2) 5 Mental Defense: Mental Defense (10 points total), 20 Elemental Control, 40-point powers 24 1) Mental Blinding: Sight , Hearing , Mental and Smell/Taste End= 4 40 2) Psionic Invisibility: Groups Flash 4d6, Personal Immunity (+1/4) (44 Active Points) Invisibility to Sight , Hearing and Mental Groups , No Fringe, Reduced Endurance (0 END; +1/2) 20 1) Telepathy: Telepathy 4d6, Armor Piercing (x2; +1) End= 4 60 Psionic Powers: Multipower, 60-point reserve 6u 5) Telekinetic Manipulation I: Telekinesis (40 STR) End= 6 6u 5) Telekinetic Manipulation II: Telekinesis (33 STR), Fine Manipulation End= 6 6u 5) Telekinetic Manipulation III: Telekinesis (26 STR), Reduced Endurance (0 END; +1/2) 6u 4) Telekinetic Blast: Energy Blast 12d6 End= 6 6u 6) TK Flight: Flight 20", x32 Noncombat End= 6 6u 7) Instantaneous Movement: Teleportation 20", x32 Noncombat End= 6 Total Powers = 5872 Points Disadvantages Cost Disadvantage 10 Distinctive Features: Mutant; (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 20 Hunted: Psi 8- (Mo Pow, NCI, Harshly Punish) 15 Social Limitation: Secret Identity - Jason Maxwell (Frequently, Major) 15 Psychological Limitation: Likes to taunt opponents (Common, Strong) 15 Dependent NPC: Kate Rogers - Crime reporter, Girlfriend 8- (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 20 Dependent NPC: Kimberly Maxwell (16-Year-old Sister) 11- (Normal; Unaware of character's adventuring career/Secret ID) 15 Enraged: If a Villain injures or kills an innocent (Uncommon), go 11-, recover 11- 20 Psychological Limitation: Prefers to work alone (Very common, Total) 10 Distinctive Features: Neural Enabler Interface (Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 10 Vulnerability: 2 x BODY Electrical Attacks (Uncommon) Total Disadvantages = 150 points Total Spent = 350 points Background/History Quote Powers/Tactics Appearance Reasons for editing: -Fixed up errors in PD/ED -Changed characteristics according to the Champions character generator -Changed Physical damage reduction to Mental Damage Reduction -Edited Psi-Sabre -Removed Missile Deflection -Removed Physical Damage Resistance -Mental Defense is no longer part of a focus -Added more skills -Shifted Telepathic powers into a seperate Element control -Added More Talents -Changed character Disads
  17. Re: Help needed with power... Okay, it's all sorted out now, thanks for the help.
  18. Re: Help needed with power... Thing is, is that the backlash comes into effect as the character begins changing forms. It lasts until the change is completed. I had a rough idea of how to do it... FF as you mentioned linked with an energy blast, but I'm not sure as to whether I should link both to the Multiform or not. This is how I've managed to work out the power so far: Dimensonal Rift Backlash: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); No Conscious Control (-2) || Energy Blast 15d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (225 Active Points); No Conscious Control (-2), No Range (-1/2), Linked (Force Field; -1/4) = 80 points This occurs only when he says the correct phrase (Something I forgot to add), and once he does the Backlash kicks in as the character automatically begins to change into his more powerful form while being protected by the dimensional field around them. That's basically the effect I'm trying to go for here. The main issue is how to engineer everything so it works the way I intend it to.
  19. I'm trying to create a Guyver-esque type character...(i.e, yells out a word or phrase and transforms into his much more powerful form as a dimentional rift backlash surrounds him, protecting him from harm until the change is complete.) Thing is, I'm kinda confused as to how to construct the dimensional rift backlash effect and whether to link it to the multiform power at all or not. If I did, I still wouldn't know how to go about it... Never really understood linked powers that much. Since the character is personality-wise, still himself after the change, would the skills bought for his human form go towards his alternative form as well? Thanks in advance.
  20. Re: Australia in the current CU Hmm... In a previous Champions game I played in a few years ago, my Character was an American who had moved to Perth Australia with his family, because his dad, a corporate CEO, was personally overseeing something his company was working on... A few weeks after, Mercades college, a private all-girls school Sabre's younger sister attends, is held hostage by Foxbat for a sum of five trillion dollars. Sabre shows up first, fights foxbat and beats him. Then a mystic of some sort shows up, and blasts Foxbat with a spell, causing him to grow to 200 feet tall. The rest of the heros show up and the fight drags out until they all find themselves at Kings Park,eventually ending when 'Giganto Foxbat' was pushed off the edge and got knockd out when his head hit Kings Park hospital. The media soon show up, and the heroes (Sabre included) are called The Perth Saviors. Sorry to have prattled on like that... The point I was trying to make was that just because you aren't born an aussie, Aoesn't mean that your superheroic debut can't have you recognised as an Australian hero.
  21. Heh, this has probably been done to death already, but what the hey... So, what's the funniest event to have ever happened in a game you were in? With me, it occured a few weeks ago during our Monthly Hackmaster session. We were wandering through a dungeon when we came across the temple for some Chaotic-evil monkey god. Now before we had the chance t loot the room, Our cleric suddenly began breaking the various religious artefacts and stuf inside. Hearing the noise and cursing of our dear cleric, the priest responsible came to investigate, and stared at us in utter shock and anger. Cue the Knight Errant. Knight Errants have this abusive ability you see... it's called 'Greater Appology'... Basically the Knight Errant appologises so well, that the person he's appologising to feels at fault. Surprisingly, the priest accepted the appology and then demanded payment for all the broken objects... KE: "Uh, how much would all this cost?" Priest: "About 12,000 gold pieces." Nodding, the Knight errant walkes up to the priest, and decks him across the jaw... starting combat. As the fight drags out, the temple guard (Giant ape dude) shows up and uses the knight errant as a club. They only thing going for us against him was the fact that he wasn't profficient in using that paticular character as a weapon. Sad to say the cleric who started the whole mess managed to get away scott-free... having a spell called "Shift Blame" that does it's namesake can be useful that way.
  22. Re: Superhero Images Well, the original pics were taken from Metal Gear Solid 2... For the body and the sword I literally cut and pasted a pic of Solidus Snake and colour-edited the hell out of it. I then took the helmet from Ninja 2 (Also from MSG2) and photoshopped it with a pic of X from Megaman X7. I'm still rather unsure about the helmet though... it doesn't sem to blend in well with the rest of the armour texture-wise. Thanks for the compliment though!
  23. Re: Superhero Images OKay, this is Sabre - My take on a Psionic Warrior in the modern age. I basically photoshopped an image of Solidus snake, and added a helmet... Since I suck at drawing, I had to work with what I had. Yeah, I think the Helmet looks out of place too... Hopefully I can find a replacement in the future.
  24. Quedorm

    First game

    Re: First game Actually it does... It gives me an option to turn to, should I not find what I'm looking for otherwise. More or less, I wanted to start my game a year or so before the destruction of Detroit occured. Dunno why, but that even held that right type of appeal to me... It was in a way just as big as the Death and Return of Superman, and the fall and return of Batman back in the 90's. I sorta wanted my PC's to actually be a part of the events that lead to the destruction of Detroit. What I basically want is to have the PC's experience the destruction of detroit first hand. I've got a few 4th ed modules "The day of the Destroyer", and "The Isle of Dr Destroyer" from a friend of mine, but sadly he didn't seem to have the paticular module I was after. Mechanon was going to be part of the adventure at the beginning, around about the time he first showed up, hence why I had wanted his stats. In a nutshell, I wanted to run a 4th ed module using the 5th edition rules. Anyway, sorry to have rambled on like that...
  25. Quedorm

    First game

    Re: First game Heh, sory about that... Though I'm familiar with Hero, I'm still new to the Champions genre. But I'll take your advice to heart. Doc Destroyer is coming along nicely now, as is Mechanon. I figure I can also adjust Mechanon's PD/ED slightly as well as his speed to reflect that this is an 'older' version of him, not so much as to make him a walkover though. Right, thanks for the info Kirby! Sorry for being such a n00b.
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