Jump to content


HERO Member
  • Content Count

  • Joined

  • Last visited

1 Follower

About Dr.Device

  • Rank
  • Birthday June 5

Contact Methods

  • Website URL

Profile Information

  • Gender
  • Occupation
    Senior Web Developer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. A while back I managed to actually finish one on my writing projects. I tried to get it published, without success, and earlier this year posted it online. Someone recently made me realize I hadn't posted a link here, so, here's Lucid. It's a YA superhero novel with a trans girl protagonist. Writing it is what made me finally realize/accept that I'm trans. I'm still trying to write more, so any feedback on what worked or didn't work would be helpful.
  2. Random other thing. As with so many super powers, a person with this would have no need to be a villain if it were effectively permanent. They could be wealthy just by setting up a clinic and charging $10-40k a pop. But, like I said, a lot of powers have similar issues.
  3. I'm heavily on the "It depends on the campaign" side of things. It also depends on the likely duration based on the the reversal condition. Which makes me consider that reversal conditions should probably be figured somehow into the cost of transformation, but that's a different discussion. If it's going to be reversed by the end of the session, I'd call it cosmetic in any except a very heavy role-playing campaign, and maybe only more then, if the characters have reason to believe it's long-term or permanent. So, let's assume it's long-term or effectively p
  4. Re: Regrowing limbs I'd go with: 6 Salamanderism: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Only to regrow body parts (-1), Self Only (-1/2)
  5. Re: Self Defeating Powers Well, GMs do wacky things some times. If a GM wants to use that a a house rule, that's his prerogative.
  6. Re: Self Defeating Powers 10 Energy Sponge: 2d6 Absorption (ED, points go to Energy Sponge) (10 Active Points) 30 Invisible Illusion: Sight Group Images 1" radius, Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (30 Active Points) 58 Useless Shapeshift: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups), Cellular, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (58 Active Points) 5 Wasted Effort: Aid END 2d6 (standard effect: 6 points) (20 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Costs Endurance (-1/2) 10 Hear That
  7. Re: Costs END Only to Activate Another factor to consider: You can't take recoveries (other than post segment 12) while maintaining a non-persistent power. For a 0 END power, you drop the power, take a recovery, put the power back up at no cost. For a CEOTA power, you drop the power, take a recovery, pay the endurance cost again to put it back up. Also, to expand on Hugh's comment above, consider the character recovering from unconsciousness. She's going to have END equal only to her recovery. Is it going to be practical (or even possible, without risking knocking herself out)
  8. Re: Desolid/advantages on zero points For the desolidifier in my group, I just gave him 1" stretching, does not cross intervening space (+1/4). It's not exactly as you describe, since he can only use this trick while otherwise solid (ie, vulnerable to attacks), but he was satisfied with it. If he wanted to do the trick while desolid, I would probably want him to go the UBO route you described, as that is pretty darn powerful.
  9. Re: If you could add one more... Characteristic: In some of my games I have added the characteristic EDGE. This acts sort of like Luck, in that you can burn it to get better results on rolls. Also, I have players make Edge Rolls (9 + EDGE/5) to determine things like whether or not there's a suitable car to steal, or whether the alley they turned into is a dead end. Skill: Research. Research is the skill of tracking down information (in books, on line, through appropriate contacts, etc.). I have recently added this to all my campaigns. Power: Regeneration. I still use
  10. Re: Trolling for suggestions, 1982-style. Don't forget Mork!
  11. Re: What's *your* superpower? Do perqs count? If so: Contact: Godess of the Parking Spaces 14- Otherwise, just: NightSight: +2 perception, only to counter darkness penalties. Immunity to mosquitos (This one I got when I was 17. I noticed that my little brother was immune to them and decided that it was unfair, so I decided to be immune, too.) Unearthly Calm: +10 presence, +5 ego, only when injured. When my hand went into the table-saw, I'm the one who kept everyone calm and got things coordinated to get me to the hospital.
  12. Re: Do you use the official Champions Universe? 4. Strictly homegrown. I might occasionally pull the mechanics from a character I see elsewhere, but I just can't get into running someone else's setting. I tried one campaign set in a pre-existing fictional universe, but I and my players found it unsatisfying.
  13. Re: Magic-Noir (Pulp?) Hero I like the sound of it. I'm a big fan of non-standard fantasy settings. I second the above recommendation for 'Cast a Deadly Spell.' You might also check out Harry Turtledove's 'The Case of the Toxic Spell Dump' for a lighter take, but with some possibly applicable ideas.
  14. I read the FAQ and FREd to say that the +1 Usable As Attack version of Usable On Others needs an additional +1/4 (or more) Advantage to affect inanimate targets of more than human mass (+1/4 for each doubling). Is this correct, or am I misinterpreting things? Also, if the FAQ below applies to powers as well as skills (say, granting Power Defense to an object), it should probably be duplicated under the section for Usable On Others.
  • Create New...