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JohnOSpencer

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Everything posted by JohnOSpencer

  1. Re: So, Who Else Is Gonna Grab Galactic Champions ASAP??
  2. Finally! I've been pestering the owner of my FLGS for like a year for these things. Hopefully he remembered. John Spencer
  3. Wow Acroyear...you are evil! I like you! I'll have to see what i can do with that. Maybe a summon will work, I do have 180 AP to play with. Thanks! John Spencer
  4. Side Effect: D'oh! your right. It would have to be a 30 point effect to qualify. I may just make it a custom -1/4 limitation. Weapon other than sword: Swords were the most prevelant weapons of his time. Besides, he has a mace also. John
  5. Well he is the biggest, meanest recurring villian I use and he has to face the party with only some lousy 250 pt demons and talisman to back him up. Anyone got anymore suggestions? He's got a few more xps to spend. John Spencer
  6. Here's what I got. Cost Power END 90 Soul Breaker: Multipower, 180-point reserve, all slots OAF (Enchanted Sword; -1) 6u 1) Blade: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); OAF (Enchanted Sword; -1) plus Transfer 2d6 (STUN to STUN), Can Transfer Maximum Of 50 Points, Reduced Endurance (0 END; +1/2); OAF (Enchanted Sword; -1) 3u 2) Channel Soul: Energy Blast 5d6, Reduced Endurance (0 END; +1/2), Attack Versus Limited Defense (Power Defense; +1 1/2); OAF (Enchanted Sword; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Takes 1d6 STUN every use.; -1/2) 8u 3) Soul Taint: Energy Blast 5d6, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), No Normal Defense (Soulless or Non-Humanoid; +1); OAF (Enchanted Sword; -1), No Range (-1/2) plus Major Transform 4d6 (Human into Weilder's Slave), Works vs Ego, not Body. (+1/4), Reduced Endurance (0 END; +1/2); OAF (Enchanted Sword; -1), Linked (Energy Blast; -1/4) 5u 4) Soul Twist: Ego Attack 6d6, Reduced Endurance (0 END; +1/2); OAF (Enchanted Sword; -1), No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Uses DEX, not EGO to hit. (-1/4) plus Mind Control 12d6, Reduced Endurance (0 END; +1/2); OAF (Enchanted Sword; -1), No Range (-1/2), Linked (Ego Attack; -1/2), Does Not Provide Mental Awareness (-1/4), Uses DEX, not EGO to hit. (-1/4) Powers Cost: 112 What do you all think? John Spencer
  7. I don't mind the PCs taking the sword away, he can usually get it back. I really like these ideas. Thanks. John Spencer
  8. While I think this sword is really neat(and I may have another use for it). It doesn't really fit Black Paladin. John Spencer
  9. The only real reason the PCs got the sword is because I didn't really like the way it worked. Although one of the PCs lost his shadow, I thought it was kinda weird and ulikely to affect most PCs. One of the PCs actually was there and tried to prevent him from taking the new sword. The Powered armor guy, without power armor, challenged Black Paladin, without his armor and weapons, to a one on one fight. He sucked up hits long enough for the innocents to get away. Unfortunatly, he was no match for him. As for the steed and all, I am about to run Shades of Black, and that covers that. John
  10. In my campaign, Black Paladin had his sword taken from him to give a hero back his shadow. He has since claimed another magic sword of undefined ablilities. I need help making it up without making it too powerful. My PCs are at about standard champions level(20-30 def). Black Paladin has about 110 points to spend on it. I have a tenative name, but will definatly listen to other suggestions. The name I have is "Soul Breaker". Thanks for any help. John Spencer
  11. I've also decided to make the "Empower the Faithful" 6d6 and use Standard Effect for a total of 18 points. This would make an average person "Faithful": 26 STR, 14 DEX, 17 CON, 11 PD, 11 ED, 3 SPD, and 34 Stun. With a club they'd do 7 to 8d6 with a 5 OCV. That should be enough to threaten PCs with numbers. John
  12. One of my PCs is a Demon who is redeemng himself. In the process, he has started his own church. I wanted to make a villian who would be a good nemesis for him, so I came up with the (age-old) idea of a religious fanatic who stirs the local populance into a frenzy. The problem is working out his powers. I have exhausted ideas and am looking for help with additional powers and the power level of current ones. Thanks, John Spencer Redeemer Player: NPC Villian Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 18 BODY 16 18 INT 8 23 EGO 26 35 PRE 25 12 COM 1 15/20 PD 11 15/20 ED 11 5 SPD 20 8 REC 0 40 END 0 50 STUN 12 11" RUN02" SWIM04" LEAP0Characteristics Cost: 190 Cost Power END 70 Armor of Faith: Energy Damage Reduction, Resistant, 50% plus Physical Damage Reduction, Resistant, 50% plus Damage Resistance (10 PD/10 ED) 26 Convert the Unfaithfull: Mind Control 2d6 ( Human and Alien classes of minds), Reduced Endurance (0 END; +1/2), Cumulative (96 points; +1 1/4), Area Of Effect (24" Radius; +1 1/2); Incantations (Requires Incantations throughout; Complex; Must vocalize commands.; -1), No Range (-1/2), Targets must be able to hear him and understand his language. (-1/2), Does Not Provide Mental Awareness (-1/4) 65 Empower the Faithful: Aid All physical stats 5d6, Area Of Effect (15" Radius; +1), Selective (+1/4), all physical attributes simultaneously (+2); Extra Time (Full Phase, -1/2), Incantations (Complex; Must make an inspiring speech.; -1/2), Others Only (-1/2), Targets must be able to hear him and understand his language. (-1/2), Only on the "Faithful" (-1/4) 19 Gun: Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+1/4); OAF (-1), 12 Charges (-1/4) 10 Pursue the Unredeemable: Running +5" (11" total) 1 35 Sword of Redemption: Multipower, 52-point reserve, all slots OIF (-1/2) 3u 1) Beam of Punishment: Energy Blast 3d6+1, Reduced Endurance (0 END; +1/2), Attack Versus Limited Defense (Power Defense; +1 1/2); OIF (-1/2) 3u 2) Blade: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2) 3u 3) Mercy Strike: Hand-To-Hand Attack +7d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), OIF (-1/2) 3u 4) Shield of Faith: Missile Deflection (Any Ranged Attack); OIF (-1/2) plus +6 with Missile Deflection; OIF (-1/2) 8 Vestiments of the Redeemer: Armor (5 PD/5 ED); Activation Roll 14- (Does not protect locations 4, 6, 17-18.; -1/2), IIF (-1/4) 10 Zealots Will: Mental Defense (15 points total) Powers Cost: 255 Cost Skill 16 +2 with All Combat 9 +3 with Sword of Redemption 3 Breakfall 13- 3 Conversation 16- 3 Deduction 13- 8 Defense Maneuver I-III 3 Interrogation 16- 3 KS: Angels and Demons 13- 3 KS: Religion 13- 3 KS: Supernatural Creatures 13- 7 Oratory 18- 3 PS: Preacher 16- 3 Persuasion 16- 5 Rapid Attack (HTH) 3 Shadowing 13- 3 Stealth 13- 3 Tactics 13- 3 Teamwork 13- 5 WF: Common Melee Weapons, Small Arms, Flamethrowers 4 Weaponsmith (Firearms, Incendiary Weapons, Muscle-Powered HTH) 13- Skills Cost: 93 Cost Perk 15 Follower 30 Followers Perks Cost: 45 Cost Talent 5 Resistance (5 points) Talents Cost: 5 Total Character Cost: 588 Val Disadvantages 20 Enraged: When insulted (Common), go 11-, recover 11- 15 Hunted: Black Paladin 8- (Mo Pow, Harshly Punish) 20 Hunted: FBI 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Relatives of Various "Faithful" 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish) 15 Psychological Limitation: Belives he is in the Right. (Common, Strong) 10 Psychological Limitation: Casual Killer of the unredeemable (Common, Moderate) 20 Psychological Limitation: Religious Zealot (Common, Total) 10 Reputation: Religious Zealot, 11- (Extreme; Known Only To A Small Group) 10 Rivalry: Professional (Father Marty; Rival is As Powerful; Rival is a Player Character; Seek to Harm or Kill Rival; Rival Unaware of Rivalry) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 150 Base Points: 200 Experience Required: 238 Total Experience Available: 238 Experience Unspent: 0
  13. I want the mini to look less obnoxious. And looking at foxbat right next to this post, I think it looks better overall. John
  14. I find foxbat looks better with a yellowish-brown istead of just yellow. A little less obnoxious. If i get the chance I will post a picture of the foxbat mini I just converted and painted.
  15. No archers in San Angelo. John Spencer
  16. Re: Silver Age Sentinels Just use spray primer on the Heroclix, then you can repaint them. Be careful not to get the primer too heavy though, I suggest a light coat then going over it with watered down paint to finish up. Agents are the hard part. You need to find a mini that will work with very little conversion, since you need hordes. Remember to look at all the figures you can, you never know what you will be able to convert. One of my PCs took all GW fig parts and made a Dragonball Z type character, looked good too. John Spencer
  17. I had that problem too. I got the minis 3 months after I ordered them. I usually look at the pictures and get my FLGS to order them for me. John Spencer
  18. Being a new Green Arrow(and Toy Fare) fan, I prefer the "arrow" arrow. Ranged Killing attack: 1 1/2d6(25 active points), OAF(-1) plus +2 penalty skill levels vs range(6 active points), OAF(-1) total active: 31, real cost: 15 points Of course, I usually get Find weakness too. John Spencer
  19. Depends on how much work you wanna do. My PCs and I convert any fig we get our hands on into superheroes. But we do use some stock Superfigs, Heroclix, Warzone. I would suggest going to http://www.newwavegames.com they have a uge minitures section with pictures of most of them. John Spencer
  20. Yep, San Angelo can be used in CU. It just takes some minor tweaks(like is their a VIPER nest, tc). I've been running one(San Angelo in CU) for about a year. John Spencer
  21. Foxbat! He is a great change of pace from the average villians. His "normal" plots are silly and don't involve hurting people. John Spencer
  22. Looks good. It would fly in my campaign. And looks alot like the ones I've made up. RE:75 Arrows. Who cares? It's a superhero game. How does Superman conceal his identity with a pair of glasses. How does that death ray work. It's comic book convention. Though I do like Misterdeaths first explanation. John Spencer
  23. With the power level of your heroes I would say 3 or 4 8-man squads. Your PC's will be KOing one per shot and they only have a 5 DCV. You could get by on 2, but unless you give them some extra heavy weapons, it will be a laffer. My party of 5 got plastered by 2 8-man teams and one team of 5 all with heavy weapons. They are a little less powerful than your heroes, and mine used absolutly no teamwork. If you play the agents really smart(ie dodge when they are getting attacked, hold actions and wait for one hero to be easy to hit, then pound him) I think 2 or 3 standard 8-mans teams could do. But it is a pain for you and the PCs alike. YMMV John Spencer
  24. Thank's for all the responses! I've decided to keep martial arts but limit them as D-Man and others have suggested. I don't believe that every experienced super hero should possibly have martial arts. I do think they have several CSLs of some variety. I just don't see all of them getting the time to learn "actual" martial arts. John Spencer
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