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Oruncrest

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Everything posted by Oruncrest

  1. Re: [Character Concept] Psychokinetic/Jedi Knight [fake Vader voice] So, you wish to discern psychological limitations for a young fool who believes he's a Jedi, eh? For such as he, I believe we should begin with: (Breathes loudly) Delusional: Believes he is a Jedi Knight (Common, Total, 20 points). This is self-explanatory, and should make for some interesting scenes when he is confronted with the propagandic pablum created by George Lucas and his ilk. (Breathes loudly) Believes he is sanctioned by the Jedi Council (Common, Total, 20 points). This helps to 'explain' his presence on your world. 'Yoda told me to come here!' Heh. (Breathes loudly) Follows the Jedi Code (Common, Total, 20 points). If he truly believes himself to be a Jedi Knight (instead of merely playing at being one because they're 'so cool'), then he will try to follow the inane Code of the Jedi, which emphasizes suppressing your emotions instead of unbridling them. It's not that he doesn't understand emotions, it's that he feels that he can't act on them. To his allies, he will often come off as a cold fish. To your media, he will come across as inhuman. (Breathes loudly) Must Protect Earth fro 'The Sith' (Common, Total, 20). This is the other half of his reason for being here. The 'specific mission' given to him by the 'Jedi Council'. And because of all the 'Force Sensitives' present, nothing short of a 'disaster on the Galactic Rim' would make him want to leave (Good luck finding his spaceship, though. ). Your Knight will be slightly paranoid, seeing many (if not all) of the supervillians as sith, and investigating any known 'Schools for Gifted Youngsters' for potential Sith taint, and possibly offering his time as a teacher (even if he doesn't have any useful skills) if he judges the school favorably. And now we get to our final Psychological Limitation... (Breathes loudly) Preachy (Common, Total, 20 points): Even if there aren't any 'Schools for the Gifted' in your campaign, your young 'Jedi' will constantly try to impart/force the Jedi code onto his 'Force Sensitive' teammates. How many times must they hear 'There is no emotion; there is peace.' before they turn to the Dark Side in order to shut him up? Not long, I would imagine. (Breathes loudly) And there you have it, young gamemaster, 5 Psychological Limitations that will give you and your Player a clearer view of what it means to be a Jedi. (Breathes loudly) [/fake Vader voice]
  2. Re: Power Building Challange What about this power: 5D6 Dispel all magical powers (+2), Continuous Damage Shield (+1½), Invisible to Sight (+½), 0 END, Persistent (+1); Always On (-½), Only vs. Incoming Magic, -¼; AP: 90; RP: 51 Notes 1) If it were my campaign, I'd replace Continuous with Constant (+½) so you could have the power continuing without having to restart it but not have the 'damage' repeat, but I don't wanna reflog that horse corpse. 2) The Only vs. Incoming Magic limitation is to prevent the character from grabbing a magician and rendering him useless. 3) As written, this power is most effective in a low-power Fantasy campaign where most spells would be under 10 points. If you're playing in a superhero campaign where the point costs exceed 45 RP, then it would be cheaper to use Bloodstone's magic Immunity.
  3. Re: Deathstroke West could have (and has been shown doing in the past) moved through the line of Slade's explosives because he's moving faster than the shockwave. He could have evaded the sword thrust (as has been able to avoid similar attacks in the past) because to his point of view Slade would have been moving as if wading through a block of amber. My point being that West moves so quickly and reacts so quickly that Slade's preparations for and knowledge of the Flash would have been moot. If you think about it, It actually makes less sense than your writeup describes. lets not forget that Wally was running fast enough to evade the shockwaves of 3 different explosions in less time than it took for the explosions to begin to wind down (look at the panels, the energy bulge from the explosions are exactly the same). Now putting aside the fact that DS was able to place his sword where it needed to be in that miniscule amount of time, the momentum from the Flash running into that sword should've knocked DS into at least one of the explosions. And why's Wally on his knees since he was running at DS in the previous panel? The only explanation I can think of is that Wally deliberately jobbed to DS here. He ran behind DS, stopped, got down on his knees, and impaled himself on the sword. Either that, or the writer didn't have a damn clue. And after Slade's Laser-Pointer-O'-Doom, I find myself leaning heavily for the second rationale.
  4. Re: O.m.a.c. After what we found out in Identity Crisis, can we call it paranoia anymore?
  5. Re: Power that prevents resurrection Hmmm... Healing is an adjustment power. So why not apply a couple of levels of Difficult to Dispel (or better yet, call it Hard to Heal) (+¼ per level) to your attack power? That way, the efforts of a healer healing someone wounded by a Sword of Wounding would be halved (or quartered, or eigthed, ect) for every level of Hard to Heal placed on the attack. Example: Jottun has just been stabbed in the gut during a desperate duel with Tomas the Dark, who's armed with Vlad the Bloodsucking Blade. Despite the grave wound, Jottun defeats Tomas and staggers over to his friends, one of whom is skilled in Healing magic. The first thing Alrion does when he gets to Jottun is to remove Jottun's garments so he can check the severity of the wound (in Game terms, Jottun has lost 3 BODY) and begin a Healing chant (4D6 Simplified Healing) and rolls 17 STUN, 5 BODY. Normally, Alrion's chant would bring Jottun up to his full BODY. However Vlad was built with 4 levels Hard to Heal, so Alrion's roll of 5 BODY is divided by 16 for a result of 0.3125 or 0 BODY healed. It looks like Jottun's gonna have to take some serious R&R time...
  6. Re: Pirates versus Superheroes One Piece is a Manga story in Shonen Jump (and an anime show that's on Saturday mornings on FOX) about a... 'Pirate-in-Training' who ate a piece of the 'Devil's Fruit' and it gave him super powers - Stretching specifically. He's quite inventive and strong, but he can't swim (I guess those stringy muscle become limp spaghetti in the water...). There are other types of Devil's Fruit out there, so who knows what them super-landlubbers might run into...
  7. Re: Please review TYR, God of Justice and War Ah. So he's showing off for the crowd (and putting them in danger thanks to ricocheting bullets) instead of getting the job done? I never saw it that way. Thor should hire you for Play-by Play comentary. One should always treat one-time powers that are never used again with the proper respect. Write them down on a piece of paper, wad 'em up into a nice 'lil ball, and chuck 'em into the circular file. But if you use the 'Matchstick Planet' rules, then you're gonna have to expect scenes like the heavyweight Firelord getting his tuchus kicked by the bantamweight Spider-man, as the entire purpose of the Matchstick Planet rules is to tilt the balance of Artillery vs. Supers in favor of the latter while keeping Damage Classes (and Point totals) low. Which doesn't explain characters like the Mongoose (basically a 90's model Cobra) and Stellaris (a power-armor bruiser). They're just as lame as Cobra and Hyde but without any character whatsoever. I didn't say anything about courage. In ICON, while the 'title' character was offworld and Raquel (Rocket) Erwin was on Maternity leave, Raquel's best friend, Darnice took up the mantle of Rocket. During a battle with some drug dealers, Darnice was shot at. Repeatedly. but she was wearing Rocket's Inertial Winder belt, which kept the bullets from touching her. Just as she was about to lay her hands on the gunsels, one of them pulls out a shotgun and shoots her in the face. The pellets didn't hurt, of course, but the Muzzle Flash blinded her. They might've won (or at the very least, escaped) if she hadn't made a hearing roll... If you don't try, you'll never succeed. No, but you sure can't stop a volcano by surrendering to the inevitable and hoping it doesn't hurt you too badly. You do realize that a focus can be accessible but not universal, don't you? IOW, Thor can be deprived of Mjolnir via disarms (or even knocking him back after he's thrown the hammer) even though nobody else can use it. And without it, Thor loses a lot of his powers - including Flight (Disarm him in midair - Thor goes splat while the hammer floats in the sky ). But what do I know - Half the villians I'd expect him to fight would have an IQ above room temperature...
  8. Re: Is Flying Dodge too good? Running doesn't have a Turn Mode...
  9. Re: Please review TYR, God of Justice and War Sure it does. It means that they didn't want him walking around ignoring everything, like a certain other ubermench at the Distinguished Competition does. I, on the other hand have read Thor stories where Thor dodges and deflects energy blasts and uses his hammer to deflect bullets, and I'd wager that there are more of those scenes than ones where Thor paintbrushes off nukes. And have you seen a writeup of a nuke in the Hero System? Even with my writeup, Thor would need 50/50 resistant defenses to reliably ignore a 1 MT nuke. Use Steve Long's version from the HERO System Almanac 2, and it jumps to 70/70 rdef. How am I supposed to take Mr Hyde (an old Thor foe) seriously if Thor's minimum PD is 50? How do I take Cobra (another Thor foe, not the secret criminal organization) seriously? Cobra doesn't even have superstrength. But they never do that in the stories. When your average goon/thug/agent sees Icon/Thor/Superman/Supreme coming after them, they always pull out their guns and open fire. It never works, but they always do. Come to think of it, Heroic agents and cops always open fire on the hordes of Hell as well. Maybe normal folk in a comic book universe aren't as quick to knuckle under as you'd like to believe... I've only seen it return after being ripped from his grasp once. Every other time he's had to go get it or go without (and suffer the consequences). Also Robots can pick it up without any problems as can other worthy individuals, regardless of sterngth (for instance, Captain America one picked it up with ease whereas Superman (in the JLAvengers crossover) couldn't pick it up unless the fate of two timelnes depended on it. so yes, I'd say it qualifies as a (personal) OAF.
  10. Re: Please review TYR, God of Justice and War Kurt Busiek (former Avengers scribe looked thru 30 years of stories featuring Thor to see if he ever bounced a bullet off his skin and couldn't find anything. Still, some Resistant Defenses would let him use his full pd & ED against the STUN of a KA, so it wouldn't kill him (pun acknowledged) to have a little Damage Resistance. 2 reasons: 1) Damage Reduction has as great an effect on CON as it does your defenses. As Tyr is currently (40 Con, 24PD), an opponent would have to do (roll) 65 STUN with his punch to con-stun Tyr, before defenses. A Tyr with 25 CON and 15 PD would require a punch of 67 STUN before he would be con-stunned (67 STUN - 15 PD = 52/2 = 26 STUN). Leaving tyr with a CON of 40 would make him virtually invulnerable to Stunning (Requires 97 STUN to con-stun him then). 2) I noticed that Tyr's total points came out to 750. A CON of 25 helps keep his Character Sheet ballanced. I wrote Mjolnir up as OAF (with Thor's throwing it as a physical Blast) since he could be disarmed and being without the Hammer too long had such a debilitating effect on him. My understanding of Physical Manifestation (I don't have Fantasy HERO either, tho I hear it's in 5er) is that it's like Vanth Dreadstar's sword or Sailor Moon's Wands. When your character doesn't need it, it doesn't exist, but it can be 'summoned' into existance instantly. From that point on until your character dismisses it (either willingly or thru unconsciousness/Stunning), it has all the properties of an Obvious Focus (I don't know it it's automatically accessible or not, tho I treat it as such). The advantages are obvious: you don't have to have it on you all the time, and you don't have to worry about it being stolen when your not using it. But it has downsides too: You can't summon it if you don't have room to summon it and if you can't use your hands/arms at the time (thru either grabing or entanglement), you can't use whatever you've summoned.
  11. Re: Please review TYR, God of Justice and War Have you thought about using Damage Reduction to simulate Tyr's toughness? Lower Tyr's CON to 25, lower his PD & ED to 15 and remove his Damage Resistance, and give him ½ Physical and Energy Damage Reduction. You'll have a Tyr that respects guns (unlike the bulletproof Tyr you have now), but can hang with a brick of equal power (Tyr'll take only 19 STUN after damage reduction from a 15D6 punch compared to the 29 STUN that he'd take as he is now).
  12. Re: Is Flying Dodge too good? But wouldn't the Flash be making a Passing Strike, or even a Move-Bye? It so, then it doesn't matter how far the Dex 10, Spd 2 Martial Artist runs, because the Dex 150, SPD 16 , probably 75" running Flash will just catch up to him, 'cause he's moving too and he's got more inches of movement.
  13. Re: Is Flying Dodge too good? God is also Omnipresent, so he has infinite Stretching and infinite Teleportation. DFC and Flying Dodge wouldn't save you.
  14. Re: America is Dead.... #3's close. It's Trade Paper backs, where they collect the stories in a storyarc, package them in 1 (or 2) book(s) and sell them as one big story. It's great if you missed it the first time.
  15. Re: Combat!! TRL's idea might have some merit, but I'd suggest a couple of alterations: 1) Make it +3 STUN, +1 BODY for every 2 levels, since you can already do something similar with CSLs. 2) Factor in a 'Break Point' from 2-4 better than the roll before you start increasing damage (I think 3 would be appropriate, but YMMV). For instance, let's use Zl'f & Silhoette again. Zl'f attacks with her Sacrifice Strike and rolls an 11, for a difference of 11. Zl'f would do (16(DEX)+2(Levels)+1(OCV Bonus) = 19-8 = 11+11 = 22-11 = 11-3 = 8/2 = 4×3 = 12+35 =) 47 STUN to Silhouette, whose 33PD lowers that to 14 STUN taken, well under Sil's CON. Painful, but endurable. Sil could ignore it while looking for a car or something to swat Zl'f with. If Zl'f were to sweep her Sac. Strike for 3 hits, she would do (16(DEX)+2(Levels)+1(OCV Bonus)-4 (Sweep Penalty) = 15-8 = 7+11 = 18-11 = 7-3 = 4/2 = 2×3 = 6+35 =) 41 average STUN to Sil, reduced to 8 per strike, or 24 STUN for 3 hits. Zl'f hasn't done much more damage than with a single hit, and now she's 7 DCV if Sil feels like dishing out some payback (and after taking 24 STUN, she probably does)...
  16. Re: Damage Ah, Nukes. I remember the last time I got involved in such an arguement, back when Nato was volunteering some boardspace while HERO Games got these boards set up. The last thing I posted on those boards was an alternate writeup of the 1 megaton nuke Steve Long wrote up for HERO System Almanac II. I don't think anybody noticed and I've let the writeup lay follow... ...Until now. 1Megaton Tactical Nuclead Explosive One last Note; the Shockwave is written up a little... oddly to show damage falling off differently than in a normal explosion. Damage by distance (from the center) is taken in this fashion: Distance Damage Up to 2km 14d6 2km - 3km 13d6 3km - 4km 12d6 4km - 5km 11d6 5km - 7km 9d6 7km - 8km 8d6 8km - 9km 7d6 9km - 11km 6d6 11km - 14km 3d6 14km - 15km 1d6 Have fun. Cost Powers 405 Nuclear Explosion Effects; Trigger: +¼; OAF: -1; Mobility: Bulky, -½; Charge never recovers & destroys Bomb: -2; No Range: -½ (39) Radiation Burst 6d6 RKA; AE (Radius): +1; Megascale (1 Mile): +¼; AVLD (Power Defense): +1½; Affects Desolid: +¼; IPE: Two Sense Groups, +¾; No STUN: -¾; Gradual Effect: Almost Completely, -2; Charges: 1, -½; Continuing Charges: 1 Hour, -5 lev; Charge Never Recovers: -2; No KB: -¼; Only vs living characters: -½ (60) Flash 9d6 Transform (Major, Single Object); Affects Desolid: +½; AE (Radius) +1¾; Megascale (108 km/ 67.5mi): +¼; AVLD (Flash Defense): +1½; All or Nothing: -½; Charges: 1, -1½; Continuing Charges: Extra Phase, -1 lev; Only ¼ as effective in daylight: -1 (81) Fireball: 13d6-1 RKA; Explosion (Extended Area +1"/DC): +¾; Megascale (-1D6 / 2km): +¼; Indirect (Attacks all parts of objects): +¾; Charges: 1, -1½; Continuing Charges: Extra Phase, -1 lev (36) EMP: 6d6 RKA; AE (Radius):+1¼; Megascale (18 Km): +¼; IPE: To All Senses, +1; No KB: -¼; Only affects Electrical Ciruitry: Half, -1; Charges: 1, -2 (81) Shockwave; Indirect (Attacks all parts of objects): +¾; Charges: 1, -1¼; Extra Time (next segment): -½; Requires an Atmosphere: -½; Does 1/25th damage vs. soft, maleable objects: -1 [27] 5d6 Killing Attack (RKA); Explosion (Extended Area +2"/DC): +1; Megascale (km): +¼ [23] 4d6 Killing Attack (RKA); Explosion (Extended Area +3"/DC): +1¼; Megascale (km): +¼ [18] 3d6 Killing Attack (RKA); Explosion (Extended Area +4"/DC): +1½; Megascale (km): +¼ [13] 2d6 Killing Attack (RKA); Explosion (Extended Area +5"/DC): +1¾; Megascale (km): +¼ (85) Pressure Wave 14d6 RKA; Double KB: +¾; AE (Radius): +1; Megascale (21 km): +¼; Charges: 1, -2; Extra Time (next segment): -½; Gradual Effect (1 Turn): -¼; Requires an Atmosphere: -½; (21) Negative Pressure 10d6 EB; AE (Radius) +1½; Megascale (20 km): +¼; Double KB: +¾; Charges: 1, -1¼; Extra Time: 1 turn, -1¼; Gradual Effect (1 Turn): -¼; Requires an Atmosphere: -½; Now, what would this do to a M1 Abrahms tank (from FREd) & its crew (who had the horrible misfortune to be within 1 klick of the explosion)? Assuming average rolls: The radiation would kill the crew. Unfortunately it might take it's time doing that. Let's hope the rest of the blast kills them sooner. The crew lucked out against the Flash. The tank's anti-glare shields protected them. The tank's out of luck against the EMP as it takes just 1 BODY to knock out its electronics. The Fireball slags the poor tank. The front was facing the explosion so it got the benefit of it's 20 DEF. But it still took 25 BODY. The crew forunately got an extra 19 pts of protection from the tank, but still took 10 BODY from the Heat flash (the equivalent of 2nd degree burns) and 84 STUN. At least they won't feel the later effects. The Shockwave comes 1 segment later and turns the slagged tank (it now takes 49 BODY) into free-floating slagged parts. Then the Pressure Wave turns it (and the crew) into free-flying parts. Naturally, the first thing that hits the crew is what's left of the tank (since the tank took all its BODY a segment ago and can't protect them anymore). They're now down to -49 BODY. Bye-bye crew. No one will be able to recognize (what's left of) your remains when you land, 'cause they were turned into bloody smears on the ground when you finally land (and take 17 BODY from the landing). One turn later, the Tank & Crew take another 45 BODY from the Fireball, and then the Negative Pressure fills up the vacuum from the Pressure Wave, and essentially pours dirt on the poor crew's wounds by pulling any loose dirt and ashes over their bloodstains (it also did 12 BODY to them as well and then drags said stains for another 6 BODY, but I feel like such a meanie for pointing this out). When it's all said & done, the tank took 180 BODY. The crew took 129.
  17. Re: A Higher (point) Authority:The Authority conversions Swift doesn't have to beg for an AEKA, she can use her own. I noticed that you didn't give Shen any Personal Immunity to either her Dive Bomb or her Sonic Boom, and since she has to fly throug the areas that she wants to affect (and it's No Range as well), she'll be smeared as much as her victims.
  18. Re: Hero A Day...Sorta... If you need a couterpart to Firewing, what about Scorch form the Mutant File? She's a fire wielder and would probably GIVE Telios a blood sample if he could help her get her Damage Shield under control...
  19. Re: Champions/V&V Conversions Here is a copy of the 'rules' for converting V&V to HERO that I modified for 4th edition. It should give you a start.
  20. Re: Star Blazers/Capt. Harlock setting. Isn't Kodai/ Derick Wildstar related to his era's Capt. Harlock? A brother or something?
  21. Re: Character Post: Cassandra Sugarbaker Designing Women now, are we?
  22. Re: Help Needed with New Character Actually, I've got an idea on the powers you suggested, but, I'd like to know if you had any idea of what she would use for defenses. Does she use her powers as an active defense (Missile Deflection/ Force Field with unique limitqtions)? Does she raise barriers with her Elemental powers (Force Wall)? Does her Elemental Magic alter her body to take extra punishment? Does she just try to stay out of the way of incoming attacks (Combat Luck)? Or does she use more than one of these ideas? Also, what does she use for movement? Her powers? A vehicle? Her own two feet?
  23. Re: Evil Toki's Pantheon Universe Weeeellllll... howzabout this? Paragon Player: Evil Toki Val Char Cost Notes 90 STR 10 34-; 839kt, 18D6 30 DEX 30 15-; OCV:10 DCV:10 35 CON 20 16- 30 BODY 20 15- 15 INT 5 12-; PER Roll: 12- 14 EGO 8 12-; ECV: 5 25 PRE 5 14-; 5d6 PRE Attack 16 COM 3 12- 39 PD 4 39PD, 29rPD 39 ED 4 39ED, 29rED 8 SPD 10 2, 3, 5, 6, 8, 9, 11, 12 32 REC 0 84 END 7 111 STUN 0 6" RUN02" SWIM025" LEAP0Characteristics Cost: 126 Cost Power END 3 Life Support (Longevity: 800 Years) Power of the Paragon 87 1) +70 STR, Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3 35 2) +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); Does No Damage (-1/2) 30 3) +10 DEX (Modifiers affect Base Characteristic) 30 4) +15 CON (Modifiers affect Base Characteristic) 20 5) +10 BODY (Modifiers affect Base Characteristic) 10 6) +10 PRE 10 7) +10 PD 28 8) +28 ED 30 9) +3 SPD 29 10) Damage Resistance (29 PD/29 ED) 23 11) Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 3 6 12) Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Always On (-1/2) 5 13) The Paragon Force: Mental Defense (8 points total) 26 14) The Knowledge of the Paragon: +4 with all non-combat Skills (32 Active Points); Activation Roll 15- (-1/4) 38 EC: The Power of the Paragon, 76-point powers 38 1) Flight 23", x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (76 Active Points) 3 43 2) Energy Blast 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points) 3 38 3) Teleportation 23", No Relative Velocity, Position Shift, x16 Noncombat (76 Active Points) 8 Powers Cost: 529 Cost Skill Police Officer Skills 3 1) Bureaucratics 14- 3 2) Combat Driving 15- 3 3) Criminology 12- 2 4) KS: Criminal Law & Procedure 11- 3 5) Paramedics 12- 2 6) PS: Police Officer 11- 3 7) Streetwise 14- 3 8) WF: Small Arms, Nightstick/Tonfa 3 PS: Writer 14- Skills Cost: 25 Cost Perk 1 Fringe Benefit: Weapon Permit (where appropriate) 6 Contact: Campaign City Police Department (Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (6 Active Points) 11- 3 Fringe Benefit: Membership: Leader of Aegis Perks Cost: 10 Total Character Cost: 690 Val Disadvantages 5 Hunted by Hans Selundgretul: 8- (Less Pow, Harshly Punish) Psychological Limitations 20 1) Fearless: (Common, Total) 10 2) Feels He Must Prove Himself Fit to Wear the Mantle of the Paragon: (Common, Moderate) 10 3) Idealistic: (Common, Moderate) 20 4) Policeman's Code: (Common, Total) 5 Reputation: Old-Fashioned Young Fart Who Should Stop Trying to Earn Cub Scout Badges and Get With the 21st Century: , 8- Social Limitations 15 1) Fishbowl Disadvantage: (Very Frequently, Minor) 15 2) Secret Identity: (Frequently, Major) Disadvantage Points: 100 Base Points: 600 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 ---------------------------------------------------------------- Obviously, some explanations are in order. Most of the Paragon's Disads wrote themselves in thanks to your background & personality synopsyses (sp). The Fishbowl Disadvantage, in case you didn't know, is a case of Popularity taken to a stifling extreme. Everywhere Paragon goes, he can expect a horde of reporters and fans to follow, watching his every move and hanging on his every word, meaning he has to watch himself even more carefully than he normally would (especially since he's a role model for African-American youths). Parasgon's Hunted, Hans Selundgretul (Please come up with a better name for him) is actually an old hunted fron Paragon I's career (because every hero needs a Nazi villian). When Hans' brother, Fritz (the evil geneticist who created the Secret (among other types of) Soldier Serum), died during an encounter with Paragon I (not true! Fritz is still alive and producing quality supervillians) Hans broke off his lifelong vendetta against his old nemisis, the Captain, in order to pursue 'vengeance' against Paragon I. Hans didn't do this out of any family loyalty, in fact, he was very jealous of his brother's skills with genetics, he did it soley to curry favor with Hitler & his entourage by claiming he could make a device that could transfer Paragon's powers into another, more 'worthy', person. Hitler & co. believed him, and gave Hans carte blanche for his little project. Hans never succeeded in his dream of stealing Paragon I's powers but he was able to make devices that could hold or hurt someone who possessed the Paragon Force. No one living has as much knowledge of Paragon's powers than Hans. When Paragon II first appeared, Hans recognized that Marcus was the 'Real Deal' at once. Escaping the Nursing Home where he'd been languishing, Hans once again dipped into the funds he'd stolen from the Third Reich when it began to topple, blew the dust off his secret hidden base somewhere within Paragon I's city, and began anew his quest to steal transfer the Paragon force into a more worthy vessel, namely himself (hey, he's pushing 100, Hans doesn't have that much time left). Hans fits the 'Mad Scientist' niche for Paragon that Lex Luthor used to fill for Superman. While Hans isn't anywhere near an even match for Paragon, it's his intellegence that makes him a threat to Paragon. Any weapon he has will be Armor Piercing, only vs. Paragon. Any Armor he makes will have Damage Reduction, again, only vs. Paragon, and he never makes his attacks personally, he almost always uses intermediaries. If Hans isn't at least 5 miles away from the action, he has some sort of device that will let him escape every time. Paragon's Idealism is very much like the Old-Fashioned psych lim, however, it allows for some 'Gray' while requiring him to try to 'convert' 'Gray' characters over to the side of 'Good'. Paragon doesn't have a Code vs. Killing, but between his Idealism and his Policeman's Code, I didn't think it was necessary. Should Marcus ever lose the Paragon Force, all his Physical characteristics are at the maximum for a normal human being (i.e. STR 20, DEX 20, ect.) Paragon's lifting STR is 125. His punching STR is 90. Don't get it twisted. The Memory imprint of the Paragon Force is represented by the +5 Skill levels. Also, Paragon has some Mental Defense to simulate how a psychic attack would have to go through both Marcus' will and the will of the Paragon Force to have any effect. Admitedly, Marcus is a little light on Skills, but I left 10 pts for you to come up with other stuff you think he should have. Yawn. It's midnight for me so I'm turning in. Tommorow, I'll try to draw a sketch of Paragon for you if my skills haven't deteriorated too much. Laters.
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