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Oruncrest

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Posts 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: Spiderman Vs. Firelord

     

    I haven't looked in a long time' date=' but I seem to remember Hulk having amazing resistant, doing monsterous damage, and 190 health. Thor had excellent resistance, did shift x dmage, and 320 health. Hulk was KO'd in 2 hits with mjolnir or 4 with strength, Thor was KO'd in 6. :)[/quote']

    Actually, It's more the other way around. Thor in the old Marvel Superheroes game (not SAGA) had Unearthly (100) Strength, 320 Health, and Excellent (20) resistance to physical attacks. Hulk had Unearthly (100) Strength, 215 Health, and Monstrous (75) resistance to physical attacks. So when Thor hit Hulk, Hulk would lose 25 pts from Health, but if Hulk hit Thor, Thor would lose 80pts of Health (Mjolnir didn't add anything if Thor used it to hit someone, I know, I checked). In a straight-up slugfest, Thor would fall in 4 turns while it would take 9 turns to drop the Hulk.

  3. 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.

  4. 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.

  5. Re: O.m.a.c.

     

    I believe OMAC stand for One Man Army Corps. It's a killer robot designed to take out metas using intel gathered by Batman and his super spy satelite, Brother Eye. The intel was stolen from Batman and is being used by Maxwell Lord and an organization named Checkmate.

     

    Looks like the Bat's paranoia is going to split the DCU in half...

     

    After what we found out in Identity Crisis, can we call it paranoia anymore?

  6. 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... :sick:

  7. 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...

  8. Re: Please review TYR, God of Justice and War

     

    Fine' date=' That Other Guy had been already around when they started Thor, so they wished for another original cool "I laugh off bullets" signature move, hence Mjolnir Deflection. That has nothing to do with the fact that the same character, having been consistenty shown soaking/withstanding without serious damage physical blows or energy blasts that would level skyscrapers CANNOT ever be really threatened by handguns EVER. [/quote']

     

    Most of those attacks are blunt trauma (punches) or have their damage spread over a good part of Thor's body (like your typical Energy blast), and the effects that they cause can be very different from an attack that delivers a lot of kinetic energy to a very small area (your typical bullet). I see no problem with a character who once wielded a sword in battle against creatures that had a similar physiology (even though I hated the story) believing that bullets might pose a danger to his health.

     

     

    Differently from That Other Guy, Thor is a professional warrior that gives outmost consideration to his (self) image as such. Hence, he generally tries his best to show he's the better fighter by preventing/neutralizing attacks before they reach him. Nonetheless, when those blows/blasts connect, it takes stuff of comparable force to a mjolnir's throw, to make it felt.

     

    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. :winkgrin:

     

     

    I freely concede that "unharmed by nuclear blast" is at the very high end of the playable superhuman power scale, and may not always be the best threshold for gearing a cosmic-level super character, though the cosmic battleworthy big-guns in comics (like Thor, Superman, Silver Surfer, and respective clones) are at that level, and are plainly PC stuff, not NPC like the level above (Odin/Galactus). I just used the (extreme) example to show how much ridiculous is the idea that bullets might ever harm Thor, since he has survived nukes.

     

    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.

     

    A better general guideline for cosmic battleworthy characters may be "no one may threaten it except another super of comparable power", which is mundane terms roughly equates to (maybe) mini-nukes or fuel-air bombs. The "nothing may stop a super except another super" is an essential element of the cosmic subgenre. However, this may indeed cause some problems in setting up Defenses so that cosmic heroes may still be threatened by other supers (of comparable power: no crap like Spiderman vs. Firelord) while laughing off mundane weapons short of nukes and the Death Star. I think the by far best method, in Hero terms, if one wishes to lessen the divide a bit, may be to use the rules suggested in Galactic Champions and Ultimate Brick and DH #19:

     

    All Attacks from mundane weapons and sources have Reduced Penetration vs. superhumans

     

    All mundane objects have 2xBody Vulnerability (or a Susceptibility) to superpowers

     

    Mundane Killing Attacks (like firearms and knives) always take the Standard Effect on the Stun Multiplier.

     

    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.

     

     

    As regards the early Thor enemies, with all the infinite reverence for the King, in those very ealry stories, authors were still feeling around to establish the power level of the stories, which fluctuated wildly with no consistence. In the decades follwing, those goofy enemies like Cobra and Mr. Hyde have been all but completely cast aside, and Thor has very consistently faced enemies of a cosmic/mystic stature comparable to his one.

     

    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.

     

     

    maybe I worded my example uncorrectly. Powerlessness in the sense as nothing ordinary firearm-toting goons or cops could do might ever harm cosmic guys. They are just around for the sheer escapist empowerment scene where the Title Guy laughs off stuff that would be lethal to the reader and proceeds to swat away the upstrart extra cannon-fodder like bugs.

     

    That said, as a side comment, the compulsion of average goon/thug/agent to pull gun and open fire on supers (or even more ludicrously, trying to arrest them for cops) that have been around for years and by all means are world-wide known for being invulnerable to that kind of stuff is completely pathetic/idiotic and has nothing to do with courage. It only justifies with the necessity of the author to do the vicarious empowerment "puny humans" scene to reinforce a mood.

     

    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.

     

     

    You dont' attempt to stop a volcan by shooting him and reading it its rights.

     

    No, but you sure can't stop a volcano by surrendering to the inevitable and hoping it doesn't hurt you too badly.

     

     

    That depends from the details of the Odin enchantments. And yet, "worthy" individuals have been so few down the years (AFAIK, Cap, Beta Ray Bill, and Thor's own son) that's a "once in ten years" occurence. A bit too little to warrant the extra -1/4 for OAF.

     

    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 :D). But what do I know - Half the villians I'd expect him to fight would have an IQ above room temperature...

  9. Re: Is Flying Dodge too good?

     

    Fred the Fat 50 Year Old can DfC or Flying Dodge one hex to the East or West while the Flash Does a Passing Strike or Move By from North to South. The Flash would charge straight by. Middle-aged security guards rule in Hero System. ;)

     

    Running doesn't have a Turn Mode...

  10. Re: Please review TYR, God of Justice and War

     

    The fact that Thor authors never felt in style to have him bounce bullets off means nothing.

     

    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.

     

     

    The Asgardian has survived ground-zero nuclear blasts he was unaware of with minor cuts and destroyed clothes. How more bulletproof than that??

     

    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.

     

     

    On a more general note, it just feels quite wrong for cosmic-level battle-worthy superhumans (bricks, energy projectors) to have any concern for guns and knives at all. The normal goon/thug/cop/soldier should look at thier arrival with the same feel of powerlessness as the ground gaping and all the hordes of hell coming to seize them.

     

    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...

     

     

    As regards Mjolnir in Hero terms... oh my. It certainly isn't an OAF, since it's almost impossible to wrest it from Thor in combat. One would need enough superhuman strength and combat skill to wrest it from Thor, one of the most strong and best warriors ever in his multiverse, and enough godlike mystic/cosmic power to overcome Odin's enchantements to return into Thor's hand and not being lifted by unworthy beings. It has happened, but so rarely that it surely isn't worth a Limitation.

     

    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.

  11. Re: Please review TYR, God of Justice and War

     

    The damage reduction idea is interesting. Hmm... if Thor considered bulletproof? I've heard of, but not seen, him taking a heavy caliber bullet to the skull at close range and be ok. Still, he tends to block more with hit hammer so he might have to think twice about getting hit by a 50 caliber unlike someone like Wonderman or the Thing. Then again, he just wades right into combat of all sorts. In the end, I'd probably give him some minimal damage resistance though.

     

    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.

     

     

    Why reduce his Con to 25 though? Most bricks of his level are 30-40 and I'd make him towards the higher end to show just how TOUGH he is. He might not ignore damage like a Colossus or Wonderman but he can keep coming and coming like the Energizer bunny.

     

    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.

     

     

    As for his weapons, how would you define Thor's hammer? OAF? OIF? Restrainable?

     

    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.

  12. 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).

  13. Re: Is Flying Dodge too good?

     

    The flash: power Superspeed at lightspeed level

     

    Human MA with dex 10 spt 2, dives for cover. The Flash fails to hit him with his OCV 50 attack, he acted first, won iniative if used, still missed.

     

    in fact its worse the flash cant hit him at all this phase, no matter what. No amount of superspeed can beat dive for cover. Next phase is a different story i admit.

     

    This seems obviously wrong, though probabilly not to hard core Herophiles "its the rules". sad but true

     

    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 :shock:, probably 75" running Flash will just catch up to him, 'cause he's moving too and he's got more inches of movement.

  14. Re: Is Flying Dodge too good?

     

    The anser, if its to good or not is to push it to the limits.

     

    Your in HTH combat with God

     

    He has infinite spd, dex, str and everthing else

     

    Flying dodge allows you to avoid being hit by him.

     

    I feel this ansers the question

     

    God is also Omnipresent, so he has infinite Stretching and infinite Teleportation.

     

    DFC and Flying Dodge wouldn't save you.

  15. Re: America is Dead....

     

    TPBs?

     

    Tiny Purple Bottoms?

    Translucent Photo Books?

    Tradeable PaperBacks?

    Toilet Paper Bios?

     

    Please elaborate, I'm unfamiliar with this abbreviation.

    #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.

  16. 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)...

  17. 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. :winkgrin:

     

    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. :D

     

    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.

  18. Re: A Higher (point) Authority:The Authority conversions

     

    Swift in particular is begging for some sort of Area of Effect Killing attack. .

     

    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. :doi:

  19. Re: Brick in a Forcewall

     

    IIRC' date=' that's not true. I think..[/quote']

     

    True, but you'll get +1½D6 to add to your STR. And if you break thru the forcewall, you can elect to just keep going. If you stated your move thru facing Mr. Force, and you have an unobstructed path to him (assuming you broke out), you might be able to do a move thru on Mr. Force (at -2OCV of course).

  20. 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...

  21. Re: Star Blazers/Capt. Harlock setting.

     

    Yes' date=' but Matsumoto had to be very strongly dissauded from including Harlock in [i']Space Batttleship Yamato[/i] because he is truly enamored of the character.

     

    Isn't Kodai/ Derick Wildstar related to his era's Capt. Harlock? A brother or something?

  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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