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segerge

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  1. Like
    segerge got a reaction from DShomshak in What villain organizations have you used?   
    PRIMUS (until a nasty budget fight September 2011 resulted in the President shutting them down), VIPER, DEMON (4e in 1980's stories, 5e in 2000-era stories), ARGENT, and UNTIL.
     
    (EDIT: forgot about using GENOCIDE in 1990 in-universe.  After a failed attempt at their master plan in 1996, the organization rebuilt itself into the IHA seen in 5e and 6e)
     
    In a one-shot scenario I played in-universe with some friends 3 years ago, I had updated workups on the Vril Society from The Ultimate Super Mage.
  2. Like
    segerge got a reaction from pbemguy in What villain organizations have you used?   
    PRIMUS (until a nasty budget fight September 2011 resulted in the President shutting them down), VIPER, DEMON (4e in 1980's stories, 5e in 2000-era stories), ARGENT, and UNTIL.
     
    (EDIT: forgot about using GENOCIDE in 1990 in-universe.  After a failed attempt at their master plan in 1996, the organization rebuilt itself into the IHA seen in 5e and 6e)
     
    In a one-shot scenario I played in-universe with some friends 3 years ago, I had updated workups on the Vril Society from The Ultimate Super Mage.
  3. Haha
    segerge reacted to pawsplay in how much body does a planet have?   
    "Does the Earth have the same Damage Reduction as a giant space amoeba?" is the quality discussion I come here for.
  4. Like
    segerge reacted to Christopher R Taylor in Viper pictures?   
    Yeah I did a bunch of colored in images for Viper a while back, if anyone wants the full set I can bundle them up and load here
  5. Like
    segerge reacted to Tjack in Best jobs for Secret IDs?   
    Fiction writer, Composer, Graphic Artist.  Anything where you work from home or at least alone and don’t have to account for your time as long as the work is turned in on schedule.
  6. Like
    segerge got a reaction from DeleteThisAccount in Mutant Cure   
    If you're using 6th Edition, don't forget about the Absolute Effect rule (basic discussion in Volume 1, page 133; a more detailed explanation plus some creative uses of it in Steve Long's "Control Powers" supplement).  This might be helpful in a basic stat-out of a "Mutant Cure" power.
  7. Thanks
    segerge reacted to megaplayboy in Is there a CU analog for DC's Darkseid?   
    Xarriel, perhaps.  In Champions Beyond.  
  8. Like
    segerge reacted to Lord Liaden in Champions Villains - Why is Taipan an Omega villain?   
    FWIW my own invented background for Taipan was that he's the third unspecified offspring of VIPER's serpent-god patron Nama, as described on VIPER: Coils Of The Serpent p. 14 sidebar. His mother is the Duchess Henrietta von Drotte. As a child the future Taipan was given over to the Takara-Shinja to be raised and trained as VIPER's supreme assassin. But the boy had much of his father's pride and mercurial nature, and as he grew older he chafed at serving VIPER. He wanted to use his abilities to enrich himself. As a young man Taipan used some of VIPER's own criminal contacts to help him stage his fake death during a training exercise, and flee to Australia far from VIPER's attention. For several years he lay low while continuing to train, then made his big-splash debut under his new identity.
     
    During Taipan's publicized trial several of the Takara-Shinja recognized him, and the Supreme Serpent wanted to retrieve him immediately, but Nama forbade it. Over the years of Taipan's Hot Sleep confinement Nama sent dreams into his mind, tormenting him over his failure and excoriating him for betraying VIPER and his father, in order to break his will. When Nama judged him sufficiently pliant he allowed VIPER to extract him from House Taipan, and add him to their arsenal.
  9. Thanks
    segerge reacted to Dr. MID-Nite in Champions Villains - Why is Taipan an Omega villain?   
    My take is that Taipan on a personal level is still very powerful. Few villains have 12 SPD and he's almost untouchable if he wants to be. Omega level villains are stated to 'be able to take on entire hero teams" and Taipan is certainly capable of doing that (assuming none of them have mental powers).
  10. Thanks
    segerge reacted to unclevlad in Dealing With Riots   
    To get back to "what powers would help with crowd control" point...
     
    First, ANY use of powers runs the risk of backfire and escalation.  Keep that in mind.  
     
    Best thing would be to use a super who's respected and admired, then probably a presence attack of the "calm down, let's talk about this" variety.  Superman suddenly sweeps in overhead and starts talking?  Yeah, I'd say that would get people to hesitate, and that's the first thing to do to de-escalate.  It's also dramatically appropriate for most heroes, albeit not necessarily in a Dark Champs campaign.
     
    After that...AoE NND makes some sense but absolutely risks a panic reaction from those outside the AoE.  A very low-power Entangle AoE might be a better choice...1 Body, 5 Def is gonna hold all norms pretty much, and it's clear they're not actively hurt.  What else...well, ask yourself what would inhibit a mob, with low injury risk?  As has been pointed out, there's few simple answers.
     
    Would supers want to get involved?  Probably not, as a rule, with the exception of trying the presence attack.  If tear gas, beanbags and rubber bullets are a 3 out of 10, live ammo is a 5, miltary vehicles are 7-8, then supers are 8-10 depending on how powerful they are.  Oh, and with a secondary caveat...some villains could get involved...and heroes might well be watching to see if they do.
  11. Like
    segerge got a reaction from drunkonduty in VIPER Victorious (Campaign Concept)   
    After reading the last two posts, I find myself plotting an alternate timeline for TASK FORCE which diverges from the VIPER-initiated coup in the story "Coup d'Etat."
     
    And I thought the alternate timeline I wrote in "V'Han Returns" was dark... 😮
  12. Like
    segerge reacted to aylwin13 in Character Information for Storn-drawn Characters   
    This is a bit backwards, but the OP said that I should still post it. Instead of this being a commission for a char that I created, this is a char that I created based on this commission that Storn did for someone else. When he posted it to his thread, he said it was for an R.T. I do not know who that is. When I saw the pic I knew that she had to be a char of mine one day. So, she ‘sat’ in a folder on my computer until the day she would come to life.
    That day finally came. It’s somewhat ironic that the game was also based on The Protectors (from To Serve and Protect). I was looking to join a HERO Central game that Hermit was running: New Protectors Rising. The Protectors were running auditions for new members. There were no spots in the game left, but I went ahead and created the char as if I would be in the game. I tied her into the game world and the Protector’s history that Hermit was using.
    Luck for me, winterhawk (another poster here) decided to run a spin-off game based on Hermit’s Protectors game. It was called Protectors: Renegade Edition. Artemis was alive.
    I used this event, from Hermit’s game’s timeline, as the basis for her background.
    February, 1989
    Little Orphan Hostages - A terrorist group takes a local orphanage over and begins to make demands of the city. As the terrorist group is heavily armed AND employing at least two super-powered mercs, the city turns to the Protectors for help. One child, a brave one who decided not to sit on the sidelines when the protectors were seen, ended up getting injured, but no other children were harmed, and the injured child was adopted soon after by person or persons unrevealed.
     
    Caitlyn Rose is the orphan hostage that gets involved. Once the Protectors arrive, she helps younger kids move out of the line of fire and hide. Huntsman dodges gunfire and Caitlyn is hit, taking her sight. HM feels responsible and gets her adopted by a research employee at SavCo and his wife. They are Robert and Jennifer Mathis. He is a high-level engineer/designer on the "Sonic Sight" project that repairs her vision. It is based on Doc Sonic’s research. She continues to train in MA and the bow; when she's old enough and the Protectors start recruiting, she steps up to join.
     
    NOTES: The part of Caitlyn is played by Cobie Smulders. There are slight colors changes to the image to match the Huntsman color scheme. These were done by another poster, Log-Man. Thanks Logan.
     
     
     
     


    Artemis'_origin_vignette.doc Artemis_v1.7.hdc
  13. Haha
    segerge got a reaction from Spence in Gronda   
    Great.  Now I've got that in my head for the rest of the night...
  14. Haha
    segerge reacted to Matt the Bruins in Gronda   
    Are you of the generation whose adolescent tastes might have been influenced by the green Orion slave girl from the Star Trek pilot?
  15. Haha
    segerge got a reaction from Amorkca in Gronda   
    Great.  Now I've got that in my head for the rest of the night...
  16. Haha
    segerge reacted to death tribble in Gronda   
    Well since she beat me down I've been out doin' in my head
    Come too late at night and in the mornin' I just lay in bed
    Well, Gronda you look so fine (look so fine)
    And I know it wouldn't take much time
    For you to help me Gronda
    Help me get her out of my heart
     
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda yeah
    Get her out of my heart
     
    She was gonna steal my wife
    At least that was her plan
    But she let the police come between us
    And it shattered our man

    Well, Gronda you caught my eye (caught my eye)
    And I can give you lotsa reasons why
    You gotta help me Gronda
    Help me get her out of my heart
     
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda yeah
    Get her out of my heart
     
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda yeah
    Get her out of my heart
     
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
    Help me Gronda
    Help, help me Gronda
     
    With apologies to the Beach Boys
  17. Like
    segerge reacted to grandmastergm in Statting out a Cyborg Beholder   
    Colonel Blinky
    Player: Death_Tribble
     
    Val   Char    Cost 25   STR 15 20   DEX 20 18   CON 8 15   BODY 5 18   INT 8 20   EGO 10 25   PRE 15       20   PD 6 20   ED 6 5   SPD 30 10   REC 6 90   END 14 40   STUN 10       0m   RUN -12 0m   SWIM -2 0m   LEAP -2 Characteristics Cost: 201
     
    Cost   Power END 60   Eye Blasts: Multipower, 90-point reserve, all slots Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)    6f   1) Anti Magic Stare: Dispel any magic power one at a time 20d6, Variable Effect (+1/2); Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 6f   2) Inflict Wounds: Killing Attack - Ranged 6d6; Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 5f   3) Flesh to Stone: Severe Transform 6d6 (living things to stone, heals back through restorative magics or another application of this power); Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2), Limited Target living beings only (-1/4)  9 6f   4) Charm Person/Monster: Mind Control 14d6, Telepathic (+1/4); Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 6f   5) Slow: Drain SPD 9d6; Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 6f   6) Sleep: Mental Blast 9d6; Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 6f   7) Disintegrate: Killing Attack - Ranged 2d6, Attack Versus Alternate Defense (Resistant ED defined as a force-field; All Or Nothing; +1), Does BODY (+1); Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 6f   😎 Fear: Drain PRE 9d6; Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 6f   9) Finger of Death: Drain BODY 9d6; Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9 6f   10) Telekinesis: Telekinesis (60 STR); Individual Slots Can Be Disabled With Called Shots (Anti-Magic Stare Is -6 OCV, All Other Slots Are -8 OCV; Slots Are Not Fully Protected By Beholder's Defenses, The Anti-Magic Stare Is DEF 4, BODY 3, All Other Slots Are DEF 6, BODY 1; -1/2)  9        100   Arsenal: Multipower, 150-point reserve, all slots OIF (-1/2)    10f   1) Minigun: Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; +1); OIF (-1/2), 250 Charges (+1)  [250] 4f   2) Hellfire Missiles: Killing Attack - Ranged 4d6, Area Of Effect (16m Radius Explosion; +1/4), Armor Piercing (x2; +1/2); 5 Charges (-3/4), OIF (-1/2), Only Versus Ground Targets (-1/2)  [5] 5f   3) Air-To-Air Stinger Missiles: Killing Attack - Ranged 4d6, Armor Piercing (+1/4), Area Of Effect (16m Radius Explosion; +1/4), No Range Modifier (+1/2); 8 Charges (-1/2), OIF (-1/2), Only Versus Flying Targets (-1/2)  [8] 4f   4) Fire Grenades: Blast 12d6, Area Of Effect (8m Radius; +1/2); 4 Charges (-1), OIF (-1/2)  [4] 4f   5) Smoke Grenade: Darkness to Sight Group 16m radius; 4 Continuing Charges lasting 1 Turn each (-1/2), OIF (-1/2)  [4 cc] 4f   6) Flashbang Grenades: Sight and Hearing Groups Flash 11d6, Area Of Effect (8m Radius; +1/2); 4 Charges (-1), OIF (-1/2)  [4]        6   Communications System: High Range Radio Perception (Radio Group); OIF (-1/2), Affected As Sight and Hearing Groups as well as Radio Group (-1/2)  0 7   Radar Warning Receiver: Detect Detection By Radar 16- (Radio Group); OIF (-1/2)  0 15   Bite: Killing Attack - Hand-To-Hand 1d6 (2 1/2d6 w/STR)  1 36   Chitinous Shell: Resistant Protection (12 PD/12 ED)  0 6   Great Size: Knockback Resistance -6m  0 44   Always Flies: Flight 30m, Position Shift, No Turn Mode (+1/4)  4 10   Multiple Eyestalks: Increased Arc Of Perception (360 Degrees) with Sight Group  0 5   Nightvision: Nightvision  0 5   Heat Vision: Infrared Perception (Sight Group)  0 4   Sharp Eyes: +2 PER with Sight Group  0 6   Sharp Eyes: +4 versus Range Modifier for Sight Group  0 Powers Cost: 394
     
    Cost   Skill 20   +2 with All Attacks  16   +2 with Ranged Combat  12   +4 vs Range Modifiers  8   +4 with Minigun and Missiles; OIF (-1/2)       2   AK: Africa 11-  2   AK: Asia 11-  2   AK: Europe 11-  2   AK: North America 11-  2   KS: South America 11-  3   Bureaucratics 14-  3   Concealment 13-  10   Defensive Attack   3   Demolitions 13-  3   Fast Draw 13-  3   Interrogation 14-  3   KS: Military History 13-  3   KS: The Military/Mercenary/Terrorist World 13-  3   KS: World Military Weaponry & Vehicles 13-  0   Language: German (idiomatic)  3   Language: English (completely fluent)  1   Language: French (basic conversation)  2   Language: Spanish; (fluent conversation)  3   Navigation 13-  3   Oratory 14-  3   Persuasion 14-  3   PS: Soldier 13-  5   Rapid Attack (10 Active Points); Ranged Multiple Attacks Only (-1)  3   Shadowing 13-  3   Stealth 13-  3   Streetwise 14-  3   Systems Operation 13-  3   Tactics 13-  3   Tracking 13-       5   WF: Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons  Skills Cost: 146
     
    Cost   Talent 2   Absolute Range Sense; OIF (-1/2)  Talents Cost: 2
    Total Character Cost: 743
     
    Val   Disadvantages 25   Distinctive Features: Monstrous Beholder; (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)  20   Hunted: Floating Enemy; Infrequently (Mo Pow; NCI; Capture/Kill)  10   Physical Complication: Large (+2 to PER rolls to perceive, +2 OCV to hit); (Infrequently; Slightly Impairing)  20   Psychological Complication: Arrogant and Overconfident; (Very Common; Strong)  20   Psychological Complication: Code of the Mercenary; (Common; Total)  25   Susceptibility: from Flash Attacks vs Sight Group; 1d6 damage per Segment (Common)  Disadvantage Points: 120
    Base Points: 400
    Experience Required: 343
    Total Experience Available: 343
    Experience Unspent: 0
  18. Like
    segerge reacted to Lucius in Ideas for a Bigfoot Cop   
    I'm late to the party, but here's a bigfoot flatfoot:
     
    Officer Clint Sasquatch
     
    Val Char Cost Roll Notes
    25 STR 0 14- Lift 800.0kg; 5d6
    15 DEX 0 12- OCV: 4/DCV: 4
    21 CON 0 13-
    13 INT 3 12- PER Roll 12-
    13 EGO 3 12- ECV: 3 - 3
    20 PRE 5 13- PRE Attack: 4d6
     
    4 OCV 0
    4 DCV 0
    3 OMCV 0
    3 DMCV 0
    4 SPD 0 Phases: 3, 6, 9, 12
     
    15 PD 0 Total: 15 PD (3 rPD)
    16 ED 0 Total: 16 ED (4 rED)
    11 REC 0
    33 END 0
    10 BODY 0
    35 STUN 0 Total Characteristic Cost: 8
     
    Movement: Running: 9m/18m
    Leaping: 4m/8m
    Swimming: 4m/8m
     
    Cost Powers END
    Sasquatch Powers
    18 1) Sasquatch Strong: (Total: 24 Active Cost, 18 Real Cost) +3 PD (3 Active Points); Unified Power (-¼) (Real Cost: 2) plus +3 ED (3 Active Points); Unified Power (-¼) (Real Cost: 2) plus +6 STUN (3 Active Points); Unified Power (-¼) (Real Cost: 2) plus +3 REC (3 Active Points); Unified Power (-¼) (Real Cost: 2) plus +10 STR (10 Active Points); Unified Power (-¼) (Real Cost: 😎 plus +1 with STR Roll (Real Cost: 2) 1
    17 2) Wild Reflexes: (Total: 25 Active Cost, 17 Real Cost) +5 DEX (10 Active Points); Unified Power (-¼) (Real Cost: 😎 plus +1 OCV (5 Active Points); Linked (DEX; -½), Unified Power (-¼) (Real Cost: 3) plus +1 DCV (5 Active Points); Linked (DEX; -½), Unified Power (-¼) (Real Cost: 3) plus Lightning Reflexes (+5 DEX to act first with All Actions) (5 Active Points); Linked (DEX; -½), Unified Power (-¼) (Real Cost: 3) 0
    27 3) Sasquatch Tough: (Total: 49 Active Cost, 27 Real Cost) +11 CON (11 Active Points); Limited Power Not vs Stunning (-2), Unified Power (-¼) (Real Cost: 3) plus +4 PD (4 Active Points); Linked (CON; -½), Unified Power (-¼) (Real Cost: 2) plus +4 ED (4 Active Points); Linked (CON; -½), Unified Power (-¼) (Real Cost: 2) plus +4 REC (4 Active Points); Linked (CON; -½), Unified Power (-¼) (Real Cost: 2) plus +9 STUN (5 Active Points); Linked (CON; -½), Unified Power (-¼) (Real Cost: 2) plus +13 END (3 Active Points); Linked (CON; -½), Unified Power (-¼) (Real Cost: 1) plus Cannot Be Stunned, Inherent (+¼) (19 Active Points); Linked (CON; -¼) (Real Cost: 15) 0
    9 4) BIG foot: (Total: 18 Active Cost, 9 Real Cost) Density Increase (200 kg mass, +5 STR, +1 PD/ED, -2m KB), Persistent (+¼), Reduced Endurance (0 END; +½) (7 Active Points); Always On (-½), Perceivable (-½), Unified Power (-¼) (Real Cost: 3) plus +5 PRE (5 Active Points); Linked (Density Increase; -½), Unified Power (-¼) (Real Cost: 3) plus +2/+2d6 Striking Appearance (vs. all characters) (6 Active Points); Linked (Density Increase; -½), Unified Power (-¼) (Real Cost: 3) 0
    9 5) Sasquatch Hide: (Total: 16 Active Cost, 9 Real Cost) Resistant Protection (3 PD/4 ED); Perceivable (-½), Unified Power (-¼) (Real Cost: 7) plus +2 PD (2 Active Points); Linked (Resistant Protection; -½), Unified Power (-¼) (Real Cost: 1) plus +2 ED (2 Active Points); Linked (Resistant Protection; -½), Unified Power (-¼) (Real Cost: 1) 0
    5 6) Sasquatch Senses: (Total: 5 Active Cost, 5 Real Cost) Nightvision (Real Cost: 5) 0
    Police Powers
    1 1) I Carry a Badge: (Total: 2 Active Cost, 1 Real Cost) +1/+1d6 Striking Appearance (vs. [a specific group of characters](criminals being arrested)) (2 Active Points); OIF (-½) (Real Cost: 1) 0
    7 2) Service pisrol: (Total: 20 Active Cost, 7 Real Cost) Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 4 clips of 6 Charges (Increased Reloading Time: 2 Full Phases; -½), Beam (-¼) (Real Cost: 7) [6]
    3 3) baton: (Total: 7 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1d6+1 (7 Active Points); OAF (-1), Hand-To-Hand Attack (-¼) (Real Cost: 3) 1
    11 4) Cuffs: (Total: 69 Active Cost, 11 Real Cost) Entangle 3d6, 8 PD/8 ED (standard effect: 3 BODY, 8 PD/8 ED), Takes No Damage From Attacks Limited Group (+¼) (69 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only/Feet Only) (-1), No Range (-½), Conditional Power Must follow Grab or target must be willing (-½) (Real Cost: 11) [1 rc]
    10 5) Powered by coffee and donuts. And beef jerky.: (Total: 20 Active Cost, 10 Real Cost) +2 SPD (20 Active Points); Costs Endurance (-½), Conditional Power Must have consumed coffee and donuts that day. (-¼), 1 Recoverable Continuing Charge lasting 5 Minutes (-¼) (Real Cost: 10) 2
    Police Training
    Maneuver OCV DCV Notes
    3 Basic Strike +1 +0 7d6 Strike
    4 Choke Hold -2 +0 Grab One Limb; 2d6 NND
    5 Defensive Block +1 +3 Block, Abort
    4 Bear Hug +0 +0 9d6 Crush, Must Follow Grab
    3 Legsweep +2 -1 6d6 Strike, Target Falls
    4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm
    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
    3 Martial Grab -1 -1 Grab Two Limbs, 35 STR for holding on
    4 Reversal -1 -2 40 STR to Escape; Grab Two Limbs
    5 Takeaway +0 +0 Grab Weapon, 35 STR to take weapon away
    1 Weapon Element: Clubs, Default Element: Unarmed
     
    Skills
    0 Sasquatch Skills
    11 1) Hide and Seek World Champion!: Concealment 16-
    5 2) Surpisingly quiet for such a large creature: Stealth 13-
    3 3) Survival 12-
    3 4) Climbing 12-
    0 Police Skills
    3 1) "A lot of police work is just talking to people.": Conversation 13-
    2 2) Combat Driving 10-
    3 3) Streetwise 13-
    1 4) Interrogation 8-
    2 5) WF: Small Arms
    2 6) Paramedics 10-
     
    Total Powers & Skill Cost: 192
    Total Cost: 200
     
    200+ Matching Complications
    150 Base Points
    15 Distinctive Features: Bigfoot! (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Social Complication: Subject to orders (member of police force) Frequently, Major
    10 Psychological Complication: Loyal to the ideals of police work - "to serve and protect" (Common; Moderate)
    10 Enraged: Pestered about the location of his tribe or of other sasquatch (Common), go 8-, recover 14-
     
    Total Complications Points: 200
     
     
    Lucius Alexander
     
    and here's a palindromedary tagline
  19. Like
    segerge got a reaction from Spence in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    Been here a while; lurk more than I post.
     
    How did you come up with your 'handle' (forum name)?
    Last name + first initial + middle initial.
     
    What was the first tabletop RPG you played?
    Original D&D
     
    What was the first tabletop RPG you GMed?
    Traveller
     
    What are you currently playing/GMing?
    Champions, especially when I have to game battles that I write for TASK FORCE stories.
     
    When did you start to play Hero?
    May 1982, between the end of my sophomore year at college and reporting to USAF field training.
    I
  20. Haha
    segerge reacted to steriaca in Pandemics in a Superhuman World   
    I work in a supermarket.  One of the threats the Coronavirus is having is the search for toilet paper (along with other valuable things we normally take for granted). Imagine if Foxbat got a hold of the area's toilet paper supply at such a time?
     
    ...and just as likely not even know that the Coronavirus is happening. He doesn't normally watch the news. Besides, the Statue of Liberty needs to be mummified...
  21. Like
    segerge reacted to DShomshak in Pandemics in a Superhuman World   
    EDIT FOR DOUBLE-POST:
     
    Perhaps the more interesting story arc comes after the heroes foil VIPER's attempt at bio-terrorism. Plague evokes visceral horror and disgust unlike, say, threatening to blow things up. In the aftermath, world governments might come together for Operation: Snake Hunt (AKA the Saint Patrick Sanction) -- to destroy VIPER once and for all. The public demands no less. Heroes are pressed to join the campaign, even if it's not their regular "beat." Even some supervillains might join -- they're scared and disgusted, too. No more protection from rogue regimes; no more plea deals to captured agents; no limits. Things will get ugly, on both sides. Heroes may face tough choices about how far they'll go.
     
    Dean Shopmshak
  22. Like
    segerge reacted to unclevlad in Passports, Drivers Licenses, and other Credentials under Fringe Benefits   
    Computer Programming...my take is, remember that these rules are somewhat dated.  Basic computer operation is definitely an Everyman skill if your setting is anything close to recent, and assuming your world setup is roughly equivalent to today in its mundane aspects.  Personally, I'd go further, and say you can build simple spreadsheets by yourself.  
     
    My take, more broadly, is that the player should only have to spend points for skills that will aid in combat, or in solving challenges.  Conversation can be used to extract information without the target realizing it...at least initially.  So that can be used in a challenge, instead of, say, doing a B&E to hunt for clues.  If you don't take it...that doesn't mean you're painfully shy and can't talk to anyone.  In a Supers campaign, it means some skills are fundamentally never worth buying...Animal Handler, Riding, and probably Trading and Transport Familiarity.  Some others become really borderline...Inventor and Weaponsmith.  The gear has its own cost, these skills are simply justification for saying "I can do this myself."  I say borderline, because these two *could* be construed as affecting the build time, and that would loosely be a challenge aspect...failure would have some consequences.
     
    The perks follow the same notion.  Does a CDL matter?  Unless it's a core, deep part of the cover story...the group runs around in a big ol' semi together...I can't see why.  Same with license, passport, or black belt.  I *do* consider buying Passport, but for a specific reason:   dual citizenship.  And...overall?  In a superhero campaign, VERY few of them are really meaningful.  Security Clearance can mean simpler access to information.  License to Kill and Diplomatic Immunity can be protection from reprisal.  Possibly police powers...but that's commonly part of the campaign background.  If the characters are heroes, they have to have the right to detain.  But remember, Hero tries to be adaptable to ANY genre, and the fringe bennies are particularly weighted with genre-specific stuff.
     
    I particularly like Ron Edwards' take in Champions Now.  From page 57 of the PDF (and yes I know most of you don't have it):

     
     
    There's even a very good reason for this, IMO.  Let the player think of the things he wants to do, and he'll have a better character.  If he's got to sweat points, his focus tends to be on the points.  Even if you think of them as freebies, they're more like payment for building up a backstory/well-rounded character, rather than a 2-dimensional set of numbers.
  23. Haha
    segerge reacted to massey in How to build an 'Umbrella' spell to keep rain/snow etc. off of character?   
    10D6 RKA, Area Effect.  Kill that rain dead.
  24. Thanks
    segerge reacted to Tech in Tell me about that one time your team defeated Dr. Destroyer/Mechanon/Takofanes/Etc.   
    I'll mention a more recent Dr. Destroyer battle. He put into motion a genius plan:
     
    At the public base of our premier superteam, he showed up, having robots attack the base. Of course the heroes came out and started attacking the robots and defending the base. Oddly, Destroyer wasn't attacking very steadfastly but was more defensive. One turn later, more robots show up attacking everyone, including Destroyer's robots. Destroyer's robots were wiped out and he backed off a little: Mechanon showed up and started attacking everyone. Dr. Destroyer took opportunistic shots at everyone but eventually left. Mechanon left as well eventually but not before activating an enormously powerful attack, damaging almost the entire front of the base.
     
    What was the plan? Dr. Destroyer had lured Mechanon to the heroes base and knew Mechanon would attack them. If Mechanon was destroyed, he would have a victory; if the heroes were wiped out, it'd be a different victory. As it is, the heroes base was damaged and he got away - still something of a victory for him. Often, it's not how powerful a villain is that wins, it's how he uses it that matters. For him, it's his brilliance and planning.
  25. Thanks
    segerge got a reaction from Tywyll in Tell me about that one time your team defeated Dr. Destroyer/Mechanon/Takofanes/Etc.   
    I had given a lot of thought for years on how Dr. Destroyer would be finally defeated when I originally plotted out the TASK FORCE timeline.  Rather than attempt to summarize the story "Leap Day" it would be better to link to the information article on the equipment and tactics which went into the final climax of that story.  Though it was written when the characters were in 6th Edition, it pretty much works the same way in 5th Edition as well.
     
    Takofanes was temporarily driven out of our plane of existence west of Danville, IN in 1987 ("Heart of Darkness") between the actions of an old AT&T microwave relay tower hot-wired by Starforce into a giant anti-zombie maser, the US Army, and superhumans from across America.
     
    Mechanon... the battle with him that I enjoyed writing the most was in the story "Mechanon, Inc." He got defeated by our heroes when he made the mistake of rebuilding himself on the fly into a Humongous Mecha form.  All I will say about how it ended is that the Square/Cube law can be such a bitch, sometimes.
     
    If that isn't enough, the final battle of "The Island of Shadow Destroyer" featured our heroes, Shadow Destroyer, Mechanon, AND Takofanes in a four-way Mexican Standoff, finally resolved when TASK FORCE succeeded in sabotaging the reconstructed Mandragalore.
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