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Vestnik

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Posts posted by Vestnik

  1. Re: Nuclear Explosion Man

     

    Life Support is a matter of being able to survive in that sort of environment -- not in a violent environment or' date=' more clearly, not against an attack. If it's an NND against LS: Safe in High Radiation, sure you're fine. This isn't that; this is an [i']attack[/i]. So's a nuke.

     

    Well, poisons (I'm thinking of Immunity) are inherently attacks.

  2. Re: Angel, the worst original character concept ever?

     

    Just for the heck of it I just took 10 minutes off work and wrote up a rough, early X-Men Angel. He comes to 262 points with no Disads worked out yet. I don't have my books with me so some costs may be off, especially for his martal arts. How does this look?

     

    Cost CHA Val

    -------------------------

    5 STR 15

    39 DEX 23

    16 CON 18

    6 BODY 13

    3 INT 13

    0 EGO 10

    8 PRE 18

    3 COM 16

    3 PD 6

    1 ED 5

    17 SPD 5

    0 REC 7

    0 END 36

    0 STUN 30

    --------------------------

    85

     

    Cost Powers

    ------------------------

    17 X-Men Uniform: 10 PD 10 ED Armor (30 Active Points), OIF (-1/2), Activates 15- (-1/4)

     

    37 Wings: 20” Flight, 1/2 END Cost (+1/4), x4 NCM (55 Active Points), Restrainable (-1/2)

     

    25 Wing Buffets: Multipower, 50-Point Powers, All Slots Restrainable (-1/2), Extra Time

    (Full Phase; -1/2)

    u2 1) 5d6 Energy Blast, Double Knockback (+3/4), Reduced END Cost (+1/4) (50 Active

    Points), Restrainable (-1/2), Extra Time (Full Phase; -1/2) (25 Real Cost)

    u1 2) 4d6 HTH Attack, 0 END Cost (+1/2) (30 Active Points), Restrainable (-1/2), Extra

    Time (Full Phase; -1/2), HTH Attack (-1/2) (12 Real Cost)

     

    12 +16 to Range Modifiers for Sight Sense Group

    3 +3 to PER Rolls for Normal Sight

    ------------------------------

    97

     

    Cost Martial Arts

    4 Martial Strike

    4 Defensive Strike

    4 Martial Block

    5 Flying Dodge

    5 Passing Grab

    5 Passing Disarm

    4 Martial Throw

    ----------------------

    31

     

    Cost Talents

    --------------------------

    6 3 PD 3 ED Combat Luck

    2 Lightning Reflexes: +1 to go first with all actions

    ----------------------------

    8

     

    Cost Perks

    -----------------------------

    15 Wealth

    3 Reputation: Ultra-Rich Guy

    --------------------------

    18

     

    Cost Skills

    -----------------------------

    6 +3 with Flight

    3 +1 with Martial Arts

    3 Acrobatics 14-

    3 Breakfall 14-

    2 Persuasion 11-

    2 Seduction 11-

    1 KS: Wealth and Its Ways 8-

    1 KS: Mutant Threats 8-

    2 High Society 11-

    -------------------------------------

    23

     

    262

  3. Re: Enemies for Teen Champions game

     

    Hmmm. I haven't actually read any of these comics since I was in Junior High, but I actually went through the marvel wiki for the first few New Mutants issue and notice that they don't actually fight many villains (http://marvel.wikia.com/wiki/Comics:New_Mutants_Vol_1_1).

     

    Issue/Adversary

     

    1. The Danger Room

    2. Sentinels. OK, these count as villains, but they must have been made of tissue paper.

    3. The entire team vs. a single Brood

    4. Bad parenting

    5. Some bikers plus Silver Samurai, but they don't actually beat him

    6. Silver Samurai and Viper, whom, again, they don't actually beat

    7. Hellfire Club mooks and some guy called Axe

    8. Amazonian tribespeople and Roman soldiers

    9. Each other

    10. Selene. Also not beaten

    11. Roman soldiers and Selene, this time beaten.

    12. Each other

  4. Re: Bestiar(ies) questions

     

    I dunno. It seems to me that being able to tell sea lion crap and walrus crap apart is probably more a matter of skill than anything inherent in the sense of smell. I betcha that an Eskimo hunter can tell the difference, like a trained chef can probably tell the difference between the various puddings (not that I am either an Eskimo hunter or a trained chef).

     

    Smell is actually pretty good at distinguishing things. The human sense of smell sucks because it requires relatively large amounts of a substance or for it to be particularly pungent or close, not because it can't discrimininate.

  5. Re: Bestiar(ies) questions

     

    Indeed, enraged rhinos were often used by Rommel in the African campaign. No, really, it's true. I'm not making this up.

     

    I'm also wondering why the wolf has Nightvision, while the Werewolf has UV and IR, which is inferior from the POV of seeing in the dark (the wolf can see underground, which doesn't make sense now that I think about it).

     

    The lack of Discriminatory on smell actually makes sense from the POV of realism rather than rules, since in the real world even humans have Discriminatory Smell. I can tell the difference between fine home cooking and a pile of poo, thank you very much.

  6. Re: Bestiar(ies) questions

     

     

    BTW: limit the KA with reduced penetration: no rhino's running through tanks.

     

    They can't. Even if it got the 5d6-1 attack I suggested, that's a highly unlikely maximum of 29 BODY, which couldn't seriously damage a tank (though it would put the hurt on an Abrams).

  7. Re: Nuclear Explosion Man

     

    Personally I think radiation is best represented as a Drain that takes place over time. It does more than just BODY and STUN, I think -- it causes weakness, and doesn't kill instantly.

     

    EDIT: As written the Radiation Blast will do no damage, since it doesn't do STUN and isn't bought with Does BODY.

  8. Re: Bestiar(ies) questions

     

    But the point is to bring the charge into something in line with what being hit by a huge hunk of armor-clad muscle should be. As things stand the rhino (and lots of other horned beasties) does exactly the same damage with its horn when it is at rest as when it connects at its full 27" running. This. Is. Silly.

  9. Re: Close Your Nose

     

    This building everything craze must stop. Soon we'll be writing up skin and fingernails.

     

    10 Fingernail Attacks: Multipower, 10-Point Powers

     

    u1 1) Scratch: 1 pip HKA, 0 END Cost (+1/2) (7 Active Points), Extra Time (One Minute [scratching somebody to death takes a long time]; -1), No Knockback (-1/2), No STR Bonus (-1/2) (2 Real Cost)

     

    u1 2) Not the Eyes!: 2d6 Flash to Sight Sense Group (10 Active Points), No Range (-1/2), Requires a DEX Roll (-3/4) (4 Real Cost) Note: this is a favorite maneuver of movie heroines. By scratching an antagonist in the face, they obtain a few precious seconds to get away.

     

    1 Luckily I Have These Fingernails to Protect Me!: 1 PD 1 ED Armor (3 Active Points), Only Protects the Very Tips of the Fingers (-2), (1 Real Cost)

     

    Total Cost of Fingernails Power Set: 13

  10. Re: Super Psychos

     

    Might be fun to make a set of villains each based on a different psychological disorder. Multiple Personality Disorder, Obsessive Complusive, Catatonia, Paranoia, Narcissism, Megalomania...

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