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Vestnik

HERO Member
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Everything posted by Vestnik

  1. Re: [Character] Vibro-Man The turn is the amount of time it takes Vibro-Man's power to take effect. From then on, it lasts until the target makes a breakout roll.
  2. Re: What were: the best Marvel titles of the 80's? The New Mutants gave me false hope during my Junior High days. I kept waiting for my mutant power to manifest, to no avail.
  3. Re: What were: the best Marvel titles of the 80's? New Mutants baby! Go New Mutants!
  4. Re: [Character] Vibro-Man The beauty of Hero is that you can design the same power in so many different ways...
  5. Re: [Character] Vibro-Man The Unstoppable Power of Vibro-Man: 14d6 Mind Control, 0 END (+1/2) (105 Active Points), One Emotion (Intense Feeling of Satisfaction; -1), Only vs. Women (-1), No Range (-1/2), Requires a DEX Roll (-1/2), Gestures (Throughout Use of Power; -1/2), Extra Time (One Turn; -1 1/4), No Mental Awareness (-1/4) (Total Real Cost: 16 Points) Only 2 points as an Ultra slot! Awesome.
  6. Re: [Character] Vibro-Man Poor, poor Vibro-Man.
  7. Re: [Character] Vibro-Man I suggest changing his name to something like "Tremor" (the first example that comes to mind involving vibration that doesn't sound like the name of some XXX movie). Maybe you'll get some ideas looking through the Wiki entry on Vibration: http://en.wikipedia.org/wiki/Vibration (Hmmm... Phase Shift?)
  8. Re: Working Up The Spell Create Food & Water This is some seriously deep metaphysics, man.
  9. Re: Working Up The Spell Create Food & Water Ok. So: Summon One 100-Point Pig and One 150-Point Cow, plus Transform (Pig and Cow to sandwich), OAF (butcher's equipment and bread of opportunity). This is getting expensive.
  10. Re: Working Up The Spell Create Food & Water
  11. Re: Character dilemma (Armor-clad character) Couldn't the spine be interfered with a la cybernetics, hence Restrainable?
  12. Re: Rock Band with a Traveller oriented album They actually have a song called "High Passage/Low Passage." Wow. What's next? "I died in the character generation process/I died in the character generation process/High Guard no more!/High Guard no more!" *guitar solo*
  13. Re: The intersection between Dark Champions and Champions. I;m a fan of low-powered supers of about the 1970s X-men level (I think all but Storm count as low-powered) and I find I just can't build characters on 250 points. Not because I can't make them powerful enough, but because I like to have them able to do lots of little things, be versatile, and have lots of background flavor skills, all the stuff they should logically have and make them well-rounded. I mean, a Special Forces package is like 50 points, a lot of it on things like "KS: Military Ranks."
  14. Re: Flight Time From Edge Of System...The Speed Of Plot ? Won't it depend where the planets are in their respective orbits?
  15. Re: Powers of Undeath Here's my preliminary write-up of Unnamed Emissary of the Dead Guy, without any disadvantages yet. What do you all think? I've got 14 points to spend -- perhaps more skills? Bring up his defenses? A perk: "emissary of the dead"? I know the EC is not book-legal since the powers don't cost END, but I hate that rule so I'm ignoring it. The OAF is a staff he carries around that is a sign of his diplomatic status and also connects him more closely to the Deathworld, making it easier to use his powers. Cost CHA Val --------------------------------------------------------------------- 0 STR 10 24 DEX 18 26 CON 23 20 BODY 20 8 INT 18 14 EGO 17 10 PRE 20 0 COM 10 16 PD 18 11 ED 18 12 SPD 4 0 REC 7 0 END 46 0 STUN 37 ----------------------------------------------------------------- 141 Cost Powers ------------------------------------------------------------------- 8 Between Life and Death: Elemental Control, 15-Point Powers 7 1) 25% Physical Resistant Damage Reduction (15 Active Points) 7 2) 25% Energy Resistant Damage Reduction (15 Active Points) 41 3) Life Support: Full plus Longevity: Immortal (49 Active Points) 11 4) 1 BODY Regeneration, Can Heal Limbs, Resurrection (Resurrection Can Be Prevented By Destroying Character in Necromundus), 0 END Cost (+1/2), Persistent (+1/2) (70 Active Points), Self Only (-1/2), Extra Time (One Day; -4) 10 10 PD 10 ED Damage Resistance 5 5 Power Defense 3 3 Mental Defense (6 Total) 40 Powers of the Deathworld: Mutipower, 60-Point Powers, All Slots Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2) u3 1) Dislocate Soul: 6d6 Energy Blast, No Normal Defense (Defense is Longevity: Immortal) (60 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2), Only vs. Ensouled Beings (-1/2) (30 Real Cost) Note: Temporarily Detaches Soul from Body u3 2) Tear Away Soul: 6d6 BODY Drain (60 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2), Only vs. Ensouled Beings (-1/2) (30 Active Points) Note: Permanently Detaches Soul from Body u3 3) Drain Life Energy: 3d6 STR, BODY, END or STUN Drain, One Characteristic at a Time (+1/4), Ranged (+1/2) (52 Active Points) Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2), Only vs. Ensouled Beings (-1/2) (26 Real Cost) u2 4) It Is Your Final Destination, But This Time You Get a Reprieve: 5d6 BODY Succor, Area Effect (3" Radius Selective; +1 1/4) (56 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2), Only to 0 BODY (-1) (24 Real Cost) u4 5) Deathbolt: 4d6 RKA (60 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2) (40 Active Points) Note: He Needs Something that Can Affect Inanimate Objects, Dammit! u1 6) Travel the Pathways of the Dead I: Extra-Dimensional Movement (Any Location in the World of the Living to Corresponding Location in the World of the Dead) x4 Normal Weight (30 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2), Extra Time (One Turn; -1 1/4) (11 Real Cost) u4 7) Travel the Pathways of the Dead II: 15" Teleport, Position Shift, No Relative Velocity, Safe Blind Teleport (56 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2) (37 Real Cost) u1 8) Speak with the Dead: Clairsentience for Sight, Hearing, and Touch Sense Groups, Retrocognition (60 Active Points), Retrocognition Only (-1/2), Only Things a Now- Deceased Human Could Have Witnessed (-1/2), Requires a Persuasion Roll (-1/2), Extra Time (One Minute; -1 1/2), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2) (13 Real Cost) u4 9) The Fear of Death: 3d6 PRE and EGO Drain, Two Characteristics Simultaneously (+1/2), Ranged (+1/2) (60 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2) (40 Real Cost) u2 10) Summon Wraith: Summon One 200-Point Wraith, Amicable (Loyal) (60 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2), Extra Time (One Turn; -1 1/4) (22 Real Cost) u1 11) Summon Zombie: Summon One 150-Point Zombie, Amicable (Fanatic; +1), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2), Extra Time (One Turn; -1 1/4), Must Be a Corpse Available (-1 1/2) (15 Real Cost) u1 12) Wraithwalk I: Invisibility to Sight Sense Group (20 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2) (13 Real Cost) u3 13) Wraithwalk II: Desolidification (Affected by Magic) (40 Active Points), Variable Limitations (-1 worth of Variable Limitations, usually OAF; -1/2) (27 Real Cost) -------------------------------------------------------------------------------------------------- 164 Cost Talents --------------------------------------------- 3 Simulate Death Cost Skills ---------------------------------------------- 6 +2 with Powers of the Deathworld 2 Bribery 11- (Note: Necromunda Is Highly Corrupt) 2 Bureaucracy 11- (Note: See Above) 3 Conversation 13- 2 High Society 13- (Necromundan Society Only; -1/2) 2 KS: The Ways of the Dead 11- 2 KS: Necromundan Politics and High Society 11- 3 LNG: English, fluent with accent (Note: The "native" tongue of the dead is a cacophany of shrieks, babbling, grunts, and howls) 3 Oratory 13- 3 Persuasion 13- ------------------------------------------------------------- 28 Total Cost: 336
  16. Re: warhammer 40k Star hero
  17. Re: Powers of Undeath Since I'm not in a campaign right now -- he's kind of universe-neutral. If he wound up in the CU, why not? I had the idea of him being sent to the world of the living because of some kind of impending upset between the balance between life and death -- as might be caused by some kind of impending catastrophe of cosmic proportions that would flood the land of the dead with too many souls for it to take.
  18. Re: warhammer 40k Star hero But the WAAAAGH!!! field is usable by all the orcs in the Waaaaagh!, no? It keeps their guns from breaking down, makes da red ones go fasta, etc. (I've never played the game, but I'm a fan of the setting and fluff.)
  19. Re: warhammer 40k Star hero Does the ritual require a conscious act? Orks don't even know they're psychic. It's all unconscious.
  20. Re: warhammer 40k Star hero Dem write-ups in the links up der is all about weak little 'umies and der tings, dem dat are wot like easy ta stomp an' stuff, an' der not be one word abouts writin' up da Power of da WAAAAGH!!! Dis tread needs ta be more orky. EDIT: Seriously, how would you handle that ork psychic power field that increases the more orks there are? Dice of Luck, the amount depending on number of orcs?
  21. Re: Powers of Undeath Man these are great ideas! Please keep 'em comin!
  22. I'm wondering if you guys have any ideas for a character concept I've had jumping around my brain for a while now. The idea is that the character is an emissary or ambassador from the Land of the Dead, which I have cleverly provisionally named Necromundus (the character isn't for any campaigns actually in prgross or being set up, so I can make up the universe's metaphysics without worrying about pesky GMs until I actually try to use him in a campaign). I haven't decided yet if he should be a person who has died and then been brought back to life, or something created in the Deathworld. The idea as far as powers are concerned is that he is as it were hovering on the border between life and death, existing in both and able to draw upon the powers of death and the dead. Does anybody have any ideas for powers, using a 350-point standard? What I've been thinking about so far are: Death touch. It's a cliche but an appropriate one. Probably a Drain BODY, only on living things. Regeneration, Resurrection Only. If he dies, the dead just send him back. XDM to Necromundus and back. Succor BODY, only to 0 BODY. He can cause the land of the dead to refuse to take a soul. Summoning of various ghostly and undead beings. This could be real expensive using the examples in the Bestiary. Stereotypical "ghostly" powers -- fear attacks, Desolidification, ectoplasmic tentacles/ectoplasmic blast, that sort of thing. Talking to the dead. I'm really not sure how to go about doing this one, and it might be unbalancing -- in theory he can communicate with the spirit of anyone who has passed on and learn things they knew, though they may not be willing to help and the dead are not the best of raconteurs and communicators. Does anybody have any ideas? I've been thinking about this guy for some time and he's just not coming together. I like the idea but am having problems making him concrete. Thanks!
  23. Re: Re-imagining DC's Karate Kid How did Karate Kid learn all these martial arts anyway?
  24. Re: What Are You Listening To Right Now? Baby Got Back was originally a tragic ballad about the forbidden love between an Elf man and an Orc woman.
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