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samarkand

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  1. Re: Name this PC - please? I may be too late, but let me toss Vanguard into the ring.
  2. Re: grab and OAF Hello all, I'm the player in question. Yep, Mjolnir is an OAF. My take on it is that being grabbed/entangled doesn't necessarily prevent you from using an OAF. For instance, if gun boy is entangled by chain lad, then gun boy can still fire his gun (as his trigger finger is not entangled), but he probably can't wave the gun around and aim. Of course, ice girl freezing him in a solid block of ice would prevent him from pulling the trigger. Note: the creatures in question (giant snakes) are not attempting to disarm my character, just moosh and bit him. The special effect on the hammer is that it gives the bearer the power to manipulate the weather (to fire lightning bolts, command the winds, etc.) The wind riding is that the bearer commands the winds to pick him up and carry him around. If I was GM, my ruling on it would probably be that you still need to point the hammer in the direction you want to go so he could be stuck with that.
  3. Re: The Stranger Some ideas: As far as combat ability, you could give him powers to make people 'not special' so that they don't stand out from the crowd so various drains and whatnot. They would all have the limitation -1/4 just down to the local average so for instance, he could drain a brick down to 10 strength but not lower. He could have another aspect of a mob...maybe he could have the 'strength of a mob' and just be a typical brick. He could simulate his 'super conversation' and the like with leveled skills such as concealment (to hide in the crowd), conversation. This would certainly be a simpler build. A physical limitation could be that his emotions would be similar to whatever the crowd is feeling (angry, afraid, etc.) This could possibly also be an Enraged.
  4. I feel for this player Heh. I was involved in a game a few years ago where I was a solo supermage. He had something like 20 for defenses and roughly 30 stun. It was a 50 active point game. Seems reasonable, right, He could take two hits before he went down. Well, the GM armed his thugs with a pistols (2d6 RKA), and he always rolled in front of the players. Invariably, at the start of every combat involving thugs, my character would attack and take out a thug. Then, the remaining thug(s) would roll to hit. One would hit and would roll something like 10 or 11 body with a x5 stun multiple and one shot my mage. It got to the point that my character would work harder to avoid thugs than other supervillains. I guess what I'm trying to say is that it's one thing for common thugs to be a threat and another thing for the randomness of the dice to make them the primary threat.
  5. Re: Character: Wraith I'm always looking for ideas. I like the explanation for the darkness, flash attacks..that namely you can only see your greatest fears before your eyes. Very cool.
  6. Re: Character Post: Master Ninja! Excellent character. I was hoping the limit on his resurrection would be 'must be killled by a ninja', because you know, "Only a ninja can kill a ninja!"
  7. Re: Character: Wraith So this defense would only kick in after the character had been hit in combat? Hmmm... By the way, rep for the help!
  8. Re: Character: Wraith That's true. How would you suggest building the Force Field by the way? There's was a character in Champions Worldwide who had a similar ability. Force Field(X PD, Y ED)(ZE)(Totally Invisibility +1, -1/2 only against directed attacks)...Which seems terribly expensive for buying a little defense. It would have to be something invisible (no glowing TK fields or the like), but I wouldn't want to break the bank buying it.
  9. Good Ideas Thanks for the feedback. You have some good ideas. I hadn't thought about the Aid Ego. I was thinking: "The Shape of your fear" Shapeshift (only scary forms) with linked Presence(-1/2 offensive only) This would be especially effective after using telepathy to find out what someone is afraid of. "Mind Numbing Terror" Essentially, the power you described. "The Boon of Fear" Mental Transform (only to add/suppress fear-based psych lims -1/2) Any other ideas? I'm a little stumped on the direction the character could grow. More gritty low-level crimefighter (with martial arts, etc.) doesn't quite seem right; neither does full-on telepathy which may dilute the central core of the character.
  10. Hello, I put together this character for a DC:TAS game, but I'm looking for ideas on how to grow him from where he is today. I would be especially be interested in different fear-based powers. Thanks for any input you may have. Wraith aka Alexander 'Lex' Murphy Str 10 0p Dex 12 6p Con 20 20p Bod 10 0p Int 23 13p Ego 20 20p Pre 20 10p Com 12 1p PD 6 4p ED 6 2p Spd 4 18p Rec 6 0p End 40 0p Stn 30 5p TotaL Cost: 99p Taser Baton (36p) 6p Baton: +3HA (Hand Attack, OAF) 18p Electro-Shock: 6d6 NND(Insulated) EB (No Range, OAF, 2 clips of 6 charges -1/2, linked -1/4) 12p Armor(6PD, 6ED) (OIF: Armored Costume) Perks: 6p Reputation(Terrifying Vigilante, Limited Group: Criminal World, +3,+3d6, 14-) Strong Mind (5p) 5p Mental Defense 9u Total: 74p Telepathy with Fear Specialty (50p) 5u "Blast of Pure Fear" 5d6 Ego Blast 5u "Intimidation" 10d6 Mind Control 5u "You cannot face your greatest fear" Invisibility(All Sight, Sound Smell), No Fringe,(1/2e) 3u "Terrifying Visions" 10d6 Mental Illusions (only Fear-Based -1/2) 3u "Know your Fears" 10d6 Telepathy (only to read -1/2) 3u "Paralyzed with Fear" Entangle(Def:2, 1d6)(BOECV +1, Takes no damage from attacks +1/2, Works again ego not str +1/4, Only visible to mental +3/4)(-1/2 Mental Defense Applies) Skills: (30p) I'm a Psychologist. I help people (25p) 3p SS: Psychology (14-) 3p SS: Phobias (14-) 3p PS: Psychologist (14-) 3p Conversation (13-) 3p Interrogation (13-) 3p Persuasion (13-) 3p Scholar 2p KS: Superhuman World (14-) 2p KS: Academic World (14-) Learning the Streets(5p) 3p Streetwise (13-) 2p KS: Criminal World (14-) Disadvantages 20p Psych Lim: Code Vs. Killing 20p Psych Lim: Driven to Fight Crime 15p Psych Lim: Fearless 15p Social Lim: Secret Identity 10p Reputation: Creepy Vigilante 11- 20p Hunted (Criminal Organization, MoPow, NCI, 11-) 10p Hunted (Police, MoPow, NCI, Only Watching, 11-) Appearance: Roughly 6 feet tall and average build. Black hair and blue eyes. Clean-shaven. In Normal Identity, he wears suits when on the job, casual clothes (jeans, etc. otherwise) In heroic identity, he wears an all-black ensemble (trench coat, boots, jeans, and a heavy shirt). He wears a hood/mask combination to conceal his identity. Background: Alex was a psychologist who occasionally worked for the city. His specialty was fear, and how it can be used to manipulate people. One day he was coming home from work late, and he went down the wrong alley. He was chased down by a band of thugs, but they weren't satisfied just taking his money, they beat him and probably would have killed him. However, as the assault commenced, his mind seemed to change...to grow until he felt he could reach out to them and let them know the fear he was feeling. The thugs, those who were still conscious fled into the night. Alex spent a few days in the hospital and then returned to work, but he couldn't turn off what had happened. Resolutely, he put together a costume and went back out into the streets. His first targets were the gang that attacked him; it was easy enough to get them to turn themselves into the cops. But there were a city-full of predators for him to deal with.
  11. Re: Looking for Veteran Henchthug Ideas Thanks for all of the suggestions. I still need to get the utility belt worked out. Where do all the points go? Here is my rough draft. Hopefully this will come out formatted okay. Agent Doe Str 20 10p Dex 20 30p Con 20 20p Bod 12 4p Int 13 3p Ego 10 0p Pre 20 10p Com 14 2p PD 8 4p ED 8 4p Spd 4 10p Rec 8 0p End 40 0p Stn 45 13p Total: 113p DEMON Gear(35p) 20p 6d6 Luck (IAF-Good Luck Charm) 15p Armor(6PD,6ED)(hardened)(IAF-Good Luck Charm) Ultimate Gear: 13p +40 Strength (-1.5 Only to escape grabs, entangles, OIF - "Slick" material on Armor) VIPER Gear (38p) 16p Armor(8PD,8ED)(OIF - Heavy Agent Armor) 3p Nightvision (IAF - Sunglasses Plus) 6p Flash Defense 12u (OAF - Sunglasses Plus) 6p HRRH (OAF - Earpiece integrated with Sunglasses) 7p 1d6 HKA (OAF - VIPER Fang) War Machine Gear (46p) 30p Blaster Multipower (OAF - Pulse Rifle) (Powered by Belt) 3u 12d6 EB vs ED (Basic Blast) 3u 4d6 Drain vs Force Field(Ranged) (Draconis Modification) 1u 2d6 HKA (OAF - Laser Bayonet) 1u +4d6 HA (OAF - Rifle Butt; HA) 5p +2 OCV (OAF - Laser Sight) 3p +2 lvls vs Range (OAF - Laser Sight) ARGENT Gear(32p) 10p Endurance Reserve 100end, 5 recovery)(OIF - Power Generator on Utility Belt) 07p Force Field (5PD,5ED) (OIF - Dispersion Field Generator) 13p Phase Field Generator (OIF - Infiltration Gadget on Belt) 1u Invisibility(All Sight) 1u ShapeShift(All Human; Duplicate; Sight Only) Basic Henchman Self-Defense Training(19p) Martial Disarm, Martial Block, Martial Dodge, Martial Strike, used with/Fang, Bayonet, RifleButt (54p) (10p) +1 Overall Level - Veteran Henchman (6p) +2 levels with Pulse Rifle (27p) Stealth, Breakfall, Streetwise, Scholar, Trading, Lockpicking, Security Systems, Tactics, Teamwork 4p KS: (2 points): Henchman Underground, Superhumans 7p KS: (1 point): VIPER, ARGENT, Law Enforcement World, DEMON, Telios, Ultimates, War Machine Perks(4p) 1p Wealth (10k) - Ill-gotten Gains 1p Reputation: Competent Agent (+1, +1d6)(Limited Group) 2p Contact: Fixer (11-) Disadvantages: (Just an opening sketch) 20p Psych Lim: Code Vs. Killing 15p Secret ID 5p Phys Lim: Needs to Eat twice as much food a day (Telios Mutation) 5p DF: Unusually High Body Temperature DNPC: Family
  12. Re: Looking for Veteran Henchthug Ideas Thanks for the help! How about this? From DEMON: Good Luck Charm (6d6 Luck, Combat Luck) From VIPER: A VIPER Fang and Combat Armor (Armor 8PD,8ED) + VIPER Training From Argent: Force Field Belt with Anti-Grapple Technology (Str only vs. Grappling) From Warlord: Pulse Rifle (12d6EB). From Telios: Increased Stats (to 20's). I was thinking that the basic flow of his history is that he joins an organization, something bad happens to fundamentally disrupt its operations, and then he goes off to join another one. How deep he gets into the organization depends on its general level of "evil". He would associate with DEMON only shallowly (especially if its the way it is written up in the Sourcebook) and then VIPER (before one of their periodic world-wide setbacks). I figure that he would have mostly worked as a house mercenary for the other organizations (Argent, Warlord, and Telios) so he would be less involved. I could post a build if anyone would be interested.
  13. Hello, I've been toying with an idea for a 350 superhero who owes his powers/equipment to various villainous masterminds and agencies. (Extremely) Simplified History: After a long and illustrious career of working for a variety of villains and organizations, Joe made enough to go into retirement. But when (some campaign specific plot point) affected his family/friend/old army buddy, he took up the old gear that he had squirelled away and leapt into action. The basic design would be: 1. 15's in all stats (repeated agent training) 2. 1 Overall level (veteran agent skills) 3. Knowledge: the underworld and all the agencies/villains he's worked for. 4. 6d6 Luck + Combat Luck (IAF: Good Luck Charm from his Mom to explain how he's survived all this time!) The VIPER sourcebook provides some great ideas for equipment that he could use. I'm curious about what he could get from the other agencies/masterminds. I was thinking maybe a super-adrenal gland from Teleious that could briefly boost his stats to super-human levels. Anything else? Thanks for any help!
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