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phoenix240

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Everything posted by phoenix240

  1. Re: Invincible I don't know anything about the MEGs system so the write ups for it don't helpe much. :-/
  2. Re: Dr. Destroyer or Mechanon? I would go with Mechanon. It's an easily identifiable foe with simple motivations but intelligent enough to come up with interesting and gradiose plots to foil. There is no moral quandary over smashing machines (Even AIs aren't included in some CaKs) but there's always the possibility of introducing one of you want to later say one of Mechanon's projects "wakes up" or it somehow gains some mislead organic disciples (maybe cyborgs that want to be more Machine than human).
  3. Re: Invincible A few more changes, taking some suggestions into account. Typical Viltrumite Player: Val Char Cost 70 STR 60 20 DEX 30 20 CON 20 20 BODY 20 10 INT 0 15 EGO 10 15 PRE 5 10 COM 0 25 PD 11 25 ED 21 5 SPD 20 18 REC 0 60 END 10 75 STUN 10 6" RUN 0 2" SWIM 0 14" LEAP 0 Characteristics Cost: 217 Cost Power 20 Viltrumite Toughness: Damage Resistance (20 PD/20 ED) 35 Viltrumite Physiology 1: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 8 Viltrumite Physiology 2: Life Support (Self-Contained Breathing) (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not Constant; -1/4) 2 Viltrumite Physiology 3: Regeneration: 1 Body a week (10 Active Points); Extra Time (1 Week, -4 1/2) 97 Villtrium Flight: Multipower, 97-point reserve 10u 1) Flight 30", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (97 Active Points) 1u 2) Flight 3", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (13 Active Points) 2u 3) Faster-Than-Light Travel (2 Light Years/week) (24 Active Points) 9 Viltrumite Senses 1: +3 PER with all Sense Groups 30 Viltrumite Senses 2: +10 versus Range Modifier for Sight Group and Hearing Group General Viltrumite Schticks 56 1) Rending Strength: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points) 12 2) Overconfident experienced warriors: +15 EGO (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to Defend against Presence Attacks based on Fear; -1 1/2) 7 3) Faster than you might think: Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) Powers Cost: 289 Cost Skill 2 AK: The Viltrium Empire 11- 2 KS: Races of the Galaxy 11- 4 Navigation (Space) 12- 5 Rapid Attack (HTH) 3 Stealth 13- 3 Tactics 11- Skills Cost: 19 Total Character Cost: 525 Pts. Disadvantage 5 Social Limitation: Subject to Orders (Occasionally; Minor) 10 Hunted: The Viltrium Empire 11- (Mo Pow; Watching) 10 Hunted: Enemies of the Empire 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Violent meglomaniacs, driven to conquer and rule (Common; Strong) 10 Psychological Limitation: Respects only power and physical might (Uncommon; Strong) 5 Enraged: Takes Body (Uncommon), go 8-, recover 14- 5 Enraged: Fight Last longer than 3 Turns (Uncommon), go 8-, recover 14- Disadvantage Points: 60 Base Points: 250 Experience Required: 215 Total Experience Available: 0 Experience Unspent: 0
  4. Re: Invincible What would you consider the Trigger? I was thinking about making it based on time. After so many turns, they have a chance to become Enraged with maybe an additional chance if they take Body damage. Mark's would be more nuanced, of course. It didn't feel quite right from what was described and what I've seen in the series so far. I was just going to give them Self contained Breathing and call the fact they need to breath occasionally sfx, perhaps a small Limitation since they normally breath so could still be affected by a few NNDs and similar attacks if they're not prepared for it (holding their breath already). Well, that was just a guess/shot in the dark. There hasn't been allot of discussion on their lifespan yet.
  5. Re: Eyes up here, soldier! I think what Crosshair Collie is saying is that the character in question up until that point hadn't displayed any lecherous (or sexual) tendencies at all and the villainess didn't have any special abilities so the entire penalty was pure GM fiat. That said, I'd be leery about someone using a Disadvantage to get sweeping immunity like "Can't be emotionally manipulated". Disadvantage/Complications should generally be more negatives for the character than benefits even if they offer a small bonus. For instance, Totally Blind would make the character "immune" to visual flashes and powers that require sight to work (like allot of common sfx for Comeliness and Striking Appearance) but they would still lose out of on so much (and have to purchase allot to compensate) that benefit is pretty small and situational. Edit: Personally, I'm looking forward to whatever advanced social mechanics might be in the APG 2. That is one of Hero's weaker area, IMO.
  6. Re: Eyes up here, soldier! Players tend to be more sensitive to their characters being manipulated by sexuality/attractiveness than other means, even fear, IME. That's one of the reasons I interpret the Pre power I posted earlier as I do.It results in less animosity. Though I basically agree with you. If, in Hero terms, the NPC has extra Pre defined as "frightening looks" PC wouldn't get to ignore it because they're players didn't think the NPC looked scary enough or their player had never acted frightened before.
  7. Re: STD carrier I'd give this kind of ability at least the same limitation of poison/toxin that required someone to ingest it and most likely higher. It depends on the tone of the game, how much sexuality is even going to play a part in it (and if any form of "Social mechanics" will be in play). -1 sounds about right for a baseline. This isn't going to be an ability useful "in combat" at al. And really, unless its some virulent super malady or a long term plan, not that useful for most PC level actions. Honestly, this isn't something I'd write up as "power" in most cases aside from extremes like "The Germ" from Dark Champions. Most common STDs aren't going to be fatal or extremely debilitating in the course of play when modern (or futuristic/magical) treatment is available. I've run some darker, grittier games where STDs would have been appropriate subject matter. PCs had no particular protection from it but I was up front. Actions had consquences. If you didn't want your PC at risk from them don't indulge in behaviors that brought those risk into play Some did, some didn't as they felt was appropriate to their characters.
  8. Re: Invincible A bit more fleshed out. I considered giving them some form of Enraged. In the fights so far Viltriumites seem to get -really- worked up in battle particularly when the blood starts to flow. Even Mark seems to lose it a little from time to time but OTOH, it hasn't really been a disadvantage that I've seen (they can control themselves enough to not kill someone they're trying to keep alive and such) so I left it out. I didn't include Casual Killer for similar reasons. Typical Viltrumite Player: Val Char Cost 70 STR 60 20 DEX 30 20 CON 20 20 BODY 20 10 INT 0 15 EGO 10 15 PRE 5 10 COM 0 25 PD 11 25 ED 21 5 SPD 20 18 REC 0 60 END 10 75 STUN 10 6" RUN 0 2" SWIM 0 14" LEAP 0 Characteristics Cost: 217 Cost Power 20 Damage Resistance (20 PD/20 ED) 36 Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 97 Villtrium Flight: Multipower, 97-point reserve 10u 1) Flight 30", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (97 Active Points) 1u 2) Flight 3", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (13 Active Points) 2u 3) Faster-Than-Light Travel (2 Light Years/week) (24 Active Points) 56 Rending Strength: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2 Healing Factor: Regeneration: 1 Body a week (10 Active Points); Extra Time (1 Week, -4 1/2) 12 Overconfident experienced warriors: +15 EGO (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to Defend against Presence Attacks based on Fear; -1 1/2) Powers Cost: 236 Cost Skill 2 AK: The Viltrium Empire 11- 2 KS: Races of the Galaxy 11- 5 Rapid Attack (HTH) 3 Stealth 13- 3 Tactics 11- Skills Cost: 15 Total Character Cost: 468 Pts. Disadvantage 5 Social Limitation: Subject to Orders (Occasionally; Minor) 10 Hunted: The Viltrium Empire 11- (Mo Pow; Watching) 10 Hunted: Enemies of the Empire 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Violent meglomaniacs, driven to conquer and rule (Common; Strong) 10 Psychological Limitation: Respects only power and physical might (Uncommon; Strong) Disadvantage Points: 50 Base Points: 250 Experience Required: 168 Total Experience Available: 0 Experience Unspent: 0
  9. Re: Invincible Huh, I thought a couple of them got a chance to at least know who killed them. They were jobbed even harder than I thought. I agree it did seem like something that would have been better served happening off screen, IMO.
  10. Re: Invincible As I recall Mark's father mostly took them by surprise, either in a total blindside or the old "My old friend Omni-man! He-URRRRK!" routine. I wrote up the typical Viltrumite up under the assumption that Omni-man is a more towards the high end, not a standard issue Viltrumite. He seems old and experienced. It's also scaled for our Champions setting where that speed is very high for someone that tough and that does that much damage. The highest speed in setting a 6 (or a limited 7 I'll haver to check). Most characters are 4 or 5, a few are 3.
  11. Re: Invincible Barebones "typical" Viltrumite. Mainly a place keeper for suggestions and observations. Typical Viltrumite Player: Val Char Cost 70 STR 60 20 DEX 30 20 CON 20 20 BODY 20 10 INT 0 15 EGO 10 15 PRE 5 10 COM 0 25 PD 11 25 ED 21 5 SPD 20 18 REC 0 60 END 10 75 STUN 10 6" RUN 0 2" SWIM 0 14" LEAP 0 Characteristics Cost: 217 Cost Power 20 Damage Resistance (20 PD/20 ED) 36 Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 97 Flight 30", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (97 Active Points) 13 Flight 3", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (13 Active Points) 45 Rending Strength: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR) Powers Cost: 211 Total Character Cost: 428 Base Points: 200 Experience Required: 228 Total Experience Available: 0 Experience Unspent: 0
  12. Re: Invincible I think Killer Shrike was just advising against obsessing over capturing every panel of a character's depiction when trying to write them up in game terms.
  13. Re: Invincible So, if I'm understanding things correctly, Mark is a little behind the curve compared to typical Vultrimites but is catching up quickly and has the potential to exceed their limits?
  14. Re: Lim Value: 'Only to increase throwing distance' -1 in Sixth. -1 1/2 in 5th (counting in No Figured) at least. I could be convinced to go higher.
  15. Re: Invincible Nothing to apologize for. I expected some spoilers. Just wanted to explain any confusion early.
  16. Re: Golden Age Champions You're right. Godlike is a very gritty fairly "low powered" supers setting which is more like people with powers than superheroes in the comic book sense. Characters are "one trick ponies" that have an advantages but aren't overwhelmingly more potent than normals. Your character might be able to lift a tank but he won't be bullet proof. Or you might be bullet proof but no more physically capable than a normal man. The game is written with the assumption that the presence of superhumans on all sides more or less cancels out so the war proceeds almost identically to the way it happened in the real world. Personally, I didn't care for that premise but it was somewhat mandated by the games "prequel" status as the forerunner to the Wild Talents setting.
  17. Re: Invincible Cyber parts are cool looking.
  18. Re: Invincible The bolded part should require a skill roll :-D
  19. Re: Invincible Was the planetary move through a plot device moment of high drama or something that's likely to be repeated/a major aspect of the character?
  20. Re: Invincible One of the problems with modeling fictional characters particularly comic book character for me is that their portrayals are no where near as consistent as a character sheet. Writer's fiat drives allot of things that if you applied them literally in game terms could lead to problems.
  21. Re: Invincible Oh, okay, thanks.
  22. Re: Harpoon and Tow Cable from The Empire Strikes Back
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