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Pyre-Archer

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Posts posted by Pyre-Archer

  1. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    A 3pt level is good for 'a group of related powers' such as in a multipower.

     

    Check your combat levels I think You may have gone over the 12CV mark with combined maneuvers and levels.

     

    Hmm, thanks, I think you might be right. At the very least, I'm skirting the edge. I'll print off a copy and go over it tonight.

     

    Eh, if nothing else, I have some freed up points to play with. Got some ideas the other night for future expansions and enhancements. Telemechanics, wheee....

  2. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    Navaja

    http://en.wikipedia.org/wiki/Navaja

     

    Sevillian Steel

    http://www.sevilliansteel.com/

     

     

    Hmmm...

     

     

    QM

     

    Hmm, indeed. My original thought in picking Musketeer's combat style was 'No Kung Fu/Karate' stereotype. Looking through the Raven Arts site, I can see that I could take him in a lot of different directions. I could also easuily see his OIF being one of the 'training' Navaja blades. Probably Trainer B, judging from the image (http://www.sevilliansteel.com/images/trainers.jpg). And he could expand that greatly. Especially if Lucky's science geek friend survived...

     

    Thank you very much!

  3. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    Looks fun. I can see a couple of 'Cover me while I Entomb Grond' scenarios come up. And Engulf looks evil. A little worried it's not Selective though...

     

    And we both have the IHA and VIPER ticked off at us. All we need is for someone to have Dr. Destroyer hunting him/her and we're set:D. And not the good one, either. The New Millenium one, ressurected and out for vengeance.

  4. Re: I am a comic book dinosaur.

     

    Do the JL and JLU dvd's really have the old feel. I have never watched them out of fear ;)

     

    If by 'old feel', you mean the heroes are heroic, the villains are dastardly, and there's no excessive retconning, then yes. It's *good* oldschool heroes. I'll confess to being vaguely tempted to pick up World War Hulk, but I'll pass until the GN comes out. And a good review.

     

    FWIW, I've pawed through some of the JLU comics, and they don't seem half bad. One even had the Crimson Avenger, another the Golden Age Flash.

     

    Pyre-Archer

    -"And you know I'm all about old school"

    Bill, Kill Bill v.2

  5. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

     

    Which puts me in mind of the Chipmunks take on Barrett's Privateers.

     

    Would that be a 'High C' adventure?

     

    Just to get back on topic, I was hoping that posting my character might spur some interest from the rest of the potential Champs of Vancouver. Even if it's a 'No, that's MY character!' reply.

  6. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    Just to keep the ball rolling...

     

    Thomas Barret/The Musketeer

     

    Player: Patrick O'Shea

     

    Val Char Cost

    15 STR 5

    23 DEX 39

    13 CON 6

    13 BODY 6

    14 INT 4

    20 EGO 20

    15 PRE 5

    14 COM 2

     

    8/28 PD 5

    9/29 ED 6

    5 SPD 17

    8 REC 4

    46 END 10

    48 STUN 20

     

    25" RUN 8

    2" SWIM 0

    5" LEAP 2

    Characteristics Cost: 159

     

    Cost Power

    16 Boosted Willpower: Mental Defense (20 points total)

    13 Kinetic Baton: Multipower, 20-point reserve, (20 Active Points); all slots OIF (-1/2)

    1u 1) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)

    1u 2) Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OIF (-1/2)

    50 Psychokinesis: Multipower, 50-point reserve

    5u 1) Variable Load: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Variable Advantage (+3/4 Advantages; +1 1/2) (50 Active Points)

    5u 2) Kinetic Bolt: Energy Blast 10d6 (50 Active Points)

    4u 3) Telekinesis (15 STR), Affects Porous, Fine Manipulation (43 Active Points)

    5u 4) Kinetic Wall: Force Wall (10 PD/10 ED) (50 Active Points)

    5u 5) Buckler: Force Field (20 PD/20 ED) (Protect Carried Items) (50 Active Points)

    4u 6) Kinetic Control - Friction reduction: Running +15" (29" total), x8 Noncombat (40 Active Points)

    Powers Cost: 109

     

    Cost Martial Arts Maneuver

    Sevillian Knife-Fighting

    1 1) Weapon Element: Clubs (Blades default): Clubs, Default Element

    4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

    5 5) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike

    Martial Arts Cost: 19

     

    Cost Skill

    3 Acrobatics 14-

    3 Breakfall 14-

    3 +1 with Psychokinesis MP

    9 +3 with Sevillian Knife Fighting

    4 Computer Programming (Hacking and Computer Security, Personal Computers) 12-

    3 Conversation 12-

    3 Defense Maneuver I

    1 Fast Draw 8-

    2 KS: Institute For Human Advancement 11-

    2 KS: Sevillian Knife Fighting 11-

    3 Oratory 12-

    3 Paramedics 12-

    3 Penalty Skill Levels: +2 vs. Range Modifier with a single attack

    3 PS: Guitar: Busker 12-

    1 Language: Spanish (basic conversation)

    3 PS: Writer: Journalist 12-

    3 Security Systems 12-

    3 Shadowing 12-

    3 Teamwork 14-

    2 TF: Common Motorized Ground Vehicles

    3 WF: Common Melee Weapons, Handguns

    Skills Cost: 63

     

     

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    15 Enraged: Subjected to Mind COntrol (Uncommon), go 11-, recover 11-

    20 Hunted: Institute for Human Advancement 11- (As Pow, NCI, Harshly Punish)

    10 Hunted: GMO Nemesis 8- (As Pow, Harshly Punish)

    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

    5 Money: Poor

    15 Psychological Limitation: Won't Harm Innocents (Common, Strong)

    20 Psychological Limitation: Code versus Killing (Very Common, Strong)

    5 Psychological Limitation: Uncomfortable around Telepaths (Uncommon, Moderate)

    10 Psychological Limitation: Refuses to talk about past (Common, Moderate)

    15 Social Limitation: Secret ID (Tom Barret): (Frequently, Major)

    10 Vulnerability: 2 x STUN Sonic Attacks (Uncommon)

    5 Vulnerability: 1 1/2 x Effect Sonic based powers (Flashes, mind control, entangles, etc) (Uncommon)

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

     

     

    Background: His earliest memories are of men in medical outfits looking over him, nodding with an odd mix of disgust and satisfaction in their eyes. After that came what seemed like an eternity of fighting, and a repeated need to kill all mutants.

     

    That changed when Tom (To this day, he isn't sure if that's his real name), all of 12 years old, was rescued from the facility by a psychic named the Highwayman, who quickly took the boy under his wing, trying to deprogram him. Tom had four happy years as the Highwayman's sidekick until the IHA caught up with the two and killed his mentor, leaving the young man on his own. He fled, eventually making his way to Vancouver where he hoped he could stay low and get strong enough to fight the IHA directly.

     

    Quote:"It's amazing how many people forget about the 'musket' part of Musketeer."

     

    Campaign Use: The Musketeer was part of an IHA project to train infant metahumans. Had the project been successful, the IHA could have placed undercover operatives on known superteams and triggered them to either take out their teamates at a given time, or become supercriminals and disgrace the team in general. It left him with an minor distrust of telepaths, and a combat-oriented powerset.

     

    As far as he knows, the project (already unpopular with IHA hardliners) was cancelled after The Highwayman broke Tom out. The IHA has hunted him, as a loose end with dangerous knowledge about their organization.

     

    --

     

    What do you think sirs?

  7. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    [Champions Universe] Super Agencies

    U.N.T.I.L. -

     

    RCMP SERT -

     

    RCMP PSIS -

     

    PRIMUS -

     

    S.A.T. -

     

    vs

     

     

    Checkmate (DC Comics) -

     

    S.H.I.E.L.D. (Marvel Comics) -

     

    International Operations (Wildstorm Comics) -

     

    Stormwatch (Wildstorm Comics) -

     

    Quite the list there; Though I can't see PRIMUS or SAT having too much of a foothold in Vancouver, being american agencies and all. Barring cross-border crimefighting sprees or sinister takeover attempts by an overzealous Gold Avenger (I read Classic Organizations;)), of course. Not that I'm offering any plot ideas...

     

    --

    Pyre-Archer

    Sig under construction...

  8. Re: The NEW Champions of Vancouver -- What Would You Like To See?

     

    The last Champions of Vancouver placed their base in Mount Garibaldi, a dead volcano with 3d6 Unluck. ;)

     

     

    Lets just say we(meaning "I") had fun ;)

     

     

    QM

     

    Oh, we had fun. If nothing else, it taught me the value of getting a megascale move power. Especially when coming in late to the game.

     

    The 'chase the base' bit near the end was fun, too.

  9. Re: [book Review] Champions Universe: News Of The World

     

    Thanks for the review, I'll definitely look into getting it. (plans course to nearest gaming store after work tomorrow:D)

     

    It is a shame about there being no Motor City Defenders update. And it sounds like Canada is still that impregnable bastion of untouchableness as it is in the movies (tongue firmly in cheek). At least, until Champions of the North is released.

     

    I'm a little surprised Reality Storm made it in; did any of the Silver Age Sentinel characters get mentioned, or was it all from the HERO-verse's persective?

  10. Re: The Things That I've Learned Facing Bricks

     

    'Affects Desolid' on STR is a Brick's best friend. 'Double Knockback' is just mean-spirited :eg:

     

    Grabbed by a brick is bad. -Thrown- by a brick is worse.

     

    Throwing a car is a good way to take down a foe, but be prepared for the lawsuit that follows.

  11. Re: How to get swords on your starship

     

    Swords on a starship...

     

    Well, as one part of the article pointed out, boredom could be a factor. Put in a fencing mat, toss in an epee or three, and you could set up a few fencing matches just to kill the time, keep the crew fit, and blow off some steam.

     

    Plus, as Piers Anthony noted in the Space Tyrant series (I think, it's been a while), poking a hole in someone's space suit with a rapier will take them out of the fight PDQ.

     

    Though not swords per se, I also mind the Valerian Space Axes from the Lensman series by Doc E. E. Smith. The Valerians were a high strength people, and, while they can carry heavier ranged weapons, why not put some of that high strength to use with a good old beatin' weapon?

     

    Just my 2 cents worth, apologies if it's already been raised here.

  12. Re: New Avengers are very Dark Champions

     

    Why does Doctor Strange have to become a Street Mage? Is he the only mage is the Marvel U? If he is (and for the life of me I can't think of a single other good guy mage that lives on earth) doesn't that leave the door for a new character?

     

    Well, there are a few street level mages that come to mind; Illyana/Magik (Currently dead, though a version is coming back) comes to mind; On earth, she can do astral projection and a few minor spells, if I recall her writeup correctly. Shaman (also recently deceased) also comes to mind. The Night Man took on some mystical overtones after the Malbu 'verse got (bleep)..I mean, taken over.

     

    Almost certainly, Wolverine will become a mage at some point. Why not, he's been everything else...

     

    Right now my biggest complaint: Let death mean something. Name one character in the Marvel Universe besides Uncle Ben (he is still dead right?) that has actually stayed dead. I used to be able to say Captain Mar-Vell and Bucky, and lo and behold now they're both back.

    Eh, it's not just Marvel. Rather than take the time to build up a new character, market him/her, place them carefully, and let the 'old guard' fade away gracefully, it's easier to keep the originals around, play to the existing fanbase.

     

    Which always baffled me. Marvel created some interesting characters, only to fritter them away and sideline them almost as quickly. Arana, Gravity, MC2, the list goes on...

  13. Re: [Campaign] Champions of Vancouver

     

    So, last Thursday went off OK, with a special guest appearance by The White Monk! Gentlemen, we've just hit holo-covered.

     

    So, the group has a collective hit on it (Curse you, GMO Hunted!) We all nearly got gassed, and Krom's lack of a Code Vs Killing is gonna come back to bite us, I swear...

     

    Oh, and sticking your head up near an AP turret? Not a good idea. OW!

  14. Re: [Campaign] Champions of Vancouver

     

    Or' date=' we could get something really powerfull with a huge Area Affect. Invisible or not, Megascale will level the playing field. Our new battlecry could be "Dodge blast radius, you villanous scum!"[/quote']

     

    Umm...Isn't that the sort of thing we were trying to prevent Krom from doing? Or are we going to a 'Sic 'em, brick!' combat philosophy? :)

     

    'Champions of Vancouver: Fighting evil, one demolished building at a time. Also do parties and bar mitzvahs.'

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