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OzMike

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Everything posted by OzMike

  1. Re: Storn's Art & Characters thread. Yeah - sequential stuff always looks good in print form, and action sequential stuff looks great on tshirts. I'm pretty sure you've got some other action-y stuff (full on action poses) that'd translate well too. I see the Shang Chi one on a black tee for some reason. If you do go down this road, it'd be cool to put your name and web address on the back across the shoulders too.
  2. Re: Quote of the Week from my gaming group... I'd pick a particular quote from input.jack to rep, but I just couldn't REPPPED!
  3. Re: Magistrate's end [story] Woo hoo
  4. Re: What power level do you start at??? dilemma!! Not being hit is also a defense, and not every shot will always hit. What OCV/DCV are we talking about in this campaign? If the dude wants to be able to dish it out you can do a couple of things: 1) Give him a lower than average OCV. That means he won't hit as often, but when he does it counts. 2) Give him a lower than average DCV. So sure, he might be able to wipe out a couple of folks, but he's a sitting duck. 3) Keep his SPD and/or DEX lower than average. 4) Make him take limitations like Extra Time or Concentration on his attacks. 5) It's a bit forced, but still in genre, for the heavy hitters to 'just happen' to go after each other. If he's dishing out that much, then for some 'unknown' reason the mook with the Autoshotgun will go gunning for him, while the mooks with nerf bats go after the rest of the group. Doing some of the above should alleviate balance issues.
  5. Re: What Have You Watched Recently? Truly the Transformers movie was "more than meets the eye"
  6. Re: What Have You Watched Recently? Me too. Big, dumb and full of fun.
  7. Re: ideas/name for my character? No worries - take what you like I had fun mucking about with him, and the EC was a cool build that fell together which I'll probably use in the future. He seems to be a workable Flash homage without being a direct copy (and without a whole bunch of extra powers). I enjoyed the simplicity of the concept - very Silver-Agey.
  8. Re: [Review] Gestalt: The Hero Within Done!
  9. Re: [Review] Gestalt: The Hero Within You're a bit late to 'second' it... how about 'eleventy-third'ing it instead?
  10. Re: ideas/name for my character? And the full character: HYPERDON Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 35 DEX 75 16- OCV: 12/DCV: 12 23 CON 26 14- 15 BODY 10 12- 18 INT 8 13- PER Roll 13- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8/23 PD 5 Total: 8/23 PD (0/15 rPD) 8/23 ED 3 Total: 8/23 ED (0/15 rED) 6 SPD 15 Phases: 2, 4, 6, 8, 10, 12 8 REC 0 46 END 0 35 STUN 0 Total Characteristic Cost: 154 Movement: Running: 6"/12" Flight: 25"/50" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 30 Super Speed: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-1/4) 22 1) Super Speed Punches: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), Variable Advantage (+1 1/4 Advantages; Limited Group of Advantages; Super Speed Effects Only; +2 1/4) (75 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) 30 2) Super Movement: Flight 25", Position Shift, Variable Advantage (+1/4 Advantages; +1/2) (82 Active Points); Only In Contact With A Surface (-1/4), Only In Heroic Identity (-1/4) 8 7 Speed Adapted Body: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 2 Nightstick: +1 with HTH Combat (5 Active Points); OAF (-1) 1 Weapon Element: Barehanded, Clubs 4 A Million Hands +2 +0 5d6 Strike 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 5 Passing Disarm -1 -1 Disarm, 25 STR to Disarm; FMove 5 Passing Strike +1 +0 3d6 +v/5; FMove 5 Passing Throw +0 +0 3d6 +v/5; Target Falls; FMove Perks 9 Peregrine (Company): Contact (Contact has very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 11- 1 Money: Well Off Talents 3 Bump Of Direction 30 Quick Dodging: Combat Luck (15 PD/15 ED) Skills 0 AK: Epic City 8- 3 Acrobatics 16- 0 Acting 8- 3 Breakfall 16- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Electronics 13- 3 Language (fluent conversation; literate) 0 Native Language (idiomatic; Literate) (4 Active Points) 0 PS: Aeronautics Engineer (Everyman Skill) 11- 0 Paramedics 8- 0 Persuasion 8- 3 Scientist 2 1) SS: Aeronautics 13- (3 Active Points) 1 2) SS: Aerostat - lighter than air, craft 11- (2 Active Points) 1 3) SS: Electrotechnology - the study of electronics within engineering 11- (2 Active Points) 2 4) SS: Mathematics 13- (3 Active Points) 2 5) SS: Statics and DynamStatics and Dynamicsics - the study of movement, forces, moments in mechanical systems 13- (3 Active Points) 3 Security Systems 13- 0 Shadowing 8- 0 Stealth 8- 2 Systems Operation (Communications Systems) 13- 0 TF: Small Motorized Ground Vehicles 3 Tactics 13- 3 Teamwork 16- 3 Tracking 13- Total Powers & Skill Cost: 196 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: Red Eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Superfast Movements (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Crimelord 8- (As Pow, NCI, Harshly Punish) 20 Hunted: Large technological villain organisation that wants secret of creating superspeed 8- (Mo Pow, NCI, Capture) 10 Hunted: Major Superhero - has an eye on a potential 'major player' 8- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Code vs Killing - will not personally kill EVER but will work with people who do kill (Uncommon, Total) 20 Psychological Limitation: Impulsive and easily bored - must always be 'doing' something (Very Common, Strong) 10 Psychological Limitation: Doesn't say much - Quiet, Introverted and Lonely (Common, Moderate) 15 Psychological Limitation: Protective of friends and innocents (Common, Strong) 15 Social Limitation: Secret ID (Frequently, Major) 5 Vulnerability: 1 1/2 x STUN Poisons and Gasses (Uncommon) 5 Vulnerability: 1 1/2 x BODY Poisons and Gasses (Uncommon) 5 Vulnerability: 1 1/2 x Effect Poisons and Gasses (Uncommon) Total Disadvantage Points: 150 Background/History: He is a aeronautics engineer working for a company called Peregrine, in Epic City. Recently he has been staying late at the job working on a side project, a device that can agitate two atoms trapped inside of a molecule so intensely that it can create a sonic boom (mach2) without moving the molecule. One night while aligning the machines for his project there was a surge of electricity throughout the city (this was caused by one of our player, Flux, diving into a crystal from the dark realm, the city went dark for a few moments). You can guess what happened to Kyle Walker when the machine was used on him. Personality/Motivation: Quote: Powers/Tactics: He has some basic speedster powers a few martial arts and a flash attack cause by creating a sonic boom without moving. Campaign Use: Appearance: He wears red and silver spandex with a partial face mask.
  11. Re: ideas/name for my character? Ok, I've done some fiddling and here's my take on the character: [b]Hyperdon - Kyle Walker[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [1] 35 DEX 75 35 16- OCV 12 DCV 12 23 CON 26 23 14- 15 BODY 10 15 12- 18 INT 8 18 13- PER Roll 13- 10 EGO 0 10 11- ECV: 3 15 PRE 5 15 12- PRE Attack: 3d6 14 COM 2 14 12- 8 PD 5 8/23 8/23 PD (0/15 rPD) 8 ED 3 8/23 8/23 ED (0/15 rED) 6 SPD 15 6 Phases: 2, 4, 6, 8, 10, 12 8 REC 0 8 46 END 0 46 35 STUN 0 35 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 154[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 30 [b][i]Super Speed[/i][/b]: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-1/4) - END= 22 1) [b][i]Super Speed Punches[/i][/b]: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), Variable Advantage (+1 1/4 Advantages; Limited Group of Advantages; Super Speed Effects Only; +2 1/4) (75 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) - END=0 30 2) [b][i]Super Movement[/i][/b]: Flight 25", Position Shift, Variable Advantage (+1/4 Advantages; +1/2) (82 Active Points); Only In Contact With A Surface (-1/4), Only In Heroic Identity (-1/4) - END=8 - END= 7 [b][i]Speed Adapted Body[/i][/b]: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) - END=0 2 [b][i]Nightstick[/i][/b]: +1 with HTH Combat (5 Active Points); OAF (-1) - END= [b]POWERS Cost: 91[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Speedster Arts 1 Weapon Element: Barehanded, Clubs 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 25 STR to Disarm; FMove 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove 5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; Target Falls; FMove 4 Million Hands: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike [b]MARTIAL ARTS Cost: 25[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 0 AK: Epic City 8- 3 Acrobatics 16- 0 Acting 8- 3 Breakfall 16- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Electronics 13- 3 Language (fluent conversation; literate) 0 Native Language (idiomatic; Literate) (4 Active Points) 0 PS: Aeronautics Engineer (Everyman Skill) 11- 0 Paramedics 8- 0 Persuasion 8- 3 Scientist 2 1) SS: Aeronautics 13- (3 Active Points) 1 2) SS: Aerostat - lighter than air, craft 11- (2 Active Points) 1 3) SS: Electrotechnology - the study of electronics within engineering 11- (2 Active Points) 2 4) SS: Mathematics 13- (3 Active Points) 2 5) SS: Statics and DynamStatics and Dynamicsics - the study of movement, forces, moments in mechanical systems 13- (3 Active Points) 3 Security Systems 13- 0 Shadowing 8- 0 Stealth 8- 2 Systems Operation (Communications Systems) 13- 0 TF: Small Motorized Ground Vehicles 3 Tactics 13- 3 Teamwork 16- 3 Tracking 13- [b]SKILLS Cost: 37[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 9 Contact (Contact has very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 11- 1 Money: Well Off [b]PERKS Cost: 10[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Bump Of Direction 30 Combat Luck (15 PD/15 ED) [b]TALENTS Cost: 33[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Red Eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Superfast Movements (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Local Crimelord 8- (As Pow, NCI, Harshly Punish) 20 Hunted: Large technological villain organisation that wants secret of creating superspeed 8- (Mo Pow, NCI, Capture) 10 Hunted: Major Superhero - has an eye on a potential 'major player' 8- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Code vs Killing - will not personally kill EVER but will work with people who do kill (Uncommon, Total) 20 Psychological Limitation: Impulsive and easily bored - must always be 'doing' something (Very Common, Strong) 10 Psychological Limitation: Doesn't say much - Quiet, Introverted and Lonely (Common, Moderate) 15 Psychological Limitation: Protective of friends and innocents (Common, Strong) 15 Social Limitation: Secret ID (Frequently, Major) 5 Vulnerability: 1 1/2 x STUN Poisons and Gases (Uncommon) 5 Vulnerability: 1 1/2 x BODY Poisons and Gases (Uncommon) 5 Vulnerability: 1 1/2 x Effect Poisons and Gases (Uncommon) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Now to explain a few design choices... CHARACTERISTICS Firstly his characteristics are pretty much the same. I dropped some spending on his figureds and bumped up his CON and BOD. I also bumped up his INT (he sounded REALLY smart) and gave him some PRE because he looked like he was slightly experienced in the heroing game by now. I also bumped his PD and ED up a touch. Otherwise, not that many changes. POWERS I did some major re-working here. I ditched the Nightstick as it was and the END Aid because they didn't seem to fit the concept. To give him some flexibility I gave him a variable advantage on both his HTH attack and Movement and then threw them both in an EC. I figured his body would have adapted physically and gave him some life supports to cover that and that the nightstick would give him a slight edge in combat, but wouldn't really effect the damage. I kept the martial arts, giving him a weapon element to cover his use of the nightstick. He now does 9D6 with the Million Palms attack, but still does 12D6 with his movement based attacks which can now have lots of advantages on them (!!!). Maybe he should lose the Martial Arts altogether and increase his Super Speed Punches by about 2 to 3D6 (21 or 32 point increase to do that, with 25 points spent on martial arts that either gives you 4 points or means you have to find 7... which is the cost of the life supports). EDIT: Forgot that increasing the Punches slot would allow the base pool to be raised on the EC, therefore if you ditch the Martial Arts you could raise the punch slot to +7D6 and only lose some of the Life Supports (keep High Pressure and Heat to stay with concept). PERKS I gave him a company contact with Peregrine for his Secret ID, and figured he must be pretty well paid so gave him a point of wealth. TALENTS Unchanged. SKILLS A few minor changes. Dropped the combat skill levels (he doesn't need them, seeing as he can make his punches Super Accurate now and has a base of 12 OCV and DCV anyhow), added in everyman skills and bumped up a science or two by a point. DISADVANTAGES Tried to go with the concept and what was there. Just saw you dropped the red eyes - I kept it in and figured he just wore dark glasses all the time in his Secret ID - which I also added. I dropped the Enraged because I could see no reason for it, and threw in a couple of generic hunteds and a watched by a 'bigger fish' for some flavour instead. Due to his metabloism he is vulnerable to Poisons and Gasses (poop - spelling mistake in the character there!) and tried to get a balance between the Introverted and Active aspects, deciding to make him quiet yet easily bored and always actively doing things (like the experiment that gave him his powers in the first place). Whew. How's that?
  12. Re: ideas/name for my character? Just some feedback on your character write-up... I like him conceptually, and can see him being a lot of fun to play. However, there are a few problems that jump out at me. First impression is that you are going to have a massive END usage problem. Let's say you go flat tack and hit as hard as you can from Phase 12: Your movement will cost you 7 END per phase Your Nightstick will cost you 4 END per phase Your STR will cost you 1 END per phase Total END per phase: 12 END Phase 12: moot point - post-12 REC takes care of it. Phase 2: 29 END Phase 4: 17 END Phase 6: 5 END Phase 8: 0 END and take 3D6 NND Stun Damage for burning END (let's say 10 on average). So 0 END, 27 STUN Phase 10: 0 END so take 6D6 Stun (18 for average). 0 END, 9 STUN Phase 12: 0 END, -9 STUN See my point? And that's without being hit once. And yes I know he has an END Aid, but to use it he would drop to 6 DCV for his phase and remain that way until his next phase. To use it in the middle of a big fight would be tantamount to suicide Also I'd have issues with your damage. You would be doing 16D6 per hit using the above example (STR + 5D6 for velocity + 8D6 for Nightstick). That would smoosh most folks (including this character) into paste. You have a Code vs Killing. I'll have a muck about with the character, trying to keep it true to form, and see what I come up with. Don't take it as saying that the character is rubbish though - I just like playing around with characters
  13. Re: "Neat" Pictures Could the bald guy be Powder, from the movie of the same name? That'd be obscure and cult enough...
  14. Re: Storn's Art & Characters thread. This has to be one of my favourites. I want it on a T Shirt Storn - do you have any Cafe-Press type arrangement for things like that?
  15. Re: [Review] Gestalt: The Hero Within Gestalt sits right up there with Strikeforce as one of the best. I look forward to further supplements.
  16. Re: When Do Your Characters Know When The S**T Has Well And Truly Hit The Fan? Unfortunately yes, it was the reality of the situation. And yes, in that scenario, we killed Dr Destroyer. Eventually. The 4th edition low-end version from Classic Enemies, but a version of him all the same. Which is pretty mind bending I guess, except Menton got away and became the new BB (Big Bad) in that campaign. In a lot of ways, Destroyer was the lesser of two evils and without the bad Doctor to hold him on a leash, Menton as a free agent really was a case of it hitting the fan.
  17. Re: MancerBear's Art Den Only 3 posts off 50, Mr Bear - YOU CAN DO IT
  18. Re: When Do Your Characters Know When The S**T Has Well And Truly Hit The Fan? In a long ago campaign when I was playing Snapback (a hyper-healing gunbunny who was relatively tough for a street level game but not by any means at superheroic levels) we were working for a good guy corporate black ops outfit called The Foundation. We are called into the briefing and it starts something like this: "One hour ago Dr Destroyer issued this ultimatum across all channels [plays ultimatum]. The military is coordinating with the Champions... and 'volunteers' from the Chain Gang project [a Suicide Squad analogue] to launch a combined assault. We are going to use this as a distraction for your insertion on site with the aim of eliminating that German son of a b**** [Dr Destroyer] and the Spanish mindf***er [Menton] from the game permanently. Any questions?" You could hear a pin drop - it was beautifully done.
  19. Re: Gestalt Now Available In Color I have finally finished reading mine cover-to-cover, it was well worth the price I paid for it I think. I love it. Honestly A couple of things: Scott/Dave/Whoever - next time you have something coming out, please let me proofread it. I've noticed typos, repeated text, missing words, layout issues (mainly with using both sidebars on the same page and he binding making the 'inside' sidebar almost unreadable) and so on. Feel free to send a PM or email about it (don't want clog up the boards with nitty gritty details). Also to see how Gestalt-type characters might work in in a standard superheroic setting, you don't really need to look further than DC's Legion of Superheroes. Cosmic Boy = Gestalt of Magnetism, Brainiac 5 = Gestalt of Intellignece and so on.
  20. Re: Australia in the current CU Speaking of Flash Domingo... Everyone should go and check out Gary Chaloner's website (http://www.garychaloner.com/) - he's Flash's creator but does some other good stuff.
  21. Re: Australia in the current CU Sounds like Combat Wombat should hang out with Flash Domingo
  22. Re: Wild Card's Hero Indeed. I would rep if I could. But you keep on doing stuff that makes me rep you and I just can't seem to spread it around quick enough to get back to you.
  23. Re: Wild Card's Hero You could simulate Jack Braun with a massive 0 range/Self Only Hardened Forcewall and Indirect TK too
  24. OzMike

    Dr. Who

    Re: Dr Who It must be remembered that while all Time Lords are from Gallifrey, not all inhabitants of Gallifrey are Time Lords. I remember reading somewhere that Time Lords were 'created' by exposure/linking to the Eye Of Harmony and the Matrix. So Susan could be his biological Granddaughter and not a Time Lord/Lady.
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