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palaskar

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Everything posted by palaskar

  1. Re: The Grey Hood Your variety of arrows seems a bit much to me. I understand Cryo Arrow, extinguisher arrows, etc. but things that would be hard to fit in an arrows (IMHO) like the Parachute Arrow, Depression Gas Arrow, Dehydration Arrow should be tossed unless you can fit in by concept. (I.e., anything Green Arrow/Hawkeye had, and the GM thinks is not unbalancing.) Also, you can't use flight on someone else unless you buy the "Usable Buy Others" or "Usable Against Others" advantages. If you want Grey Hood to actually fly (himself) using the Rocket Arrow, etc. you should make that clearer.
  2. No, seriously. Ok, kinda seriously. (For those of you who don't know, Chowder is a character in the Cartoon Network show of the same name.) I'm just wondering how to stat up his damn "I can eat damn near anything" ability. And I don't mean like Matter-Eater Lad's ability; I mean Chowder can swallow things several times the size of himself, and eat it. Sometimes, he's been shown to spit up stuff he's eaten (like that guy in the opening sequence.) The other stuff is easy to model; give him Physical Disabilities like "Must Eat Every Two Hours" and "No Short-Term Memory" and "Always Hungry." And Psych Disads like "Best Friends are Cookware." (And don't forget Hunted: Panini.")
  3. Re: (Nigh) Photographic Reflexes Honestly, I'd go Oddhat's way to simulate the full Taskmaster effect....although I may not have described that as what I wanted from the start. (Hence the Aid 4d6, delayed fade rate, must review moves periodically, extra time.) The character must review moves periodically, so he can lose them if he doesn't practice.
  4. Re: Unconscious fighting Actually, I thought of adapting the Extra BODY/STUN as extra DEX/SPD to maximums allowed by character concept and campaign limits, with the modifier (GM controls what happens, character remembers nothing, -1 or so.)
  5. Re: Calling the Discussion Board's Most Awesome Creations! Yeah, I searched for both Batman re-imagined and Professor Clam, and came up with nothing. I was hoping people would help me out here...hence the call. Sorry if I didn't make that clear.
  6. I thought we should make up a list of writeups of the most awesome characters the boards have come up with. From the top of my head: Two of mine: Batman, Re-imagined (the version where COPS shot his parents) Sidekick Lad and Invincible Man (never statted up though) And of course: Professor Clam! (couldn't find him on a search) I'll go see if I come up with my Batman writeup now.
  7. Re: Unconscious fighting AH, Thanks Bloodstone. The Extra STUN/BODY with modifier sounds just right.
  8. Re: Unconscious fighting He's not unconscious, technically. He's just unaware of the fight. In other words, he gets into the fight, and doesn't remember what occurred. Sort of like what happened to Spidey on the new TV series with the symbiote controlling him (parphrased): "I got into a fight? I don't remember a thing. It's like I just..blanked out." Now Rock Lee, according to what was shown in the TV series, really can fight when he's unconscious. There's an episode where he's been knocked out by (an illusion jutsu, I think) and his body continues to fight anyway. He later remembers it as (paraphrased): "I had the strangest dream. I was fighting...(wakes up and discovers it was not a dream, as the squad's enemies are there)..." I have no idea how you'd model that, but it's been done it at least one other place. Phoenix (Rachel Summers) knocked out an alternate, "Sons of Liberty" version of Iron Man in a universe where the British never lost the war of Independance (sp!) with a psiblast. Iron Man's armor went into auto mode, controlled by the suit's AI. The last words before the armor attacked: "May God have mercy on your soul."
  9. Re: "Touchless" Psychological Strikes Yeah, I'd probably go with Flash here. (Negative Skill Levels are allowed?) What you're showing seems to be the "Empty Force." I've heard a description of this from Yang, Jwing-Ming but never myself. It's nice to hear from somebody else who believes in it. The amount of flames that have been generated to my responses on posts on Mythbusters and rpg.net about chi are utterly mind-boggling.
  10. Basically, you seem to strike the opponent, but don't actually touch them. They flinch anyway as though they've been hit. This was demonstrated on a TV show in the US, as well as a CD from russianmartialart.com (again by the freakily skilled Mikhail Ryabiko. Well, at least according to the reviews and promo.) I have absolutely no idea how to build this. Or what it would it be good for. I just thought it would be neat for a MA character. Help?
  11. One of the crazier things I heard about in MA circles. Systema master Mikhail Rybako (sp!) has been said to slightly dislocate people's joints when using a stick, thereby rendering them unable to move without the use of visible restraints. That is, he dislocates their joints with stick moves, then can take the stick away, and the opponent still can't move, because some of their joints (shoulders, etc.) have been dislocated. How would you build that? I was thinking something like: Entangle, NND, Does not have joints or has more PD than the Entangle does "BODY" damage. Thoughts?
  12. I was wondering how you'd build unconscious fighting, like Vernon Kitabu Turner can do, or that Systema stylists train for. It's not like Rock Lee's unconscious fighting in Naruto, where Lee can fight even when he's unconscious due to extreme amounts of muscle memory training. Basically, it's like this: 1) You get into a fight 2) Suddenly, the fight is over and your opponents are defeated. You have no idea what just happened. I'd model this in a VPP (normal, powered builds of non-superhuman martial arts only, -1/2), (no choice regarding when powers change, -1/2), but Vernon seems to be able to never hurt his opponents. How'd you build that?
  13. I was wondering how you would build body "reading" a la Cassandra Cain or Lady Shiva. The Marvel FASERIP writeup of her just gives her extra Intuition to simulate this. In other words, she just has extreme amounts of Lightning Reflexes. Personally, I'd give her something like this: Succor DEX 4d6, must be able to see opponent (-1/4), 0 CV versus other opponents (-1/2). Thoughts?
  14. I was wondering how you would build a variant of Taskmaster's photographic reflexes. Basically, the character can do any martial arts move if shown it a few times, as well as some other things like dance moves. Complex, non-MA moves are beyond him. This is something I can almost do. (I doubt I can play ping-pong, frex. For some strange reason, I suck at it. Juggling too.) No flames, please. This is for a character, not me! ) So how would you build this? I was thinking something like: Aid 4d6, delayed fade rate, must review moves periodically, extra time. I'd use my copy of 4th ed. Ninja Hero, but I can't find it.
  15. palaskar

    Pulparize It!

    Re: Pulparize It! I thought Excalibur was called "Ex Caliburnus," meaning "cuts through steel/iron." I suppose I'm wrong, then?
  16. Re: Need suggestions Way back in '92, the people at Princecon (that was my gaming group) had decided on the exact same thing. The "top" of the world was a suppressed, socially stagant place where magic had literally died out. The "bottom" was where magic had survived, complete with teleport mazes and killer hobbits. Reverse thing for your world. It didn't help, though, that we kept calling the world "the chipwich.":D "Will you STOP CALLING IT THE CHIPWICH!" True quote from one of us. As a pointless aside: I played an NPC in some of the games, and tried to catch the last batch of killer hobbits we faced in a Web spell. The GM refused to let -- or even comprehend -- the casting of the Web spell horizontally, so it would catch all the hobbits, and not just the ones in front. That's what you get when you play with an evolution of the Blackmoor rules (as far as I could tell, anyhow.)
  17. Re: Karate Kid, reimagined Thanks. I basically just used Black Cat's (another poster's character, not the Marvel one), and then just went through the whole "fictional martial arts" list on Wikipedia. Needless to say, it was not a small task.
  18. Re: Ten Best Superhero Martial Arts Between Supreme Serpent and Dauntless, I think things are pretty well covered. Two more ideas: Use an obscure style, for difference and character flavo. Frex, Systema (ironically Jean-Paul Valley's system was simply called... "The system" and could be retconned into Systema), Daestreza, Stav, or that style used in two most recent Batman movies. That's not Ninjitsu...IIRC, it's a Spanish/Gypsy MA...perhaps Zipota? Have your character come up with his own style. Very effective for pure MA, or very skilled ones. Frex, Batman. He claimed to have taken the best from 10 styles in his comic, saying things like "From an old Chinese woman I learned the importance of chi." (This may actually refer to a real person, Sun Lu-tangs daughter, and one of the few female lineage holders.)
  19. Re: Karate Kid, reimagined Actually, the 55 STR is from Krillin's writeup from (Surbrook's?) DBZ conversion. It seems to be a convention that Krillin is the strongest of the "normal" human fighters, so I figured I'd put KK at that level. (BTW, the writeup of Chiun and Remo I found gives them a 45 STR. )
  20. Re: Savate: Sport and Martial Art Sure, no problem.
  21. Re: Karate Kid, reimagined Well, I did say EVERY martial art in the galaxy. Glad you liked it.
  22. Well, I finally finished that writeup of KK where I give him every (and I mean EVERY) martial art in the galaxy. Feel free to correct me on the Legion equipment. BTW, how do I get that nice formatting everybody uses? Right now, I'm stuck with cut-and-paste, so it's going to look a bit sloppy. Here goes: Karate Kid 55 STR 45 16- Lift 3200 kg; 11d6 HTH Damage [3] 30 DEX 60 15- OCV: 10/DCV: 10 30 CON 40 15- 25 BODY 30 14- 23 INT 13 14- PER Roll 14- 23 EGO 26 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 18 COM 4 13- 20 PD 13 Total: 20 PD (0/6 rPD) 20 ED 14 Total: 20 ED (0/6 rED) 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 20 REC 16 60 END 0 55 STUN 0 Total Characteristic Cost: 281 Movement: Running: 6"/15" Flight: 30"/240" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END Sinanju, Sun Source of the Martial Arts 12 1) Combat Luck (6 PD/6 ED) 30 2) Moving with the blow / Pain Control: Physical Damage Reduction, Resistant, 50% 30 3) Moving with the blow / Pain Control II: Energy Damage Reduction, Resistant, 50% 65 4) Tapping to find the weak spot: Find Weakness 20- with HtH Attacks 27 5) Honed Senses: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 14- 14 6) Honed Senses II: (Total: 14 Active Cost, 14 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) plus +2 PER with all Sense Groups (Real Cost: 6) 11 7) Lifestyle and Breathing: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 5 8) Vitality: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2) 154 Martial Training Powers: Variable Power Pool, 80 base + 84 control cost, Cosmic (+2) (192 Active Points); Limited Class Of Powers Available Slightly Limited (Super Skills and Martial Arts; -1/4) 90 Magic: Variable Power Pool, 60 base +30 control cost Sample Martial Training Powers 1) Speed of Sinanju: Flight 30", x8 Noncombat (70 Active Points); 0 2) Sinanju Touch: Major Transform 2d6+1, Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4), Variable Healing Method (+1/2) (70 Active Points); No Range (-1/2) Real Cost: 47 3 0 3) Sinanju Puppeteer: Mind Control 9d6+1, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (70 Active Points); Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 28 3 0 4) Paralytic Touch: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against CON, Not STR (+1/4), Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Based on CON (Defense: PD; -1), Cannot Form Barriers (-1/4) Real Cost: 31 3 5) I can tell if you're lying: Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (56 Active Points); Empathy All Emotions (-1/2), Receive Only (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Limited Range (-1/4) Real Cost: 20 2 6) Crippling Touch: Drain any Characteristic 3d6, any Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (67 Active Points) Real Cost: 67 3 7) His face never showed on the cameras: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Only vs. Machines Power loses about half of its effectiveness (-1) Real Cost: 15 2 55 Bukujutsu: Flight 25", x4 Noncombat, END 5 5 Gliding 5" 11 Leaping To The Horizon: Leaping +11" (18" forward, 9" upward), END 1 6 Fast On His Feet: Running +3" (15" total), END 1 24 Chi Sense: Detect Fighting Ability 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +8 23 Chi Suppression: Invisibility to Sense Chi/Sense Fighting Ability, No Fringe, Reduced Endurance (0 END; +1/2); Only When Not Attacking (-1/2) Skills 44 Movement Techniques: Multipower, 44-point reserve 2u 1) Zazoken: Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls; No Range (-1/2), Must Perform A Half-Move At Minimum (-1/2), END 4 2u 2) Sanzouken: Teleportation 18"; Only To Places The Character Can Normally Reach (-1/2), No Noncombat Movement (-1/4), Must Pass Through Intervening Space (1/4),END 4 1u 3) Invisible Jumping: Invisibility to Sight Group , No Fringe; Only When Not Attacking (-1/2), Must Make A Full Move (-1/2), END 3 154 Chi Techniques: Multipower, 154-point reserve 1) Spirit Bomb (Genkidama): RKA 9d6, Area Of Effect (14" Radius; +1); Extra Time (Full Phase, 5d6 takes Full Phase, 7d6 takes Full Turn, 9d6 takes One Minute; -1/2), Concentration (1/2 DCV; -1/4), END 27 Cost: 27 9u 2) Chi Blast: EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3 7u 3) Dodon Ray (Dodonpa): EB 17d6; Gestures (must project energy from finger; -1/4), END 8 4u 4) Kamehameha: EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24 Incantations ("Kamehameha!"; -1/4), END 20 3u 5) Solar Flare (Taiyoken): Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2); No Range (-1/2), Gestures (Requires both hands; must throw out arms and legs to "project" the light energy; -1/2), Incantations (Taiyoken!; -1/4), END 7 4u 6) Shinkikoho: RKA 4d6, Area Of Effect (6" Radius; +1); Side Effects, Side Effect occurs automatically whenever Power is used (Drain 3d6 BODY and STUN; -1), Gestures (Requires both hands; must position hands and fingers around face; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (Shinkikoho!; -1/4), END 24 5u 7) Kiai: Dispel Chi Powers 25d6, any chi power one at a time (+1/4); Gestures (Requires both hands; must cup hands around mouth; -1/2), Incantations (loud shout; -1/4), END 9 5u 8) Soul Bomb (Souki Dan): EB 12d6, Indirect (Same origin, any direction; +1/2), No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must "direct" energy blast; -1/2), Concentration (1/2 DCV; -1/4), END 12 5u 9) Wolf Fang Fist (Shin-Rougafufuken): HA +9d6, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Incantations 6u 10) "It's powerful, but slow": (Kakusandan): RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12 6u 11) Destructo-Disk (Kienzan): RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must hold both arms over his head to create energy disk; -1/2), END 6u 11) Double Tsuikidan: EB 16d6, No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and guide them to the target; -1/2), END 12 Bio-energy reserves END Reserve: 300 END, 10 REC, Slow Recovery, once every 20 minutes (-1 ½): 16 points. Summoning Jutsu 360 point Multipower 1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END 36 points 2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END 10 points 3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END 5 points 4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END 2 points 5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END 1 points 19 Shiyoken: Extra Limbs (arms) (2); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) plus +4 with HTH Combat; Linked (Extra Limbs (arms); -1/4), END 1 Kaioken Technique: 3d6 Succor, max 21 points, self only (-1/2), (STR, DEX, SPD, and PER rolls; and All Chi powers, +2) 3 END Legion Flight Ring 24 Flight: 12" Flight (IAF, -1/2), (0 END, +1/2) 13 Distress Call: Subspace Images, 10 light year megscale (+3 ½) (IAF, -1/2), (0 END, +1/2) 24 Joined Travel: 4” stretching, Only to latch on to the fastest flying Legionniare in the group (-2), (IAF, -1/2), (0 END, +1/2), Fully Invisible (+1) 20 Telepathic Ear Plugs: Universal Translator 18 Transuit: Life Support, Self-Contained Breathing, Safe in Low Pressure, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat Skills 20 +4 with Dodonpa, Kamehameha, Souki-Dan, and Chi Blast 8 +4 OCV with Missile Deflection 24 +3 with All Combat 24 +6 with HA 90 Do: +18 with all HTH Combat 15 Gun Kata: +5 DCV (only vs. guns, -1/4) 20 Gymkata: +3 All Combat (requires a acrobatics roll, -14) 3 1) Acrobatics 15- 3 2) Breakfall 15- 3 3) Concealment 14- 3 4) Shadowing 14- 3 5) Stealth 15- 3 6) Sleight Of Hand 15- 3 7) Seduction 15- 3 8) Analyze: Style 14- 3 9) Analyze: Combat 14- 3 10) Tactics 14- 3 11) Interrogation 15- 3 12) PS: Sensei 14- 18 13) +6 with Martial Maneuvers 10 14) Defense Maneuver I-IV 10 15) Two-Weapon Fighting (HTH) 2 16) KS: Guns 11- 2 17) PS: Gymnast 11- 2 19) KS: Gymnastics 11- 11 19) PS: Martial Artist 24- 12 20) KS: Martial Arts Styles 24- 12 21) KS: The Martial Arts Galaxy 24- 3 22) KS: Martial Arts Religions 15- 3 23) KS: Martial Arts Philosophies 15- 3 24) KS: Martial Magic 15- 3 25) Acting 15- 5 Psychological Limitation: Will not willingly use non-improvised weapons, never uses guns (Uncommon, Moderate) 15 Physical Limitation: May only eat minimally processed foods. Affected badly by drugs or alcohol. (Infrequently, Fully Impairing) Generally, alcohol or processed foods will at the least rob Karate Kid of his extra DC until they pass through his system, and may render him completely helpless at the GM's discretion. 5 Distinctive Features: steel hard fingernails (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Susceptibility: Certain frequencies of sound and types of radiation harmless to ordinary men, 1d6 damage per Phase (Uncommon) 15 Enraged: Llap Goch: attack any and everybody before they attack you. (Enraged, go 8-, recover 14-) 10 Hunted: That guy who killed his father: (As Pow, Occasionally, Harshly Punish) 15 Hunted: The Legion of Superheroes (Mo Pow, Very Freq, Watched) Total Cost: 2,004 points I may have gotten the point total wrong, but this the essence.
  23. Re: Savate: Sport and Martial Art I speak and read French. I believe the correct wording is "Savate dans la rue" -- literally, "Savate in the street." "That's hardcore!" would be most closely translated "C'est dur!" ("That's hard!") or "Formidable!" (Closest translation, "Awesome!")
  24. Re: Exact wording of this Dr. Strange quote? Well, technically it just Earth's image. Doc was holding the image of the Earth in his hands, protecting it with mystic fire. But still...
  25. I've come up with a quote for my .sig, but I want to get it exactly right. This is it, as far as I can remember: Shuma-Gorath: "You cannot be Vishnu the Protector and Shiva the Destroyer with the same hand!" Dr. Strange: "Then I choose the way of Shiva the Destroyer...and I choose Earth's image as my weapon!" Using the entire planet Earth as a weapon always seemed badass to me.
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