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Great Beyond

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Everything posted by Great Beyond

  1. Re: Halloween Themed Session...ideas? Lets see - I *LOVE* doing Halloween flavored games. One year (for our Star Wars game), I took the team and let them play the same characters, just turned to the Dark Side. It was fun letting them rampage across the universe, tearing up the game according to their whims. I even started it off great too - I always try and do cinematic intros and stuff, so I let them do a little bit of role playing warm up before the camera pans over to a tall smoking man in a dark suit, just off stage. "Submitted for your approval, four heroes flush from victory over their latest foe, content in the knowledge that seemingly everything is going fine. But in a world of shadow and substance, not everything is as it seems, and that human nature has a darker side than any of them had considered" (paraphrased, mind you, from a 3 year old memory). The next year, I stole and modified the plot to an old West End Games Ghostbuster module called "Pumpkin Patch Panic" with a little bit of the Real Ghostbusters episode "When Halloween Was Forever", and threw Samhain against the Superheros. That one was fun because everyone decided that it was a brilliant idea for Natasha my Tanker (who was tough as hell, but *very* vulnerable to magic) to carry the Lost Ark of the Covenant (long story behind that one) into battle against a magically charged god. Yeah, she wasn't too thrilled about that. Last year, I hit on the idea of a magical spell going horribly wrong on Halloween night, and everyone who was dressed up turned into whatever they were dressed up as. It was fun to take the shy characters and turn them loose as drunken, sword swinging, swashbuckling pirates while trying to control the chaos and stop the demon that was summoned (the costumes into people was a side effect of the summong spell). This year - and I was thinking of starting a thread, but perhaps we can brainstorm here - was to unleash the zombie apocalypse on the world. The problem here, of course is that a zombie apocalypse tends to - you know, include the end of civilization as we know it. I like the idea, but I don't want to turn the game on it's ear for just for the sake of one night. I'm thinking perhaps something like a portal to hell (think Doom) unleashing the zombie hordes, something they have to fight, and the stakes are really high - but ultimately something reversible.
  2. Re: What a drag! Ah, phooey. Both the stretching and the Clinging wont fit in the Arrow Multipower, thanks to the Real Weapon limitation I've got on the pool - at least according to the Hero Designer, that is. Oh - wait. It lets you do Linked powers into a pool (for some reason I was under the impression that it wouldnt). Ok, that'll work then.
  3. So last weekend, my poor abused archer Scarlet used her suction cup arrow (bascily a big plunger arrow on a line leading back to her - a 50 strength TK useable only to pull an object towards her) to suction cup a arch villian's mech that was about to kick in the rocket boosters and get away from the scene. The intent wasnt so much to hold it back but to get dragged along when it flew away. But that's not really the spirit of Telekinsis, is it? Fortuatly it wasnt an issue since the flight boots were knocked out next round (and thank goodness, considering I've have no idea what to do once the mech got to wherever it was going), but for the future - I might want to sort out these little details. Anyone got good suggestions on how to model a "being dragged behind a Rocket/speed boat/Truck full of Nazis carrying the lost ark/whathaveyou" power? A modifier to add to the TK, perhaps, that I've overlooked?
  4. Re: Why would I put Fast Draw on a superheroic character? It can come in handy from time to time. Just last game, Scarlet my archer was caught in her civie clothes and without her bow or any of her gear (which was in the shop at the moment) by some monks in robes with crossbows and swords and a bow. She managed to wrestle the bow away from the monk and thanks to the fast draw skill was able to snatch up a fist full of arrows from the ground and fire in that round. So no, it hasnt come into play with the focus yet, but it is there because she is suppose to be blindingly fast with a bow.
  5. Re: WWYCD:The Artifact Natasha would go "keen!" and put it on her pile of other artifacts of ultimate power. For a while there, she was using the Holy Grail as a pencil holder on her desk, had an atomic bomb in her closet and a ton of arcane, world shattering stuff tossed under her bed. While the house did get ransacked once or twice, nothing was ever stolen. Nobody ever bothered to consider that the Lost Ark of the Covenant would be currently in use as a laundry hamper. Great Beyond has a similar (lowered powered, mind you) collection, but treats it with considerably more respect. She currently stores all that mystical stuff in the back room of her magical arcane shop. Again, going with the "hide in plain sight" belief, she keeps them in the safe, but under no more protection that everything else of the other items reasonable value. She's got a pretty good security system - certainly enough to deter the determined burgler, mind you - so its not like their just lying around or anything. Scarlett Arrow - Being relatively new at the hero game, this is so far out of her league, she'd pass the buck to a more experience superhero to deal with as quick as she could.
  6. Re: [Character] Winter I dont have the numbers handy, but Chill Out Woman is sporting a 25 resistant PD/ED - and she's suppose to be a tank. So the 30 might be high end but livable - at least if she did a guest shot in our game, that is. I might call it good at 25/25 PD and ED. Also, if youre concerned about being overly tough, go with a "takes x2 body and stun from fire attacks" disad. That'll even things up from time to time.
  7. Re: [Character] Winter Sweet character - and strangely in line with a concept I've been sporting for a while now, just never got a chance to play yet - the personification of winter (but with amnesia). A pretty similiar power set - so I'll be nicking some good ideas from you.
  8. Re: WWCYD: Lethal Force is Authorized Natasha I've always thought of as having an attitude like the (pre time-war) Doctor - always looks for an alternative and only would kill as a absolute last resort in the defense of others. That said, she's probably not had a lot of time to engage the enemy, since there's a ton of other tanks to do the heavy lifting, but a Super-Genius would be much more effective working the scientific angle behind the scenes Great Beyond is a sentimental old thing. She very much lives by the Lone Ranger code, that super heroes do not kill, that they should set a good example for others. Scarlet Arrow is the only character of the list that actually bought a doesn't kill limitation, going so far to actually a vegetarian and really tries to do as little harm to others as possible. Only one of her attacks actually does damage - the rest are drains and flashes and entangles and so on. She wouldn’t kill period, hands down Of course she has no powers, just a bunch of trick arrows, so she'd be so far outclassed in any wide scale conflict it wouldn’t be funny. She'd probably be better working underground or something.
  9. Re: Building an intelligent Super-vehicle? Dont have any, but I'll give it an eyeball when I get a chance. Sweet - that should be perfect!
  10. Re: Trick Arrow Villain? Oh, thought of another arrow for the pile: Fiberoptic Camera Arrow: Clairsentience (Sight Group And Normal Hearing), Increased Arc Of Perception (360 Degrees), Targeting Basicly its a little camera on the end of an arrow that the archer fires at/near/around the target and streams pictures back to a small handheld unit.
  11. Re: Building an intelligent Super-vehicle? Of course it'd be the ultimate vehicle - one of the sourcebooks on the short To Get list as soon as rent's paid.
  12. So Scarlett Arrow, my newest character, has a really cool motorcycle for getting around (no travel powers to speak of). I was thinking of bit of tinkering with the bike, either adding a computer or getting it possessed. Think My Mother the Car, but less sit-commey. Looking over the main book, there's a couple of ways to do this - either as a follower (a very oddly shaped follower, mind you) or just building it as a vehicle with an AI. So what's the best way to do that - they seem (more or less) the same, or at least get the same results? Or is there a better way to go at this. The other question - has someone put the numbers together for K.I.T.T. (or another intelligent super car/bike) that they'd be willing to share. I'm not hard up for idea, but seeking inspiration from other sources would help.
  13. So I was typing away, when my fat fingers and dyslixic brain misspelled Skeleton as Skeletron. As I was poised to hit the backspace, it suddenly clicked - holy crap, that's a GREAT bad guys name! However, it's not exactly screaming a power set to me. Not wanting to throw away a cool name like that, I thought I'd come here and see if the peanut gallery had any ideas. So - have at it! What should the evil Skeletron have to harrass Our Heroes with?
  14. Re: For the Adam West Hold Outs A pox on you Fox and Warner for not being able to strike a deal and get this out on DVD *STAT*!
  15. Re: Anyone have a writeup for a super archer? *Thread Necromancy Powers ACTIVATE!* Mine doesnt count - I found this thread searching for ideas for a Boomerang Villian to match up against my archer. However, while I'm here I might as well post Scarlet for you guys (and for future posterity): [b]Scarlet Arrow - Kennedy Lovecraft[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 20 DEX 30 20 13- OCV 7 DCV 7 15 CON 10 15 12- 15 BODY 10 15 12- 18 INT 8 18 13- PER Roll 13-/16- 13 EGO 6 13 12- ECV: 4 19 PRE 3 19 13- PRE Attack: 3 1/2d6 15 COM 1 15 12- 8 PD 5 8/23 8/23 PD (8/23 rPD) 8 ED 5 8/23 8/23 ED (8/23 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 12 REC 12 12 50 END 10 50 50 STUN 20 50 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 133[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 33 [b][i]Bow and Arrow[/i][/b]: Multipower, 80-point reserve, all slots Indirect (Same origin, always fired away from attacker; +1/4) (100 Active Points); all slots OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END= 3u 1) [b][i]Arrow Attack[/i][/b]: Energy Blast 16d6, 16 Charges (+0) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 2) [b][i]Snap Shot[/i][/b]: Killing Attack - Ranged 5d6, 16 Charges (+0) (75 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 3) [b][i]Sniper Shot[/i][/b]: Energy Blast 7d6, 16 Charges (+0), Increased Maximum Range (1,750"; +1/4), Penetrating (+1/2), Armor Piercing (+1/2) (79 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Extra Time (Extra Segment, -1/2), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 4) [b][i]Acid Arrow[/i][/b]: Drain PD 5d6+1, 16 Charges (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (79 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 5) [b][i]EMP Burst[/i][/b]: Energy Blast 5d6, 16 Charges (+0), Area Of Effect (5" Radius; +1), No Normal Defense ([standard]; +1) (75 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 6) [b][i]Suction Cup Arrow[/i][/b]: Telekinesis (53 STR), 16 Charges (+0) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Works only towards character (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 7) [b][i]Flash Arrow[/i][/b]: Sight and Hearing Groups Flash 7d6, 16 Charges (+0), Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 8) [b][i]Glue Arrow[/i][/b]: Entangle 4d6, 4 DEF, 16 Charges (+0), Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 9) [b][i]Ice Arrow[/i][/b]: Entangle 8d6, 8 DEF, 16 Charges (+0) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 10) [b][i]Magnesium Flare Arrow[/i][/b]: Sight Group Images Increased Size (128" radius; +1 3/4), +/-3 to PER Rolls, 16 Continuing Charges lasting 5 Minutes each (+1) (71 Active Points); Only To Create Light (-1), OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16 cc] 2u 11) [b][i]Sonic Arrow[/i][/b]: Energy Blast 5 1/2d6, Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-1/4), Area Of Effect (5" Radius; +1) (77 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=8 - END= Equipment - END= 30 1) [b][i]Body Armor[/i][/b]: Armor (15 PD/15 ED) (45 Active Points); IIF (-1/4), Real Armor (-1/4) - END=0 1 2) [b][i]That Costume Makes You Look Good[/i][/b]: +3 COM (2 Active Points); IIF (-1/4) - END= 5 3) [b][i]That Costume Makes You Look Scary[/i][/b]: +6 PRE (6 Active Points); IIF (-1/4) - END= 10 4) [b][i]Polerized mask[/i][/b]: Sight Group Flash Defense (15 points) (15 Active Points); IAF (-1/2) - END=0 3 5) [b][i]Advanced Optics[/i][/b]: Nightvision (5 Active Points); IAF (-1/2) - END=0 - END= Natural Abilities - END= 8 1) Damage Resistance (8 PD/8 ED) - END=0 20 2) [b][i]Good Ears[/i][/b]: Targeting with Hearing Group - END=0 3 3) [b][i]Damn good ears[/i][/b]: +3 PER with Normal Hearing - END=0 1 4) [b][i]Hover[/i][/b]: Flight 1", Difficult To Dispel (x256 Active Points; +2) (6 Active Points); Increased Endurance Cost (x7 END; -3) - END=7 2 5) [b][i]Quick Change[/i][/b]: Cosmetic Transform 1d6 (Street Clothes into Hero Clothes) (5 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), OIF (-1/2) - END=1 [b]POWERS Cost: 139[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm [b]MARTIAL ARTS Cost: 4[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Combat Stuff 12 1) +4 with any three maneuvers or a tight group of attacks 6 2) Penalty Skill Levels: +3 vs. Range Modifier with a tight group of attacks 3 3) Fast Draw 13- Stealth Stuff 3 1) Stealth 13- 3 2) Shadowing 13- 3 3) Lockpicking 13- 3 4) Security Systems 13- 3 Climbing 13- 3 Inventor 13- 7 Weaponsmith (Arrows, Bolts, And Darts, Bows) 15- 3 Combat Driving 13- 3 Paramedics 13- 3 KS: Kyujutsu 13- 2 KS: Team Sports 11- 2 PS: Assorted Arts and Crafts 11- 2 Language (fluent conversation) [b]SKILLS Cost: 61[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 11 Vehicles & Bases [b]PERKS Cost: 11[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Ambidexterity (-2 Off Hand penalty) 8 Combat Archery 3 Amazing Spelling Skills 3 Absolute Range Sense 3 Lightning Reflexes: +2 DEX to act first with All Actions [b]TALENTS Cost: 20[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Minor Metagene (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests) 5 Reputation: "Hey, aren't you the one who got thrown out of the Olympics for cheating?", 8- 10 Psychological Limitation: Justice, not the Law (Common, Moderate) 10 Psychological Limitation: Sucker for the underdog (Uncommon, Strong) 10 Psychological Limitation: Wont Kill (Uncommon, Strong) 15 Psychological Limitation: Vegitarian (Common, Strong) 5 Psychological Limitation: Self Esteem issues/depression prone (Uncommon, Moderate) 5 Unluck: 1d6 15 Social Limitation: Secret ID (Frequently, Major) 20 Hunted: Her Supervillian Brother 8- (Mo Pow, NCI, Capture) [Notes: Father was especialy hard on Kennedy's twin brother Jonathan, to the point where he ran away. Determined to make something of himself, he joined The World Crime League, a superpowered military group specializing in providing mercenaries, hardware and weapons to any number of clients. He excelled with his new career and quickly climbed through the ranks to a position of reasonable importance. He's not a villain in the traditional sense of the word (and he very much loves scarlet), but he's determined to make something of himself on his own terms.] 5 Hunted: Adoring Fan 8- (As Pow, Mildly Punish) [Notes: This would be Selina Corvus, Kennedy's closest friend on the Olympic team. When she found out about Kennedy's lone power, she sold her out to the officials and was promoted to team captain. Since then, there's been bad blood between the two, with Selina antagonizing her former friend whenever she can.] 20 Dependent NPC: Adoring Fan 8- (Incompetent; Unaware of character's adventuring career/Secret ID) [Notes: While Selina hates Kennedy, she is a HUGE fan of Scarlet Arrow, almost to the point of obsession and getting in the line of fire. Little does she know that her idol is her former friend. Kennedy, on the other hand hates her friend but will rescue as necessary - because that's what heroes do.] 10 Watched by: Athena 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: For whatever reason, the Goddess said "Hey, you'd make a great avatar!", gave her enough superpower to get Kennedy thrown off the Olympic team and pressed her into service. Kennedy, of course is less than thrilled by this turn of events - but she'll the dirty work, mostly because its still helping people, and she likes that. She'll still grinch about it though.] 10 Physical Limitation: Under orders from Athena (Infrequently, Greatly Impairing) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 18 Total Exp Available: 20 Exp Unspent: 2 Total Character Cost: 368
  16. Re: CHAR: The Flash Rise! Rise from the grave! A quick question for you, speaking of the FLash - has anyone ever come up with a writeup for Capt. Boomerang? More specificly, I was an aussie bad guy to compliment a trick arrow character, and was coming up with a list of trick boomerangs. I figure why do work when someone else has done the heavy lifting already. Sadly a quick trip to google turned up no list of trick boomerangs for me to poach ideas from. So I'll ask the peanut gallery.
  17. Re: Trick Arrow Villain? So I was reading up on Ego Attack (never played with mental stuff before), and it sounds like the way to go would be to add the "Based on CON" limitation to it, being a physical arrow attack and all. The problem is - while that limitation lets the archer use their OCV instead of ECV, deal with rage and all the other real world attack issues, makes the defenses PD or ED related again - which gets us back to the Brick Who Has Everything problem. Or am I reading things wrong? It would seem that the energy blast with the BOECV would be the better way to go. The only thing I dont see in the discription - and this may be because it's damn early and I'm half asleep - is that it says use the ECV rather than the normal combat value for the attack roll. Would I still use the the OCV to hit the target? It would suck for my non-ego based archer to have to use her wussie ECV to pop a screecher arrow in a bad guy.
  18. Re: Trick Arrow Villain? And you're welcome to it - because I'm *SO* stealing that fire continuous killing arrow one from you. Brilliant! Here's a question for you guys, considering all the suppress and dispell arrows coming up in this thread: which is the superior way to go? They both more or less do the same thing, right? So given your druthers for a fire extinguisher arrow (for example), which way would you go?
  19. Re: Secret Identities and Teammates Do you play characters with SID? Up until just a bit ago, no. The last two characters I've done, however have had one. If and when you do play a character with SID, under what circumstances would you have the character reveal his identity to his teammates? Well, lets see - Scarlet Arrow started out as just a skilled archer that just happened to be in the area when Crime happened. She helped out, found out that she liked superheroing and joined the others. So she only adopted the secret ID at the prompting of the others. I dont remember how it happened with Great Beyond - I think it was a "My friends! We have to go save. . . . um, this . . . totally random person um. . . off the street. . .ok, sheesh - she's my sister and I need help. Can we go now?" Do your characters always reveal their SID's to their teammates? Almost enevitably they would - one trip to another dimension for six months and sometime, somewhere that mask will have to come off. As a GM do you forcibly "out" characters to the other PCs? I wouldnt, but I'd certanly express a prefernce that the characters would. If one steadfastedly refused, I'd be like "Go ahead and keep the ID a secret if you'd like - thats jim dandy. But while the 3/4th of the team is over here off duty at the fouth of july picnic, dont expect me to spend much screen time over in your own private idaho." ***EDIT*** On a completely unrelated note - one of the funniest reveals of a secret ID was a couple of years ago. Newton, my character (who had a public ID) and the some previously established characters added a new teammate (who withheld their ID from us). He gave the new member his c-phone, so that she could contact them in the meantime while they got a communicator for her. Now, this new character was a reporter in her civilan ID, and got a chance to interview Newton. DUring the interview, he said "This would be a perfect time to meet everyone. Let me call the new person" and dialed his c-phone number. Of course she had the phone with her - in her purse. A couple of hang-ups and redials later, just to make sure, and her ID was good and blown. All of the players had a good long laugh at that one.
  20. Re: WWYCD: Felononius Feline In all the cases, my folks would go after the loot first. Not so much that Things Matter, but who knows what it could land on, if it'll kill someone and so on. That said, I think that everyone has a good chance of stopping both. Scarlet Arrow shoots the bag with her (assuming she gets the right arrow out) suction cup arrow, a 50-ish TK. Round two, she launches one of her entangle arrows at the fleeing cat burgler (the area effect one, if she's lost sight of him). Great Beyond can fly - pretty fast, too - so getting the falling loot and giving chase in pretty short order should be easy. Natasha cant fly and would probably do more damage if she jumped after it, so she'll cheat. She'll chase down the criminal and bag him/her/it, get to her flying time traveliing car and jump back the 60 seconds or so that she was busy and catch the loot mid-air. In all cases, the hawtness of the crook wont matter. Scarlet is clueless about that sort of thing, GB is too much of a 'Lone Ranger' boy scout to be desuaded, and Natasha just doesnt care.
  21. Re: Trick Arrow Villain? Oooh, I like the rad one. I'm having that. Ok, here's what I've got for my brand new(ish) archer character: tazer arrow - single target NND EMP Arrow - area effect NND smoke arrow - darkness extinugsher arrow - suppression (fire effect powers) electromagnetic arrow - Suppress electric devices and powers LSD arrow - mental illusions with no control over what the target sees oil slick arrow - change environment with a -DEX on it (mine is like -6) sniper shot - increased maximum range (like 170 inches), armor piercing and penitrating. acid arrow - drain PD suction cup arrow - TK, but can only pull towards self flash arrow - sight and hearing area effect flash glue arrow - area effect entangle ice arrow - single target (but much stronger) entangle flare arrow - images, only for creating light, good for 120 seconds paint arrow - transform target, covering them in a bright primary color tracking device - a detect radio transmiting thingie I dont have ALL of those yet, that includes my wish list too. But that'll give you some ideas to hopefuly steal.
  22. Re: Magicians without magic Actually, Great Beyond's dad was a stage magician in Vegas, and since GB learned a thing or two helping with the act, followed in his footsteps. Sure she's got powers (well, the skills to tap magical forces), but she takes great personal pride in being able to pull a rabbit out of a hat without "cheating". It's a matter of professional honor with her. And at the very least, the audiance will always be there. She spends loads of time at hospitals and children's centers, playing to the crowd that'll always be wowed by the slight of hand - the kids.
  23. Re: WWYCD: Fans and cons Natasha has a pretty good handle on her merchandising, action figures, comic book run and animated series. With help of her publicist, she's got a fairly strong brand name. So who knows, she very well might be slated for an appearance at the comic con or something. Of course inevitably one of her many foes would also show up and try and mess up the day. Suddenly everyone gets a front row seat on a super powered beat down. Great Beyond only just found out that she's got a following and fan club and fan web page (she approached the web master and started working with him - it's now her official page. That's one happy fan!). She takes being a roll model very seriously, so she'd show up at the con, press the flesh, sign autographs for the kids - the whole nine yards. Scarlet Arrow, the new character that we just started doing a couple of weeks ago, is far too new at the job to rate action figures and fan clubs yet. I have no idea how she'd handle the fame yet.
  24. Re: #60 DOCTOR CLAW (Finland) "I'll get you next time, Gadget! NEXT time!" (Sorry, I'll get my coat. . . . )
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