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Certified

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Posts posted by Certified

  1. Re: Villains Campaign

     

    I think Lemming hits one very key element to the villain game which is the pecking order. As a super hero sure there are other heroes far more powerful than you but rarely does that matter. With villains though this hierarchy , I think, should be tested and checked contently.

     

    This doesn't necessarily mean they have to work for more powerful villains but say they slaughter a bus of old grannies on their way to bingo making human Carpaccio and leaving the mutilated bodies behind. Heroes are going ot take notice, maybe some new heroes come into town because of it and start bothering a much more powerful villain as a possible lead. Next the the players know their base has been overrun by zombies and fire bombed to ash, you know, as a warning. Villains don't have to play nice, especially with people who can't run to the police for protection.

  2. Re: Time related powers

     

    Word of Time Phasing: Drain Speed 3d6+1 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (76 points; +1) (124 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only takes effect if the Target's Speed would drop to 0; -1 1/2), Incantations (-1/4)

     

    Final Cost: 45 Real Points

     

    Although it is too weak to work on Speedsters characters with a Speed 7 or below can be stopped in their tracks. Granted it takes a number of Phases equal to the target's Speed (assuming they don't have Power Defense) but when it hits they'll know it.

  3. Re: golden age brought forword

     

    for an up coming story arc the heroes are going to explore parallel universes but each new universe will correspond with a comic era. first stop golden / pulp age comics only change i want to move the the time line to the current. so hears were i need your help how advanced do you think this world tech would be.

    what features do i need to acknowledge to make it feel golden

    these are the assumptions Ive made so far

    morality is still black and white

    racism is still common only now its more softened

    there are few if any extreme radical racial groups at least in the us

    people tend to flock together in groups of similar mind sets or racial groups

    there is a lot more pride in being american or english french in short who your people are is very importent ect

     

    Science: It would seem that super science would be both common place and rare at the same time. Police with Laser Stun Pistols and rocket packs but computers remain mysterious devices few have access to.

     

    Racism: Groups should contain members of different races who may be as competent or more so than the Caucasian members ... ahem... despite their racial handicaps, which may be pointed out by other members of super teams. I would look to characters like Black Vulcan and Apache Chief for inspiration here.

     

    Pulp Age Tone: The Pulp era dealt a lot mystery, be it crime drama or exploration. Here I think information sharing should be scarce at best and this may force you to consider how information is distributed. Heroes of this world would likely have minor powers or no powers at all but are able to put information together allowing them to serve where the police cannot. I would say part of this may be more of a Space Opera but I got the impression you wanted to keep the setting more terrestrial based.

     

    Golden Age Tone: Here is a place where one can take some radical departures while keeping the same feel. The world may simply be something black and white. However, adding details such as state run or controlled media and labor camps to aid the poor we get to glance over the negative side of life and instantly add a conflict for players. There are other forms of control that might be used such as medication or a truly authoritarian government that cannot be questioned.

  4. Re: Saiki, Leader of Thirteen Cuts (Villain)

     

    for power 1

    does

    8d6+1 aid equal 83 base points

    (83 base points +3/4 = 145 active points - 7/4 = 53 real points)

     

    I notice the standard effect is 3 points a die

    when if the dice were roll, one would get 3.5 points per dice.

    The more dice one rolls the chance of rolling average points increases.

     

    The statistical average is 3.5 per die but using the Standard effect in Hero Designer it only gives you 3 per die. Since Saiki is designed to be a villain I used the standard effect in several places to make math easier and to remove some of the overhead from the GM.

  5. Recently I was toying around with some ideas from the villain powers thread and came up with an idea for a kind of escalating threat character. The Saiki is designed to be a threat to a team of heroes with a little aid from his gang. With one or two low level thugs Saiki should pose a fairly intimating threat to a team. To increase his deadliness consider adding Power Defense to resist Drains and Transforms. Hope you enjoy.

     

    Shinyaiba

     

    Val Char Cost Roll Notes

    13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

    23 DEX 39 14- OCV: 8/DCV: 8

    18 CON 16 13-

    15 BODY 10 12-

    23 INT 13 14- PER Roll 14-

    20 EGO 20 13- ECV: 7

    15 PRE 5 12- PRE Attack: 3d6

    14 COM 2 12-

     

    4+15 PD 1 Total: 4/19 PD (0/15 rPD)

    4+15 ED 0 Total: 4/19 ED (0/15 rED)

    6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

    15 REC 16

    40 END 2

    56 STUN 25

    Total Characteristic Cost: 211

     

    Movement:

    Running: 14"/28"

    Leaping: 14"/28"

    Swimming: 6"/12"

     

    Cost Powers END

    Master Swordsman, all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼)

    53 1) Second Wind: Aid STUN and END 8d6+1 (standard effect: 25 points), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; Reduced to 0 Stun; +¼), [two powers] simultaneously (STUN and END; +½) (145 Active Points); Limited Power Power loses about half of its effectiveness (Can only be used with Trigger.; -1), Self Only (-½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0

    44 2) Warrior Focus: Aid Spirit Blade 7d6 (standard effect: 21 points), Can Add Maximum Of 60 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (99 Active Points); Limited Power Power loses about half of its effectiveness (Only while blocking; -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0

    Notes: Each use of Warrior Focus adds 1d6K to Shinyaiba's Spirit Blade up to a maximum of +4d6K

    36 3) Glancing Blows: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0

    40 4) Spirit Blade: Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 ½) (100 Active Points); Required Hands Two-Handed (-½), Restrainable (-½), No Knockback (-¼), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0

    34 5) Spirit Blade Counterstrike: Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; +¾), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 ½) (119 Active Points); Limited Power Power loses about half of its effectiveness (Can only be used with Trigger.; -1), Required Hands Two-Handed (-½), Restrainable (-½), No Knockback (-¼), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0

    15 Trained Block: Armor (10 PD/10 ED) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only while blocking; -1) 0

    4 Counterstrike +2 +2 4 ½d6 Strike, Must Follow Block

    5 Defensive Block +1 +3 Block, Abort

    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

    4 Martial Strike +0 +2 4 ½d6 Strike

    3 Takedown +1 +1 2 ½d6 Strike; Target Falls

    1 Weapon Element: Blades

     

    Perks

    6 Reputation: Leader of the Thirteen Cuts (A medium-sized group) 14-, +3/+3d6

    1 Fringe Benefit: Passport

    2 Deep Cover

     

    Talents

    30 Combat Sense (Discriminatory, Sense, Tracking) 17-

    20 Danger Sense (self only, in combat, Discriminatory) 14-

     

    Skills

    6 Swordsman: +2 with Martial Maneuvers

    5 Elusive: +1 with DCV

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Deduction 14-

    10 Defense Maneuver I-IV

    3 Feint 14-

    0 Language: Japanese (idiomatic; literate) (5 Active Points)

    4 Language: English (completely fluent; literate)

    3 Scholar

    2 1) KS: Blacksmithing (3 Active Points) 14-

    2 2) KS: Extortion Rackets (3 Active Points) 14-

    2 3) KS: Organized Crime (3 Active Points) 14-

    2 4) KS: Smuggling (3 Active Points) 14-

    2 5) KS: The Black Market (3 Active Points) 14-

    3 Shadowing 14-

    3 Stealth 14-

    7 Streetwise 14-

    3 Survival 14-

    15 Tactics 20-

    2 Weaponsmith (Swords And Daggers) 14-

     

    Total Powers & Skill Cost: 389

    Total Cost: 600

     

    450+ Disadvantages

    25 Watched: Yakuza 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    15 Hunted: Police 8- (As Pow, NCI, Capture)

    15 Psychological Limitation: Bound By Duty (Common, Strong)

    10 Psychological Limitation: Short tempered (Common, Moderate)

    20 Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe

    20 Social Limitation: Subject to Orders Very Frequently (14-), Major

    20 Social Limitation: Harmful Secret (Frequently, Severe)

    15 Social Limitation: Honor among Thieves (Frequently, Severe, Not Limiting In Some Cultures)

    10 Unluck: 2d6

     

    Total Disadvantage Points: 600

     

    Background/History: Born into the Tokyo underworld Saiki grew up outside the system. His father an enforcer for the Yakuza, mother an entertainer. When he was young his father would tell him of their family’s proud samurai lineage and that it was his responsibility to honor those traditions if he was ever to become a man. Shortly after Saiki turned eleven his father was killed and his mother fled Tokyo with him to his father’s ancestral home.

     

    Despite Saiki’s pleading she would not speak of why they fled the city. It was only while listening to her one night begging his grandfather to allow them to stay that he learned the truth. For years Saiki’s father served Hiro, a man who lusted after her. After a performance one night he tried to take her by force. Saiki’s father stopped him. The next night he was gunned down.

     

    Listening to his elders speak Saiki vowed revenge. The next day Saiki devoted himself to leaning the art of the samurai. Studying with his grandfather at first Saiki eventually left his ancestral home searching for greater instruction. Traveling the country Saiki learned from the best but he knew he could do better, he knew the techniques he learned had been watered down through the ages. After nine years that changed.

     

    It began with dreams of his father; Saiki would see him calling him to a place he didn’t recognize. His waking hours became feverish as she sought answers. After months of searching Saiki found himself in a small village outside of Okinawa, there he found the source of his dreams.

     

    In a small home miles from the nearest village Saiki found a man calling himself Shusaku. Old beyond recognition Shusaku told him that he had felt Saiki’s warrior spirit and would begin the child’s new training. Confused how this man had even known him Saiki was enraged but before he could even draw his blade the venerable master had laid him on his back.

     

    Over the next decade Saiki slowly came to understand Shusaku’s true power. Attuned to energies of the world around him Shusaku could feel the warrior spirit even transcend the flesh and limitations of the body by harnessing these forces. It had been nearly twenty years though, the world was changing around them and Saiki had not forgotten his vow of revenge.

     

    Having learned how to manipulate his own spirit energies Saiki set out again, this time with a warning. Shusaku forbade him to leave, Saiki’s training incomplete, should he leave and allow rage to overtake him he would never be capable of finishing his training. The pair quarreled and before Shusaku could bring Saiki down the student did something different. Focusing his rage Saiki forged a blade of pure spirit energy killing Shusaku. Strangely he showed no pain as he passed. The old man’s face was one of perfect harmony as his life left him.

     

    Returning to Tokyo Saiki learned that his Hiro, father’s former boss and killer now resided in America where he controlled illegal imports and exports across the cost. Traveling across the pacific Saiki found his target entrenched and protected at all times. Studying the structure of the Yakuza Saiki knew the only way at his father’s killer was from the inside.

     

    Forming a gang known as the Thirteen Cuts Saiki quickly began training them in swordplay and expanding protection outside of the Yakuza controlled districts. Not knowing who the leader of this new gang was Hiro watched them as they expanded and accepted them when they sought an alliance.

     

    For three years now Saiki’s power has grown, the Thirteen Cuts ever expanding and his respect within the Yakuza rising. To reach his current position Saiki has killed hundreds and committed crimes he would have once thought atrocities. However, with each kill he moves one step closer to his goal and to revenge.

     

    Powers/Tactics: It is nearly impossible to surprise Saiki and his training has allowed him to fight without the aid of sight or hearing. Although he lacks the heavier defenses of some boss type villains Saiki's Trained Block and Warrior focus help to overcome this. Fighting defensively Saiki will rely on his Spirit Blade Counterstrike to feel out his opponents while blocking and building up his Spirit Blade.

     

    Campaign Use: Saiki can serve as both a hardened crime lord or as a tragic villain. Although not on par with more earth shattering foes with the Thirteen Cuts Saiki can quickly become a major threat to any team much less a single hero.

  6. Re: Lame or awesome?

     

    For lame powers, look at Aquaman. Controls sea creatures. Whoop-tee-doo.

     

    To make it cool... just remember Chtulu is a sea creature. :nonp:

     

    Okay, and for my inner geek statement Cthulhu is not a sea creature disputed what later publications said. If he was why would it be imprisoned under water and need others to free it?

  7. Re: Lame or awesome?

     

    From Lame to Awesome I think Bionic Commando has some room to shine here.

     

    Basic premise: Robotic Claw: Stretching: Only one arm.

     

    Expanding on the basic idea we also get:

    Swinging, Claw out swing across retract claw.

    Enhanced Strength, it's a robot hand, nuff said.

    Limited Armor, using the robotic arm to block.

  8. Re: Lame or awesome?

     

    Funny you should use that example. I'm creating a character with the ability to summon packs or rats. They provide him such powers as Tunneling, Clairsentience, and Armor. (How creepy would a cloak of rats be?)

     

    From the description if you wanted to add some creep factor might do some Presence for Pre attacks only for when he summons his rodent hoards then do a second Pre in the same way Linked to armor: Cloak of Rats. No one wants to get near that guy.

  9. Re: Whirlwind Pyramid (a.k.a. Tornado Fighter) attack: how would you write this up?

     

    There's also some flight involved with this maneuver; in the opening sequence

    of BotP, the WP is shown rising upward past the hordes of faceless minions,

    only to break apart once the team had gotten past them.

     

    Aside from that small omission on my part, what's been posted so far looks good.

     

     

    Major Tom 2009 :thumbup:

     

    This could simply be a flight linked the power.

  10. Re: Whirlwind Pyramid (a.k.a. Tornado Fighter) attack: how would you write this up?

     

    Whirlwind Pyramid: Energy Blast 8d6, Hole In The Middle (+1/4), Explosion (+1/2), Double Knockback (+3/4) (100 Active Points); No Range (-1/2), Requires A Skill Roll (Teamwork; -1/2), Limited Power Power loses about a third of its effectiveness (Must be used in conjunction with other team members Whirlwind Pyramid; -1/2), Gestures (Requires both hands; -1/2)

     

    Real Cost: 33

     

    This build represents the a basic power each of the team members would purchase. Using the teamwork rules the 8d6 is enough to send just about anything flying when all 5 members are in the pyramid. The GM may rule that they can combine their damage total for things like breaking barriers as they do things like easily shred through steel plate but when used against oppentes it doesn't seem to have this destructive an effect. I might allow this with a custom +1/2 Advantage. That wold bring the finial cost to: Active Cost: 120 Real Cost: 40.

     

    Members of the team would likely need Teamwork skills in the low to mid twenties to pull this off consistently. That doesn't seem to be out of line for the characters.

  11. Re: Nothing can stop me now!

     

    "Yes strike me, attack me, your anger fuels me and I shall destroy you with it!"

     

    Your Anger Fuels Me!: Aid Primary Attack (Or Power of Choice) Power 6d6+1, Can Add Maximum Of 73 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (101 Active Points); Limited Power Power loses about half of its effectiveness (Only when blocking; -1)

     

    Cost: 50

    For whatever reason I was thinking about how one would incorporate the Rope-A-Dope into super heroic gaming. Your Anger Fuels me without supporting powers is really only good against melee type characters. However, by adding something like Armor Only when blocking it becomes much more viable for Super heroic games.
  12. Re: The Boys

     

    From what little I have seen of The Boys' date=' I would probably give most of them some Dirty Fighter martial arts moves. Also, they seem to be a faster than most of the other supes that share their universe. So, you might consider some extra DEX with the only to attack first limitation - you could title that power [i']Likes to throw the first punch[/i].

     

    Isn't that Lightning Reflexes?

     

    Edit: Based on what I know it may be worth giving them +1 Speed (Limited: Only for Attacks)

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