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Certified

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Posts posted by Certified

  1. Re: Skills a True Hero Must Have

     

    A few other people have said it already but for my picks of Essential Hero Skills, I will say almost always Tactics and in group play Team Work. This aids in the overcoming more powerful challenges. Add Deduction and any other “reasoning skill” for detective types, I wouldn’t call it essential but it sure feels that way for a lot of my characters. Supplemented with KS: Campaign Setting (Specialize as a necessary) and KS: Known Super Criminals to help give a hero a seasoned feel.

  2. Re: The best retcons of all time

     

    Not canon' date=' but [b']Earth X[/b]. I resisted reading it because I thought it was just another mutant-love series. When I was finally convinced to read it I was blown away. Somebody worked damned hard to come up with an explanation for everything that happened in the Marvel Universe ever! Galactus, vibranium, the Eternals, Crusher Creel, Black Bolt, Machine Man, Captain America...and the Asgardians! I know the story isn't official, but I just can't look at any of these things the same way. An excellent story. :thumbup:

     

    I thought this was one of the best Graphic Novels They ever did. I think I still have the old What If that included the eternals coming to Earth and creating the Eternals, Deviants (If I remember correctly) and what would become mutants. (This was not the What If story but an added story at the end.)

  3. Re: Wierdest powers...

     

    Hubcap riding: another great power from Marvel’s New Universe.

     

    Powers/Abilities : Metallurge possesses the ability to levitate metal, though he primarily uses only a hubcap form a 1949 Chevrolet. He rides on top of the hubcap to fly through the air, can use it to allow others to do the same (though his control weakens with distance), and can use it as a shield or blunt weapon.

    In spite of his ability to "fly" atop his hubcap, Chris is afraid to fly in airplanes, which make him nauseous.

    http://www.marvunapp.com/Appendix/metallur.htm

  4. Re: Any ideas for a National Hero for India?

     

    Important Statistics: India

    Landmass: 328.73 million hectares

    Total population (000): 1087 124

    Annual population growth rate (%)* (1): 1.5

    Population 0-14 years(%): 32

    Rural population (%)* (1): 72

    Total fertility rate (births per woman): * (1) 2.9

    Life expectancy at birth (years) * (1): 63

    GDP: Mystic Heroes

  5. Re: Any ideas for a National Hero for India?

     

    My recommendation for building a background and powers for a National Hero of India would be www.pantheon.org it’s an excellent source for an overview of Hindu mythology and mythic heroes. Although may not want to go with a mythic clone it may prove insightful for building a story that would resonate in that culture. Here is a link to the articles regarding Hinduism.

     

    http://www.pantheon.org/areas/mythology/asia/hindu/articles.html

  6. Re: need a villain organization name

     

    Magi: Multinational’s Association for Generating Innovation, to help define that name the Multinational comes from the fact that they operate with funding from numerous large corporations. Life AIM they have a legit front as well.

  7. Re: Sure signs that your player doesn't want to be in your 350 pt champions game.

     

    You establish ground rules for a long, thrilling mystey, fraught with cover-up and intrigue, and request skill sets including detective work, beuracracy, KS: politics KS: area knowledges-- maybe even perks such as contacts or favors--

     

    things like that.

     

    He hands you a character who has spent 230 points on stats and melee weapons, named Killah Thug, who resides in Hackenslash, NJ...

     

    (also a true story. Fortunately, not at my table....)

     

     

    Or a mentalist with Mind Scan and Mind Control at the Active Point Limit.

  8. Re: Help me brainstorm a disaster!

     

    Of course, these scenarios might be a bit difficult to pull off in this, the

    post-9/11 game universe.

     

     

    Sadly not really, someone did a security test sneaking banned items on a plan, 10 attempts with 10 successes, I forget who ran the test, but here’s a link to the FBI’s Fake license test .

    We do have to wait longer if that makes you feel safer though. Although, there might be an Air Marshal on board who could maybe help the players with some of the suggestions I’ve read so far they’ll need all the help they can get.

  9. Re: Normals w/Abilities vs Supers [Offshoot of CSL vs MA]

     

    If NCM is an option which you may, but are not required to, take, the logical thing to do is calculate your character's cost with your desired characterstics each way, and then take it or don't, whichever is cheaper. Or, take it, and use the points to buy up a characteristic.

     

    I have to agree here, what works best for the character. Our GM is pretty flexible and we have 2 trained normal characters in the current game one with NCM one without. It’s all about what works best with concept and execution not penalizing the player for wanting a semi-normal character.

  10. Re: WWYCD: Hi! We're your Sidekicks!

     

    Fallout: (An intellect suspended within collected radiation) If the sidekick’s powers are truly similar it would depend primarily if he was still human looking or not. (Fallout looked normal kid and only absorbed ambient radiation until they tested the limits of his mutant power.) If he still looks human Fallout would encourage the kid to keep his humanity for as long as he could and stay away from hospitals with radiotherapy equipment. He would want to see the same fate forced on another. If the sidekick were another collected consciousness he would keep the entity as close as possible. In either case Falout would have the sidekick tested to see if he released any levels of radiation. (The nature of Fallout’s powers allows him to be close to others without endangering them as he’s constantly internalizing radiation not emitting it.)

  11. Re: Hello and Character Post [Fallout]

     

    I took personal immunity to the EB because it’s supposed to be a burst of radiation, and at some point I hope to pump it up some more. As for the regeneration, he is constantly absorbing ambient radiation and not releasing it, the healing is to represent that.

  12. Re: Hello and Character Post [Fallout]

     

    Here are the numbers

     

    Value Char Cost

    20/40 STR 10

    21 DEX 33

    21 CON 22

    22/26 BODY 24

    18 INT 8

    17 EGO 14

    13 PRE 3

    2 COM -4

    4/21 PD 0

    4/21 ED 0

    5 SPD 0

    8 REC 0

    42 END 0

    43/47 STUN 0

    Powers

     

    31 Radioactive Internalization: Armor (7 PD/7 ED), Difficult To Dispel (x4 Active Points; +1/2) (31 Active Points)03Damage Resistance (4 PD/4 ED) (4 Active Points); Linked (Radioactive Diffusion; Greater Power is Constant or in use most or all of the time; -1/4)06Power Defense (8 points) (8 Active Points); Linked (Radioactive Diffusion; Greater Power is Constant or in use most or all of the time; -1/4)02Mental Defense (5 points total)012Body of

     

    Radiation: Elemental Control, 30-point powers, (15 Active Points); all slots Linked (Radioactive Internalization; Greater Power is Constant or in use most or all of the time; -1/4) SFX: Radiation.

    121)

    Body of Radiation: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 25,600 kg, -2 DCV, +2 PER Rolls to perceive character, 16 m tall, 8 m wide), Reduced Endurance (0 END; +1/2) (30 Active Points); Linked (Radioactive Internalization; Greater Power is Constant or in use most or all of the time; -1/4) SFX: Radiation.0122)

     

    Semisolid state: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Linked (Radioactive Internalization; Greater Power is Constant or in use most or all of the time; -1/4) SFX: Radiation.0163)

     

    Radioactive Diffusion: Force Field (10 PD/10 ED), Difficult To Dispel (x2 Active Points; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Linked (Radioactive Internalization; Greater Power is Constant or in use most or all of the time; -1/4) SFX: Radiation.0154)

     

    Release Radiation: Energy Blast 3d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), No Normal Defense ([standard]; +1) (41 Active Points); No Range (-1/2), Linked (Radioactive Internalization; Greater Power is Constant or in use most or all of the time; -1/4) vs ED. SFX: Radiation.0195)

     

    Particle Acceleration: Flight 8", Position Shift, x4 Noncombat, Reduced Endurance (0 END; +1/2) (39 Active Points); Linked (Radioactive Internalization; Greater Power is Constant or in use most or all of the time; -1/4) SFX: Radiation.086)

     

    Regeneration: Healing 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Linked (Radioactive Internalization; Greater Power is Constant or in use most or all of the time; -1/4) SFX: Radiation. [Notes: No Healing Max (see FREd p. 120).]045

     

    Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)010+2 SPD (20 Active Points); Requires A DEX Roll (-3/4), Linked (Radioactive Diffusion; Greater Power is Constant or in use most or all of the time; -1/4)

     

    Martial Arts

     

    3 Martial Throw

    4 Martial Strike

    3 Martial Grab

    3 Grappling Throw

     

    Skills

     

    20 +4 with DCV

    5 +1 with HTH Combat

    3 SS: Radiology 13-

    3 SS: Medicine 13-

    3 Paramedics 13-

    3 PS: Football 13-

     

    Disadvantages

     

    Psychological Limitation: Code Versus Killing Common, Total 20

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

    Physical Limitation: Alien Physique (Infrequently, Greatly Impairing) 10

    Distinctive Features: Swirling body of radiation (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20

    Physical Limitation: Extremely Large, cannot use normal clothes or items (Frequently, Slightly Impairing) 10

    Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing) 10 Note: To avoid contamination Fallout pulls himself as tight as possible focusing solely on holding himself together.

    Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong) 10

    Susceptibility: Surrounded by lead 3d6 damage per Minute (Uncommon) 15

    Hunted: The secret organization that caused Fallout's rebirth. 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15

    Reputation: May cause cancer from exposure (false) , 14- (Extreme) 20

     

     

    Character Costs

     

    Characteristics: 108

    Martial Arts: 13

    Skills: 37

    Perks: 1

    Talents: 0

    Powers: 191

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

  13. Well I’ve been lurking around here for a little bit now and I’ve posted a few times but I’ve noticed a real tight kind of community here so I thought I would introduce myself. So here goes, hi all. I thought I would include the character I’m currently playing and see if anyone had any suggestions of where to take him as he gains experience. (Just a Note he lacks Desolidification at the GM’s request) I hope you enjoy and here he is…

     

     

    Appearance: A pulsing humanoid shaped ball of crackling radioactive energy. A red eye of force float within the center. With concentration Fallout can return to a semi-humanoid state. While humanoid his flesh retains the same red-green hue constantly flickering and rippling as if trying to burst free of the skin.

     

    Background: Jason Burrows was once an almost normal collage student, studying to become a Radiologist. With grades just above average and a fondness of sports Jason never conceived of the strange mutagenic powers growing within him. When one of his professors noticed that his body carried abnormal amounts of radiation his name and information was logged for future review. For whatever reason, Jason's body did not dissipate any of the ambient radiation absorbed during day to day activities.

     

    Jason's data was forwarded to an organization that preyed on weak mutants looking to capitalize on their abilities before they realized their potential. Monitoring his progress though collage his body already contained lethal levels of radiation before his senior year. Self contained, it was only detectable though blood sampling and other detailed analysis. To avoid harming the young man the professor who originally made the discovery kept Jason�s medical files confidential working with his doctors. This set Jason up for the event that forever changed his life.

     

    Just out of collage Jason was offered an internship with one of the leading hospitals in the country for cancer therapy specializing in radiotherapy. On his first day Jason was trapped inside a clean room with an experimental XBRT laser where he was bombarded with the ultra high levels of radiation. The beam controlled from the outside had been modified increase the output ten thousand fold, fatal to a normal man within seconds.

     

    On that day Jason Burrows died. His body burned away from the inside in a nuclear fire. Fallout was born, his consciousness existing within the field of static electricity created in ambient radiation. The resulting explosion of his birth destroyed nearly half the wing; eighteen dead in the explosion and another sixty four from radiation exposure in the weeks after. Since that day Fallout has undergone extreme scientific observation but so far it seems he can contain the radioactive elements that comprise his consciousness in a semisolid body.

     

    Personalilty: When unidentified military forces attacked the research facility Jason was being held he was instrumental in their defense. Fallout has aided the military and policing organizations on numerous occasions helping to quell super powered threats. However, to this day seeks revenge on the organization that ended his chances at a normal life and has dedicated himself to stopping the machinations of science out of control. He accepts the need for experimentation and the progress of technology and does not fear scientific advancement but cannot abide by the loss of an individual�s right to choose.

  14. Re: Free Will

     

    First 2 paragraphs about books then my thoughts on the scenario at hand if anyone is still reading.

    This brings to mind a couple of things, fist is God Emperor of Dune where Leto the II has had a good 3000 to subvert everyone to in the universe to his will, with only a few factions of resistance, notably one being from his sister’s bloodline. Her grief? Lack of control; the people have what they need but have nothing to strive for and suffer under restrictions limiting where they can go. For the most part people were free and only suffered from small restrictions but still the lack of control was too much for them to bear so they rallied against it. This is the stance most people seem to have taken and it appears straight forward enough.

    The other perspective on this comes from the final pages of Watchmen. Where after a falsified event is set off it has a rallying effect over the world. The characters all know the truth but have to decide weather or not to reveal it. Forgive me those who have not read it, please read the graphic novel not the rest of this post. Here for the most part they decide instead it is better to allow this lie to continue to prevent the fallout from the world learning the truth.

    In the scenario you’ve presented the hero must now choose to embrace the fallout or find some other possible solution. My question would be why do the players have to kill those who resist? If he were truly benevolent he should be able to find some form of compromise. Perhaps trying to convince them the same why he has persuaded the hero he has charged with killing them.

    There is no shot term solution as I perceive it, or more correctly not without violence on a global scale. If I were a player in this scenario I believe I would work to some middle ground. Without killing those who could oppose the Mastermind. Perhaps using this moment of reprieve to developed real solutions, changing people’s perceptions of mutants while they are amiable to suggestion and seeking comprises between warring states that would hold long enough to prevent instant war upon his death. To put it another way the players would have one lifetime to change the minds and thoughts the world to prevent its inevitable destruction.

    2 cents.

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