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Mr. R

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Everything posted by Mr. R

  1. Mr. R

    Drathreth

    Really? I stand corrected, thank you. If that is true then HKA are undercosted. 19 Active points to get a 4d6 AP or a straight 6d6 HKA (90 points active) WOW! Yes I know his Strength is 65 points. But this is giving him damage equal to 90 Strength. As long as his campaign perameters allow this, then OK.
  2. "T" is for SHAKE... I am sorry. "T" is for .... SHAKE. One more time... "T" is for .... SHAKE! The description was a weather controller is one of the heavy hitters in the team. And we were having a dearth of female characters so I made her female. Also I placed her in the far east for another person from that region. To power her up add 10 active points to all her abilities before advantages so a 12d6 attack, 25" fly, 25/25 FF and maybe even add a Force Wall. To weaken her reduce her attack to 8d6 and get rid if the 1/2 End on all her powers
  3. Mr. R

    Drathreth

    You have the Killing Attacks wrong. 36 OMG I'm an ice monster multipower (45 Active Points) Only In Alternate Identity (-¼) 3f Cold Breath: Killing Attack - Ranged 2d6, Area Of Effect (26m Line; +½) (45 Active Points); No Range (-½), Only In Alternate Identity (-¼) 4 1f Talons: Killing Attack - Hand-To-Hand 1d6 (4d6 w/STR), Armor Piercing (+¼) (19 Active Points); Only In Alternate Identity (-¼) 2 2f Bite: Killing Attack - Hand-To-Hand 2d6 (6d6 w/STR) (30 Active Points); Only In Alternate Identity (-¼) At best your strength doubles the damage to a HKA. So that 1d6 HKA with AP at best does 2d6 HKA AP. That bite does max 4d6 HKA not 6d6.
  4. "S" is from another dimension (and no it is NOT Star) The suggestion is for a super smart gadgeteer, but we have enough on the list, and what is a power suit but a big gadget? But I did keep the great Int idea and a favouring of brains over brawn. To power him up, well adding a MP to the blaster and/or a gadget pool would be a suggestion! To weaken him, just reduce his blaster and Str to 40/8d6.
  5. What is the redifined Combat Luck? Seems you are giving him CSL DCV only, vs everything. That usually costs 5pts/ level and you have 12 levels? That should cost 60 pts and you have it at 24? So he has a DCV of 17? WOW! Hey Grailknight can I borrow that Black Marker of DOOM? If you are going normal Combat Luck which for 24 pts gives 12/12 pd/ed then if you add the 20/20 FF this places him WELL above any campaign set (Like 42/42 total) YIKES! The stats are OK for Dark Champions, but like GK said, scale back powers. Aim for 40 active points. This could give you a 6-8 d6 HA (total 10-12 d6 with the Mart. Arts) which is A LOT of damage for a DC campaign.
  6. "R" wants to be under the sea, in an octopus' garden in the shade This was fairly easy to make. I just wanted to STAY AWAY from the shark man pastiches and toothy smiles. I made him a fast brick with underwater abilities. Above water he's competent, underwater he's in his element and has a distinct advantage. In fact if you have an underwater element to your campaign, and you give penalties for underwater combat, he should be immune to them. This is his element. To power him up, bring his Str up to 50 or 55 and his defenses to 23-25. To weaken him Str 40 and Spd 5 or even 4!
  7. "Q" is for ..... elements? The description was "teenager, can control the classic elements" As inspiration I used the villaness from "To Serve and Protect" who was a lady from an Aztec society cursed to be OVERLY harsh when it come to law and order. She is a classic LAW going too far type. Anyway her powers in the first module was a MP with elemental themed powers. Change the history a bit and we have your teenaged elementalist. To power her up, add a VSFX advantage to the MP. This will allow her to use each with all four classic types! If that still not enough the the attack MP to 70 Active points and the Movement MP to a flight of 20" or even 25". But that is a serious power up. To weaken her, get rid of the 1/2 End on all her powers.
  8. "P" is powerful My inspiration for this is from Aaron Allston's Strike Force. There was a character I think called Psyker, who super heroed as a break from his real job. He was a conbo mentalist/ martial artist. I just lessened the MA and refused to use TK type powers. That really alters the feel of the NPC. This is the "I'll stay BAAACCKK here!' type. To power up just up all abilities by 10 to 15 active points so Mental Illusions at 13 d6. To weaken, bring everything to 40 AP.
  9. "O" my, what do I see? So the description of this NPC was someone who look after Until's image as well as having superior vision. So I went with an expert PR person with really good vision. A not about the CuK (Cultural Knowledge) not being defined. I will leave that to you, but it was to show a wide range of CuK which I think would be important in Public Relations. To power her up is another difficult proposition. She's basically a one trick pony again. More gadgets probably. OR the other senses become acute as well. To weaken her, get rid of the Find Weakness and reduce the blaster to a more discrete 8 charge version!
  10. Sorry for the hiatus, but here are the next batch. First up, now you see him........ Nobody is the perfect person for saying why Until has SO much info about a location. Paired with Mr. Immediate, he can get in, observe, maybe even set some booby traps and then be ported out. He really isn't a combatant, and so is best used as a surprise, or back up. Powering him up is difficult as he's at the limit of his power. Either more gear OR a total rewrite as the invisibility is just one in a suite of light control powers (So an EC with flight, FF, EB) Weakening him is as simple as removing his rifle. This make him truely a one trick pony, more like Invisible Kid from the old LSH comics!
  11. I would do it in the order presented, IE: 6ed Kingdom of Champions Champions Down Under (Australia sourcebook) Champions of the Rising Sun (Japan) Champions Down South (Mexico and Central America) Darkest Champions (Africa, Egypt, and the Middle East) I would just change the last one to Champions of Africa. Seriously take a look at M&M Atlas of the world for a very positive take on the Continent. They have a very interesting take on the Xavier School for mutants that is fantastic!
  12. So after comment here and on RPG net I am going with the following Gods of Law Commerce Justice Earth/Agriculture Skies Night skies Gods of Chaos Luck/Trickery - Opposes Commerce Storms - Opposes Night Sky War - Opposes Justice Fire - Opposes Day Sky Pestilence - Opposes Earth/Agriculture (You'd started with Filth & Disease, which seem fine to me. Pestilence is a classical framing of those.)
  13. I prefer the idea of good and bad aspects. Example, sky is order and nice after a storm, but too much sky ie no rain is bad. The storms are needed to water the fields. Wealth is good when everyone has a chance at the apple, evil when suptuary laws placed to keep people from buying certain goods or services. Law can be evil and stagnating, and chaos can be freeing and empowering (look at slavery)
  14. Well the God of Wealth is described as "Not wanting much, just half, of everything!" I like the Agriculture one as the setting is very agriculture centered. And trickster sounds too much like luck. But I could be wrong!
  15. So as part of my continuous mental exercise to develop a campaign I dusted off my old Star Crown Empire book from ICE. I have described how I will change the size of the continent, where some cities are, now I come to religion. Now I don't know if I will give my priests spells or powers (probably) but religion will play a role. To this end they describe ten gods.. But some are a ..... problem. they doesn't fit. Gods of Law Order and Commerce Justice Wealth (already in the commerce, I feel this is redundant) Skies (male) Night skies (female) Gods of Chaos Luck Storms War Fire Filth and disease (seriously) See I like most of it because there is no good or evil here , except for that last one. So I come to the venerable sages of the forum. Can you propose a replacement for Wealth and for Filth and Disease?
  16. I didn't want a fire and forget type power for that. All the other powers she has to keep slotted or they disappear, like the FW or the Darkness. I wanted to keep the same feel for the entangle. As long as it is slotted, the opponent is entangled, the moment she drops the power, the entangle goes away. I may have used the wrong Limitation here. If so please correct me!
  17. She'll appease you, just to please you cause hse's got Betty Davis Eyes! Well this NPC came with a cool backstory and some descriptions of her powers and her personality. As part of my inspiration was Luster from the old Strike Force module. Her power set has a lot of light powers, BUT, because they are in an MP she can only access a few at a time at full power. So Moonstone can be versitile but limited. To weaken her just reduce the MP and all the slots. To power her up, change her give her an EC for the flight, FF and Force wall, and leave the rest in a MP!
  18. He wants to give you a hug! So I recieved some hooks for the character, which I incorporated into the build. He's a bit of a fish out of water type, but he has a lot to live up to! To weaken him just reduce his stats and MA so that he's doing about 8-10 d6 damage. To power him up allow him access to some of the royal regallia. A staff, club/mace (think Hindu diety here)
  19. He loves a good fight! The description made the build. I just incorporated a lot into it. To weaken him, reduce or remove the TK To power him up, Make him more a straight TK with flight and a ranged TK,
  20. He comes from a land down under I took the Spidy villain Pumpkin Jack as my inspiration. To Power him up, give him more gadgets To weaken him, get rid of the grenades
  21. "I" is immediately after "H" I envisioned this person as the reluctant hero types. He'd just love to be able to teleport to all those nice places and see the sights and have some fun and then teleport home. But now when he goes somewhere there is some sort of plot or group or event where he'll be asked to lend a hand or what ever. So he figured it would be a good idea to have back up. To strengthen Mr. Immediate just adding the Indirect advantage to his grenade pool would do a lot. To weaken him get rid of some of the charges on the grenades and a few Floating locations. Really he's not a combatant but a reason the Squad can have operatives there at a moment's notice, and possibly get them out also!
  22. OK. How about a naked Reduced Endurance to, say Running. Bring you End use to 1/2 or even 0. Great for those long distance chases (Doesn't he ever get tired?)
  23. Healing. The nanites start repairing your body. You could buy it as the Fast Heal talent (1 body per hour).
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