Jump to content

MisterVimes

HERO Member
  • Posts

    5,606
  • Joined

  • Last visited

Everything posted by MisterVimes

  1. MM - 300 percenter -Smash... that was nasty cobo. On the final mission when you had to go from gear to gear refighting all the baddies, that one knocked Pan off the edge and ended that fight in one hit...
  2. Another nasty addition to the Villainous Agent's arsenal: The HeroBuster Armor and BFG. Note the crapping construction of the equipment (14- activation). But it's good enough for such disposable minions. Cost Equipment END Herobuster Armor, all slots: OIF (-1/2), Activation Roll 14- (-1/2) 7 1) Ballistic Cloth: Physical Damage Reduction, Resistant, 25% (15 Active Points) 22 2) Ceramic Casing: Armor (20 PD / 10 ED) (45 Active Points) (added to Secondary Value) 17 3) Jet Boots: Flight 15" (Improved Noncombat Movement (x4)) (35 Active Points) 3 4 4) Smartlink for BFG: +3 with any three maneuvers or a tight group of attacks (9 Active Points) 1 5) Range Finder: Absolute Range Sense (3 Active Points) 18 BFG: Multipower, 45-point reserve, all slots: , 16 Charges (+0) (45 Active Points); OAF (-1), Activation Roll 14- (-1/2) 2u 1) Cutting Beam: Energy Blast 6d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points) 2u 2) Heavy Blaster: Killing Attack - Ranged 2d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points) 2u 3) Tanglefoot: Entangle 1d6, 8 DEF (45 Active Points)
  3. Unless it's Joe's delusion that it's Vimes' delusion that Joe's his sidekick... AH HA!
  4. Immunity to terrestrial diseases and biotoxins? That's a good one.
  5. He could have a sidekick named Joe who thinks he's funny... but isn't.
  6. Okay... let's try the tragedy angle. Mr. Vimes is tired of seeing the military and the police getting the rough end of the deal. He develops some chemicals that will create super-soldiers. The drugs work fine on himself and his children (metagene anyone?) but are rejected as dangeously addictive with pronounced side effects. Vimes continues his experiments but his funding is pulled. One of his children use the drugs to "make them see that dad was right" and is killed. In his sorrow and anger, Vimes turns to the street to sell his frugs to finance his revenge and to try and perfect his drugs to show the world he was right. Classic tragedian villain. He can have a daughter and a son that use the Special Vimes Drugs (since they take no side effects) as super agents. He is loyal to his people and sometimes a little blind to the fact that his agents are using him as a supplier of drugs that allow them to commit crimes.
  7. Here are a few modified Drugs from the Drug Designer's own stash that are sans side effects: Cost Power END Mr. Vimes' Special Combat Drugs, all slots: , 4 Continuing Charges lasting 1 Hour each (+1/2); IIF (-1/4) [Notes: Unlike the Drugs Mr. Vimes sells, this drugs have no side-effects.] 17 1) Juice: +20 STR (30 Active Points); No Figured Characteristics (-1/2) (not added to totals) 26 2) Wire: +10 DEX (45 Active Points); No Figured Characteristics (-1/2) (not added to totals) 17 3) Flex: +10 CON (30 Active Points); No Figured Characteristics (-1/2) (not added to totals) 24 4) Celine: +10 EGO (30 Active Points) (not added to totals) 24 5) Spook: +20 PRE (30 Active Points) (not added to totals) 24 6) Scream: +2 SPD (30 Active Points) (not added to totals) 36 7) Jazz: +15 REC (45 Active Points) (not added to totals) 24 8) Boost: +40 END (30 Active Points) (not added to totals) 24 9) Tyson: +20 STUN (30 Active Points) (not added to totals) 24 10) Jenner: Running +10" (30 Active Points) (not added to totals) Powers Cost: 240 hdp attached
  8. Two ways to go there. Is he an evil, power hungry street warlord or is he trying to make the world a better place through chemicals... hmmm. I don't think Megalomaniac as much a Solipsistic, he does view anyone else as 'real'...
  9. That's a VERY good idea. My turn to steal...
  10. I don't want to give away too much to my lurking players... but. I have a team of Villians in Power Armor called the Wreckers. The Wreckers are a team of Mercs that sell out to the highest bidder (making their appearance easy when I want to pony them out for a session). Hardcore (l) - Heavy Hitting all'round PA guy with a chain-gun Grenadier - Arial assault and bombadier Mean Machine - Speed freak and HTH expert Vandal - Murderous Brick Shrike - High Speed air support and Evac. The team is good for teaching teamwork as the Wreckers use call-signs, team work and always have a backup plan.
  11. Nope. One or the other might be appropriate, but not both.
  12. Here's my take: Mister Vimes Player: NPC Val Char Cost 13 STR 3 18 DEX 24 18 CON 16 13 BODY 6 23 INT 13 23 EGO 26 18 PRE 8 12 COM 1 16/26 PD 7 16/26 ED 6 5 SPD 22 7 REC 0 35 END 0 30 STUN 1 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 133 Cost Power END 24 Impact Reactive Armor: Armor (10 PD / 10 ED) (30 Active Points); IIF (-1/4) (added to Secondary Value) 45 The Persuader: Multipower, 60-point reserve, all slots: , 64 Charges (+1/2) (90 Active Points); OAF (-1) [Notes: Big Scary Hand-Gun] 3u 1) Concrete Blob: Entangle 3d6, 9 DEF (60 Active Points) 3u 2) Dumb Darts: Drain 6d6: INT (60 Active Points) 3u 3) Penetrator: Killing Attack - Ranged 2 1/2d6 (vs. PD), Armor Piercing x1 (+1/2) (60 Active Points) 3u 4) Screamer: Flash 15d6 (Mental Group; Additional Sense Group: Hearing Group, Additional Sense Group: Sight Group) (60 Active Points) 3u 5) Splat Bullets: Energy Blast 12d6 (vs. PD) (60 Active Points) Mr. Vimes' Special Combat Drugs, all slots: , 4 Continuing Charges lasting 1 Hour each (+1/2); IIF (-1/4) [Notes: Unlike the Drugs Mr. Vimes sells, this drugs have no side-effects.] 17 1) Juice: +20 STR (30 Active Points); No Figured Characteristics (-1/2) (not added to totals) 26 2) Wire: +10 DEX (45 Active Points); No Figured Characteristics (-1/2) (not added to totals) 17 3) Flex: +10 CON (30 Active Points); No Figured Characteristics (-1/2) (not added to totals) 24 4) Celine: +10 EGO (30 Active Points) (not added to totals) 24 5) Spook: +20 PRE (30 Active Points) (not added to totals) 24 6) Scream: +2 SPD (30 Active Points) (not added to totals) 36 7) Jazz: +15 REC (45 Active Points) (not added to totals) 24 8) Boost: +40 END (30 Active Points) (not added to totals) 24 9) Tyson: +20 STUN (30 Active Points) (not added to totals) 24 10) Jenner: Running +10" (30 Active Points) (not added to totals) Powers Cost: 324 Cost Martial Arts Maneuver 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs Martial Arts Cost: 15 Cost Skill 10 +1 Overall 3 Computer Programming 14- 3 Criminology 14- 3 Deduction 14- 3 Electronics 14- 3 Inventor 14- 3 Mechanics 14- 3 Oratory 13- 3 Paramedics 14- 3 Persuasion 13- 3 PS: Surgery (INT-based) 14- 3 Security Systems 14- 3 Streetwise 13- 2 Survival (Urban) 14- 3 Tactics 14- 3 Scientist 2 1) SS: Biology (INT-based) (3 Active Points) 14- 2 2) SS: Biochemistry (INT-based) (3 Active Points) 14- 2 3) SS: Chemistry (INT-based) (3 Active Points) 14- 2 4) SS: Genetics (INT-based) (3 Active Points) 14- 2 5) SS: Medicine (INT-based) (3 Active Points) 14- 2 6) SS: Nanotechnology (INT-based) (3 Active Points) 14- 2 7) SS: Pharmacology (INT-based) (3 Active Points) 14- 2 8) SS: Psychology (INT-based) (3 Active Points) 14- Skills Cost: 70 Cost Perk 5 Computer Link 50 Follower (x100, 75 Base, 75 Disad) 15 Money (Filthy Rich) 2 Fringe Benefit (License to practice a profession, Passport) 40 Vehicles & Bases (200 Base, 0 Disad) Perks Cost: 112 Cost Talent 12 Combat Luck: 6 PD/6 ED 8 Lightning Reflexes: +5 DEX to act first with All Actions 3 Lightning Calculator Talents Cost: 23 Total Character Cost: 676 Base Points: 200 Experience Required: 476 Total Experience Available: 0 Experience Unspent: 0 and the hdc is attached
  13. Re: Alien Legion Hero Sweet. I loved Alien Legion and I'd love to see what people have done.
  14. Uusally what I do is strat with the topographical map. Then I make a copy of it in B&W and plant the first tribes of each race and name those places, then I try and develop migration patterns and as people move over places, the names change. It's still kind of artificial, but if you make notes as it goes then the process seems more organic. AND the players are inpressed when you tell them that: "This is London, it takes its name from the latin Londinium (when the roman's ruled here), before than it was lun doon..."
  15. I love that, what did RIVAL stand for?
  16. Re: Re: Celine That will be the next line of drugs. The booty-enhancer.
  17. Re: The Versitile Vimes Oh... I have a much bigger ego than that
  18. Re: Oh, what the heck So hard to choose. I was grinning like an idiot from the moment I started playing the game and I had to force myself to stop playing it and 'Make it last'... For combat effectiveness I liked Bullet and Minuteman For Personality and Storyline I liked the Ant and Manbot. So... Manbot.
  19. Re: Damsel In Distress 101 The gag could be Darkness vs. Hearing group, that's a tough one. I don't usually write up gags and ropes. I just define their toughness and defense. OR (second thought) you could make it concealment vs. Sound (that way there would still be a PER roll to try and hear them.)
  20. *caresses new copy of TUV* Mmmmyyyyyyyyy Prrrrrrrrrrecious Bob... Excellent job. The Ultimate Vehicle had everything I wanted or needed in a Vehicle suppliment. I give it two thumbs up. It was much better than cats. *whispers* okay... where's the $20 you promised?
  21. Sir, I would be HONORED to be the head of a criminal organization in your game.
×
×
  • Create New...