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dustytomes

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Everything posted by dustytomes

  1. Re: Sailor Sun, formerly Solara so... Tim is a transvestite?
  2. Re: Character foundation Thanx Guys Very Helpful
  3. dustytomes

    Angel

    Re: Angel Ya I figured if shes made of light she should go light speed. Also I need to work on disadds and if she hit by vs desolid shes toast.
  4. dustytomes

    Angel

    A angelic multi-form for a less than angelic chr Angle2 Player: Val Char Cost 10 STR 0 23 DEX 39 24 CON 28 10 BODY 0 15 INT 5 20 EGO 20 50 PRE 40 26 COM 8 2 PD 0 4 ED -1 4 SPD 7 7 REC 0 48 END 0 27 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 146 Cost Power 47 Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; 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) 8 Bright: Negative Combat Skill Levels (-3 to opponent's OCV) (15 Active Points); Limited Power stoped by flash def. (-1/2), Visible (-1/4) 16 Mental Defense (20 points total) 10 Power Defense (10 points) 10 Increased Arc Of Perception (360 Degrees) with Sight Group 10 Infrared Perception (Sight Group), Discriminatory 10 Ultraviolet Perception (Sight Group), Discriminatory 15 +10 versus Range Modifier for Sight Group 10 Elemental Control, 20-point powers 14 1) Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 20 Minutes (-2), Resurrection Only (-1/2) 53 2) Desolidification (affected by light darkness), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2) 30 3) Flight 10", Position Shift, x16 Noncombat (40 Active Points) 12 4) Flight 3", combat acceleration/deceleration (+1/4), MegaScale (1" = 100 million km; +2 1/4), Can Be Scaled Down 1" = 1km (+1/4) (22 Active Points) 8 5) Sight Group Images Increased Size (16" radius; +1) (20 Active Points); Visible (Bright; -1/4) 103 Multipower, 60-point reserve, all slots Affects Physical World (+2) (180 Active Points); all slots Linked (Flash; Lesser Power can only be used when character uses greater Power at full value; -1/2), Requires Light To Use (-1/4) 3u 1) Ego Attack 6d6 (60 Active Points); Linked (Flash; Lesser Power can only be used when character uses greater Power at full value; -1/2), Visible (-1/4), Requires Light To Use (-1/4) 3u 2) Dispel Dark Powers 11d6, any dark power one at a time (+1/4), Cumulative (+1/2) (58 Active Points); Linked (Flash; Lesser Power can only be used when character uses greater Power at full value; -1/2), Requires Light To Use (-1/4) 3u 3) Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); Linked (Flash; Lesser Power can only be used when character uses greater Power at full value; -1/2), Beam (-1/4), Requires Light To Use (-1/4) 3u 4) Energy Blast 12d6 (60 Active Points); Linked (Flash; Lesser Power can only be used when character uses greater Power at full value; -1/2), Requires Light To Use (-1/4) 3u 5) Healing BODY 4d6, Ranged (+1/2) (60 Active Points); Others Only (-1/2), Linked (Flash; Lesser Power can only be used when character uses greater Power at full value; -1/2), Requires Light To Use (-1/4) 62 Sight Group Flash 10d6, Personal Immunity (+1/4) (62 Active Points) Powers Cost: 433 Cost Skill 15 +3 with Ranged Combat 3 Oratory 19- 3 Persuasion 19- Skills Cost: 21 Total Character Cost: 600 Pts. Disadvantage 25 Distinctive Features: Golden Glowing goddess (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Code Versus Killing Common, Total 10 Physical Limitation: Mutant (Infrequently, Greatly Impairing) 10 Common Sense 10 Susceptibility: "DARK" powers, 1d6 damage per Turn (Uncommon) 10 Vulnerability: 2 x STUN dark powers (Uncommon) 5 Psychological Limitation: fear of darkness (Uncommon, Moderate) 20 Accidental Change: reserection Always (Uncommon) 20 Accidental Change: caught in darkness Always (Uncommon) 15 Psychological Limitation: Protects Innocents (Common, Strong) 15 Enraged: when confronted with the truely evil (Uncommon), go 11-, recover 11- 10 Hunted Demon: 11- (Mo Pow, Watching) Disadvantage Points: 170 Base Points: 430 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  5. Ok, So I'd like to know what are the fundamental building blocks that make up a solid foundation for a chr? What in your opinion make up the core of a good chr. The frame on which you could hang any of the archetypes? from what I've gathered so far... dex 23 con 23 pd 20 ed 20 spd 5 and a 12dc attack Granted not all chr are built from the same starting point but don't most start from a similar place?
  6. Re: No combat respect Thanx guys very helpful The MA was a gift from the GM he felt an ex cop should have it... We don't use normal spd we use an spd+d6 system Looks like con and ranged levels are a must Thanx again
  7. Re: WWYCD (kind of): Advice Time for Scarlet! Black Jack: "I don't know what yer not telling me but yer parents must have something real bad. I can only think of one thing that would make a nice girl like you what yer parents dead. And that thought sickens me to the core of my being. If thats the case I'll kill'm My self..." Angel: *slap* "feeing better now? All the crazy gone?" Merlin: "I say! Are you MAD! This is the sort one nonsense I mite expect from one of my students! Of course I'd have place such an outrageous statement in your permanent record... And I suppose I'd have to tell the school Psychologist... and then theres the... *wonders off*
  8. Re: Show you story telling skills. get this sucker going real time and you could use it in game to become the GREATEST GM THE WORLD!!!
  9. Re: Pet Powers Gliding, I really like gliding add persistent and I get a warm feeling:p maybe I have a deep seated fear of falling or something.... Great another issue to deal with You'd think I was crazy or something... Where's my tinfoil hat?
  10. Re: No combat respect Black Jack Player: Dusty Val Char Cost 15 STR 5 20 DEX 30 15 CON 10 12 BODY 4 13 INT 3 13 EGO 6 15 PRE 5 12 COM 1 3/23 PD 0 3/18 ED 0 4 SPD 10 6 REC 0 30 END 0 28 STUN 0 6" RUN 0 2" SWIM 0 33" LEAP 0 Characteristics Cost: 74 Cost Power 30 Repulser Powers: Elemental Control, 60-point powers 30 1) Blast Off: Leaping +30" (33" forward, 16 1/2" upward), combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4), Surface not needed (+1/2) (60 Active Points) 90 2) Repulser Ray: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (120 Active Points) 30 3) REPULSER Field: Hand-To-Hand Attack +6d6, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Double Knockback (+3/4) (75 Active Points); Hand-To-Hand Attack (-1/2) 30 4) Repulser FIELD: Force Field (20 PD/15 ED/8 Mental Defense/5 Power Defense), Costs END Only To Activate (+1/4) (60 Active Points) 1 Polarizing Shades: Sight Group Flash Defense (3 points) (3 Active Points); OAF Fragile (-1 1/4) 1 Low level repulser field: Gliding 1", Persistent (+1/2); no Noncombat movement (-1/4) 1 Low level Repulser field: Damage Resistance (3 PD), Hardened (x2; +1/2) Powers Cost: 213 Cost Martial Arts Maneuver 1 Weapon Element: Clubs 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on Martial Arts Cost: 15 Cost Skill 30 +3 Overall 3 Combat Driving 13- 3 Criminology 12- 3 Deduction 12- 3 Interrogation 12- 3 Lockpicking 13- 3 Persuasion 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 12- 3 Computer Programming 12- Skills Cost: 63 Cost Perk 7 Fringe Benefit: Concealed Weapon Permit (where appropriate), COP 8- Contact, Federal/National Police Powers, Weapon Permit (where appropriate) Perks Cost: 7 Total Character Cost: 372 Pts. Disadvantage 10 Dependent NPC: Julie Morgan-Althor (skip trace, ) 8- (Infrequently), Normal, Useful noncombat position or skills, Unaware of character's adventuring career/Secret ID 20 Normal Characteristic Maxima 15 Hunted: organized crime boss of the week 8- (Occasionally), As Powerful, NCI, Capture/Kill 10 Distinctive Features: Mutant Not Concealable, Always Noticed, Detectable Only By Unusual Senses 5 Distinctive Features: "LOVE" and "HATE" tatoos on hands Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Psychological Limitation: Obsessed With Crimefighting Very Common, Strong 20 Psychological Limitation: Overconfidence Very Common, Strong 10 Reputation: reckless vigilante, Frequently (11-) 5 Reputation: ex-cop, 8- 15 Enraged: when takes BODY damage in combat Common, go 8-, recover 11- 15 Social Limitation: Secret ID (Mark Miller) Frequently (11-), Major 5 Hunted Demon: 8- (Mo Pow, Watching) Disadvantage Points: 150 Base Points: 200 Experience Required: 22 Total Experience Available: 17 Experience Unspent: 0
  11. Am I alone in making story based characters that get no Respect in combat? I have yet to have a Character survive 2 turns of combat with a major villain with out being KO'd or the other characters swooping in and saving my bacon. Our Game Has lots of non-combat role playing so I still have a lot of fun its just Combat thats been anti-climatic for me. Any Ideas on how to get some Respect in combat?
  12. Re: (character) Mr. Amazing Mr. Amazing Player: dusty Val Char Cost 15 STR 5 20 DEX 30 25 CON 30 15 BODY 10 9 INT -1 14 EGO 8 20 PRE 10 10 COM 0 5/20 PD 2 5/20 ED 0 4 SPD 10 11 REC 6 50 END 0 50 STUN 14 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 124 Cost Power 35 TK: Elemental Control, 70-point powers 40 1) Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points) 28 2) TK sled: Flight 10", x16 Noncombat, rapid Noncombat movement (+1/4), Usable Simultaneously (up to 4 people at once; +3/4) (70 Active Points); Physical Manifestation (-1/4) 47 3) TK Field (15 PD/15 ED/10 Mental Defense/10 Power Defense/2 Flash Defense: Hearing Group/4 Flash Defense: Sight Group) (Protect Carried Items), Costs END Only To Activate (+1/4) (82 Active Points) 35 4) TK Wall (10 PD/10 ED; 3" long and 2" tall), Costs END Only To Activate (+1/4) (70 Active Points) 1 Life Support (Longevity: 200 Years) Powers Cost: 186 Cost Skill 3 Breakfall 13- 3 PS: sales 13- 3 Oratory 13- 3 Hoist 11- 2 KS: Supervillans 11- 2 KS: US of A 11- 10 +2 with Ranged Combat 3 +3 with tk strike Skills Cost: 29 Cost Perk 6 Reputation: old school super (A large group) 14-, +2/+2d6 1 Fringe Benefit: Basic 8- Contact 1 Fringe Benefit: Basic 8- Contact 2 Favor 1 Fringe Benefit: Passport Perks Cost: 11 Total Character Cost: 350 Pts. Disadvantage 10 Hunted: villan de' jour 8- (As Pow, Harshly Punish) 10 Distinctive Features: Mutant Not Concealable, Always Noticed, Detectable Only By Unusual Senses 15 Psychological Limitation: code vs murder (Common, Strong) 15 Psychological Limitation: Protects Innocents (Common, Strong) 15 Psychological Limitation: Overconfident (Common, Strong) 25 Psychological Limitation: Dedicated To Truth, Justice, And the American way Very Common, Total 15 Dependent NPC: E.P. Tayler(spunky newspaper photographer) 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's Secret ID) 30 Dependent NPC: The Nun's of Our Lady of Perpetual Sorrow Orphanage 8- (Incompetent; Group DNPC: x8 DNPCs) 15 Social Limitation: Secret Identity (August Summers, Amway dealer) Frequently (11-), Major Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  13. Re: (character) Mr. Amazing Ok I think I may have fixed some of Your concerns....
  14. Re: (character) Mr. Amazing My goal with Mr A was a chr with Meat and potatoes power with a heaping helping of personality. YUMMY!! The problem I've had with past chrs is when I give them creative powers they often end up underpowered and I get no respect in combat. Now keep in mind I'm not a power gamer or a munchkin. One of my chrs has a 100pt psionic vpp and I run him as a wuss. So when given an uber powered chr I pull back the power level but I can't up the power of an under powered chr. Then I realized, to me, powers are secondary to personality. So I gave Mr A. a big attack power a big movement power and 2 big defense powers and went to work on his personality. Most of his personality is still in my head(think John Wayne meets Hank Hill with powers). If you look at my post count you can see I have a hard time putting my thoughts on paper(or computer screen). They keep squirming off the page. And I appreciate your comments they are very help full. I've been playing for about 6 mo. Thanx Dusty
  15. Submitted for your perusal. I give you... Mr. Amazing Player: dusty Val Char Cost 15 STR 5 23 DEX 39 20 CON 20 15 BODY 10 9 INT -1 14 EGO 8 20 PRE 10 10 COM 0 5/20 PD 2 5/20 ED 1 4 SPD 7 10 REC 6 40 END 0 33 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 107 Cost Power 41 Elemental Control, 82-point powers 46 1) force bolt: Energy Blast 14d6, Indirect (3' from Mr. A always fired away from Mr. A; +1/4) (87 Active Points) 23 2) force sled: Flight 10", x32 Noncombat, rapid Noncombat movement (+1/4), Usable Simultaneously (up to 4 people at once; +3/4) (80 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) 41 3) Force Field (15 PD/15 ED/10 Mental Defense/10 Power Defense/2 Flash Defense: Hearing Group/4 Flash Defense: Sight Group) (Protect Carried Items), Costs END Only To Activate (+1/4) (82 Active Points) 54 4) Force Wall (14 PD/14 ED; 3" long and 2" tall), Costs END Only To Activate (+1/4) (95 Active Points) 1 Life Support (Longevity: 200 Years) Powers Cost: 206 Cost Skill 3 Breakfall 14- 3 PS: sales 13- 3 Oratory 13- 2 KS: Supervillans 11- 2 KS: US of A 11- 10 +2 with Ranged Combat 3 +3 with eb strike Skills Cost: 26 Cost Perk 6 Reputation: old school super (A large group) 14-, +2/+2d6 1 Fringe Benefit: Basic 8- Contact 1 Fringe Benefit: Basic 8- Contact 2 Favor 1 Fringe Benefit: Passport Perks Cost: 11 Total Character Cost: 350 Pts. Disadvantage 10 Hunted: villan de' jour 8- (As Pow, Harshly Punish) 10 Distinctive Features: Mutant Not Concealable, Always Noticed, Detectable Only By Unusual Senses 15 Psychological Limitation: code vs murder (Common, Strong) 15 Psychological Limitation: Protects Innocents (Common, Strong) 15 Psychological Limitation: Overconfident (Common, Strong) 25 Psychological Limitation: Dedicated To Truth, Justice, And the American way Very Common, Total 15 Dependent NPC: E.P. Tayler(spunky newspaper photographer) 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's Secret ID) 30 Dependent NPC: The Nun's of Our Lady of Perpetual Sorrow Orphanage 8- (Incompetent; Group DNPC: x8 DNPCs) 15 Social Limitation: Secret Identity (August Summers, Amway dealer) Frequently (11-), Major Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background August Summers was left on the steps of Our Lady of Perpetual Sorrow Orphanage in august 1932. August's odd name was the result of Sister Regina's rather dry sense of humor and Mother Superiors total lack of imagination. Between the lightning quick rulers of the Nuns and the "boxing" lessons of Father Patrick a strong sense of morality was beaten into him. August was always odd, he aged a half the rate as other children, but when his powers manifest Father Patrick saw it as just plane demonic. The exorcism for August Summers was long and grueling and August almost died, twice. In the end August learned to suppress his powers he was eight years old. It would be almost 10 years before he would use his powers again. It happened on an unseasonable hot May afternoon. Sister Marget had taken some of the older children on a field trip to the Muncie Tulip Festival. The Human Dynamo had just foiled the latest attempt by Doctor Destroyer to take over the world and a titanic battle ensued. Its not clear what if anything Tulips may have played in DR. Destroyers plans. What was clear was that a majority of the First National Bank of Muncie had be launched nearly a half mile into the air. While Dynamo was able prevent much of the resulting collateral damage, he was not going to be able to prevent a two ton block of granite from sending Sister Margret to her eternal reward. It was by pure instinct that August summoned a dome of force to protect Sister Margret. A truly impressed Dynamo took a second to muss August's hair and declare "Amazing kid, amazing!" before rushing off to save a family of four. (Keep in mind the 17 year old August could have passed for a scrawny 12 year old at the time.) After Sister Margret explained that August's powers where not demonic, they where in fact a gift from God and he had a responsibility to use his gift for the betterment of mankind. And so a new Hero was born... Kid Amazing! With his reduced aging It took an embarrassingly long time to drop the "Kid" and become... Mr. Amazing. So let me Know what you think...
  16. Re: Help with problem with project 275 how about a "biomancer" someone that can control other people's biological functions but not there thoughts. You could give him healing, aid and drain powers. Give him empathic telepathy/mind control as he could read/cause chemical changes that relate to emotions.
  17. Re: Help with a name bug-a-boo joy ride skyfox trix(silly kids trix are for krooks) green git batfox
  18. Re: Build Help CHAR: Motley Fool I decided to make the boffer gloves a straight no range double KB EB just for simplicity's sake. why make it no range? the boxing glove on a spring(or that expanding scissor thing) is classic. you could take limited range too.
  19. Re: Quote of the Week from my gaming group... You guys are gonna spoil the thread for me...
  20. So what are your pet powers? I'm looking for signature powers. Powers that if the other members of your group saw on a char sheet they'd know it was yours. So as a player what is your "calling card"?
  21. Re: Adventure - For The Children I think It mite work better with a "New" supervillan. But you would need to tease the player's with the new bad guy first, just enough to get them curious about this new mysterious person.
  22. Re: Quote of the Week from my gaming group... Ninja mook: (in badly accented English)" I surrender!"(drops sword) Black Jack(blaster):"I don't speak Japanese!" (Blast!)
  23. Re: Realism vs cynicism The world's reactions to superhumans getting superpowers is like winning the lottery. Sort of a genetic lottery. So what happens to people that win the lottery? First winners become estranged with friends and family over money disputes. Also "Old money" types look down there noses at the Winner. This isolates the winner. Also winning the lotto didn't give the winner any skill in how to use his money and oddly enough most lotto winners go bankrupt. these and other stresses cause an increase in divorce and suicide rates among lotto winners. Then add in the fact that I can't think one useful thing that the government doesn't try to control with laws or taxes. Then there is the truism: power corrupts and absolute power corrupts absolutely. Therefor Superpowers should be super corruptive? Also people are basically selfish and self centered.( nobody had to be taught to not share there toys) This leads me to believe that in the "real" world most supers would be lonely, self centered and corrupt. At the very least the government would attempt tax and legislate supers into submission. Supers face an uphill battle in the "real" world just to live a normal, life let alone a super one.
  24. Re: Quote of the Week from my gaming group... Yakuza goon: (bad Japanese accent)"Rye suh-renda!" Black Jack: (blaster)"I don't speak Japanese!" BLAST!!
  25. Re: Why hasn't magic changed the world? Oddly enough the plague was one of the things that elevated the position of peasants in medieval times. No plague, the peasants stay peasants and feudalism continues on unchecked.
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