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Gary Ciaramella

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Everything posted by Gary Ciaramella

  1. When I get around to running my next campaign I am going to run it at 350 points with 250 points base and 100 points from disadvantages. I have always felt that 150 points in disads forced the players to make choices for disads that were outside thier original concepts...
  2. Can someone pull out their copy of The Blood and Dr. McQuark and type up the standard Blood abilities for me? I want to update a character of mine for an upcoming campaign and that is one of the books I do not have... Thanks in advance!
  3. Oooooo... I want that cell phone! Everfull Cooler LS (Eating: Character does not eat) (3 Active Points); OAF (-1), Restrainable (-1/2) (1 Real Point) This is a small one person cooler that is always full of drinks and sandwiches, just hope that noone ever chains it shut on you! For more generous types, you can upgrade it with bulky focus and area effect radius and feed your friends too!
  4. Make those a fragile OAF for -1 1/4 and you can have 3 points of flash defense...
  5. Player: I want a flashlight for my character, pleaaaaaaaaase? *puppy eyes* GM: *sigh* Ok, you have a flashlight.
  6. Sneakers Invisible Power Effects (Hearing Group; +1/4) on 6" of Running (3 Active Points); Limited to half moves (-1), IIF (-1/4); (1 Real Point) Wear these babies and noone will ever hear you coming!
  7. Shouldn't the Dex, Con and Speed also be only in hero ID or OIF?
  8. I've have a campaign coming up and while thinking of a concept of a Morbane fighting for redemption. I need a bit of help coming up with a background... why would a Morbane, an evil to the core black magician, suddenly turn his back on DEMON and wish to save his soul... ideas?
  9. well the -1 vs. -1/2 question is a small thing, I mostly was looking for comments on if the power itself was a "good" power, as opposed to abusive. So far it seems like other than the adjustment in the limitation, that you both see little wrong with it. *rubbing hands together like Mr. Burns* Excellent!
  10. Shockwave Clap: Strength, AOE Cone (+1), only to strike (-1) I figured a -1 for Only to Strike due to the fact that strength either allows you to lift or to strike, so that would eliminate half of its utility. What do you all think of this?
  11. He is using Freedom City from Mutants & Masterminds... a good book and a good city, worth the read even if you do not play M&M.
  12. *singing* Fighting crime, trying to save the world, she shows up just in time, It's Dynamode-Girl! DYNAMODE! I love it!
  13. Ack... now my hatred of D02... ummm I mean my hatred of Blue know no limit!!! (not really... congrats! )
  14. Background/History: Jessica Savage is the eldest of 3 children born to William and Shannon Savage, and was born 22 years before the current game year on February the 12th. She has a sister named Katherine (15 years old) and a brother named Brandon (13 years old). Both of Jessica's parents are teachers, William teaches high school, Shannon teaches elementary. Jessica was 16 when her mutant abilities manifested, and her mother did not react well to them at all, having her sent off to be a student at Claremont Academy. Since then, mother and daughter have rarely talked and when they have it has often led to heated arguments. While her father actually has very little problem with Jessica's abilities, the two have not had the chance to spend time together because of Shannon Savage and they likely will not either any time in the near future. Katherine has gradually grown to be even more hateful of Jessica than her mother and will not speak to Jessica at all. What is unspoken between the two is the fact that Katherine's 16th birthday is approaching and she fears greatly that she too will develop mutant abilities. Jessica's brother Brandon doesn’t have a problem with his oldest sister, but since she left the family when he was 7 years old, the bond between the two of them is not particularly strong. Initially Jessica was resistant to being a part of the Claremont Academy, considering it a punishment by her mother for a freak act of nature that she had no control over. With time however, Jessica grew to love Academy, staying there 4 years, not leaving until she was given a full scholarship to the Freedom School for the arts. Even after being away from Claremont for more than 2 years, she maintains a good relationship with the students and faculty. Generally both Jessica and the Academy would be willing to come to the aid of the other in time of need. Currently Jessica is in her 3rd year at FreeSA. She is well liked by her teachers, who generally believe that if she applies herself, Jessica should have a bright future as an artist. While she does very much want to do well, the combination of school and superhero activities have made it a struggle to keep her scholarship, much less excel in her studies. She does have the help of friend and faculty mentor, Professor Kennedy. The Professor is very interested in helping Jessica succeed, feeling quite paternal toward the young artist. So Jessica holds on by her fingertips, living in the dorms, tutoring with Professor Kennedy or associates that he drafts into duty, and living the life of a hero all at once… she is definitely a busy girl. Being a young mutant psionic with a public identity has brought Jessica to the attention of both PSI and The Institute for Human Advancement. Neither organization has of yet acted to get their hands on Jessica, so she and her family has been safe up to this point. Personality/Motivation: Sometimes shy and quite, often angry and headstrong, Jessica is a passionate young woman. Her strong sense of duty and the demands of her hectic life often drive her to distraction. Sooner or later she will develop ulcers unless Jessica learns to relax and realizes that the world will not end if she is not at the center of it. Although it is generally agreed that Jessica means well, sometimes her point of view that she is indispensable to whatever project she is involved with rubs people the wrong way. Her big fear in life is that she will not be able to handle everything and will let down the people that count on her. While otherwise fairly fearless in combat, Jessica knows full well that she is almost worthless against energy attacks, and thus has developed quite a fear of them. While she doesn’t panic when the EBs are flying, she will seriously think of turning and running if the situation gets too bad and the return is not large enough. Powers/Tactics: Touch is a telekinetic. Her powers are very effective against physical attacks, but useless against energy attacks. To compensate to a limited degree, she has taken to wearing a special reflective and insulated costume to supply her with some energy defense. Despite that, she is afraid of energy attacks and will do her best not to engage opponents who use them, leaving those targets for others. As far as the mechanics of what her powers can do, they should be self-explanatory. She can manipulate physical objects both close up and at a distance, focusing on a single object or an area. She has practiced a great deal to be able to catch incoming attacks and reversing or redirecting their trajectory, using the oppositions attacks against them. Due to her lack of HTH combat skill, Jessica does her best to keep opponents away from her, but she can use her Telekinesis to increase her strength to amazing levels. Over time she does intend to improve her HTH skills and also improve the strength and versatility of her telekinetic powers. She already has several ideas for what she would like to try next with her powers once she figures out how to go about it. Appearance: Quite small when compared to many of the Amazonian women who fight crime, Jessica stands 5' 2" and weighs 105 lbs. Quite beautiful, Jessica has long red hair and green eyes and when on duty wears a skin tight silvery mirrored costume. When not on duty, Jessica wears comfortable, lightweight clothing with a definite preference for blue. The actress who most resembles her is Alicia Witt.
  15. Here is an updated copy of my submission... a few changes to her abilities. I am aware that she has some significant areas of weakness, but if played in combat with those weaknesses in mind, I believe that she is a viable hero. Touch Player: Gary Ciaramella Val Char Cost 10 STR 0 20 DEX 30 18 CON 16 10 BODY 0 13 INT 3 18 EGO 16 15 PRE 5 16 COM 3 4/30 PD 2 4/12 ED 0 4 SPD 10 6 REC 0 36 END 0 24 STUN 0 6" RUN02" SWIM027" LEAP0Characteristics Cost: 85 Cost Power END 93 Active Telekinesis Powers: Multipower, 93-point reserve 9u 1) Force Wall (15 PD; 3" long and 1" tall), 1/2 END (+1/4), Backlash (+1/2), Transparent to Energy Attacks (+1/2) 4 9u 2) Missile Deflection (Bullets & Shrapnel), Reflection At Any Target, Ranged Full Range (+1) 4u 3) +50 STR, 1/2 END (+1/4); No Figured Characteristics (-1/2) 2 9u 4) Telekinesis (40 STR), Fine Manipulation, 1/2 END (+1/4) 3 8u 5) Tunneling 6" through 15 DEF material (Fill In), 1/2 END (+1/4) 3 15 Passive Telekinetic Powers: Elemental Control, 30-point powers 12 1) 50% Resistant Phyical Energy Reduction; Costs 1/2 END (-1/4) [Notes: HD wouldn't allow Reduced Endurance (1/2 End) for a power bought with Costs Endurance. But Steve said that Costs 1/2 Endurance is an allowable -1/4 limitation. I assigned Costs Endurance at the -1/4 level and changed the lable. This did not change the end cost however, which is now 1.] 3 15 2) Force Field (24 PD), 1/2 END (+1/4) 1 20 Telekinetic Movement: Multipower, 20-point reserve 2u 1) Leaping +15" (27" forward, 13 1/2" upward) (Accurate) 2 2u 2) Flight 10" 2 6 Trained Mind: +6 Mental Defense (10 points total) 5 Psionically Sensative: Mental Awareness 10 Reflective & Insulated Costume: Armor (2 PD/8 ED); OIF (-1/2) Powers Cost: 219 Cost Skill 3 Breakfall 13- 9 +3 with Telekinesis Attacks 3 Concealment 12- 3 KS: Art History (INT-based) 12- 1 Language: French (basic conversation) 3 Paramedics 12- 6 PS: Artist (DEX-based) 16- 3 Shadowing 12- 3 Stealth 13- 3 Teamwork 13- Skills Cost: 37 Cost Perk 5 Contact (Contact has significant Contacts of his own, Very Good relationship with Contact) 11- 4 Contact (Contact has useful Skills or resources, Good relationship with Contact) 11- Perks Cost: 9 Total Character Cost: 350 Val Disadvantages 20 Dependent NPC: Jessica's Family 8- (Normal; Group DNPC: x4 DNPCs) 10 Distinctive Features (Mutant): (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 25 Hunted: Institute For Human Advancement 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 20 Hunted: PSI 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Psychological Limitation: Afraid of Energy Attacks (Common; Moderate) 20 Psychological Limitation: Takes Her Responsibilities Seriously (Very Common; Strong) 15 Psychological Limitation: Will not "Murder" (Uncommon; Total) 10 Social Limitation: Public Identity (Occasionally (8-), Major) 20 Normal Characteristic Maxima Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  16. Hey Enforcer... hope you are not upset, but I downloaded the file for Skybreaker. Decent enough Supermanish kind of brick... but the real reason for this message is that your life support power name is wrong... the quote is "I have inside me blood of kings" not "things." Thou must keep holy the lyrics of Queen!
  17. This is the character I sent in... that do you guys think? Touch Player: Gary Ciaramella Val Char Cost 10 STR 0 20 DEX 30 18 CON 16 10 BODY 0 13 INT 3 18 EGO 16 15 PRE 5 18 COM 4 4/30 PD 2 4/10 ED 0 4 SPD 10 6 REC 0 36 END 0 24 STUN 0 6" RUN02" SWIM027" LEAP0Characteristics Cost: 86 Cost Power END 90 Telekinesis Attacks: Multipower, 90-point reserve 9u 1) Telekinesis (40 STR), Fine Manipulation, 1/2 END (+1/4) 3 4u 2) +50 STR, 1/2 END (+1/4); No Figured Characteristics (-1/2) 2 9u 3) Missile Deflection (Bullets & Shrapnel), Reflection At Any Target, Ranged Full Range (+1) 7u 4) Tunneling 6" through 12 DEF material (Fill In), 1/2 END (+1/4) 3 15 Telekinetic Defenses: Elemental Control, 30-point powers 12 1) 50% Resistant Phyical Energy Reduction; Costs 1/2 END (-1/4) [Notes: HD wouldn't allow Reduced Endurance (1/2 End) for a power bought with Costs Endurance. But Steve said that Costs 1/2 Endurance is an allowable -1/4 limitation. I assigned Costs Endurance at the -1/4 level and changed the lable.] 1 15 2) Force Field (24 PD), 1/2 END (+1/4) 1 20 Telekinetic Movement: Multipower, 20-point reserve 2u 1) Leaping +15" (27" forward, 13 1/2" upward) (Accurate) 2 2u 2) Flight 10" 2 6 Trained Mind: +6 Mental Defense (10 points total) 12 Can "Hear" background mental noise.: Detect Thoughts 12-, Range, Sense 5 Psionically Sensative: Mental Awareness 8 Reflective & Insulated Costume: Armor (2 PD/6 ED); OIF (-1/2) Powers Cost: 216 Cost Skill 3 Breakfall 13- 9 +3 with Telekinesis Attacks 3 Concealment 12- 3 KS: Art History (INT-based) 12- 2 Language: French (fluent conversation) 3 Paramedics 12- 8 PS: Artist (DEX-based) 18- 3 Shadowing 12- 3 Stealth 13- 3 Teamwork 13- Skills Cost: 40 Cost Perk 4 Professor Ryan Kennedy (Contact has significant Contacts of his own, Good relationship with Contact) 11- 4 Claremont Academy (Contact has useful Skills or resources, Good relationship with Contact) 11- Perks Cost: 8 Total Character Cost: 350 Val Disadvantages 10 Distinctive Features (Mutant): (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 25 Hunted: Institute For Human Advancement 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 20 Hunted: PSI 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Physical Limitation: Weirdness Magnet (Infrequently; Greatly) 10 Psychological Limitation: Afraid of Energy Attacks (Common; Moderate) 10 Psychological Limitation: Headstrong (Common; Moderate) 20 Psychological Limitation: Takes Her Responsibilities Seriously (Very Common; Strong) 15 Psychological Limitation: Will not "Murder" (Uncommon; Total) 10 Social Limitation: Public Identity (Occasionally (8-), Major) 20 Normal Characteristic Maxima Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  18. Hey there... I just sent a submission for a slot in the game. I do hope there is one left, I am really interested in playing!
  19. How about a multipower with uncontrollable on the pool... then 4 slots... the killing attack... then a cosmetic, minor and major transformation... the GM can decide what the result is when you use it...
  20. Now now... no need to get insulting, he is just obviously from the "if it is not broke, dont fix it" school... while there are those of us that see merit in what you are discussing, there are also going to be people that see it as a pointless overcomplication of the game. Either way, it is not worth insulting him over.
  21. Because no matter how detailed you make something... there are going to be those who want it to be detailed even more.
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