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Tigereye

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Everything posted by Tigereye

  1. From my Teen Champions game: Nimisha: I hate when two crows get together. It's like attempted murder. From the World Watchers game: Nightstriker (having blew his roll to make his elixir which gives him his superpowers): Now I have to visit about a half-dozen places to get the damn ingredients again! Israfil: (starts singing "Super Chicken" theme) He will drink his super sauce And throw the bad guys for a loss And he will bring them in alive and kickin' (puk, puk, puk) There is one thing you should learn When there is no one else to turn to Call for Super Chicken! (puk, puk, puk) Call for Super Chicken! (puk ack!) source: http://www.lyricsondemand.com/tvthemes/superchickenlyrics.html Battle Royale on the Moon. Heroes teleport up to get a monolith to take back with them (yes, one of those monoliths) only to see a battle for the artifact already in progress. Space pirate/slavers vs. Earth supervillains vs. Oblivo-bots. Spark, after an obese space pirate punctured her spacesuit with his 4-meter-long tongue : EW! You wanna taste of me, Fat Elvis? OK! (Unleashes a pushed 28D Normal Energy blast which blows the guy across the lunar regolith into a trench of his own making, then she teleports back to earth with her suit depressurizing - good thing he had 15 ED and 25% Damage Reduction built in, or he'd be a smear on the Moon). Reboot uses Cyberkinesis to seize control of the pirate ship's computer and takes control of its tractor beam, using it to fling several Oblivobots and a large, lizardlike pirate they are attacking into the next large crater over a kilometer away. Merlin: Best hole-in-one since Alan Shepard!
  2. The card game is only one chapter, and is definitely not boring as it establishes the characters of Hugo Drax (and for that matter, M) quite well. It's a good bit of foreshadowing of Drax's villany - his need for control and bullying brashness. (He's a Fifties version of Donald Trump, complete with orange hair!) The book has several excellent pieces, including having a section of the Dover Cliffs being dropped on 007 and his Scotland Yard female assistant, a car chase scene, and an extended climax with Bond and the policewoman in the launch site for the first described atomic ICBM (written in 1955, and using hydrogen and fluorine for fuel!). It also has a genuine twist at the end, for which I will not spoil, lest ye read the text below... It would make a superb adventure for Pulp Hero, and not a bad one at all for a Dark Champions film noir. People are so addicted to action nowadays - but it's the quieter moments that help build character, in Champions and elsewhere. There, I found another reason to run Hero System - when you're not fighting, it's great for building character!
  3. Weather controller would be very fortunate, even a low-powered one. Someone with Bump of Direction (or better yet, Detect Location on Globe, as Sense, Discriminating) would be a godsend for a First Mate. A couple of bricks as deckhands is a good idea. If one is be a bit brighter than average that would also be a plus.
  4. Neither did 007, but you don't see that slowing him down! It actually takes several actions, if you can define it in a Hero System sense, for Bond to get the chute off of the pilot of the plane he's been pushed out of by Jaws (and how Jaws managed to hide on a Jetstream commuter plane is beyond me - maybe he was hiding in the restroom). The pilot leaves several seconds before Bond, forcing him to use beaucoup Skill Levels in Combat Piloting - Skydiving (Advanced) (not to mention a die or two of Luck) to catch up to him, wrestle and punch him, stun or KO him long enough to make a Grab maneuver on the chute, unlatch it and put it on himself (it takes an extra couple of seconds - 007 botches the first DEX check). The pilot regains consciousness long enough to make a Wilhelm Scream. (AAIIIEEE!) Jaws actually did have a parachute, but it didn't work. He ended up crashing into a circus tent, starting the opening credits, and which was a prelude for what was to come...(as if you can't guess, I'm not fond of Moonraker, the movie. It had about as much to do with the book as I, Robot did with its source material.)
  5. I've never thought of a living star as watching Sesame Street...but I like it for Sopdu. It could be the weak spot of the group - for all its awe-inspiring power, it isn't really evil, just having the mentality of a three-year old. God help the party, though, if it finds Gloriana (from Teen Champions)
  6. Boy, am I glad I'm in a universe where the GM doesn't require CvK for his heroes. (of course, we're also in a universe that if you kill someone, you could go to prison yourself if it wasn't in self-defense, and registration is more or less mandatory, so...)
  7. Back to the main topic - and illustrating the point. Hero can be chock-a-block with rules arguments like the ones above. (What constitutes Accessible? If Grond can take it away from me with Casual Strength, is it Accessible? What if someone tries to steal my parachute? Is it Invisible SFX to Hearing Group because you can't hear it when it's in use? And what color is it - is that a SFX?) That can be a big turn-off to players who don't like rules arguments from other players, and to GMs who are used to tight control of their players. My experience as a GM says the KISS principle should be applied. "The simpler, the better - if it can be built with points, you can have it, but then you'd better have a good reason for it. If it exists in real life, you can have it, even without points - but just be aware that even some things in real life cost points, unless you can buy them cheaply at a local hardware store. So flashlights, duct tape, and kitchen knives are free. But if you want to buy Skill Levels in it, you'll want to spend those points to buy them as a power as well." What I do in my games is give all characters a floating-value VPP for free (about 10-15 points, Foci or Vehicles only) depending on the device wielded) as a sort of "Everyman Powers". This covers things like their car, their flashlight, the roll of duct tape they used to wrap up Foxbat (and put a generous length over his mouth!). This stops a lot of problems with the players, as even superheroes can then use ordinary objects (in fact, I like to give points for creative thinking). It costs no points, as Aunt May has the same ability.
  8. This is actually easy, and although you guys have swung this thread a bit OT, it's actually a good example of how bad GMing can ruin a good game like the Hero System. An endurance battery can be bought IAF, OAF, IIF or OIF. So can a gun, for that matter. What the difference is is a) how noticeable they are and how accessible they are. Accessibility is not "how easy it is to put on" or access in your closet or kit bag; it's "how easy is it to take away". Noticeability is different than invisible power usage; you can think of it as "invisible until you use it". Let's take a pistol as an example: OAF: A pistol as we normally know it. Looks like a pistol and can be grabbed from someone. IAF: A pistol that doesn't look like one - it could be disguised as a cigarette case or a small computer tablet. However, it can still be taken away in combat from even a conscious and fully functioning person. OIF: A pistol with a nylon wrist strap or the like linking it to its user. Still clearly looks like a weapon of some kind, but cannot be taken away without knocking out the wielder or doing them some serious bodily harm (like dismembering their hand). IIF: A device that may do the same damage as a pistol but does not look like a firearm and cannot be taken away in a combat situation. For example, a belt buckle or a prosthetic finger ("The Fickle Finger of Fate!"). A power ring with the power of a .454 Casull. OK, an Endurance Battery. As END can take many forms, we can morph a Focus likewise. OAF: An exposed lantern battery, with wires that can be easily disconnected or broken. A reservoir of liquid goo attached by a vacuum cleaner hose. IAF: A battery that forms part of a backpack (and is thereby hidden) but still is connected by a spring terminal or can be slid out easily. A magical pendant that feeds life energy to the wearer; it doesn't glow but must be worn outside of the body to be used and can be snapped off the neck. OIF: A car battery (technically OIF Bulky); you know it's there because the car starts and can use its lights and radio but you can't get to it unless the driver is not in the vehicle or is knocked out and won't interfere with you removing it. Most electronic devices have this. Can you take it off in a split second, even if the user is an evasive target? No? Then it's Inaccessible. IIF: A Power Ring that doesn't look like anything and can't be removed unless the finger is (or at least is not capable of being taken away with a Grab). A pendant that can be worn inside clothing. A battery that doesn't look like a battery and is not easily removed. I knew a guy who had a multipurpose particle weapon in Champions; the weapon looked like a nondescript box, and his off hand was holding an attache case shackled to his wrist secure-courier style. It was his END Reserve. The GM Ruled it was IIF Bulky because he needed his off hand to always carry it; I would have ruled that the weapon technically needed two hands to use, too. Armor? OAF: An easily removed quilted cape that looks like it could stop bullets. A chain mail metal bikini top that can somehow give its wearer 20 PD and ED (but can still be removed with a Grab maneuver- "Maybe if you'd stopped wearing them, the swelling would go down." ) IAF: As above, but not obvious - they're just a cape and a bikini top, although both can be pulled off. ("There's something I'd like you to get off your chest.") OIF: The classic flak jacket and helmet getup. IIF:A business suit with armor underneath, or clothing made of ResistweaveTM.
  9. Thank you, Steriaca and Death Tribble! A thousand Quatloos to you both!
  10. Airline Pilot (who the PCs who can't fly for long distances always seem to get). Flight attendant (ditto). Crazy Uncle Patrick (remember, one can be smart and right and still be bull-goose loony). Groupie/Stalker. Movie screenwriter. Conspiracy Theorist. Fast-food server ("Serve me and you will live forever." "Uh...do you want fries with that?"). Clergy. Head of the local Mega-corporation. Belle du Jour. Eccentric bar regulars. ("NORM!")
  11. These jokes remind me of one I heard back in the day... Why doesn't the Sun go down on the British Empire? Because it knows what's good for it, eh?
  12. Merlin has done this all the time; playing a part to infiltrate an organization, and minor crimes are often to be winked at so the part seems more realistic. (I'm designing "blood bullets", coated with thin plastic which breaks on the skin with a bloody smear and even a little proud "skin", for exactly that reason, to fit into his Gadget VPP.) Still, he should have told somebody, outside the group or the force, just in case he got his tuchus arrested. He'd make a Persuasion roll in reverse, to ascertain his honesty. Casey would be confused; he doesn't get human subtleties sometimes - of course, being the spirit of a foo-dog inhabiting a car will do that to you. To hium, you're either good or bad, with very little in-between. He'd probably ask for some concrete proof of his continued moral stability, or he would subject him to his patented "Door Smack" or "Rundown" combat maneuvers. (Think AOE Move-By- or Move-Through.) Smooth move, Roof Top Raider; now you've potentially ticked off a 2500-pound chunk of Sixties Chevy steel!
  13. That's what I was to understand too, if it can be "shot out of your hands", or taken away in a fight, it's Accessible. Unless the armor was held on by a single narrow strip of Velcro, and could be removed in a few seconds, I'd rule it was Inaccessible. Now, add two 1/4 Limitations, like Real Armor and Somewhat Bulky, and you've basically taken the same level of Limitations, described the armor better, and gave it something the characters must deal with occasionally out-of-combat ("Not tonight, love, I've got to take my armor to the cleaners..." "Jeeze Louise, Russell, could they put a fan or something in these things? I feel like I'm in a Boil-In-Bag here!"
  14. I apologize if I broke protocol. One at a time, if you so please; I need details filled in and I can't think of three in a row, let alone 15. (Yes, they're for a big party. No, I probably won't run more than a half-dozen at once. Algol is meant to be a semi-Big Bad, but he needs the rest to function well, too.) If you want to take one of them and run with them, even changing the origins a bit or powers completely, that's fine; just don't change the names. Think of them as the children of R'as Al Ghul or Dark Destroyer or something like that. I love surprises. Each of them has a gemstone and a plant associated with them, the details are on Wiki, here: http://en.wikipedia.org/wiki/Behenian_fixed_star. However, I don't want them to be associated in a new-agey, tween-girl-and-gemstones kind of way. (I admit that would be creepy in its own right, but that would be too funny at first, and I don't want them funny.)
  15. Merlin: "Something tells me his bite is worse than his bark!" (Checks his Multivision Goggles to make sure that tiny Pedro, is, in fact, really the size of a chihuahua and not something much larger!) Casey would open his door and invite the little creature to take a ride, maybe chase the bad guys down some more. Dogs love cars...
  16. The Behenians: Received their power from a magical being (or beings; they aren't saying). Named for the fifteen "fixed" or "rooted" stars which strongly influence the planets in their vicinity. Algol: The head of the group. Demonic, with a suite of powers of deception and chaos. Leads by any means possible, ethically or not. Pleiades: Divides into seven, each "sister" with a different, random set of powers (one - probably the "core body" - always has Invisibility). She can't control what powers her "sisters" have. Aldaboram: Brick with horns. Resembles a minotaur. Beware the head-butt. Hircus: Looks like Aldaboram, but not nearly as strong. Makes up for it by being faster and smarter. Has goat's horns and feet. Can drive vehicles. Sopdu: Living up to his name, "The Scorcher" or "The Sharp One" fires star plasma at nearly 10,000 degrees Celsius. Hurts just to look at him (minor Vision Group Flash, No END, all the time). Not the sneakiest sort, but the Behenians bring him in when they want an area well illuminated. Procyon: Stealthy cat-burglar sort. Powers of silence and minor teleportation, although not visual invisibility. Acts as Algol's ADC (his dogsbody, if you will). Regulus: Mind-controller and illusionist. Strangely, his powers are limited to making people feel blase about what's going on around them, even if they are to be the sacrifice at a ritual. Alkaid: Can spit acid or strong alkaline substances to affect almost any target. Fond of sodium hydroxide and other lye products. Gienah: She controls darkness and can summon dark imps. Spica: Cursed/Unholy weapons mistress extraordinaire. Fond of polearms. Dresses like an evil Athena. Alchameth: A powerful alchemist, able to control normal chemistry as well. Elpheia: Elpheia is a voodoo cultist with a twist - She can control a godly being (angels, avatars, heralds, etc.), given time and the ability to make a figure of the being. Mere mortals are normally beneath her contempt - and she cannot affect their behavior worth a tinker's damn anyway. The only ones worth manipulating are the clergy of any faith. Cor Scorpii: Resembling a giant scorpion, he strikes with a poisonous tail. Also is the second-most-powerful spellcaster of the group, behind Algol himself. Vultur Cadens: The Tail of the Vulture can provide himself and his fellows with the power of flight, if only temporarily. The faster the flight, the shorter the period they can fly. When he's feeling nasty, he will bestow it upon his opponents who cannot fly - or cause those who can to go out of control. Cauda Capricorni: The least overtly powerful of the group, Capricorn's Tail is the supporting member, usually responsible for monitoring the lair's activities and keeping them up-to-date with technology (which many are unfamiliar with), and keeps them well supplied. He has one major power, however - he can detect his fellow members and teleport them to and from him, anywhere in the world or in the Behenian reaches. (He can also teleport to them and away from them in support.) The Behenians are obsessed with holy objects and antiquaries, collecting them as to prevent their use by others. They don't destroy them, as they sometimes can also pervert their function or use them as hostages. They also engage in other thefts and love to engage in breaking the Seven Deadly Sins, and getting others to join them. Note that none of them are a "healer" as such, although Alchameth can provide potions of such when it pleases her (everybody stays on her good side for this reason.)
  17. How about "Rahowa" - A member who espouses the Neo-Nazi "Racial Holy War". A true racist from the word go, he is a member of the team but won't work with anyone he does not regard as white. Odd, considering the Nazis worked with the Japanese, but when do modern racists make any more sense than the ones in the past? Think Punisher gone bad. Very, very bad. Shaven head, multiple tats, facial hair. Damage reduction. Not a brick in the classical sense, but a STR of 18-23 wouldn't be out of line. Guns out the ying-yang. Body armor. Waffen-SS style uniform with leather jacket and tanker trousers.
  18. Yeah, "hand-wavium" is overrated, and can lead to all sorts of abuse among the players if used to excess. Better to have a in-house reason why something can or cannot be done, than to leave it to GM fiat...and then have some players let the GM regret their decision later. I think the biggest issue is that many people nowadays just don't like math...especially when their PCs are involved. They think it gets in the way of their enjoyment of the character. Show people a multiplication table and they inwardly shudder...they think there will be an exam afterwards. Unfortunately, Chris, this is part of the change of generations, too. Computer RPGs are tremendously popular, in a way Pen-And-Paper RPGs never were or ever will be, partially because there's less paperwork involved. (I could also make the argument that many modern people don't have the imagination to envision things "in the mind's eye".) PNP RPGs are now a "niche" trade, maybe to someday make some sort of ironic comeback or nostalgia run, but never to be the hallmark of geek chic. The reason why is clear - most people forget what was the avant-garde when something becomes mainstream. Computer RPGs are now in their 1960's "Rock is king" phase - but hardly anybody (white or under the age of 30) in the 60's listened to the black R&B artists from the 40's. To call them obscure would be an overstatement. Same thing with games like HERO Games. However, it's not entirely generational - Even some older people get caught up in the change in times. "Hey, this is so much easier! It requires almost no thought whatsoever!", they think, and go to the new system because it's so easy not to think. I don't play a lot of Computer RPGs or the latest generation of PNP RPGs (D&D 4th for instance) for exactly the opposite reason - if I want to get an emotional attachment to my character, I want to get "under the hood" of the system so I can involve myself in their nuances. Alas, I know I'm in the minority.
  19. Maybe I'm late to this thread, but I've had a lot of "real-world" issues to deal with and have only begun catching up recently. Someone mentioned upthread that some people joined HERO System late, and I'm one of them. I would qualify this by saying that I played the original Champions system while in the military in the early Eighties and found it too complex. I rejoined it recently when a fellow gamer introduced us to it. It's still not an ideal system, but it is powerful. I don't know of a system that can let you do virtually anything with it on a scalar basis. Only GURPS comes close to it in flexibility, and GURPS loses something in translation in some areas. (I don't care for it for superheroes, for instance.) Now, is it flawed? Absolutely. Some intelligent people hate basic math, although they may be otherwise literate as all get-out, and this can make HERO really off-putting. (We should always remember that most gamers, at their hearts, are often artistic types. Even before computer games gutted the paper RPG market, this was so.) The Speed Chart is a hindrance if you're running a large team. I'd love to see Super-speed as a power rather than a characteristic which slows down the other players. (And now we wait for Zipperman to take his three actions before we take one of ours...Why yes, I'm twice as fast as a normal human being. Why do you ask?) The Advantages/Limitations for powers is a real hindrance (Couldn't we have a decimal system? Does it have to be fractional? Really? My Gods, it doesn't have to be this way, people!) The Multipower/Unified Power/Elemental Control "box-stuffer" has merits, but I'd like to see something like a flat 30-40%% discount for clever character design rather than the spastic way EC works. (A motoring and gaming enthusiast said that EC does for powers in Champions what Saab gearboxes did for that brand - almost takes the joy out of it to the point of ruination...) That said, I hate, hate, hate a lot of other systems. The late Eighties and early Nineties saw a proliferation of systems that made Hero Games look like 1st Edition D&D in terms of complexity, and didn't really do anything for "realism" for all their complication. (Mention Phoenix Command to my fellow gaming-group members. Go on, I dare you!) Some don't even make the system more fun- by the time Rifts came out, I was already so sick of Palladium's "chrome" I was calling the company name "Thallium Games" as it was so poisonous to me. The nice part about HERO is that if you don't need to use a part of the system if you feel it would just make things more complicated for the players. You can, in effect, "shield" them from parts of the system. It doesn't make the GM's job any easier, and it doesn't shield them from all of it...but to me, the challenge is part of the fun. It even gets the GM involved with the players - how can we save a point here and there, take those three points and take a new skill? No, you don't need to take 12 points in Speed...9 points will suffice, and here, let me show you how you can save even more points, because you never need to use it all the time, not with your character concept... Although I wish that point inflation hadn't happened between 4th and 6th editions, in some ways it's a natural form of escalation, and occasionally necessary due to the expansion in what one must purchase to be a competent character. The supporting material is second to none. Sure there are some things I'd like to see (HERO did their own take on GURPS' "Who's Who"- I'd like to see a 6th Edition remake of this) but as a whole, these things are almost as much fun to read as to put into a game. I have a friend at work who likes to read them just as a comparison study - I've had to explain the game stats to him, as he doesn't game, but he loves the fact that a company has put out a series of books defining and comparing Asian mythological beasts, as just an example! I owe the creators and designers of Hero Designer big time for making my job as a GM 75% easier, and twice as fun to noodle with. In other words, I love other systems too, but I love HERO Games for its sheer breadth. Want your Star Hero "Girls With Guns" team to encounter a Midgard Serpent? Only in HERO...
  20. Merlin would still want him imprisoned for a long, long time. He's done a lot of damage out of the ring in our universe (hiring himself out to bust union organizers and breaking kneecaps of loan-shark dodgers are just two of his more minor crimes). He might make a mildly homophobic joke about him finally coming to terms... with his Stronghold cellmate. La Angela would still find him skeevy.
  21. Minor Precognition. It works better in conjunction with my KS: Political Science and KS: Military Strategy skills, but it doesn't always have to. I have been able to predict the downfall of the Soviet Union and several other regimes with a fair accuracy to time, although not the specific events that caused the fall. I instinctively knew Iraq would degenerate into a faction-filled quagmire. There's usually some minor event in the news that I sense will be the trigger or a sign of the imminent fall. Personally, I knew that my Mom's 65th birthday would be her last, and that I felt that I and she should leave on the best of terms. Turned out her minor illnesses were worse than anyone thought at the time, but I could sense her increasing frailty. I'm glad I told her I loved her - it was the last time I saw her alive. I could sense my Dad was behind me when Lady Tigereye and I were sitting out on the deck of a vacation house where we were having a family reunion, and she asked me why I mistrusted him. I said nothing to them at the time, but that was because I could feel his presence near me. It was pretty creepy.
  22. Without going into something like Lord Liaden's idea (sneaky-good though it is); I'd ask myself: What do I want the character to do with this power? Punching Galactus or Cthulhu (or Dr. Destroyer) so that they'd feel it hard. How much Strength would that take? Well, Galactus can eat a planet (M-mm, crunchy!); under the theory that no one can should eat something larger than their head (unless a glutton), and assuming that Galactus' head is therefore proportional to a planet, we can extrapolate that, given an upper average limit of 5 kg for a human head, the average human hero in Champions can lift 20 times that much. Galactus' head must mass about one Earth-mass. Assuming further that Galactus' strength is also proportionate, he must be able to lift 20 Earth-masses, slightly more the mass of Neptune. That's a Strength (in 5th-edition Ultimate Brick) of 415. But we want to exceed that. "Lifting" Jupiter requires a STR of 435; it scales exactly to 415 as a STR of 35 does to 15. Holy smeg, that's 87 dice of HTH! You'd turn Dr. Destroyer into a monomolecular stain on the wall with that punch (there wouldn't be enough BODY left to do knockback!), and the Great Old One would be converted his acronym. That's enough. (If that's not unlimited enough - you can go the whole hog and give 'em the strength to lift a neutron star; that's a STR of 490.) A STR of 435 is pretty pricey though - let's see if we can reduce it. We'll give them a base STR of 60. We don't want all 435 right away - just as we get riled up. The best way to do that would be STR +300 with Limited Power (-1; only 60 points can be added per Turn). It will take us a full minute to get to the boiling point. The last 75 points we want to give only when toweringly PO'd - We can do that either by No Conscious Control (-2; given a trusting GM) or Only When Enraged (-1/2 or -1/4 depending on the frequency of that). You can add more limitations as you see fit. So, given the baseline power lims: +50 STR = 50 pts. +300 STR (Limited Power: Can only be built up at 60 points per Turn, -1) = 150 pts. +75 STR (Limited Power: +300 STR must be engaged fully; -2; Only When Enraged; -1/2)= 21 pts. Total Cost = 221 points. Not bad, and I'm sure most GMs would allow you to take the group under a Unified Power (Get Offa My Planet!: -1/4) as well. That would reduce the price to 40+132+20= 192 points. We'll also want a bunch of END to expend for this and a high REC to boot. Pricey, but hey, you want to give a character a godlike power, you get what you pay for!
  23. Without going into something like Lord Liaden's idea (sneaky-good though it is); I'd ask myself: What do I want the character to do with this power? Punching Galactus or Cthulhu (or Dr. Destroyer) so that they'd feel it hard. How much Strength would that take? Well, Galactus can eat a planet (M-mm, crunchy!); under the theory that no one can should eat something larger than their head (unless a glutton), and assuming that Galactus' head is therefore proportional to a planet, we can extrapolate that, given an upper average limit of 5 kg for a human head, the average human hero in Champions can lift 20 times that much. Galactus' head must mass about one Earth-mass. Assuming further that Galactus' strength is also proportionate, he must be able to lift 20 Earth-masses, slightly more the mass of Neptune. That's a Strength (in 5th-edition Ultimate Brick) of 415. But we want to exceed that. "Lifting" Jupiter requires a STR of 435; it scales exactly to 415 as a STR of 35 does to 15. Holy smeg, that's 87 dice of HTH! You'd turn Dr. Destroyer into a monomolecular stain on the wall with that punch (there wouldn't be enough BODY left to do knockback!), and the Great Old One would be converted his acronym. That's enough. (If that's not unlimited enough - you can go the whole hog and give 'em the strength to lift a neutron star; that's a STR of 490.) A STR of 435 is pretty pricey though - let's see if we can reduce it. We'll give them a base STR of 60. We don't want all 435 right away - just as we get riled up. The best way to do that would be STR +300 with Limited Power (-1; only 60 points can be added per Turn). It will take us a full minute to get to the boiling point. The last 75 points we want to give only when toweringly PO'd - We can do that either by No Conscious Control (-2; given a trusting GM) or Only When Enraged (-1/2 or -1/4 depending on the frequency of that). You can add more limitations as you see fit. So, given the baseline power lims: +50 STR = 50 pts. +300 STR (Limited Power: Can only be built up at 60 points per Turn, -1) = 150 pts. +75 STR (Limited Power: +300 STR must be engaged fully; -2; Only When Enraged; -1/2)= 21 pts. Total Cost = 221 points. Not bad, and I'm sure most GMs would allow you to take the group under a Unified Power (Get Offa My Planet!: -1/4) as well. That would reduce the price to 40+132+20= 192 points. We'll also want a bunch of END to expend for this and a high REC to boot. Pricey, but hey, you want to give a character a godlike power, you get what you pay for!
  24. Just as a few additional comments, Deuce has killed exactly one character - twice. (Different universes; it's a long story...) He was a demon - I don't think a lot of my fellow party members, even the ones with CvK, really minded. The second time around, the party needed his ground-up jawbone and eye sockets to assist with a multiverse-spanning threat, and he was handy. (We brought the rest of the body to a Catholic Cardinal; he didn't even ask for a confession.) Deuce has no problems with arresting villains and bringing them in, most of the time - for one thing, it gives him a ton of respect from law enforcement authorities. It also salves his remaining conscience a little bit. (Of course, a lot of the villains are beat to hell when they're finally brought in...) It also is helpful that he has one of the weaker offensive suites in the group (if one of the more flexible ones).
  25. Probably not a Complication or disadvantages suitable for a PC except in the darkest campaigns, unless his/her criteria is very limited. I can see it though - I have a character who has little conscience after the fact after killing, although his standards are pretty high for this dubious honor. He will kill in self-defense or in a situation where the villain either has, or is about to, destroy or enslave innocents. Turning over an enemy in this case to other authorities is not really in his mind. He can also be very vindictive and vengeful when his friends are concerned.
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