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BlueBuddha

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Everything posted by BlueBuddha

  1. Wonderful! Lots of good ideas. I'll adress some of the the things said, in order: Because all of these powers come out of each of his arms, and he has two . He was actually built this way back in 4E, without realizing it was a waste of points. When we upgraded to 5E, we decided to keep it that way to take advantage of the Multiple Power Attack rule. This way, he can use both arms at the same time. I think he could also double his Multipower reserve for the same effect, which would be cheaper, but there's also the advantage of each arm being technically seperate powers, and thus each would have to be drained or dispelled seperately. As for DEX- I happen to already have one of the highest DEXs in the campaign. Our GM, in his move to 5E lowered everyone's DEX across the board, for his own reasons. It isn't a problem, since it's relative DEX / CV that really matters, it's just that we're not quite so much faster than normals as compared to other campaigns. I like the idea of more martial maneuvers- particularly the flying dodge . Higher INT and EGO might be good as well, since my character has been spending time taking college courses and has been doing his share of planning and devising tactics for the party. Mostly his inability to fly He does pretty good. Mostly due to my understanding of the combat rules Good idea. He recently inherited a business, and started taking classes to help manage it. I bought a PS: Nightclub management and 1 point of wealth. He bought a lexus and a new suit This is, of course, for equipment. As it turns out, these weapons are natural, and built into his arm. It's biological, not man-made. Thus, I don't think this applies. Besides, I don't think it would apply to attack powers in a Superpowered game, even if they're bought through foci. Um, okay Good idea. You can blame my GM for that. He did it when updating to 5E. Very good idea. Some power defense would be nice. True, but between his clinging, zipping, and jumping, nothing gets in his way. We have 2 flyers in the group, and 2 non-flyers. I wouldn't want to leave the last guy behind. That's just embaressing . Thanks guys BlueBuddha
  2. I currently have 19 XP saved up for my Champions character. I want to spend it on something, but I don't know what. I was thinking I could easily get some suggestions here I could improve his skills or existing powers, buy off some disadvantages, or I could get a new power altogether. His deal is that he's a genetically engineered being with biological weapons. He's designed to be "re-fitted" with abilities by tweaking his "genetic code," but no one on Earth currently understands how it works. He's working on that He's currently filling the "speedster/martial artist/bug-man" category, if that helps. Now hit me with your ideas! BlueBuddha Here he is: Rachis Player: Dan Val Char Cost 15/35 STR 5 10/18 DEX 0 15/25 CON 10 13 BODY 6 10 INT 0 10 EGO 0 10/14 PRE 0 10 COM 0 3/23 PD 0 3/20 ED 0 3/6 SPD 10 6/12 REC 0 30/50 END 0 29/44 STUN 0 6"/10" RUN02" SWIM03"/10" LEAP0Characteristics Cost: 31 Cost Power END Combat Form, all slots: Only In Heroic Identity (-1/4) 16 1) +20 STR (20 Active Points) 2 19 2) +8 DEX (24 Active Points) 16 3) +10 CON (20 Active Points) 3 4) +4 PRE (4 Active Points) 13 5) +16 PD (16 Active Points) 12 6) +15 ED (15 Active Points) 24 7) +3 SPD (30 Active Points) 6 8) Enhanced Speed: +4" Running (6"/10" total) (8 Active Points) 1 2 9) Enhanced Speed: Leaping +3" (3"/10" forward, 1 1/2"/5" upward) (3 Active Points) 1 40 Right Arm Cable Weaponry: Multipower, 50-point reserve, all slots: (50 Active Points); Only In Heroic Identity (-1/4) 1u 1) Adhesion: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Not on Slick Surfaces (-1/4) 2u 2) Retractable Claws: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD) (25 Active Points) [Notes: 3d6+1 w/Str] 2 3u 3) Entangle 3d6, 7 DEF (50 Active Points); Can Be Missile Deflected (-1/4) 5 2u 4) Grapple Line: Stretching 10" (50 Active Points); Cannot Do Damage (-1/2), Always Direct (-1/4), Range Modifier Applies (-1/4) 5 4u 5) Poisoned Dart: Energy Blast 5d6 (vs. PD), No Normal Defense Not vs. Rigid Armor (+1) (50 Active Points) 5 4u 6) Spike Launcher: Killing Attack - Ranged 3d6 +1 (vs. PD) (50 Active Points) 5 1u 7) Zip Line: Teleportation 10", x4 Increased Mass (30 Active Points); Cannot Escape Entangles or Grabs (-1/2), Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4) 3 57 Left Arm Cable Weaponry: Identical to Right Arm (57 Active Points) Battle Adaptations, all slots: Only In Heroic Identity (-1/4) 6 1) Armored Shell: Damage Resistance (8 PD/6 ED) (7 Active Points) 11 2) Chamelion Skill: Invisibility to Sight Group (20 Active Points); Chameleon (-1/2) 2 16 3) Enhanced Senses: +4 on all Perception Rolls (20 Active Points) 8 4) Enhanced Senses: (Total: 10 Active Cost, 8 Real Cost) Infrared Perception (Real Cost: 5) plus Ultraviolet Perception (Real Cost: 5) 15 5) Environmental Isolation: (Total: 19 Active Cost, 15 Real Cost) Life Support , Self-Contained Breathing, 1 Recoverable Continuing Fuel Charges lasting 10 Minutes each (+0) (Real Cost: 10) plus Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum (Real Cost: 9) 7 Vanguard Communicator: Radio Perception/Transmission (10 Active Points); OIF (Wrist Link; -1/2) 5 Regeneration: Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (30 Active Points); Extra Time 1 Day (-4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] Powers Cost: 293 Cost Martial Arts Maneuver Reflexive Combat 5 1) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike 4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike Martial Arts Cost: 13 Cost Skill 0 Acting 8- 5 Acrobatics 12- (14-) 7 Breakfall 13- (15-) 7 Climbing 13- (15-) 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Paramedics 8- 0 Persuasion 8- 1 Power: Cablery 8- 2 PS: Bartending 11- 1 PS: Nightclub Management 8- 7 Shadowing 13- 5 Stealth 12- (14-) 3 Teamwork 11- (13-) 0 TF: Common Motorized Ground Vehicles 8 +1 with All Combat 5 Defense Maneuver: I-II Skills Cost: 51 Cost Perk 9 Contact: Bio-Warrior Legion (Contact has: useful Resources), Organization Contact (+2) (9 Active Points) 11- 11 Ford (275 Base, 60 Disad) (55 Active Points); Cost shared with Vanguard (-4) 6 Vanguard Headquarters (160 Base, 40 Disad) (32 Active Points); Cost shared with Vanguard (-4) 4 Contact: Dr. Hans Grunwald (Contact has access to major institutions, Contact has: useful Skills or resources) 11- 1 Money: $100,000/Year: Well Off Perks Cost: 31 Total Character Cost: 419 Val Disadvantages 10 Accidental Change: When Psionically Attacked Frequently (11-), Uncommon 20 Distinctive Features: Alien Bio-Warrior Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Hunted: Enemies of Vanguard 8- (Occasionally), As Powerful, Harshly Punish 5 Hunted: Psychophant Retrieval Teams 8- (Occasionally), As Powerful, Harshly Punish, Limited Geographical Area (Outer Space) 5 Physical Limitation: Unable to remember Previous Life Infrequently, Slightly Impairing 10 Psychological Limitation: Fear of Synthetic Chemicals Common, Moderate 10 Psychological Limitation: Loyal to "The Cause" Uncommon, Strong 15 Psychological Limitation: Unable to leave self vulnerable to attack Common, Strong 10 Reputation: Member of Vanguard Frequently (11-) 15 Social Limitation: Secret Identity Frequently (11-), Major 25 Susceptibility: Refined Bio-Toxin 3d6 damage, per Phase, Uncommon 15 Vulnerability: 1 1/2x STUN Crushing Damage Very Common Disadvantage Points: 150 Base Points: 200 Experience Required: 69 Total Experience Available: 86 Experience Unspent: 19
  3. It would probably be more fair, adhering more strictly to the rules, to buy all your magicians a VPP for the max # of AP that the mage is going to be able to cast. The control cost would be fairly heavily limited, but it would still be expensive. Your method makes magic very cheap, but it sounds restictive enough that it's not so unbalancing. Question- with this system, are your mages better at combat than they normally would be? I'm not sure I understand the skill level deal. Can you use standard skill levels with magic, or only magic skill levels? BlueBuddha
  4. I looked over enraged again. It still looks a little too much for my concept. The only part I don't like is that I can't turn it on and off at will. I guess that's what makes it a "Disadvantage." I'll give it some thought. Otherwise, I could simulate only the positive effects and slap a limitation on them. Thanks, and by all means, keep the ideas coming! BlueBuddha
  5. How would people simulate a character's ability to slip into basically a "frenzy" in combat, thus improving his fighting ability temporarily. Specifically, I'm working on a character who is very "besial" in nature, and when provoked, can frenzy. He growls, roars, and fights a little more like a trapped beast than a trained martial artist. He doesn't go completely mindless, however. He doesn't attack allies, and his mental abilities aren't lessened. In short, there's no serious downside to this; no "enraged" or "berserk" disadvantages. I'd like to see how people would handle this. Of course, if you want to talk about variations on this theme, feel free. -BlueBuddha
  6. I'm toying with an idea to simulate the situation where a character hits someone or something with his fist, hurting himself in the process. Here's my idea: First, you could build a power. Buy a relatively small HA, NND, Damage shield that only goes off when someone hits with his/her fist you and does no damage. This is probably best in a superheroic campaign. Second, you could make it a ground rule that any time you hit something with your fist and it's defense stops all damage, you take damage: part or all of the original attack. You can get your own defenses against it. Proabably more appropriate in a heroic campaign. I'd have to work out the details. It would certainly discourage people from punching robots or critters made out of stone. Also, I thought of an idea for damaging melee weapons. You can compare the damage absorbed by an attack to the base damage of a weapon. If you hit something really hard (roll well on damage), and it simply bounces off (all the damage was absorbed by the DEF of the target), you may damage it. I'd, again, have to play with the numbers, but the more damage absorbed, even if it wasn't all of it, the worse it is for the weapon. More thoughts: The rules say that a melee weapon can't do more than twice it's base damage. You could modify this rule by allowing people to use their strength, push, and haymaker weapons beyond twice their base damage. But, doing more damage than it's potential at twice it's base (a 2d6 sword, being pushed to 5d6, for instance, rolling more than 12 damage), could also damage it. So, whatcha' think o' that?
  7. I really should know this, and I don't feel like digging for the answer. When you buy a computer for a vehicle, do you divide it's total cost by five for being a computer, place it in your vehicle's total cost, and divide by five again? Or do you simply put the computer's total cost in with the vehicle, and divide it all by five? BlueBuddha
  8. How much should a limitation be worth that either: 1) Cannot be used with another power. I assume this would vary, depending on the power it's exclusive with, much in the way linked is. A constant power would place a greater limitation on a power it's not usable with, etc. 2) A power, in this case, a characteristic, that is reduced in Active Point value as another constant power increases in active point value. I know this can be handled with a multipower reserve, but I have a 10 and a 18 AP characteristic being lowered inversely proportionately by a 40 AP Constant Power. So far, I am going with a -1/2. Whachoo think? BlueBuddha
  9. The way I see it, people move around in combat for reasons. I'm not sure exactly what those are, having not ever been in a fight. I think moving around in general, keeping on your toes makes you harder to hit, and the natural flow of battle moves you naturaly. You could allow uses of Int rolls, tactics rolls, or good roleplaying to discover a combat advantage or disadvantage of some sort to the PC. Looking at the combat modifiers table, there's Concealment, Environmental Conditions, and Multiple attackers penalties, all of which can be capitalized on, or avoided by moving around to gain or remove the bonuses or penalties. Same with DCV: being attacked from behind, Fighting in a cluttered or cramped area, in the water, on a narrow surface; on ice, mud, or other slippery surface; and multiple attackers penalties again. You can gain/remove any of these penalties by moving around in combat, or forcing your opponent into them. It may weigh down you combat with detail and lengthy descriptions and even more dice rolling, but I suggest using these modifiers as much as possible, forcing your PCs to think about where they're standing. Backing up against a wall, putting a pillar between them and their opponent, puting the sun in their eyes, steer them onto a ledge or slippery area. Of course, you have to make sure your players know this stuff is around and available as combat modifiers for them to use it. Also, I like your idea of pressing/retreating in a melee. I think a +1 DCV/-1 OCV for a retreat, switched for a press might be appropriate. If you press, but your opponent doesn't retreat, you'll find yourself with possible penalties on medium or long weapons, or a sudden opportunity to grapple. BlueBuddha
  10. I also concur with the above. maybe buy a regen w/ ressurection, make all versions of his character take it, but don't worry about it too much. Unless the character is using it as a way to constantly cheat death, it's more of a plot device than a power, IMHO. BlueBuddha
  11. Does anyone think it might be appropriate for a person holding a handgun at the ready to abort to attack some idiot who's charging them? This is also assuming they're not surprised. I probably wouldn't use this in a supers campaign, but I think it's appropriate for a realistic campaign. Whachoo think? BlueBuddha
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