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Argus

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  1. Argus

    Please Review

    Re: Please Review Tell me what you think.
  2. Argus

    Please Review

    Re: Please Review Ruth Snyder (After Event) Val** Char*** Cost 18** STR -1 16** DEX 9 17** CON 6 10** BODY 0 13** INT 3 16** EGO 12 18** PRE 8 16** COM 3 * 5/15** PD 1 4/14** ED 0 4** SPD 4 8** REC 0 34** END 0 29** STUN 0 * 6"** RUN 0 2"** SWIM 0 3 1/2"** LEAP 0 Characteristics Cost: 45 Cost** Power END 9** +9 STR* 2 9** +3 DEX* 8** +4 CON* 10** +1 SPD* 15** Electricity Control: Elemental Control, 30-point powers* 13** 1) Short Wire the Mind: Mind Control 9d6 (Human class of minds) (45 Active Points); No Range (-1/2), Limited Class Of Minds Men Only (-1/2), Does Not Provide Mental Awareness (-1/4)* 4 15** 2) Energy Field: FF (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points)* 0 15** 3) Shocking Blast: EB 6d6 (30 Active Points)* 3 15** 4) Lightning Bolt: RKA 2d6 (30 Active Points)* 3 Powers Cost: 109 Cost** Skill 3** Acting 13-* 3** Oratory 13-* 3** Persuasion 13-* 3** Seduction 13-* 3** Concealment 12-* 4** Gambling (Card Games, Dice Games) 12-* 3** Electronics 12-* 10** +2 with Ranged Combat* Skills Cost: 32 Cost** Talent 3** Absolute Time Sense* 3** Bump Of Direction* 3** Simulate Death* 5** Rapid Healing* Talents Cost: 14 Val** Disadvantages 15** Psychological Limitation: Greedy: (Common, Strong)* 20** Hunted: Police 14- (Less Pow, NCI, Harshly Punish)* 10** Hunted: Spirit Hunters 8- (As Pow, Harshly Punish)* 30** Vulnerability: 2 x STUN Electromagnetic Radiation Attacks (Very Common)* Disadvantage Points: 75Cost Summary:Base Points:125Disadvantage Points: 75Total Experience Available: 0Total Character Cost: 200Height: 1.61 mHair: BlondWeight: 47.00 kgEyes: BrownAppearance: Personality: Greed is the primary motivation of Ruth Snyder. She likes to have people around her that she can control and manipulate. She is an evil woman with a black heart.Quote:"Go to HELL!"Background: The spirit that inhabited Ruth’s body during “The Event†lay dormant until her death in the electric chair. After she died the spirit brought her back to life and infused her with electrical power.This power allowed Ruth to throw blast of electrical energy that could stun or kill people. She is also able to rewire the minds of men making them her unwilling slaves. Powers/Tactics: Ruth learned a few things from her death in the Electric Chair, mostly don’t get caught. She will use her new found powers to make men her slave. She will then send them out to do the crimes for her.If is an in a fight with others she will do her best to get away and if caught she will go into a death trance to make them think she’s dead, and slip away later. Campaign Use: In my campaign Ruth is going to be one of the first people to under go a change from "The Event."
  3. Argus

    Please Review

    Re: Please Review Ruth Snyder (Before Event) Val** Char*** Cost 9** STR -1 13** DEX 9 13** CON 6 10** BODY 0 13** INT 3 16** EGO 12 18** PRE 8 16** COM 3 * 3** PD 1 3** ED 0 3** SPD 7 5** REC 0 26** END 0 22** STUN 0 * 6"** RUN 0 2"** SWIM 0 1 1/2"** LEAP 0 Characteristics Cost: 48 Cost** Skill 3** Acting 13-* 3** Oratory 13-* 3** Persuasion 13-* 3** Seduction 13-* Skills Cost: 12 Val** Disadvantages 20** Physical Limitation: In Prison on Death Roll: (All the Time, Greatly Impairing)* 15** Psychological Limitation: Greedy: (Common, Strong)* Disadvantage Points: 35Cost Summary:Base Points:25Disadvantage Points: 35Total Experience Available: 0Total Character Cost: 60Height: 1.61 mHair: BlondWeight: 47.00 kgEyes: BrownAppearance: Personality: Greed is the primary motivation of Ruth Snyder. She likes to have people around her that she can control and manipulate. She is an evil woman with a black heart.Quote:"Go to HELL!"Background: Ruth Brown wanted a good life. Ambitious, she went to work at age 13 as a telephone operator. On her own time, she took classes and studied hard, gaining employable business skills at shorthand and bookkeeping. She had dreams about marrying a Prince Charming. When she went to work for Albert Snyder, the editor of Motor Boating magazine, Ruth thought she had met her soulmate. She was 20 in 1915 when she married him. But Albert Snyder brought a rival into their marriage bed. Before marrying Ruth, Albert had been engaged for 10 years to Jessie Guishard and he still worshipped her. When Albert and Ruth moved in together, he kept a picture of Jessie on the wall of their home. Further, when Albert bought a boat, he named it after Jessie. Ruth objected. But Albert declared that Jessie was "the finest woman I have ever met." Although this was not the marriage Ruth had dreamed of, she and Albert had a daughter, Lorraine, in 1918. With the advent of the "Roaring Twenties," Ruth broadened her horizons and became a Jazz Age party girl. Indifferent, Albert ("the old crab" as she referred to him) stayed home with their daughter in Queens while Ruth went out dancing. In June of 1925 she met her Prince Charming: Judd Gray, a quiet New Jersey fellow, a 33-year-old corset salesman. They met on a blind date and began an affair. She would leave Lorraine in the lobby of the Waldorf-Astoria Hotel and romp with Judd in his room. Shortly thereafter, Ruth Brown Snyder planned to kill her husband. But Albert Snyder did not die easy. Ruth took out a $48,000 life insurance policy on Albert with a double-indemnity clause. Twice, she disconnected the gas while Albert slept and slipped from the house, but both times he awakened and saved himself from asphyxiation. Apparently, he never suspected his wife. Another time she closed him inside the garage door while the automobile's engine was running, but Albert survived. Then she started putting bichloride of mercury in his whiskey. But he survived again. Finally in February 1927, Ruth convinced Judd to help her murder her husband. Gray hid in a bedroom closet and, when the Snyder's returned home, he hit Albert over the head with a sash weight. Albert struggled and begged for his wife to help him. But Ruth picked up the sash weight and hit her husband repeatedly until he slipped into unconsciousness. Then, Ruth chloroformed him and strangled him with picture wire. After Albert Snyder was finally dead, Gray tied up Ruth. When the police arrived, she claimed they had been robbed and attacked by burglars. Albert's body was found in the bedroom, tied hand and foot. He had been chloroformed, and his head bashed in. There were three bullets on the floor and a revolver on the bed. Picture wire was tied tightly around his neck. Money from his wallet was missing and, Ruth told police, so was her jewels. Unfortunately for Ruth, the missing jewelry was found tucked under her mattress. In the police search of the house a bloody pillowcase was also found as well as a five-pound, bloodstained sash weight. Police found a $200 check in Ruth's desk made out to H. Judd Gray and a tie clip with his initials on the bedroom floor. They found his name, among 28 other men, in Ruth's little black book. They later found $90,000 in life insurance on Albert Snyder, including double indemnity clauses, in a safe deposit box registered in the name of Ruth Brown. Judd hadn't played it too smart, either. When he left the scene of the crime he walked to a bus stop, asking a policeman how long before the next bus would come. He took the bus to Jamaica where he grabbed a taxi to Manhattan. The cabbie remembered Judd very well, he said, because of the crummy five-cent tip. After the police falsely told Ruth that Gray had confessed, Ruth confessed. Hearing that Ruth had confessed, Gray confessed. But while both Ruth and Judd confessed to the crime, they proceeded to blame each other. Judd said that Ruth had hypnotized him with "drink, veiled threats, and intensive love." He claimed that Ruth had tied the wire around poor Albert's throat. All Ruth knew, she said, was that Judd went into the bedroom and came out again, saying, "I guess that's it." In the popular view, Ruth was the stronger of the two. Damon Runyon thought Ruth was a babe. He described her as "a chilly-looking blonde with frosty eyes and one of those marble you-bet-you-will chins." Judd was seen as a wimpy fellow led around by his lover. He called her his "queen" and "my mommie." She referred to him as "lover boy." Damon Runyon wrote of Judd that he was "an inert, scared-drunk fellow that you couldn't miss among any hundred men as a dead set-up for a blonde, or the shell game, or maybe a gold brick – on trial for what might be called for want of a better name: the Dumb-bell Murder. It was so dumb!" It took a jury only an hour and a half to convict them on May 9, 1927. The day before the executions, Judd spent his time quietly reading the Bible. Ruth pounded on the bars of her cell and screamed her head off. She had been undergoing a Death Row conversion to Catholicism when a prison matron asked her if she was serious. Ruth answered, "Go to hell." They were electrocuted one after the other at Sing Sing Prison on January 22, 1928. Judd's feet caught fire during his electrocution, but nobody remembers that. Instead, it is Ruth's three minutes in the hot seat that is burned into the public memory. Thomas Howard, a news photographer, secretly wore a camera strapped to his ankle and just as the executioner pulled the switch on Ruth, he crossed his legs and snapped a picture. The photo would run on the front page of the New York Daily News. Ruth was dubbed both "The Iron Widow" and "The Bloody Blonde." James M. Cain incorporated elements of the Snyder-Gray case into his two novels Double Indemnity and The Postman Always Rings Twice. In 1928, Clark Gable played the part of Judd Gray on Broadway in a play called Machinal written by Ogden Nash. Powers/Tactics: Campaign Use: In my campaign Ruth is going to be one of the first people to under go a change from "The Event."
  4. Argus

    Please Review

    Re: Please Review I'm thinking that Watches stopping when he wears them as a side effect of his power. He can still see the time events in the future take place by looking at the broken watch, but he can't tell what time it is the rest of the time because his watch is now broken. And the watches break as soon as hi puts them on.
  5. Argus

    Please Review

    Re: Please Review Either way it's still 15 points. But as a Psych Lim he has to make an Ego Roll Not to check his pocket watch. And the GM can make him spend a combat phase checking his watch in the middle of a shootout, or when he's running to jump on a moving train. Or whenever it would be inconvenient, and it falls under the "Personality Traits or Compulsions" of Psych Lim.
  6. Argus

    Please Review

    Re: Please Review That is just what I was thinking, A little like the tv show "Monk " and him always having to touch thinks as he walks. A.
  7. Argus

    Please Review

    Re: Please Review Thanks, It's something he does every minute or so without knowing hes doing it. It drives the players crazy when he does it. The reason I took it as a Psy Lim is that he's not really aware that he is doing it and if I took it as Distinctive Features he would be able to stop in order to conceal himself. A.
  8. Argus

    Please Review

    Re: Please Review Would you build a Dream Catcher Precog this way? or is the NCC to much? Precognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (-2), Only Through Dreams (-1), Precognition/Retrocognition Only (-1)
  9. Argus

    Please Review

    Re: Please Review The armor is natural due to the way his powers came about. Thanks. A.
  10. Argus

    Please Review

    Re: Please Review You're right, that is it. I'll do the rewrite. Thanks.
  11. Argus

    Please Review

    Re: Please Review The reasoning behind the Always On/No Conscious Control is this, I don't want him to have to turn the power on to use it and I don't want him to have control of the power. I want him to be walking down the street and see a kid get hit by a bus. He looks at his broken watch and sees that it happens at 3:32 and the current time is 3:15. So he waits around and tries to keep the kid from being in the street at 3:32. If he has to turn the power on then he will not get the vison.
  12. Argus

    Please Review

    Re: Please Review This character I'm building for a 1928 Pulpish/Dark CH game based in New Orleans. I'm trying to build the Precog so he can get visions but only within 30 Miles or so. He is a normal who got 50 points of powers due to some "Event". Let me know if there is a cheaper way of building the power. Thanks A.
  13. Argus

    Please Review

    Re: Please Review Combat Information Page Character Name: Ash (After Event) Alternate Identities: Marty Ashly Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [3] 15 DEX 10 15 15 12- OCV 5 DCV 5 13 CON 10 6 13 12- 12 BODY 10 4 12 11- 18 INT 10 8 18 13- PER Roll 13- 18 EGO 10 16 18 13- ECV: 6 15 PRE 10 5 15 12- PRE Attack: 3d6 16 COM 10 3 16 12- 6 PD 3 3 6/9 6/9 PD (0/3 rPD) 3 ED 3 0 3 3 ED (0 rED) 4 SPD 2.5 15 4 Phases: 3, 6, 9, 12 6 REC 6 0 6 26 END 26 0 26 26 STUN 26 0 26 6" Running 6 0 6" 2" Swimming 2 0 2" 2 1/2"/1"" Leaping 3 0 2 1/2" 78 Total Characteristics Points EXPERIENCE POINTS Total earned: 1 Spent: 1 Unspent: 0 Base Points: 125 Disad Points: 75 Total Points: 201 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (3") 2 1/2" V. Leap (1") 1" APPEARANCE Hair Color: Light Brown Eye Color: Hazel Height: 1.77 m Weight: 74.00 kg Description: Marty is the spitting image of a newspaper reporter of the day. He dresses in a wrinkled brown suit and wears the traditional tan raincoat. MARTIAL ARTS MANEUVERS Cost Maneuver Street Fighting 4 1) Get Out of the way: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 2) Hit them Hard: 1/2 Phase, +1 OCV, +0 DCV, 2d6 Strike 3 3) Block and Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 10 Total Martial Arts Cost DEFENSES Type Amount Notes Physical Defense 6/9 Current BODY: Res. Phys. Defense 0/3 Energy Defense 3 Current END: Res. Energy Defense 0 Mental Defense 6 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 5 DCV: 5 Combat Skill Levels: COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Get Out of the way 1/2 -- +5 Dodge, Affects All Attacks, Abort Hit them Hard 1/2 +1 +0 2d6 Strike Block and Throw 1/2 +1 +1 Block, Target Falls COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 31 (30 Mile Vision): Precognitive Clairsentience (Sight Group), x64 Range (25600"), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (140 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1), Always On (-1/2) 0 5 Armor (3 PD/0 ED) 0 5 Life Support (Ages from16 - 60 and back) (Longevity Immortal) 0 2 Mental Defense (6 points total) 0 7 Ego Attack 1d6 (10 Active Points); Increased Endurance Cost (2x END; -1/2) 2 50 Total Powers Cost PERKS Cost Name 1 Reporter: Fringe Benefit: License to practice a profession 1 Total Perks Cost SKILLS Cost Name 3 Scholar 2 1) Important People in New Orleans: CuK: (3 Active Points) 13- 2 2) New Orleans Cajan Area: KS: (3 Active Points) 13- 2 3) New Orleans Government: KS: (3 Active Points) 13- 2 4) New Orleans Merchants : KS: (3 Active Points) 13- 2 5) New Orleans Night Life: KS: (3 Active Points) 13- 2 6) New Orleans Nightclubs & Bars: AK: (3 Active Points) 13- 2 7) New Orleans Police Department: KS: (3 Active Points) 13- 2 8) New Orleans Voodoo Cults: KS: (3 Active Points) 13- 2 9) New Orleans Water Front: AK: (3 Active Points) 13- 2 10) New OrleansUnderworld: KS: (3 Active Points) 13- 2 11) Places to get things: AK: (3 Active Points) 13- 2 12) Where Things are: CK: (3 Active Points) 13- 2 13) AK: Greater New Orleans Area (3 Active Points) 13- 3 Lockpicking 12- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 12- 3 Shadowing 13- 3 Seduction 12- 3 PS Reporter 13- 3 Persuasion 12- 3 High Society 12- 3 Conversation 12- 3 Concealment 13- Everyman Skills 0 1) Acting 8- 0 2) Stealth 8- 0 3) Trading 8- 0 4) Paramedics 8- 0 5) Concealment 8- 0 6) Climbing 8- 0 7) Bribery 8- Knowledge Skills 0 1) Local Terms: Language: French (Cajun) (basic conversation) (1 Active Points) 62 Total Skills Cost DISADVANTAGES Cost Disadvantage 15 Must go after the Story: Very Common, Moderate 0 Normal Characteristic Maxima 10 Reporter: Frequently (11-), Minor 15 Opens his Pocket Watch and looks at the Time: Common, Strong 10 Rivalry: Reporter Kent gets all the good stories. Professional, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 5 All Watches he Wears Stop: Infrequently, Slightly Impairing 10 Hunted - Spirit Hunters: As Powerful, 8- (Occasionally), Harshly Punish 10 Vulnerability: Fire + Heat Attacks (Common) 75 Total Disadvantages Cost Height: 1.77 m Hair: Light Brown Weight: 74.00 kg Eyes: Hazel Appearance: Marty is the spitting image of a newspaper reporter of the day. He dresses in a wrinkled brown suit and wears the traditional tan raincoat. Personality: Marty is the good guy; at least that is how he sees himself. Others think he’s pushy and too inquisitive. They think he only cares about himself. This is not true, Marty cares for someone very close to him but he can’t tell he because she’s married to someone else. Marty is a very good reporter and he once he thinks he’s on the trail of a story he is very hard to shake off. Marty has a habit of always looking at his pocket watch. This is a nervous habit and he is barely aware that he is doing it. Quote:"I need this story" Background: Martin “Ash†Ashley is a twenty-seven year old man who hasn’t gotten his big break yet. He is looking for the “Big†story that will win him his Pulitzer and set him up for bigger and better things. Marty grew up in New Orleans. He has been friends with Gail Washington since they where children. Marty is inquisitive and has a habit of being in the wrong place at the right time. He has a knack for finding a story and getting all the information as possible but by the time he gets back to the paper the headline is given to Kent Wilson. Powers/Tactics: Marty grew up in a rough part of town and he’s learned a few things about fighting. He would rather flee then fight and he will not charge into combat unless someone he cares for a lot is in trouble. Campaign Use: Marty would be a real good person to have as a Contact or DNPC. He can give the characters tips or he could be around to annoy the characters. Character created with Hero Designer (version 2.40)
  14. Argus

    Please Review

    Take a look at the following character.
  15. Re: FH - Spell Question I understand, it makes sense.
  16. Re: FH - Spell Question Thanks.
  17. First off let me explain that I do not own FH, but I own the Grimoire for other reasons. There is a paragraph in the Grimoire that states. All Attack spells must take the -1/2 Spell limintation from FH page 246. Could someone please tell me what this limitation is. I need to know if I should continue to use it or if I need to rework every Attack spell in the book. Thanks in advance. A.
  18. Re: Angel, the worst original character concept ever? In the first Story that Wolverine showed up in (The Hulk) all he had was a pair of Gloves that had Claws. He was less then impressive. Still is if you ask me. A.
  19. Re: Freaking out the players I ran a game once where 1 player kept seeing the number 169 over and over again. "Here's your change sir $1.69." "Chile Dog and Cheese, that will be $1.69 sir." "169 people showed up to protest the construction of the new Super Tower in Down Town Miami today." "The New Super Tower is 170 Stories tall and will finish this weekend. Well you know they don't have a 13th Floor so it only really 169 Stories." "Yes and its only 1 Year 6 Months and 9 Days behind schedule." On and on over 8 weeks of game play until "There will be a Lunar Eclipse tonight, Oct 31st. It will be the first time in 169 Years that it has happened on this date." The Heroes should up to save the missing Nun who was going to be, you guest it the 169 victim to be sacrificed to a Mad Demon God by a Group of Sorcerers. By the Way 169 is equal to 13 x 13. A.
  20. Re: Classing Naming: (this) and (that) I’ve used. Rock & Roll Pleasure & Pain Thunder & Lightning Danger Boy and Adventure Girl Fist & Cuffs
  21. Re: If Champions didn't exist... They are two Branches of the same tree. GURPS would be the game I would play if there were no Hero System. A.
  22. Re: Super Heros...almost I ran a sort of Wild Cards Game, the players didn't know it was going to turn into a Supers Game and All created 125pt College Students. They played for a few weeks then they released the Virus. I gave them 125 points in Random powers. They played it really well. A. Do you need more info?
  23. Re: Must-Have Books of 2004? Get the Until Superpowers Database. And the HeroDesigner Software
  24. Re: Super looking for some powers
  25. Re: The Greatest American Hero (book). Justice Inc. It showed me where the Hero System was going and a lot of things I never thought about in Champions 1. A.
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