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Shoutybloke

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Everything posted by Shoutybloke

  1. Re: YOUR RL Skills Had a vampire game like that. Not one of us had a mental stat below 4 out of 5, two of us took humanity 3(although I was a dribbling psycho back then) most of the secondry skills and weird merits distributed among us... on the other hand, I had to be talked out of taking Appearence 1 and the GM gave me a level of streetwise because he would have been happy giving me drugs. Still, what were we thinking?
  2. Re: Power suggestions if the host is anything up to a standard hero, build the symbiote as the main character, and the host as the follower. That's a bit less abusive
  3. Re: YOUR RL Skills I remember that one. sorry for bringing it up
  4. Re: YOUR RL Skills Well, you have to buy martial arts for 10+points initialy, which is about 3 manuvers. I think the test for martial arts is :can you pull it out in a fight against a foe of equal physical ability?
  5. Re: Power suggestions Or UBO powers. As a GM, I'd only allow this for an existing character whos player suddenly desperatly wanted a symbiote.
  6. Re: Possession Okay, you want something like: EDM any location in related group of dimensions (mindscapes) 30 pts Requires ECV hit roll -1/2 ejected by ps: exorcist roll -1/2 If I was your GM I would rule that you don't need transdimensional mind scan to hit your target from his own mind scape, in the same way that I don't need clairsentience to hit England. As a property of the dimension. YMMV You also don't need to link mind control- you arn't changing dimensions every time you make an effect roll If you're using transform, then the all or nothing heal would be "demon leaves mindscape"
  7. Re: YOUR RL Skills I'm guesssing 3 For instance, I never met a gamer who didn't have great scads of KS at a least -8 A Familiarity means you can perform a moderatly difficult application of the skill 25.93% of the time. This isn't hard to get. Probably you have a lot of familiarities you don't think about. Lastly, combat skills are disproportianaly expensive compared to the time and effort it takes to learn them. It took about an hour for me to pick up Two Weapon fighting with an instructor (although I'd been proving utterly incompetent at self training the skill for years) and you can learn enough boxing to compete at club level in about three months. On the other hand, PS: lawyer-11, KS law-11 and perk:liscence to practice law costs half the points, but represents an investment of five years plus hard work. Edit: just remembered you used to be in the navy, so you qualify for the basic military training package, which is about 24 points. If someone presented me, as a GM, with a character who had served a full term and didn't have the package, I'd require an explaination. Military service also comes with about 35 pts of disadvantages, which you lose when you leave the service, so thats another explaination as to where all your points went.
  8. Re: YOUR RL Skills Actually, that's 35 points right there. Let's see... you were in the military, are you in touch with any of your squadmates? could be a couple of points worth of contacts. According to Dark champions, your MOS should be worth about 6 points over and above the PS soldier. As I've said before, being a roleplayer should be good for at least FAM with acting.
  9. Re: YOUR RL Skills I'm overpriced. Okay, if you're running some sort of bizzare "Shoutybloke HERO" campaign, where the skills of a clinicly depressed, practicly housebound bum are vitaly important, then this is the write up, with justifications. 3 Acting (picked up by osmosis at stage school, LARPer, life long roleplayer.) Actually, everyone on this board should probably have at least FAM with this 3 Breakfall (martial arts training) 1 FAM with Buraucratics (worked in NHS) 1 FAM with computer programing(understand the principles, studying Java and C++) 3 Conversation (volunteer interveiwer) 3 Deduction (mystery buff) 2 Science- biology(studied at university) 1 FAM with streetwise (ten years in the worst neighbouhood of the worst city in europe, not dead) 4 WF pistols, Common melee, off hand (had a pistol, LARPer, martial arts training) 3 Jack of all Trades 0 Ps Student ( university education) 1 Ps IT guy (microsoft certified profesional, A+, CIW) 1 Ps General Admin(lots of genral admin jobs) 1 Ps fortuneteller (Tarot, palmistry, cold reading) 3 Scholar 0 Ks role playing games (hobby) 1 Ks martial arts(hobby, covers academic knowledge of various styles) 1 Geek culture ( another one everyone here should have) 1 Ks the occult ( 4 years study, hobby) 1 FAM with tactics (LARPer, wargamer) 1 FAM with slight of hand (hobby) 1 FAM with seduction Martial Arts: 4 Fast strike 4 Choke hold 3 Take down 1 Use art with clubs 10 Two weapon fighting ( martial arts training) 58 points. A smidge expensive for what I actually get.
  10. Re: Possession It depends, like so many things in hero, on what you want to acomplish . With mind control, each seperate command given requires that a new effect roll is made. The victim also resists with a breakout roll on his first phase after being mind controlled, for every command. Thus mind control is appropriate if you want to have characters heroicly struggling against possesion. Also, with mind control, the victim uses his own skills, talents and powers to acomplish the commands. He knows everything he knows, and has no access to the demons skills. Therefore the possesion will not be exposed by the victim mentioning something he knows nothing about, or talking in a language he does not understand, to give examples of situations common in the source material. Therefore, I would say that mind control is appropriate to simulate a fairly superficial level of possesion. On the other hand Transform can be used to simulate a level of possesion where the victims personality is completly subsumed by the possesor, getting no breakout roll, and gaining the skills, and in some cases, other abilities of the possesor. The victims mind has not just been suppresses- it's been replaced, and only an exorcism (the heal condition of the transform) will restore it.
  11. Re: Best Basic 60 Point Power: Followers! You know, if I could pick a 60 pt basic power, I'd take 12d6 luck. I think that that would have, overall, the most positive influence in any normal persons life. Rolling 12d6 gets you a good chance of getting 2-3 sixes each time. If you assume that you roll every day, that means something significantly good happens to you every day. I think that would be conducive to a happy life.
  12. Re: Post Your Character Here!!!! Silverbolt: Str 20 Dex 25 Con 23 Body 15 Int 13 Ego 13 Pre 20 Com 10 PD 10 ED 10 SPD 7 END 46 STUN 40 Powers: Cyberlegs +10 leaping Not in intense magnetic fields Cyberlegs: Multipower 48 point pool, not in intense magnetic fields u-+24" running u-+14 running 0 end, 0 end on base running Subdermal armour +10 pd/ed armour Cybermuscles +10 str, no figured cha. not in intense magnetic fields Shock absorbers +15 pd only v move tru/by damage Speed tricks: multipower, 40 point pool u- wrap up: 4d6 4def entangle OIF, no range, extra time(full phase), def depends on materials used, no barriers u- Dizzying spin: 4d6 dex drain u-speedster extinguiser: 6d6 suppress any fire power. Skills Speedster marial arts +6 with move by, move thru and dodge Find weaknesss with move by Acrobatics -14 Acting -13 Breakfall -14 Concealment -12 Conversation -13 Criminology -12 Deduction -12 Interrogation -13 KS- Supervillains -12 KS- coventry underworld -12 Paramedics-12 Persuasion-13 Speed tricks-14 PS- private detective -11 PS- researcher -11 PS -Athlete -11 Security Systems-12 Shadowing-12 Stealth-14 Streetwise -14 +1 overall Perks wealth: £50,000 p.a. Liscenced private detective Liscenced Cyborg Access: police computer network Disadvantages: Hunted by Yakuza, mo pow, nci, -8 Hunted By green Dragon, as pow, -8 Hunted by Union Jack, as pow -8 Psych lim: driven to fight crime, common, strong Psch lim: protects innocents common, strong DNPC Suzanne, girlfriend normal-8 DNPC The Coventry Clowns, street gang normal, group, -8 Vulnerability x2 from electricity attacks Vulnerability x2 from disease attacks. Social limitation: secret ID: Flynt Macintyre, Private investigator and former athlete Flynt Macintyre was born in 2022, at the end of the second English civil war, in the city of Coventry, the home of the countrys bio-fuel industry and war crimes prison. As a child, he was poor, and had to shoplift to stay alive- fortunatly he was also fast. An athelics coach at school noticed how fast he was, and trained him for track and field events. He was so good, by age 18 he had made the British olympic team. He made a substantial amount of money from endorsements, and loved his job. Life was good. Then it all went bad. The Yakuza had decided tio fix the Olympics, and ordered Flynt to throw the 100 meters. Flynt, a proud man, refused. The yakuza hired the supervillian Green Dragon to make an example of Flynt, and the martial artist snapped the runners back. Flynt would never walk again. Flynt spent a year in a deep depression, drinking heavily and collecting press clippings of Yakuza atrocities. Finally he snapped. Liquidating his assets he traveled to Pakistan, where he spent his life savings on state of the art cyberware. His useless legs were amputated at the hips, replaced by plastic and steel. Armoured sheilds were implanted over his vital organs and under his skin, and his muscles were enhanced. Finally,in a gruelling 36 hour operation most of his nervous system was replaced with superconductive material, granting him superhuman reflexes at the price of a serious vulnerability to elecrical attacks. He is also immunosupressed, and thus highly suseptable to diseases It took another year of intense physiotherapy before he could walk, let alone run, and many months of training to develop his distinctive fighting style. Finally he was ready. He returned to Coventry and began disrupting Yakuza operations as the vigilante Silverbolt. Once again Green Dragon was called in, but this time Silverbolt ambushed and savagly beat the martial artist, forcing him to beg for his life and earning his undying enimity. The street gang known as the Coventry Clowns have taken to following Silverbolt around and trying to cause trouble for him. Sadly, the Clowns are so incompetant and unlucky, Silverbolt usually has to rescue them from various menaces. Silverbolt has teamed up with Coventrys immortal defender, John Claymore, a highly experienced martial artist with mysterious energy and telepiortation powers, and milionaire scientist Dr Ian Alistair, creator of the Bio mechanical Blaize battlesuit. Together , they have defended coventry from such menaces as the ultra- nationalist cyborg supervillain Union Jack, who has become a special nemesis of Silverbolt after the speedster used an anglegrinder to interogate him, and the maniacal AI mechanon. Recently, the three vigilantes realized they had been manipulated into releasing an anceint, Immortal dragon, and as a result, magic is slowly returning to their world.
  13. Re: Building Acid Blood Power? RKA trigger: when cut.
  14. Re: What happens in Vegas... Look, the guy let us down in a life-threatening situation (SMGs can take down any member of silverbolts team on a good roll) because he wanted to have sex. All he had to do was phone and leave a message saying " I'm going off the grid for a while, be back at 12" and things would have been fine. He didn't. I don't think a general blackening of his name in the crimefighter community is an inapropriate response. Okay, we handled these guys allright, but what about next time, when it's Doctor Destroyer? If Zapper is so dependent on the approval of his peers that he commits suicide over the tarnishing of his reputation, then he's an idiot.
  15. Re: Has anyone tried this? A really big RKA explosion with personal immunity and either one charge/day or a big increased end cost. Haymakered. Best for games that don't have a hard and fast active point limit.
  16. Shoutybloke

    Debriefing

    Re: Debriefing Silverbolt has A: a girlfriend and B: no sensation from the waist down, so basicly 3 has nothing that he wants. Silverbolts Teammates are incidentally one guy with 18 com and 37 pre and another guy who is a multi-millionaire in pound sterling, so it's pretty unlikely that 3 would choose him over them anyway.
  17. Re: Unmaking I disagree. Properly handled, the no-win scenario is the ultimate test of heroism. There's a reason Starfleet uses the Kobayashi Maru and Ravenswood uses the Damocles scenario.
  18. Re: What happens in Vegas... Silverbolt would never work with the unreliable moron again. And Spread the story over the Internet forums he frequents, so other vigilantes know how unreliable he is.
  19. Re: Homo Sapiens and their guns Harbinger has a serious chance in combat against Doctor D certainly. I don't think such a battle would be a forgone conclusion for either side. The real threat Harbinger poses to the Doctor though is his investigation and infiltration skills. If Harbinger found out about Destroyer, and somehow became convinced he posed enough of a threat to Hudson city to justify leaving it in the hands of LIBRA for a while, then he could do serious damage to Doctor Destroyers inferstucture, which is what poses the real threat to world security.
  20. Re: how do you deal with guns and superheroes in your campaign
  21. Re: Disads for Dana Scully Hunted: The conspiricy, More pow, NCI -8 20 points.
  22. Re: How do others deal with Multiform? The only change I make to the rules on multiform is to re-instate the 4th ed restriction on having the multiform be more powerful than the true form. In your case: 70 pts buys 350 point mutiform, +3 forms for 10 points. I recomend making all forms the same SPD to save on speed change hassles.
  23. Re: how do you deal with guns and superheroes in your campaign Sorry, this appeared whist I was posting my reply. 50rPD ? on what I assume was an automaton, so triple point cost? Haymaker away.
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