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Silbeg

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Everything posted by Silbeg

  1. Re: "I am so cute, you don't want to attack me" field
  2. Re: "I am so cute, you don't want to attack me" field Just to be contrary to my own discussion above, I created this as a possibility... 20 Too Cute To Attack: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2), Persistent (+1/2); Always On (-1/2), Only To Prevent Targeting (-1/2), Voided By Successful EGO Roll (-1/2) Are the modifiers appropriate? Does this power do what I want it to do?
  3. Ok, a little background. This power will be for Meri, a mutated beagle with telepathic and telekinetic powers. We have built this character to be a base beagle (using the build for small dog in the HSB), and then added psionic powers. While the concept is interesting (though often annoying), Meri has had some problems taking damage. We really don't want to just add defenses (currently, with her psychokinetic force field, she has 25PD/20ED, but only 30 STUN). Her player's idea was that Meri is so cute that people just won't attack her. We have had several ideas for such a power, such as additional DCV levels, or invisibility, but the most interesting so far would be to do a "Change Environment" to add a penalty to targetting senses. How would you build this power (use any construct you like)? One note... it is planned to put this into her telepathy EC, which has a base of 19 points (should give you plenty of points to work with!). She currently only has 36 END, but we are considering giving her an Endurance Reserve to power her abilities, rather than from innate END (fits the concept better than a high CON stat). Thanks!
  4. Re: Poison's Champions Art Thread Damn that real life... I've been drooling over the possibility of seeing Soundwave in 4-color splendor... and you are teaching me patience.
  5. Re: Poison's Champions Art Thread OMG!!! Sweet! That looks GREAT Poison! Guess Soundwave needs to watch it when he is "competing" with flame boy!
  6. Re: Lightning powers...with a BOOM! I would do this with the "Trail" version of AE from the Ultimate Speedster. Although it is an optional rule, I like it better than some of the jinky ways of getting around the issue (like using a trigger, or linking to movement, or whatever).
  7. Re: Poison's Champions Art Thread Very nice. Wasn't sure how it would look with just the inking, but it turned out GREAT! Makes me drool about how Soundwave is going to turn out!
  8. Re: Poison's Champions Art Thread Funny... but cheesy was part of the look... he took this classic look to overcome the errors of his past. So, if you wanted him to be cheesy looking, that'd probably be ok. It would have been a conscious decision on his part. Of course, I am not asking you to change anything, since he looks cool right now!
  9. Re: Poison's Champions Art Thread
  10. Re: Poison's Champions Art Thread Sings? He doesn't... at least not so anyone could hear him. His powers absorb sounds around him, including his own voice. No one, including himself, has heard his actual voice since he was 13. When he "speaks", he either uses ASL, or projects the sounds he has stored as his "voice".
  11. Re: Poison's Champions Art Thread Nice! I love how you have his mask and hair, exactly what I was trying to get to... And the bullhorn emblem rocks. I see you decided to go sans cape, which is no big deal, at all!
  12. Re: Poison's Champions Art Thread I can't wait to see Soundwave... if he is even half as good as the rest of your work, he should look amazing! Can't wait to see him, and his background. :drewl
  13. Re: Hand to Hand Reflection Another way would be an HA with a trigger (no time to reset) - triggering on successful block, limited to the DC of the attack - call it counter-punching, riposte, whatever. Conceptually, I don't necessarily buy reflecting an HtH attack, since the attack is typically still "attached" to the attacker... but to each his own... 50 Counter-Punch: Hand-To-Hand Attack +5d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; On Successful Block Maneuver; +1); Hand-To-Hand Attack (-1/2)
  14. Re: Down the street from Rosie's I've always liked using the Rosie's map... is sort of a campaign joke now that this is the busiest (and most dangerous) street in River City! I use it, because it is easy. I should probably spend some time creating a bunch of new maps, just to have an assortment. I'd bet my players would thank me for it. Funny how once you get the erasable "mondomat" (or whatever size), you tend to use less detail in mapping... a good library of maps would be a good thing to have around. Plus, I could do them in 1.5" now, to be more compatible with the HeroClix we tend to now use.
  15. Re: GMing for a new group Huh... hadn't noticed the thread necro...oops!
  16. Re: War of the Worlds tripods There is a write up of something that might fit your needs in Villainy Amok!, I believe. The alien invasion section.
  17. Re: How to present combat to new players Which 99% of people are using software, or at least a calculator, to add up. I remember sitting in class (back 15+ years ago), creating characters on the fly... got really good at adding up columns of numbers. But, this isn't even math... it is arithmetic. Just ask a mathematician the difference.
  18. Silbeg

    Behemoth

    Re: Behemoth Do you have a page reference for that? Or if it was in a FAQ, a link? I did not see this on 5ER184-5 (Hand-to-Hand Attack), nor on 5ER 265-6 (No Normal Defense), nor 5ER408-9. Thanks!
  19. Re: How to present combat to new players Gotta agree with that. This includes at least 7 different games run at Con of the North, and many other games. The one thing that helped the most over the years was the 11 +OCV - 3d6 = DCV hit formula. That helps more people than anything. If I were to simplify more, I would use teh bunneh's idea: Lately, I have added this to the character sheets in my game, and should probably add it to the convention sheets I am working on. As for other learning curve details, I would say keep the characters simple, adding in extra powers/maneuvers as the players get more savvy.
  20. Re: The Super drugs In my "FPCA/North Force" game, the characters had run into a street drug by the name of "Loco", which was based on some of the drugs listed in Villainy Amok (not quite Metatron, but had a side-effect of berserker rage). This had been distributed to local street gangs by VIPER, though an agent known as "Jose Cuervo" (he is a friend of mine!). Eventually, the North Force was able to follow the trail back to VIPER's secret nest on the river front. With the help of Grond (who had been held captive by VIPER there, there was some luck involved in freeing Grond), they defeated the VIPER villains, and agents. Grond escaped via the river, but became enamored with Flex (the team's strong man, who was also an action movie star), who was involved in freeing him. This stated another set of adventures around Grond, who kept leaving Flex "presents".
  21. A question has come up re: the END cost of an attack that has the Range Based on Strength Limitation (or Advantage). For the purposes of this question, assume that attack is based on Charges, so the attack itself would cost 0 END. I would assume that since you need to expend STR to throw, you'll need to pay the STR END cost for the distance thrown. Alternatively, you'd only be using the character's STR characteristic to determine the range. I believe the former makes more logical sense, but await your reponse.
  22. Re: What do you call "Four Color"? Sharks? With laser beams? Classic... um, wait... doesn't that remind me of a certain movie, where there were replaced by ill-tempered sea bass?
  23. Re: The Fear Thing and the Child This, I assume, would be Soundwave, who is a little out of place with the dark heroes of the group , though he has a bit of a history. It does sound like the team will be a bit more gritty than I would have expected, but should be interesting. Especially since the heroes are all required to take a Code vs Killing, which means their grittiness may be more appearance than reality. That being said, The Fear Thing is an interesting character... I'd check out the section on Emotion Control from the Ultimate Mentalist... a Mind Control to cause fear would be appropriate! Used well, the Presence attacks will be plenty effective as well. I look forward to being their teammate.
  24. Re: Hero is TK projection of kid in coma Very interesting character idea... one I feel compelled to add my 2 cents to... I would go the duplication route, similar to the "Telekinetic Sidekicks" on 5ER152. The dupe would need the Altered Duplicate (100%, +1) advantage (for obvious reasons), and also Original Character Is Incapacitated And Helpless While Duplicate Exists (-1), like on the Astral Projection power (Ult. Mentalist 154). To handle the invalid nature of the "host" body, I would give the appropriate Physical Limitations... If the character was a latent telekinetic, and could manifest these abilities in ways other than just the duplication, I would have all the powers with the -1/4 limitation "Does Not Work While Duplicate Present"... and since the character never recombines (I would guess), these powers wouldn't very often be expressed. There are a lot of other interesting things you could work with on this character... but all in all, I would build with Duplication. The problem may be that the cost of the duplication makes the character prohibitively expensive, unless the GM allows the altered duplicate to not have to buy Duplication, or is built on enough extra points to overcome the cost of the Duplication.
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