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Comic

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  1. The 'throw' mechanic leaves the opponent with the prone disadvantage; the 'grab' mechanic leaves the target with the 'grabbed' disadvantage (two limbs) but also encumbers the martial artist while the hold is maintained. Further, the ground fighting element implies 'both fall', as in a sacrifice throw. Either a throw maneuver or a grab maneuver is enough to achieve some combat effect a player might want, but what is specifically being asked for seems to be grab with the limitation, "must follow throw", (giving the martial artist the option to let go instead of hanging on) or a combined maneuver that leaves the opponent prone while being held (redundant disadvantages) without the option to let go but taking less time. Tactically, it gets expensive to build a decent martial artist with the combined maneuver, since being able to let go of someone you've just thrown can be very desirable, in particular if you've just rendered yourself prone. If I were doing it, I'd look at modifying Sacrifice Throw, to add the outcome, "target held" for an additional 1 point. (Making it a 4 pt maneuver, because while it is slightly advantageous to not need to establish a grab next phase, it is a big disadvantage to be holding onto someone prone, even though letting go is a zero phase action.)
  2. Tracking device? Sense (Radio) tracking device, IIF; possibly Megascale, probably 1 continuing charge, requires skill roll.
  3. Plots like this are why Dark Champions players exist.
  4. Noel, while best known as a male name for Noel Coward, also sometimes used in Russia. Noam, as in Noam Chomsky, a fairly Soviet Bloc sounding (actually Hebrew, male variant of Naomi) name meaning 'pleasant'. Natasha is a diminutive of Natalya, as in "Natalya's daughter/little sister", or "little Natalya"; while the Latin does indeed mean 'day of birth', the idiom is clearly in regards to Christmas, making Noel the closer equivalent. Nathan is also, in the ambiguous and murky field of names, considered a male equivalent of Natalya in some cultures, though it does indeed have a different meaning in the original Hebrew. I'd recommend Nash ('from the Ash tree').
  5. The only expertise a storyteller needs is the needs of the story, and the will of the audience to suspend their disbelief. In your world, anything your story needs and can withstand could happen. In our world, your serial killer would of course be held without bail if he somehow existed. Homeland Defense would likely not even need to consider him to have human rights, and he would be held under conditions that would make Gitmo seem like a couples resort for jet setters, given that he has superpowers on the level that makes him a terrorist threat. If it were the word of one single officer of the courts, which the legal powers you've described make your supers, that would be enough in the real world, absent something really strong to counter it. You've got the word of several such witnesses to the confession. Likely, the world would be questioning why they didn't save the lawyers the trouble of having to have a trial. Justice systems don't just work on witness statements or alibi's; solid police work would include psychological profiling, CSI trace evidence other than DNA, and on and on. Sure, the case might be 'circumstantial', but it's circumstantial with special circumstances. When it comes to the trial, that's where the judge and jury may influence outcomes. Though, really, I expect such a serial killer would end up on the leash of an Amanda Waller, not in front of a judge. This makes it a very unfriendly world for the sort of person who some group of superheroes did decide to frame, or were mind controlled into framing.
  6. I'm thinking that the Gweenies will be giving you fits, then.
  7. Lists for $12,000. Deep thinking wasn't a hallmark of the genre in 1939 & 1940. https://scans-daily.dreamwidth.org/610292.html
  8. The premise of the question reminds me not so much of being taken prisoner, but of being mind controlled to capture and take prisoner my entire team. The issues: a) this was the first session for the team, and the players did not know each other well. almost all of the players HATED being taken prisoner as a form of railroading, with a white hot passion. c) my character was exceptionally well-built for high-mobility, close quarters action, inspired by the Elementals character Vortex so designed to be immune to inertia (No Turn Radius, Instant acceleration Flight and lots of it, exceptionally high OCV in flight). d) the fight happened in a cramped house. My mind-controlled character had the entire team unconscious (in GM's discretion) with zero BODY damage done (except for breaking one window) in a single multiple move-by. And they never forgave me. I'm okay with the 'start the game as prisoners'. But I'm not okay with 'meet the other players as prisoners', oh and by the way, you made them that way.
  9. So.. Do I turn Cyclone to villain, or keep him hero? Would he fit in your local hero group? Be a welcome interloper? Be someone they beat up? Is he balanced for play?
  10. Most 'street legal' vehicles have Images (headlights, horn), and while I imagine most GM's give those for free, some might not. However, I'm not a vehicles guy, so won't be much help to you.
  11. I dunno. Enough knockback will change anyone's karma. Though I admit to a certain sense of glee at a power that can turn a target into the form they deserve to be based on their past deeds, perhaps continuous over time so the longer they behave that way, the more intense the transfiguration, with healing from the transformation based on making amends for their past wrongs. Pinocchio, Bottom, and Eustace Scrubb come to mind.
  12. Actually, in April 1938, Superman's power levels were described in Action Comics #1 as leap 1/8 of a mile, hurdle 20-story buildings, "raise tremendous weights", outrun a train, and "that nothing less than a bursting shell could penetrate his skin" and the train in question was likely the A4 Mallard, which a few months later broke its own US record and set the land speed record, at 125.88 mph on July 3rd 1938. The tremendous weights Superman could lift appear to have had no upper limit but the needs of the story, and in the first story that need was about six tons. The faster than a speeding bullet took years to happen, as did the 'more powerful than a locomotive'. And Superman stories have always been tall tales of imagining the unimaginable, and then topping it. Superman's over-the-topness is his signature characteristic. It's what makes him a great role model for Champions superheroes, but a terrible by-the-book Champions player character for balanced campaigns. But over-the-top fits some gaming groups, and I have no issue with that where the group is having fun.
  13. What Superman in DC suffers is the Galactus problem. While I might read a comic series with Galactus in it, I've long ago gotten bored with the Clark Kent version of Galactus, and much prefer comics with some tension that won't be solved in the end by Deus Ex Kryptonian Physiology.
  14. Clearly, turn the animatronics back on and have a chat with them, eventually. I suppose someone careful would research the symbol, first, though. Is it a tag? Purportedly mystical? Something people will be alerted to if there's an online search for it? Since Magneceptor's close enough to a cyberpath and telepath to get a good inkling as to what's what in an electronic mind, plus his Electronics 21- and Computer Programming 21- (with Cryptography 21-), he may find something Charlie missed. Then there's the Glasnost principle: trust that Charlie means well, but everyone's a suspect and thoroughly investigated. Oh, and this pizza.. is there a discount for crime solvers?
  15. As a Teen Hero, Mighty Woman appears to exactly fit the genre and power levels for a teacher who came up through the ranks of students. The OIF limitation makes it difficult for the teen hero to get access to her powers. She's perfectly capable of dealing with normal threats without the armor, and is quite impressive. In fact, she reminds me in a number of ways of a very different Teen Hero idea I'm tinkering with.
  16. There are a lot of ways of doing DC-style 'Matter Manipulation'. The Ultimate Energy Projector includes Telekinesis to control physical matter, Entangle (now Barrier) by enveloping the target with available matter or changing air into something solid, and Energy Blast Indirect From Above to turn air into an anvil. It also has a pretty nasty RKA based on manipulating the matter of a living target, but what I think you're looking for is Object Creation, a hefty Transformation Attack Requires Skill Roll with a wide range of possible objects created from thin air or whatever matter is lying around. The objects created would then depend on skills like Weaponsmith or Inventor, or at least Eidetic Memory plus appropriate KS and other skills: Electronics to create a working radio or smart phone, Mechanics plus Transport Familiarity to make a working motorcycle or bicycle, Gambling to produce dice and decks of cards, etc. I recommend start with a defense, a movement, and an attack all with Variable Special Effects, Variable Advantages and/or Variable Adders in the multipower, other than the Object Creation, and get the Power skill to allow modifications. Make them multi-slots, so the points can be allocated as you need phase by phase. Armor (Resistant Protection), based on forming a suit around your hero, Flight based on a jet pack he creates on his back -- with (+1/4 Variable advantage; +1/2) can use it at reduced endurance, or costs endurance only to activate, or as second mode of movement for a propeller pack for swimming or motorcycle for high speed running -- and HA for a jousting lance or baseball bat. If you prefer, he could know his guns, and make a pistol. Or shuriken out of thin air. Matter manipulation is limited only by your imagination.
  17. I'd go for an "All of the Above" approach. As an Urban Myth, the Whisper is a powerful diversion for many investigations, with as many red herrings as actual events -- so many red herrings, the investigators might give up, and conclude it's all coincidence, rumor and overactive imaginations at work. I'd have at least one cheap copycat, a mere imitator using bugging devices and electronics, plus a bit of subterfuge -- the copycat inserting himself into the investigation as a victim, for the excitement. I'd have at least one ulterior copycat, an imitator trying to use the Whisper ploy to get away with murder. How about when the original murder-suicide is investigated, there be clues that the original Whisper lied: planted the evidence of infidelity, kidnapped the wife and 'paramour' and set them up to look like they were trysting, even snuck drugs into the murderer's food over the weeks before the incident to induce rage. It was all there, every clue, if only people chose to investigate skeptically. And yes, there'd be an avatar with psychic powers of an Entity of malicious truth, in the long run, seeking twisted justice in the most ruthlessly cruel way, but they'd be a lot less powerful and influential and present than the rumors indicate. Freeing the avatar of the Whisper's influence would be a blessing they'd be grateful for.. but with a catch. The avatar's disenchantment is what soured the Whisper Entity: if the hero has a real affinity for truth and justice without cruelty or malice, then the Whisper would gladly vest another with the power. Denied, the Whisper will choose a villain host.
  18. Transform might be an interesting slot in either a multipower, or a variable pool, so the character who can manipulate matter can transform matter, as well as use that manipulated matter for powers. What I'd recommend is to start the character with a very limited multipower pool of four or five powers, as his starting set of manipulations he understands how to do, plus the Transform. The silver/copper limitations are just (Restrainable; -1/4), I'd think, in that it's a fairly tiny limitation, unless his enemies all know it. Eventually, build it up to a Variable Power Pool, if it works out. Good luck, and have fun with the character.
  19. How to build a multipower? Let's start with an example I'm working on for my 200 AP Teen Hero who can put on a suit of armor to become a 400 AP Super Infiltrator: 15 Multipower Pool 40 AP Linked to Mind Scan (-1/2) Requires A Power Roll (-1/2) Side Effects (Massive Change Environment If Roll Failed; -1/2) Unified Power (-1/4) 1 u Desolid “Magnetic Resonance Adjustment” [4] 1 u Ego Attack 4d6 “Nuclear Magnetic Resonance Overload” [4] 1 u Telepathy 8d6 Language Based (-1/2) Read Only (-1/2) “Nuclear Magnetic Resonance Interpretation” [4] 1 u TK 20 STR Fine Work Affects Magnetic Objects Only (-1/2) “Magnetic Manipulation” [4] 1 z Density Increase 40 STR -16m KB +8 PD/ED, 8 Levels Costs END Only To Activate (+1/4) OIF Peril Suit (-1/2) “Electrostriction” [4] 1 z EB 8d6 OIF Peril Suit (-1/2) “Electromagnetic Bolt” [4] Start by choosing all the powers you want in the Multipower Pool, and decide the right level for them. Teen Heroes are limited to 40 AP attacks, with rare exceptions, and all powers are meant to be heavily limited or difficult to use in some way. Since Magneceptor (the name the character goes by in super school) is a highly skilled-based character with electromagnetic powers and inventive uses for them -- think Magneto Jr. merged with Tony Stark Jr. -- the limitations Requires a Roll and Side Effects seem to fit. Also, since he's pretty new to his developing powers and they pretty much all come from his single electromagnetic affinity, they're further limited by Unified Power, as those powers outside his Multipower can be adversely affected, and pretty severely, too when the Multipower is drained or otherwise adversely affected, plus every 10 points of any Unified Power adds to the difficulty of the skill roll. As a final way to restrict the character, he has a No Range Mind Scan with a special effect of an immense electromagnetic field centered on himself that his powers only work within while he maintains. This brings the cost of the Multipower down, but every power in it suffers these limitations. Because of the special effects, it makes sense to even more narrowly restrict the Telepathy as a skill at reading brain scans related to electromagnetic senses, so Magneceptor is more limited than an ordinary psychic with psionic special effects. Two of his powers, the signature abilities of Magneceptor's infiltrator alter-ego, the villainous Perul, lightning-like bolts and superdense electrostriction to anchor and amplify his body's strength, are only available in the Peril Suit, a menacing and huge looming winged carapace assembled and controlled by magnetism. The Perul powers in the Multipower share special effect and are closely related to the other powers, but are even more restricted because they only work in the OIF. These powers all share the same point cost -- 40 AP -- but some have different Real point costs. Then decide how variable the powers will be. Magneceptor is relatively new to his powers, and the powers in the Multipower are already very broad (covering attack, body modification, defense, and mental), so it is both more sensible for the powers to be 'ultra' slots (signified by 'u' or 'z' for Magneceptor and Perul's powers) and fairer balance. Variable slots could allow much more flexibility in game play eventually, so Perul could have his DI partially active while making smaller Ego Attacks, for example. In the long run, the character may spend points on that change, to reflect improving skill and control over his powers. That's pretty much all there is to Multipowers. As a GM, I'd emphasize that powers should be related in the same Multipower, because there is so much benefit to being able to get so many powers all together at this discount, and most attacks cannot be used at the same time in any case, so this is a fair restriction. However, the relationship could be as little as 'Utility Belt', with the relationship of the powers being that they are all OAF Fragile devices built by the character's own technologist contacts that fit in pouches on a belt.
  20. It's unique and interesting enough to be the Anniversary Mask on Champions Online, where it does stand out from the rest of the eye accessory options.
  21. Okay, some great ideas for cosplay. Erm.. anyone have any suggestions how to go about an invisible fanged mouths costume?
  22. Oh. Sorry. I thought you'd said the "Lesser of Two Elvis'". Which I think would be Roustabout.
  23. If only a forum like this one had the space to host games.
  24. Possibly she's building the next president? If so, please more Int and Skills, and less Psych Lim's and Berserks.
  25. Right. Besides, it's more like Leaping, Usable As Attack. Or possibly -5 STR Telekinesis.
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