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Comic

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  1. Re: [Character] Spinoff (Would he fit?) You caught me. The version of the game I played for the longest time was 3rd, and I often find myself thinking in those dated terms. Hence thinking Find Weakness is a Talent. "SK" was meant to be 'Science Knowledge'. I'd believed Everyman was one 11- PS, and one 8- knowledge. When I built the VPP version, Inventor (the control skill), I'd thought, required a defined SS for inventing in that area, and got one (8-) 'freebie'? Or was that a house rule? I'm impressed by the many similarities (and the notable distinctions) between Hyper-Man's tribute and my own. (And yes, he can swing or spin, not both at once. A player ought to have to make tactical trade-offs now and again, I think, and have room to grow.) Hugh's points about what does and doesn't fit with the write-up from a GM's point of view (more detailed DNPC's, type of Hunted, eg.) do draw me back to the original point of the thread. Moderate attack power, vulnerable to KAs (in any version, an 8 DEF OIF is going to get punctured sooner or later), a total commitment to not killing, accidentally gained combat ability (origin devoid of combat training or equipment, focii built for travel that happen to also restrain used a certain way) and plenty of opportunities to explore the drama (ie angst), would a character (despite spending few flavor points in skills) like this fit in with your other characters, and campaign world? What noncombat niche would he fill, if any?
  2. Re: Superhero Legal Disclaimers "METAPOL! When you regain consciousness, don't try to move."
  3. Comic

    Heroes for pay

    Re: Heroes for pay The negotiation, method of payment, pricing and so on of a hero for pay group could make interesting roleplay itself. Be nice to have a use for those trading, bureaucracy, and PS: accountant skills in the line of heroing. Unless the GM wants to handwave it and have the team sponsor be a background outfit paid for with Base Points, likely best to let the players spend some time roleplaying it. One hero team I was on was largely paid for by beer company sponsorship in the campaign. And when one hero was publicly humiliated, a rival in the team rubbed his nose in how much more lucrative her endorsements were.
  4. Re: Help!!! Gate creation question. For a mechanic to repair an automobile (a vehicle with a specific cost and specific attributes), costs a 3 pt skill, give or take. For an inventor to build a car (same vehicle), costs a 3 pts skill, plus a familiarity with automobile mechanics. Your gate repairman doesn't seem to be much different from either of these. The skill is the thing that enables them to repair or build. The setting is what determines the vehicle, be it ground travel or teleport. It sounds like perks might be involved too, for access to the teleport network as a builder, eg.
  5. Re: Would he fit? Thanks, all. Good input. I hope no one minds me taking a third crack at the character, to see if I can make something out of the observations. [b][size=2]Spinoff - Greg Graf[/size][/b] [font=Courier New][size=2]+[b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Base[/u] [u]Roll[/u] [u]Notes[/u][/b][/size][/font] [font=Courier New][size=2]| 45 STR 35 10 18- HTH Damage 9d6 END [2][/size][/font] [font=Courier New][size=2]| 38 DEX 84 10 17- OCV 13 / DCV 13[/size][/font] [font=Courier New][size=2]| 29 CON 38 10 15-[/size][/font] [font=Courier New][size=2]| 15 BODY 10 10 12-[/size][/font] [font=Courier New][size=2]| 20 INT 10 10 13- PER Roll 13-[/size][/font] [font=Courier New][size=2]| 11 EGO 2 10 11- ECV: 4[/size][/font] [font=Courier New][size=2]| 20 PRE 10 10 13- PRE Attack: 4d6[/size][/font] [font=Courier New][size=2]| 12 COM 1 10 11-[/size][/font] [font=Courier New][size=2]| 12 PD 3 9 20 PD (8 rPD)[/size][/font] [font=Courier New][size=2]| 10 ED 4 6 18 ED (8 rED)[/size][/font] [font=Courier New][size=2]| 6 SPD 12 4.8 Phases: 2, 4, 6, 8, 10, 12[/size][/font] [font=Courier New][size=2]| 15 REC - 15[/size][/font] [font=Courier New][size=2]| 54 END -2 58 Spinsense makes jumpy, burns END faster[/size][/font] [font=Courier New][size=2]| 53[/size][/font][font=Courier New][size=2] STUN - 53[/size][/font] [font=Courier New][size=2]+ [/size][/font] [font=Courier New][size=2]| 7 RUN - 6" [1][/size][/font] [font=Courier New][size=2]| 3 SWIM - 2" [1][/size][/font] [font=Courier New][size=2]| 15 LEAP - 9" 15"/8" [3][/size][/font] [font=Courier New][size=2]+[b]CHA Cost: 207[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]POWERS[/u][/b][/size][/font] [font=Courier New][size=2]| 16 8 rPD/8 rED Armor (-1/2: OIF Spinsuit, static reinforced); 24 AP [-][/size][/font] [font=Courier New][size=2]| 7 1/2 END on 45 STR (+1/4)(-1/2: OIF Spinsuit, static channeling); 11 AP [-][/size][/font] [font=Courier New][size=2]| 10 Clinging, 45 STR; 10 AP [-][/size][/font] [font=Courier New][size=2]| 2 +1" Running, Total 7"; 2 AP [1][/size][/font] [font=Courier New][size=2]| 4 +6" Superleap, Total 15"/8" (-1/2 OIF Spinsuit, static repulsion from charged surfaces); 6 AP [3][/size][/font] [font=Courier New][size=2]| 1 +1" Swimming, Total 3"; 1 AP [1][/size][/font] [font=Courier New][size=2]| 40 Multipower Spingloves(-1/2: OIF); 60 AP[/size][/font] [font=Courier New][size=2]| 4u[/size][/font][font=Courier New][size=2] 6d6 6 DEF Entangle; 60 AP [6][/size][/font] [font=Courier New][size=2]| 2u 27" Swinging (+1/4: 1/2 END) [1][/size][/font] [font=Courier New][size=2]+[b]POWERS Cost: 86[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]SKILLS[/u][/b][/size][/font] [font=Courier New][size=2]| 3 17- Acrobatics[/size][/font] [font=Courier New][size=2]| 8- Acting EM[/size][/font] [font=Courier New][size=2]| 8- AK: New York EM[/size][/font] [font=Courier New][size=2]| 3 17- Breakfall[/size][/font] [font=Courier New][size=2]| 8- Climbing EM[/size][/font] [font=Courier New][size=2]| 3 13- Computer Programming EM[/size][/font] [font=Courier New][size=2]| 8- Concealment EM[/size][/font] [font=Courier New][size=2]| 8- Conversation EM[/size][/font] [font=Courier New][size=2]| 8- Deduction EM[/size][/font] [font=Courier New][size=2]| 3 13- Power Skill: Inventing with Spingloves[/size][/font] [font=Courier New][size=2]| 4 pts LS: English EM[/size][/font] [font=Courier New][size=2]| 8- Paramedics EM[/size][/font] [font=Courier New][size=2]| 11- PS: Electrical Engineering Student EM[/size][/font] [font=Courier New][size=2]| 8- SK: Electrochemistry EM[/size][/font] [font=Courier New][size=2]| 8- Shadowing EM[/size][/font] [font=Courier New][size=2]| 3 17- Stealth EM[/size][/font] [font=Courier New][size=2]| TF: Small Motorized Ground Vehicles EM[/size][/font] [font=Courier New][size=2]+[b]SKILLS Cost: 15[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]Talents[/u][/b][/size][/font] [font=Courier New][size=2]| 27 Danger Sense 14-, Out of Combat, Immediate Vicinity, As Sense "Spinsense"[/size][/font] [font=Courier New][size=2]| 15 Find Weakness 12-, Punch (Spinsense to steer fists)[/size][/font] [font=Courier New][size=2]+[b]Talents Cost: 42[/b][/size][/font] [font=Courier New][size=2]+[b][u]Val[/u] [u]DISADVANTAGES[/u][/b][/size][/font] [font=Courier New][size=2]| 10 DNPC: Aunt Em /widowed pensioner, mother figure/ 8- (Incompetent Normal)[/size][/font] [font=Courier New][size=2]| 10 DNPC: Jo /pretty liberal arts student, lifelong friend/ 8- (Incompetent Normal)[/size][/font] [font=Courier New][size=2]| 5 DF: Leaves static in his wake (Easily Concealable w. static spray)[/size][/font] [font=Courier New][size=2]| 10 Hunted: Mystery group fronted by Press 8- (Less Pow, NCI, Mildly Punish)[/size][/font] [font=Courier New][size=2]| 15 Hunted: Mystery group fronted by Police 8- (As Pow, NCI, Harshly Punish)[/size][/font] [font=Courier New][size=2]| 15 Physical Lim: Weirdness Magnet: 8- (If something strange happens, it happens near him)[/size][/font] [font=Courier New][size=2]| 20 Psych. Lim.: CvK (Common, Total)[/size][/font] [font=Courier New][size=2]| 20 Psych. Lim.: Burden of Power (Very Common, Strong)[/size][/font] [font=Courier New][size=2]| 10 Psych. Lim.: Scientific Curiousity (Common, Moderate)[/size][/font] [font=Courier New][size=2]| 15 Social Lim.: Secret ID: Greg Graf, Student (Frequently, Major)[/size][/font] [font=Courier New][size=2]| 10 Social Lim.: Obligations - keep up grades, keep photoblog (Occasion, Minor)[/size][/font] [font=Courier New][size=2]| 10 Social Lim.: Reputation - masked vigilante[/size][/font] [font=Courier New][size=2]+[b]DISADVANTAGES Points: 150[/b][/size][/font] [font=Courier New][size=2]Base Pts: 200[/size][/font] [font=Courier New][size=2]Total Character Cost: 350[/size][/font]
  6. Re: Heroes and Nukes! Sorry. All out of smart here. Does your, er, 'hero' know what he's doing, or is he merely an amateur? 300 Megatons is about six times bigger than the biggest weapon ever detonated, so it's not like it'll make a small impact, or go unnoticed. Likely, news will get out of a weapon of this power going off, and once the experts explain that it's about an order of magnitude bigger than any previously tested bomb, and not associated with any nation's military, no doubt there'll be worldwide yakking. If another Bush is in office, he'll no doubt blame Iran, or North Korea, get the CIA to falsify evidence, and bribe or blackmail anyone who has spare child-soldiers to form an alliance and go get 'em. As for damage, yeah.. hard to argue 300 megatons won't just plain outright kill or mess up whatever is within a mile, regardless of superpowered defenses, and likely a much bigger radius -- hard to say unless you know how high up it detonates. It'd do less damage than Mt. St. Helens eruption did, in any case. And it would be illegal under international law, regardless of intention.
  7. Re: Trans-Atlantic Airplane Flights in 1933 Well, it's not an airplane, but the Hindenburg started crossing the Atlantic commercially in the mid-30's, and could complete a return trip in about six days, travelling about 80 mph. The ship carried about 50 passengers and almost as many crew. My choice? I'd have taken one of these: http://en.wikipedia.org/wiki/Boeing_247
  8. Re: Would he fit? 100 extra points? Your whim is my command. More resistant to KA's and better able to maneuver while away from tall buildings, paid the right price for Danger sense, more emphasis on the gadgeteering but without losing the theme, stronger potential attacks. Can throw a decent move-through and survive. Oh, smarter and scarier. [b][size=2]Spinoff - Greg Graf[/size][/b] [font=Courier New][size=2]+[b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Base[/u] [u]Roll[/u] [u]Notes[/u][/b][/size][/font] [font=Courier New][size=2]| 45 STR 35 10 18- HTH Damage 9d6 END [2][/size][/font] [font=Courier New][size=2]| 38 DEX 84 10 17- OCV 13 / DCV 13[/size][/font] [font=Courier New][size=2]| 29 CON 38 10 15-[/size][/font] [font=Courier New][size=2]| 15 BODY 10 10 12-[/size][/font] [font=Courier New][size=2]| 20 INT 10 10 13- PER Roll 13-[/size][/font] [font=Courier New][size=2]| 11 EGO 2 10 11- ECV: 4[/size][/font] [font=Courier New][size=2]| 20 PRE 10 10 13- PRE Attack: 4d6[/size][/font] [font=Courier New][size=2]| 12 COM 1 10 11-[/size][/font] [font=Courier New][size=2]| 12 PD 3 9 20 PD (8 rPD)[/size][/font] [font=Courier New][size=2]| 10 ED 4 6 18 ED (8 rED)[/size][/font] [font=Courier New][size=2]| 6 SPD 12 4.8 Phases: 2, 4, 6, 8, 10, 12[/size][/font] [font=Courier New][size=2]| 15 REC - 15[/size][/font] [font=Courier New][size=2]| 54 END -2 58[/size][/font] [font=Courier New][size=2]| 53 STUN - 53[/size][/font] [font=Courier New][size=2]+ [/size][/font] [font=Courier New][size=2]| 7 RUN - 6" [1][/size][/font] [font=Courier New][size=2]| 3 SWIM - 2" [1][/size][/font] [font=Courier New][size=2]| 15 LEAP - 9" 15"/8" [3][/size][/font] [font=Courier New][size=2]+[b]CHA Cost: 207[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]POWERS[/u][/b][/size][/font] [font=Courier New][size=2]| 16 8 rPD/8 rED Armor (-1/2: OIF Spun suit); 24 AP [-][/size][/font] [font=Courier New][size=2]| 7 1/2 END on 45 STR (+1/4)(-1/2: OIF Spun suit); 11 AP [-][/size][/font] [font=Courier New][size=2]| 10 Clinging, 45 STR; 10 AP [-][/size][/font] [font=Courier New][size=2]| 2 +1" Running, Total 7"; 2 AP [1][/size][/font] [font=Courier New][size=2]| 4 +6" Superleap, Total 15"/8" (-1/2 OIF Spun suit); 6 AP [3][/size][/font] [font=Courier New][size=2]| 1 +1" Swimming, Total 3"; 1 AP [1][/size][/font] [font=Courier New][size=2]| 40 VPP Silk Spinning (-1/2: OIF Spingloves); 60 AP[/size][/font] [font=Courier New][size=2]| 20 VPP Silk Spinning Control (OIF Spingloves); 30 AP[/size][/font] [font=Courier New][size=2]| e.g. 1) 6d6 6 DEF Entangle; 60 AP [6][/size][/font] [font=Courier New][size=2]| e.g. 2) 27" Swinging (+1/4: 1/2 END) [1][/size][/font] [font=Courier New][size=2]+[b]POWERS Cost: 100[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]SKILLS[/u][/b][/size][/font] [font=Courier New][size=2]| 3 17- Acrobatics[/size][/font] [font=Courier New][size=2]| 8- Acting EM[/size][/font] [font=Courier New][size=2]| 8- AK: New York EM[/size][/font] [font=Courier New][size=2]| 3 17- Breakfall[/size][/font] [font=Courier New][size=2]| 8- Climbing EM[/size][/font] [font=Courier New][size=2]| 3 13- Computer Programming EM[/size][/font] [font=Courier New][size=2]| 8- Concealment EM[/size][/font] [font=Courier New][size=2]| 8- Conversation EM[/size][/font] [font=Courier New][size=2]| 8- Deduction EM[/size][/font] [font=Courier New][size=2]| 3 13- Inventor (Pool Control Skill)[/size][/font] [font=Courier New][size=2]| 8- KS: Electrochemistry EM[/size][/font] [font=Courier New][size=2]| 4 pts LS: English EM[/size][/font] [font=Courier New][size=2]| 8- Paramedics EM[/size][/font] [font=Courier New][size=2]| 11- PS: Electrical Engineering Student EM[/size][/font] [font=Courier New][size=2]| 8- Shadowing EM[/size][/font] [font=Courier New][size=2]| 3 17- Stealth EM[/size][/font] [font=Courier New][size=2]| 1 8- Streetwise[/size][/font] [font=Courier New][size=2]| TF: Small Motorized Ground Vehicles EM[/size][/font] [font=Courier New][size=2]+[b]SKILLS Cost: 16[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]Talents[/u][/b][/size][/font] [font=Courier New][size=2]| 27 Danger Sense 14-, Out of Combat, Immediate Vicinity, As Sense[/size][/font] [font=Courier New][size=2]+[b]Talents Cost: 27[/b][/size][/font] [font=Courier New][size=2]+[b][u]Val[/u] [u]DISADVANTAGES[/u][/b][/size][/font] [font=Courier New][size=2]| 10 DNPC: Aunt Em 8- (Incompetent Normal)[/size][/font] [font=Courier New][size=2]| 10 DNPC: Jo 8- (Incompetent Normal)[/size][/font] [font=Courier New][size=2]| 5 DF: Scars from lab accident (Easily Concealable)[/size][/font] [font=Courier New][size=2]| 10 Hunted: Press 8- (Less Pow, NCI, Mildly Punish)[/size][/font] [font=Courier New][size=2]| 15 Hunted: Police 8- (As Pow, NCI, Harshly Punish)[/size][/font] [font=Courier New][size=2]| 15 Physical Lim: Weirdness Magnet: 8- (If something strange happens, it happens near him)[/size][/font] [font=Courier New][size=2]| 20 Psych. Lim.: CvK (Common, Total)[/size][/font] [font=Courier New][size=2]| 20 Psych. Lim.: Burden of Power (Very Common, Strong)[/size][/font] [font=Courier New][size=2]| 10 Psych. Lim.: Scientific Curiousity (Common, Moderate)[/size][/font] [font=Courier New][size=2]| 15 Social Lim.: Secret ID: Greg Graf, Student (Frequently, Major)[/size][/font] [font=Courier New][size=2]| 10 Social Lim.: Obligations - keep up grades, keep photoblog (Occasion, Minor)[/size][/font] [font=Courier New][size=2]| 10 Social Lim.: Reputation - masked vigilante[/size][/font] [font=Courier New][size=2]+[b]DISADVANTAGES Points: 150[/b][/size][/font] [font=Courier New][size=2]Base Pts: 200[/size][/font] [font=Courier New][size=2]Total Character Cost: 350[/size][/font]
  9. Would this character fit your campaign, die quickly, or be laughed out of town? (He's not built on the standard base + disads.) [b][font=Courier New][size=2]Spinoff - Greg Graf[/size][/font][/b] [font=Courier New][size=2]+[b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Base[/u] [u]Roll[/u] [u]Notes[/u][/b][/size][/font] [font=Courier New][size=2]| 45 STR 35 10 18- HTH Damage 9d6 END [4][/size][/font] [font=Courier New][size=2]| 38 DEX 84 10 17- OCV 13 / DCV 13[/size][/font] [font=Courier New][size=2]| 29 CON 38 10 15-[/size][/font] [font=Courier New][size=2]| 10 BODY - 10 11-[/size][/font] [font=Courier New][size=2]| 13 INT 3 10 12- PER Roll 12-[/size][/font] [font=Courier New][size=2]| 10 EGO - 10 11- ECV: 4[/size][/font] [font=Courier New][size=2]| 8 PRE -2 10 11- PRE Attack: 1.5d6[/size][/font] [font=Courier New][size=2]| 8 COM -1 10 11-[/size][/font] [font=Courier New][size=2]| 10 PD 1 9 10 PD (- rPD)[/size][/font] [font=Courier New][size=2]| 8 ED 2 6 8 ED (- rED)[/size][/font] [font=Courier New][size=2]| 6 SPD 12 4.8 Phases: 2, 4, 6, 8, 10, 12[/size][/font] [font=Courier New][size=2]| 15 REC - 15[/size][/font] [font=Courier New][size=2]| 44 END -7 58[/size][/font] [font=Courier New][size=2]| 48 STUN - 48[/size][/font] [font=Courier New][size=2]+ [/size][/font] [font=Courier New][size=2]| 6 RUN - 6" [1][/size][/font] [font=Courier New][size=2]| 2 SWIM - 2" [1][/size][/font] [font=Courier New][size=2]| 9 LEAP - 9" 9"/5" [4][/size][/font] [font=Courier New][size=2]+[b]CHA Cost: 165[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]POWERS[/u][/b][/size][/font] [font=Courier New][size=2]| 10 Clinging, 45 STR; 10 AP [-][/size][/font] [font=Courier New][size=2]| 27 Multipower Silk Pool (-1/2: OIF); 40 AP[/size][/font] [font=Courier New][size=2]| 3u 4d6 4 DEF Entangle; 40 AP [4][/size][/font] [font=Courier New][size=2]| 2u 27" Swinging (+1/4: 1/2 END) [1][/size][/font] [font=Courier New][size=2]+[b]POWERS Cost: 42[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]SKILLS[/u][/b][/size][/font] [font=Courier New][size=2]| 3 17- Acrobatics[/size][/font] [font=Courier New][size=2]| 8- Acting EM[/size][/font] [font=Courier New][size=2]| 8- AK: New York EM[/size][/font] [font=Courier New][size=2]| 3 17- Breakfall[/size][/font] [font=Courier New][size=2]| 8- Climbing EM[/size][/font] [font=Courier New][size=2]| 3 12- Computer Programming EM[/size][/font] [font=Courier New][size=2]| 8- Concealment EM[/size][/font] [font=Courier New][size=2]| 8- Conversation EM[/size][/font] [font=Courier New][size=2]| 8- Deduction EM[/size][/font] [font=Courier New][size=2]| 1 8- Inventor[/size][/font] [font=Courier New][size=2]| 8- KS: Electrochemistry EM[/size][/font] [font=Courier New][size=2]| 4 pts LS: English EM[/size][/font] [font=Courier New][size=2]| 8- Paramedics EM[/size][/font] [font=Courier New][size=2]| 11- PS: Electrical Engineering Student EM[/size][/font] [font=Courier New][size=2]| 8- Shadowing EM[/size][/font] [font=Courier New][size=2]| 3 17- Stealth EM[/size][/font] [font=Courier New][size=2]| TF: Small Motorized Ground Vehicles EM[/size][/font] [font=Courier New][size=2]+[b]SKILLS Cost: 13[/b][/size][/font] [font=Courier New][size=2]+[b][u]Cost[/u] [u]Talents[/u][/b][/size][/font] [font=Courier New][size=2]| 30 Danger Sense 14-, Out of Combat[/size][/font] [font=Courier New][size=2]+[b]Talents Cost: 30[/b][/size][/font] [font=Courier New][size=2]+[b][u]Val[/u] [u]DISADVANTAGES[/u][/b][/size][/font] [font=Courier New][size=2]| 10 DNPC: Aunt Em 8- (Incompetent Normal)[/size][/font] [font=Courier New][size=2]| 10 DNPC: Jo 8- (Incompetent Normal)[/size][/font] [font=Courier New][size=2]| 5 DF: Scars from lab accident (Easily Concealable)[/size][/font] [font=Courier New][size=2]| 10 Hunted: Press 8- (Less Pow, NCI, Mildly Punish)[/size][/font] [font=Courier New][size=2]| 15 Hunted: Police 8- (As Pow, NCI, Harshly Punish)[/size][/font] [font=Courier New][size=2]| 15 Weirdness Magnet: 8-[/size][/font] [font=Courier New][size=2]| 20 Psych. Lim.: CvK (Common, Total)[/size][/font] [font=Courier New][size=2]| 20 Psych. Lim.: Burden of Power (Very Common, Strong)[/size][/font] [font=Courier New][size=2]| 10 Psych. Lim.: Scientific Curiousity (Common, Moderate)[/size][/font] [font=Courier New][size=2]| 15 Social Lim.: Secret ID: Greg Graf, Student (Frequently, Major)[/size][/font] [font=Courier New][size=2]| 10 Social Lim.: Obligations - keep up grades, keep photoblog (Occasion, Minor)[/size][/font] [font=Courier New][size=2]| 10 Social Lim.: Reputation - masked criminal[/size][/font] [font=Courier New][size=2]+[b]DISADVANTAGES Points: 150[/b][/size][/font] [font=Courier New][size=2]Base Pts: 100[/size][/font] [font=Courier New][size=2]Total Character Cost: 250[/size][/font] Origin Greg Graf was a normal though shy high school student when a stray lightning bolt struck the building while Greg was touring in a lab full of exotic chemicals and apparatti. Greg threw himself in the path of the explosion to save others, and was permanently altered by the ensuing explosion and fire. He gained static superpowers, including a vague sense of electric fields that forebodes 'wrongness' nearby, phenomenal strength and speed-of-electricity reflexes, the ability to cling to surfaces, and control of an artificial silky substance produced by electrochemical spinners built into gloves he wears to help regulate his powers. Hyperneural reflexes grant Graf innate physical skills, enhancing the gymnastics lessons he learned in high school. Greg used to love gymnastics, but his foster parent, 'Uncle' Ned and 'Aunt' Em Park, saw that he was bright, and insisted he focus on studies, not athletics, so he didn't go very far in the sport he enjoyed. But now.. Now he can swing through the night with unerring ease, free to feel the thrill of bursting the bounds of earth. Background The gymnastics argument was the start of Greg's streak of resentment towards Ned, a festering feeling that soured much of Greg's life. It took him down dark paths normally he would not have had the courage to go. When the young man started going to illegal underground club fights to prove how much he could earn in 'sports', he felt a bitter satisfaction. That turned to regret and remorse when Ned followed him one night and was killed in the gunplay as rival gangs clashed over control of the lucrative fight business. Ned had always tried to teach Greg that power came with an obligation to use it for good. Now Greg understood that there is a price for failing that duty. Afraid or not, Spinoff would not shirk again. Greg is too shy to admit to his best friend, Jo Watts, his true feelings for her, yet. Which is why he doesn't want to ruin his chances by telling her about his freakish abilities, his sense of failure, and his waking terror. Widow Em is frail, Greg feels obliged to help her as she helped him growing up. He bottles up his guilt over Ned's death. Instead of talking to Jo or Em about his troubles as Greg, he swings on silky static-reinforced strands as the strange masked Spinoff, subliming his frustration into patrolling the night, fighting crime. Spinoff's attempt to do the right thing with his powers caught police attention, and made him fodder for the sensationalist press. When Greg went to complain to the media, he showed them proof in the form of pictures snapped on his cell phone that 'Spinoff' was stopping crooks.. which didn't change the headlines, but did get him work as a freelance photoblogger.
  10. Re: Grandiose Schemes So.. there's not enough gay nudity in the world, or the military could improve gay nudity with new technology? Isn't this flagrant government intervention in private sector affairs?
  11. Re: Power creation question If it's hand-to-hand, sounds like damage shield. For range, missile reflection with the disadvantage 'does not act as a defense' could work. For something more exotic, sounds like a VPP with a very tight control set.
  12. Re: What was your best plot twist Twist? When the GM revealed that the 25-pt mystery disadvantage one of the players took was "Split Personality - alter ego is a master villain". So all those sessions the GM asked that player to help him out by co-GMing and running the villain.. were really the player playing his character. Without knowing it.
  13. Re: Best and most Pointless superbattle of all time Well, it was the best example of the worst fight I could come up with. For 'best' and 'most pointless', I'm greatly remiss in not mentioning Groo, of course.
  14. Re: New President - They actually covered these points in the issues where Etrigan (not his host Jason Blood) ran for President, and even offered Superman a place on his ticket as a running mate. But aside from the published arguments in Etrigan's own pages, the Devil makes a case for his citizenship in The Devil and Daniel Webster, which would extend fairly well to Etrigan, too. Both came down to that it would be difficult to argue, based on the descriptions of conditions imposed by humans on other humans, and actions undertaken by humans against other humans in the 1700's, that the Devil was not in the territory at the time.
  15. Re: power build advice (Megascale?) Dispel IR vision and Radar Senses, Invisible effects, only affect lines of sight through self (-2).
  16. Re: What's in a Name This is a good thread. Much will come of it. I claim it as my own, and plant my flag upon it, and dub it .. Oh? There's already someone living here? Well, what do they call it?
  17. Re: Grandiose Schemes Sorry for taking so long to notice this. Shatner isn't eligible to be President. He wasn't born in the US.
  18. Re: High power magic (Brainstorming welcome and requested) Hrm. Leap of Faith: Megascale Superleap, UAO, AoE, Megascale Area. Watch that first step, it's a doozy. Not sure how to build it to allow for safe landings, but if you're not overfond of the populace of a place, sending them all a half mile into midair and then letting them fall wouldn't need a safe landing.
  19. Re: New Density Question I'd also agree with tK. If someone else lifts it, the tK is helping them. If it's taking KB, the tK has added to KB" by making it in effect flying (+1d6 KB"). Other constructs (UAO powers, transform, etc.,) get messier.
  20. Re: Half-Move and Sweep Why not create a new martial maneuver, a 'Sacrifice Sweep' or 'Sweep Lunge'? I think the rules are in UMA, if it's doable at all and allowed by your GM. Alternately, I'd build it as an AoE, with the limitation 'must move through adjacent hexes,' possibly?
  21. Re: [Character] Triage We're in complete agreement on all points, if I'm following correctly. Hero Designer is alread very high on my wish list! The two multipower builds, I'm quite comfortable with. But they're multipowers, not naked advantages. And I fully agree, cost should never be the whole of an objection, nor a valid one. While very low or very high costs for effects can be a warning flag that there may be an issue, generally the RAW have taken into account balance fairly well. So, for example, megascale swinging or superleap can get a person very far, very fast, very cheaply both for CP and END. But you need tall buildings to swing from (unless you're Moonswinger, a PC I don't want to talk about) for the first, or have to worry about targeting your hex and being stuck in midair without control for the second. It's not just the Speed-of-Plot, it's the Aim-of-Plot and the Immune-to-Downsides-of-Plot that trouble me about this particular point. I love the Triage concept and overall character. I'm just quibbling over the details of how the build works in this one small area.
  22. Re: [Character] Triage I'm iffy on the whole "naked advantage gets separate advantages and runs optionally" issue, especially when the advantage is on something that is part of a complex. If I had 5" of Flight (10 AP), Megascale (+1/4, 12 AP total) , I could fly distances of 1 km, 2 km, 3 km, 4 km, or 5 km. To get "can be scaled down" costs more (+1/4, 15 AP total) but you still have the same distances. I don't have the book handy, but I believe it's another advantage on top of this to scale down below mega and/or turn it off (+1/2?, 20 AP total), and that END has to be payed for using the power at the fully advantaged AP level (2 END/Phase to travel 1"-5", 1 END/Phase to travel 1 km - 5 km). Buying the same thing as the power and the naked advantage separately costs 8? pts less, and one less END/Phase, which seems wrong somehow. Similarly, if I bought Density Increase, and somehow convinced my GM to let me put Usable By Others on the Knockback Resistance (only) of the Density Increase (to simulate my gravitic field, I suppose), then that's one thing, since UBO is targeted. Suppose I made it Usable By Others Only, as a naked advantage. Would I have the option of using the advantage some of the time only? I don't believe that would be balanced. In the past, when building advantages on parts of complex powers, my groups have usually paid the advantage on the base power, and then scaled it back by a bit. So the megascale price would be payed on the full Strength (30 AP, +1 total advantage, +30 AP), and then reduced (I'd argue this is about a -1 limitation, so total price of the naked advantage would be 15 CP), instead of on the leaping (6, +1 total advantage, +6 CP). Then again, I'm not the GM in your campaign, so it's not my call.
  23. Re: [Character] Triage Doesn't the Megascale on leaping in this case need another (+1/2) to allow the leaping to be used without it? Am I misreading/misremembering this?
  24. Re: CHAMPIONS OF THE NORTH -- What Would You Like To See? You really need Paul Gross's character from Due South, if you're looking for a mountie. Sgt. Benton Frasier, I think... Or his dead father, played by Gordon Pincent. Very nice ghost. Sort of comforting to have around, now that he's dead and calmed down a bit.
  25. Re: New Character - Captator Dii One thing I'd wondered about. In Cap's circumstance, with Egide actively misguiding him in his training, would it be in any way useful, allowable, worthwhile or meaningful to give him negative skills? I.E. -2 pts. 11- KS "Magic and Mysticism" (On a failed roll, no information. On a successful roll, harmful misinformation. E.G. 'Nah, that silver vs. werewolves is a myth, you want to hang a mix of catnip and ground raw meat around your neck.')
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