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Ragdoll

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Everything posted by Ragdoll

  1. Re: Cryptic Answers MMO Questions *reads about skills and faints!* O.O *takes recovery* *happy dance!* =^.^=
  2. I have a character with mystic lightning powers. One of the powers is to let tendrils of lightning roll over an object to check for magic on the object. So it was bought with: Detect Magic, Ranged, Discriminatory. 15 points IS it appropriate to put it in a Multipower, and is it appropriate to attach the Visible disadvantage to the power in light of it's special effects of spewing lightning (harmless) all over an object or person?
  3. If I buy a Hand to Hand Attack at 6 Dice and add a 3 shot autofire to it, will it work in tandem with my 10 STR score, or is the 10 STR not included when autofire is used?
  4. Re: Asp - Marvel Universe. Hm, I see, I see. =) Thanks, you've been very helpful, CC.
  5. Does anyone know anything about any stats on this character from maybe the Marvel RPG? I'm trying to do a conversion of her into Champions, but she sounds so.. useless. From what I read from online entries, she can fire one Bolt of energy and then she's out. It mentions that her energy replenishes, and that she can speed it up with rythmic movements, but it doesn't really say how long it takes. I want to try and recreate the character as faithfully as possible. I know the character's a bit esoteric in the Might Marvel Pantheon, but, if anyone knows anything in the way of stats or something concrete game wise, I'd appreciate it. Thanks. =) She'd make a great Viper villain.
  6. Hi ya. =) I'm trying to build a power for a character that bleeds/seeps 'acid' each time they suffer a cut. The acid would damage the weapon that did the damage, or the person if they attacked with teeth or claw for instance. Until they stop bleeding the acid drips on everything nearby, and the user can 'flick' his blood onto others as well. How would I build something like that? Any help is appreciated. =)
  7. Re: Absorbtion linked to a Force Wall?
  8. I'm kind of curious, I'm interested in building a metahuman that can put up a force wall that gets 'stronger' if it's not battered down in one attack. Something of the order of it being able to 'absorb' physical and energy attacks, and the body from those attacks, simply being 'fed' into increasing the wall's PD and ED. Can absorbtion be defined as being 'at the force wall' rather then 'at the character'?
  9. Re: question about a transfer character. How about this: Transfer (3d6 STR to STR); Continuous +1, Damage Shield +1/2, +1/4 will damage targets in Hand to Hand other than grab, Persistant +1/2, 0 END +1/2, Always on -1/2, Only works against organic objects -1/4, Limit: Dice reduce to 2d when using AE: Hex power, and 1d when using AE: Radius 2" power -1/4 [169 active points/85 real points] Transfer (1d6 STR to STR); Continuous +1, Area Effect: Hex +1/2, Only works against organic objects -1/4 [38 active points/30 real points] Transfer (1d6 STR to STR); Continuous +1, Area Effect: Radius 2" +1, Only works against organic objects -1/4, Must first have second transfer on and active to use -1/4 [45 active points/30 real points] Is this done correctly?
  10. I'm curious as to how to construct a character with a 3d6 transfer of STR to STR. Normally the character is surrounded by a constant Transfer of 3d6 STR to STR in a damage shield. This shield is always on. With effort (expending endurance) the character can 'inflate' the field around their body, spreading the D6's of the power. In effect when it's spread to its thinest it becomes a mere 1d6 transfer damage sheild that's always on, a 1d6 one hex transfer area effect and a 1d6 two hex transfer area effect radius. The inflation can be maintained for as long as the character has END to maintain it as it's highest level of inflation. The character can inflate it to it's maximum or simply leave it at 1d6 transfer AE: hex, and a 2d6 transfer damage shield. How would something like that be built?
  11. Re: Paralysis Ray: Would you allow this? Emphasis mine. In light of the above bold text, couldn't you reasonably say that the power should have a 'entangle has no defense' limitation? Representing sure recovery?
  12. I'm trying to design a one shot game (hopefully longer term if they like it) for some friends, and I decided to use a sort of 'emergence' campaign where metahumans are just coming to light in the modern world of 2007. I am a little 'curious' though about what social effects this might have given the current state of the world right now? More to the point I'm also interested in the point level. I've decided to make it a 250 point game. But I noticed the Def/rDef category lists average defenses as 12/6. Is their a 'guideline' I could use for pegging the defenses of say a Brick archetype, as I assume their def and rdef would be (be default) much higher, but how much? How much is too much for the game's point level? Should I place it in synch for the active points and or DC's allowed for the 250 point level? Any help is appreciated, thanks. =)
  13. I'm trying to design a metahuman that can create a forcewall either centered around themselves or at range, that part seems easy enough but what I'm finding a challenge is how to design the second part of the metahuman's power. Basically they can do the following things to area that's inside the Forcewall: 1. Rapidly 'cook' the area inside the forcewall doing damage. 2. Rapidly 'crush' the area (by shrinking the forcewall) inside the forcewall doing damag. 3. Rapidly evacuate the oxygen of the area inside the forcewall, causing whatever is inside it to be killed (to put out a flame or suffocate a person for instance). I'm not sure how to go about designing the above 3 abilities. Could someone give me some ideas about how to go about it? Any help's appreciated, thanks. =)
  14. I have question. =) If I wanted to make telekenetic based flight, where the person just zips around and flies silently soft like supergirl can do, do I only need to make it IPE: Hearing +1/4?
  15. Re: Creepiest/Sickest superhero concept ever? CaN FEaK cOme oUt To pLAy, DOckToR? Yeah. 'whew' CREEPY.. gives me the chills every time I read it. o.o
  16. Here's my first incarnation of it. Comments, and suggestions for changes would be appreciated. Thanks. 34 KRAV MAGA MARTIAL ARTS Package (4)Block (5)Choke Hold (4)Disarm (4)Escape (4)Joint Lock (3)Sacrifice Throw (3)Slam (4)Strike (3) Breakfall
  17. Re: question about Israle soldier character. I appreciate the effort Lum, unfortunately I don't have the designer software. But I'd earnestly like to see the package. It'd help me out tremendously for what I'm trying to design. Any chance you could just post it to the thread here?
  18. Re: question about Israle soldier character. I was thinking: 'Does the Israeli Military have a special forces?' And somehow it came out in that bungled form. XD But yes, these are 'exactly' the responses I was hoping for. Much appreciated.
  19. Question one: Does the Israeli military have a special forces type of unit? Question two: Is yes, what would be a nomal skill set for such a character? Inquireing minds wanna know. Appreciate any help, thanks.
  20. Re: name for a Shaman type character? Ah, much appreciated, this will help with the shaman's civilian name. But I was thinking more along the lines of a code name, perhaps?
  21. Did a websearch to see if Jewish traditions even had shamans and found it does. Got an idea from the Mentalist that takes one from the team thread. Wanted to give this hero a name in Yiddish, but don't really know the language, and not really sure what the name would be. The shaman character's going to be about protection and boltering of others. Possibly healing. The bit on the web I read about Jewish Shamans says they're about healing guidance and service, so that sounds good with what I'm trying to achieve. So anyone care to offer up anything?
  22. Re: Compensating for PC Abilities *passes out pitchforks and torches* Storm the castle the PC lives in with your village mob! Burn them! *foam! foam!* No, well, just off the top of my head, I can think of a few things: If you have reocurring threats/villains/organizations, etc: 1. ECV entangles: While it may work in the beginning, any villain or organization worth it's salt will start to develop countermeasures. Especially if they find that character particuarly effective in stopping their plots. By all rights, they'll likely come up with attacks or strategies to take down the other teams members (ie: strength weakening gas grenades for the team bricks, large AoE electrified nets for fast, agile targets, etc), so make sure if you do that to the ECV person, the other players get it too. Discussions about said super team when the villain or his organization get together will consist of various way to defeat the heroes, with special attention being paid to ECV hero since "ECV hero the biggest threat, we need to eliminate ECV first, remember that." 2. ECV EB that does body. If ECV blaster is chipping away at your boss or second in command villain and he gets his tail handed to him. You can assume a rematch either personally (in which case think ambush) or a reapperance as the villain's second in command to teach the heroes a lesson. And you can bet he's going to want to pound ECV blaster into the ground. Especially since Master villain told him if he doesn't stop the heroes, he's dog food. You can expect he's going to concentrate on taking out ECV blaster and dedicate as many of his agents/etc to that task as well. He won't totally ignore the others (he'll likely try to keep them busy with agents while he goes after the 'real' threat. Namely ECV blaster.) 3. Detect Truth hero. A little harder. While you can't use this trick all the time, it will come in handy for the plots you 'want' to keep secret and if another organizations or villains hear about Detect Truth Hero (Hey, villains and agents talk and compare notes too), Detect Truth will start finding high numbers of agents, and Second in commands to the master villains, will be seriously lacking in the details plans. This is realistic especially if the villains know what that character does. They'll tell their agents one thing when really they're doing another (it's the truth to the agents, so it checks out). And if the villain doesn't use Detect Truth Hero's power against them, by sending out a group of agents to rob some place, feed them misinformation that ultimately leads Detect Truth Hero (or thier counter part High Power Telepathy Lad) into a deadly situation or trap, said villain just isn't trying hard enough. And it's not really unfair. Anyone that goes up against an opponent is going to try and beat them. If their opponent has the advantage, you can expect they're going to try to eliminate that advantage or try to use it for their own benefit.
  23. Re: You've taken over the world. Now what? My villains would generally realize the headache of national administation, and the politics it entails, turn the country back over to the government, then fly, teleport, tunnel, swim, whatever off, and write their memoirs.
  24. Re: How would you have handled this (GMs)? *laughs* Yeah, I was gonna say. Seems like most players, if faced with the choice, would rather be slaughtered by Mechanon in public rather than be forced to dance, or turned into a photograph.
  25. Re: How would you have handled this (GMs)? I'd always assumed that's the way CLOWN was supposed to be run. Just like any other villain to overcome, except these villains are comedy themed and aren't really out to turn your character into a stain. I've never quite understood some of the more adversarial aspects of gaming. For instance why the assumption that if a GM is using CLOWN (or Foxbat for that matter) they're out to screw with you. I mean it's a different thing if your campaign's tone is gritty and dark, and the GM pulls out CLOWN. Maybe not such a good idea, it's jarring and messes up the setting. But if you're running a game where the tone can be changed from time to time. Gritty, dangerous, light hearted, etc, well as long as you have the ability to overcome said threat what's the harm? No one sees Superman flipping out and melting Mr. Mxyzptlk into a grease spot, or grabbing him and shaking him violently while screaming into his ear and foaming at the mouth: "Think that's FUNNY! HUH! HUH!" *beats on Mr. Mxyzptlk again and again* "Come ON! Tell me it's FUNNY!" In general he doesn't act that way because the tone of the specific episode with Mr. Mxyzptlk is supposed to be humorous. Watching Superman beat Mr. Mxyzptlk to death in a comic who's tone is supposed to be light heart that week would come off looking strange.
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