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FireTiger

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  1. Re: Robots, Robots for Sale! Samantha Silverthorne Here is my contribution, a character originally built under the 4th Ed. Cyber Hero rules, she's gone through extensive revision since. The original build didn't fit in too well with regular superheroes. [b]Samantha Silverthorne - ACES-00[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 35 STR 5 35 16- HTH Damage 7d6 END [3] 22 DEX 12 22 13- OCV 7 DCV 7 23 CON 26 23 14- 16 BODY 12 16 12- 13 INT 3 13 12- PER Roll 14- 13 EGO 6 13 12- ECV: 4 15 PRE 5 15 12- PRE Attack: 3d6 18 COM 4 18 13- 10 PD 7 10/20 10/20 PD (5/15 rPD) 13 ED 8 13/23 13/23 ED (5/15 rED) 5 SPD 0 5 Phases: 3, 5, 8, 10, 12 20 REC 4 20 50 END 2 50 40 STUN 4 40 9 RUN 6 9" END [2] 2 SWIM 0 2" END [1] 7 LEAP 0 7" 7" forward, 3 1/2" upward [b]CHA Cost: 104[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 3 [b][i]Neo-Cybernetic Enhancements[/i][/b]: Elemental Control, 10-point powers, (5 Active Points); all slots Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END= 7 1) [b][i]Augmented Limbs[/i][/b]: +20 STR (20 Active Points); No Figured Characteristics (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END=2 9 2) [b][i]Hardwired Reflexes[/i][/b]: +8 DEX (24 Active Points); No Figured Characteristics (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END= 17 3) [b][i]Hardwired Reflexes[/i][/b]: +3 SPD (30 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END= 10 4) [b][i]Repair Nanobots[/i][/b]: +10 REC (20 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END= - END= Computer Enhanced Abilities - END= 2 1) [b][i]Internal Clock[/i][/b]: Absolute Time Sense (3 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END= 4 2) [b][i]Non-Volatile RAM[/i][/b]: Eidetic Memory (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END= 2 3) [b][i]Math Processor[/i][/b]: Lightning Calculator (3 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END= 3 4) [b][i]Optical Scanner Cybernetic Eyes[/i][/b]: Speed Reading (x10) (4 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END= 4 5) [b][i]Internal Status Eye[/i][/b]: Detect A Class Of Things (Physical Status, Data from Internal Systems) 12- (Unusual Group) (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 10 6) [b][i]Internal Communications Gear[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 8 7) [b][i]Direct Neural Interface (DNI)[/i][/b]: Mind Link , Machine class of minds, Any Willing Target (15 Active Points); No Range (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 - END= 12 [b][i]Skilljack[/i][/b]: Variable Power Pool (Skill Pool (1 Turn non-combat change time)), 10 base + 2 control cost, (15 Active Points); Limited Selection of Skills (Paramedics 10-, KS Medecine 10- are typically installed; -1/2), Cyber System (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) [Notes: Bugging, Computer Programming, Criminology, Cryptography, Demolitions, Disguise, Electronics, Forensics, Forgery, Gambling, KS, Languages, Lockpicking, Mechanics, Navigation, Paramedics, PS, SS, Survival, Systems Operations, TF, WF, and Weaponsmith (allowed list)] - END= - END= 26 [b][i]Neo-Cybernetic Weapons[/i][/b]: Multipower, 45-point reserve, (45 Active Points); all slots Restrainable (-1/2), Cyber System (-1/4) - END= 2u 1) [b][i]Fingertip Blades[/i][/b]: Killing Attack - Hand-To-Hand 3d6 (5d6+1 w/STR) (45 Active Points); Restrainable (-1/2), Reduced Penetration (-1/4), No Knockback (-1/4) - END=4 2u 2) [b][i]Forearm Netcasters[/i][/b]: Entangle 4 1/2d6, 4 DEF (45 Active Points); Restrainable (-1/2), 12 Charges (-1/4), Cyber System (-1/4) - END=[12] 2u 3) [b][i]Palm Stunguns[/i][/b]: Energy Blast 9d6, Conditional Power STUN Only (+0) (45 Active Points); No Range (-1/2), Restrainable (-1/2), No Knockback (-1/4), Cyber System (-1/4) - END=4 - END= 24 [b][i]Heat Projector[/i][/b]: Energy Blast 12d6 (60 Active Points); Extra Time (Full Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 Normal Damage, No Defenses; -1/2), Reduced By Range (-1/4), Cyber System (-1/4) - END=6 - END= 37 [b][i]Skinweave Armor[/i][/b]: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points) - END=0 5 [b][i]Skinweave Armor[/i][/b]: Damage Resistance (5 PD/5 ED) - END=0 7 [b][i]Encypted Processing[/i][/b]: Mental Defense (10 points total) - END=0 4 [b][i]Optical Dampers[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); Cyber System (-1/4) - END=0 4 [b][i]Audio Dampers[/i][/b]: Hearing Group Flash Defense (5 points) (5 Active Points); Cyber System (-1/4) - END=0 6 [b][i]Augmented Senses[/i][/b]: +2 PER with all Sense Groups - END=0 4 [b][i]Cybernetic Eyes[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); Cyber System (-1/4) - END=0 12 [b][i]Cybernetic Eyes[/i][/b]: Radar (Radio Group) (15 Active Points); Cyber System (-1/4) - END=0 4 [b][i]Cybernetic Eyes[/i][/b]: Ultraviolet Perception (Sight Group) (5 Active Points); Cyber System (-1/4) - END=0 2 [b][i]Augmented Hearing[/i][/b]: Ultrasonic Perception (Hearing Group) (3 Active Points); Cyber System (-1/4) - END=0 6 [b][i]Internal Air Supply[/i][/b]: Life Support (Self-Contained Breathing) (10 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4) - END=[1 cc] [b]POWERS Cost: 238[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Martial Arts: Police Programming 4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike [b]MARTIAL ARTS Cost: 16[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] General Programming 0 1) AK: Home country or region (United States) 8- 0 2) Acting 8- 0 3) Climbing 8- 6 4) +2 with Neo-Cybernetic Weapons 3 5) +1 with Martial Maneuvers 0 6) Native Language: English (idiomatic; Literate) (4 Active Points) 0 7) PS: Police Detective (Everyman Skill) 11- 0 8) Paramedics 8- 0 9) TF: Small Motorized Ground Vehicles Police Programming 2 1) WF: Small Arms, Clubs 2 2) KS: Criminal Law 11- 2 3) KS: Wanted Felons 11- 2 4) CK: San Diego 11- 11 5) Bureaucratics 16- 3 6) Concealment 12- 3 7) Conversation 12- 3 8) Criminology 12- 3 9) Deduction 12- 3 10) Fast Draw 13- 3 11) Persuasion 12- 3 12) Shadowing 12- 3 13) Stealth 13- 3 14) Streetwise 12- [b]SKILLS Cost: 55[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 7 Fringe Benefit: Concealed Weapon Permit (where appropriate), Free Robot, Local Police Powers, Police sergeant 2 Reputation: Android Detective (A large group) 11-, +1/+1d6 [b]PERKS Cost: 9[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Distinctive Features: Police Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Artificial Person with Solid Silver Eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone) 15 Enraged: When Takes BODY (Uncommon), go 11-, recover 11- 20 Hunted: Local Police Department 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching) 15 Physical Limitation: Organic Rejection (Cybernetic parts only) (Infrequently, Fully Impairing) 20 Physical Limitation: Lacks human life experiences (All the Time, Greatly Impairing) 20 Psychological Limitation: Commited to programmed purpose (police work) (Common, Total) 20 Psychological Limitation: Wants to be fully human (Common, Total) 10 Reputation: Android Police Detective, 11- 15 Social Limitation: Public Identity (Android Police Detective) Frequently (11-), Major Zero-Point Disads 0 1) Hunted: Carter-Mullering Corporation 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish, Custom Adder) [Notes: +30 points original value] 0 2) Hunted: Doc Digital 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching, Custom Adder) [Notes: +5 points original value] 0 3) Psychological Limitation: Doc Digital's Hidden Program (Mystery PsychLim) (Common, Strong, Custom Adder) [Notes: +15 points original value] 0 4) Vulnerability: 1 1/2 x STUN Electromagentic Powers (Uncommon; Custom Adder) [Notes: +5 points original value] 0 5) Vulnerability: 1 1/2 x BODY Electromagnetic Powers (Uncommon; Custom Adder) [Notes: +5 points original value] 0 6) Vulnerability: 1 1/2 x Effect Electromagnetic Powers (Uncommon; Custom Adder) [Notes: +5 points original value] [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 72 Total Exp Available: 72 Exp Unspent: 0 Total Character Cost: 422 Character Notes: The cyborg currently known to the general public as Samantha Silverthorne was activated on the 31st of October, 1996. Her development was a cooperative effort between Carter-Mullering Industries and the Aizu-Shoto Corporation. The police department of San Diego, California had recently formed a special SWAT unit that consisted of a small number of government-sanctioned superheroes, and Samantha was assigned to the unit. Unknown Samantha, her police tenure is actually an initial field test for a military infiltrator/covert assassin. Samantha was captured by Doc Digital (High Tech Enemies), modified, and set free. This was used as a Radiation Accident to allow an overhaul of the character so that it fit in better with regular superheroes. When the companies that had made her wanted to bring her in for study, she declined. This eventually led to a court battle, with the court ruling in her favor under the Triple-A Act (from Steve Long's article United States v. The Lizard-Thing and Other Strange Cases: Superpowered Characters and Constitutional Law). Mechanics Notes: When originally built, the rules did not forbid 0 END powers to be placed in ECs. Today, this would be a GM's Permission part of the character. Using material from newer sources (like Kazai 5) made for a considerably shorter character sheet. The ACES name (A)dvanced ©rime (E)limination (S)ystem comes from a power armor concept and character by Wayne Shaw that I found back in the mid-1990s.
  2. Re: Next scene: Foxbat... The Fabulous Foxbat! Volume 2, Number 20 "Still ONLY 50¢!" (No, we're not going to offer any more money to folks willing to take these off our hands, so stop asking please. Especially you, Bill, we mean it this time!) "Ahem!" (Errr....yes, right.) The sounds of feverish work that had filled the Foxbatcave for the last two weeks had finally ceased... "This is a great day, LeRoy. History shall know you, nearly as well as it knows me. For you are here to bear witness to the next great step of the next portion of my Master Plan!" Foxbat leaped up onto posing station five, and the Foxbatcomputer dutifully activated the appropriate lights, fog and wind machines. "It's ready Boss?" asked the Awesome Exo-Skeleton Man, "Really ready?" Foxbat smiled his most villainous of smiles (number seven, to be specific) and spread his arms wide. Somehow both Foxbat and LeRoy failed to noticed how the wind from the machine was caught by the Foxbatwings, nearly whisking Foxbat off of his impressive perch. "Yes, LeRoy, Phase Two is complete." Foxbat laughed his most villainous laugh (number 2 in a series of 10, be sure to look for them on iTunes, collect them all!). "COMPLETE!" LeRoy McGowan, the Awesome Exo-Skeleton Man, basked for a moment in the revealed genius of his mentor and idol, Foxbat. LeRoy was in such awe of so many capital letters that he nearly missed Foxbat's next utterance entirely. "With Mechanon's brain installed, the Transporter stolen from Paramount Studios in Phase One will function perfectly." A slightly out-of-character look of thoughtful doubt flashed across LeRoy's face, but went unnoticed by all present, except the Foxbatcomputer, which was busy and couldn't spare the time to run a program that would have allowed it to care. "Yes, I must admit that there have been setbacks." Foxbat was saying, while LeRoy's gaze drifted toward the container that had formally held the ultra-sophisticated computer brain now installed in Foxbat's best super-weapon. "First, the Guardians somehow were able to penetrate one of my most brilliant disguises when I first tried to liberate Mechanon's brain from their cruel bondage. (I didn't care much for the cigars, but the coffee was actually rather good.)" Idly, LeRoy reached out with his left hand, servomotors whining ever-so-slightly, and lifted the empty contain off of the workbench. "Second, those oppressive Guardians somehow managed to sabotage my Doomsday Device when my first attempt to seize Mechanon's brain had failed." Mechanon, thought LeRoy to himself, as none within the Foxbat were telepathic, not even the Foxbatcomputer. But the computer didn't care (see page 4, panel 2 —Editor [Name withheld by request]). Mechanon? LeRoy took a closer look at the label on the still empty container. Are some of these letters done with markers? "Third, we were forced to fly Tourist to Acapulco during our strategic withdrawal from Guardians's HQ." Foxbat shuddered, "Tourist." Foxbat continued, moving far enough off of posing station five for the Foxbatcomputer to shut down the extra lights, and the wind and fog machines. This provided enough available runtime for it to run the program that would have allowed it to care, but it didn't, so it didn't. [The line actually does make sense, that happens sometimes, even in this comic, so sue me! —(former)Editor [name withheld as long as he makes the payments]—(new)Editor.] "Does Dr. Destroyer fly Tourist? Nooooooo! Does Fiacho fly Tourist? Nooooooo! Does Prof. Muerte fly Tourist? N—" LeRoy, with all due respect to a super villain as gloriously great as Foxbat, interrupted. "Well, he might." LeRoy said. A brief series of moments were so shocked by this, that they almost forgot to go by, realized that this would have left them stranded in the Foxbatcave, and they passed quietly. "What?" asked Foxbat. LeRoy began to look uncomfortable. "I mean, he might. Sometimes. If he's had to buy a lot of jewelry for Scorpia or something recently, I mean." "Ah. Yes. Right." Foxbat paused, then continued. "A perfect example, Leroy, of why I have never given any of the masses of exquisitely exotic supervillainesses the honor of all honors, my company. Such things are why I graciously allowed that Lenore girl to go on about her own business, letting her believe that she had cleverly escaped me." Foxbat's head tilted to one side and a slight frown appeared on the parts of his face not obscured by his Foxbatmask. "Where was I?" He saw the container in LeRoy's hands. "Mechanon's brain, ha!" To LeRoy, three of the letters on the container that had formerly held the stolen brain of the most dangerous mechanical being on Earth appeared to have been overwritten by hand, in water-soluble black marker. He started to slide his left thumb over the oddly altered letters. "With Phase Two complete, I shall supersede these setbacks, though these have been trying times. Even those nearly as great as I have had their setbacks. Look at Dr. Destroyer, his name and telephone number are way in the back of the book. I don't wonder that he snapped and turned to Evil; even I probably would've if I'd had to wait for the calls to identify the Phantom Voice to reach the Zs." Foxbat flew down to the newly installed FoxbatTransporterController [Yes, I know that should read 'glided,' but as long as he's going to stand behind me with that infernal Ping-Pong Ball Gun, I'll put 'flew.' —Editor] "It is time to test the device, and then the world will tremble before my genius." Foxbat began flipping FoxbatSwitches, pushing FoxbatButtons (not to be confused with Foxbat's Buttons), and typing on the FoxbatKeyboard. "Soon, Leroy, my wisest and greatest henchman, we shall hold within our grasp our unfair share of the homemade, just-like-robber-barons-used-to-make, monetary pie!" The inked-on letters at last vanished under the Awesome Exo-Skeleton Man's powered thumb. "Uh, boss?" Foxbat pushed the three slider controls all the way to the top of the board, and with a glimmer like flakes of tinfoil in a spotlight, a spinning silver disk appeared some two feet above each of their heads. Each of them looked up, just in time to watch helplessly as the silver spinning disks — which looked much like inverted saucers, or bowls, or perhaps, tins — crashed down onto their up-turned faces. "Wh—?" spluttered Foxbat. "Wh—?" splattered LeRoy. A horrific sound now began to fill the Foxbatcave, a sound somewhat like laughter...like the kind of laughter you'd get if you were to walk into a room that contained Marvin, the Paranoid Android who was just coming off of the electrical equivalent of a two-week laughing gas binge. "I just wanted to mention," called LeRoy over the increasing maniacal din, "That something just isn't right Boss." LeRoy held out the container so that Foxbat could read the unobscured label. Foxbat looked. Foxbat read. Foxbat boggled. Where the label on the container had formerly read Mechanon's Brain, the words were now quite obviously: Mockanon's Brain. Foxbat turned, and headed off toward the FoxbatBath, while LeRoy walked over to the transporter, and casually yanked the plug out of the wall socket. The synthetic din cut off in mid cackle, and LeRoy thought he understood what Foxbat was saying to himself as he turned the corner. "It was those Guardians clowns, I know it! Or...maybe, if was those guardian CLOWNS..." Mmm, banana-cream, my favorite. thought LeRoy.
  3. Re: Giant Brick Tricks The only thing I can think of at the moment would be a use (or uses) of Change Environment to provide shade & shelter from the weather, based on holding the character's hands over the normal-sized folks. If the Get Behind Me! power represents the character putting all (or part) of himself between the attack & the target it could probably be handled as levels in a combat manuever, rather than a forcewall. (And my apologies if I misunderstood that one.)
  4. Re: Quote of the Week from my gaming group... And the omelets those eggs would make...
  5. Well, let's see. The original Stronghold adventure didn't include that as a holding cell module, but it was added in the 4th ed. revision in Classic Enemies. It used to be done as 4d6 STUN and 1d6 REC Drain (5 points/minute return rate). The keyword in the 4th ed. version was "attached." This would seem to mean that it was similar to various pieces of life supporting medical gear, and an intravenous chemical pump. My impression was that it would look very much like a kidney dialysis machine, and might be hard to differentiate from other pieces of medical hardware. It could also look like the stereotypical "autodoc," being something about the size of a telephone booth (if folks remember those ) that the supervillain would be put into. Based on the one in Classic Enemies, it would be fairly easy to move about, a bit to large to simply pick up & carry, but not so big that a single person couldn't push the little cart around. The bigger versions would require forklifts and trucks. The smaller style of unit wouldn't really need anything other than a wall outlet, and perhaps a backup of some sort, rather like a UPS for computers. The bigger ones would probably make more sense hardwired into a place's power grid, and would have much better backup power supplies. I'd think they'd have self-contained units that should allow enough operating time to transport the unit and its contents between facilities. (Like from the super prison to a hospital, for example.) Hmmm... this will be a variable, but we can take a quick look at the effect on a normal, which should give a base time for you to work with. The Average Person has 16 STUN and 4 REC, so if we say that the device run on SPD 2, we get (using averages): • 14 STUN and 1 REC drained (rounding in the inmate's favor) in the first of the device's phases, bringing the normal to 2 STUN and 3 REC. • Another 14 STUN and 1 REC are drained in the machine's second phase, bringing poor Mr. Average (I do tend to pick on him in my examples) down to -12 STUN and 2 REC. The end result is that the normal is unconscious in 12 seconds. This will also vary quite a bit, but let's be nice to Mr. Average, and say that we turned the device off just after it put him under. • 5 minutes after removing him from Hot Sleep, he'll regain 5 STUN and 2 REC, this would bring him back up to totals of -7 STUN and 4 REC. He would no longer be unconscious, but would still be rather 'out of it.' • 5 minutes later, he would regain 5 STUN (all of the lost REC points were regained after the first five minute period), bringing him up to -2 STUN and 4 REC. So again, he would be pretty groggy, but at least wouldn't be unconscious. • Another 5 minutes pass, and Mr. Average would regain another 5 STUN, bringing him to a positive total of 3 STUN and 4 REC. He would now actually be awake, but still not up to par. It would take a total of about 30 minutes for the normal to completely recover. And with that, I've hopefully provided some information you'll be able to work with. Added 29 Dec: There is a 5th Edition write-up for a Hot Sleep device on page 121 of Champions 5th Edition.
  6. Re: Quote of the Week from my gaming group... Once, in the long and long ago... AD&D 1st edition game, we're playing in a campaign upon a world I called "Ineptune," (and I've long forgotten the original name the DM gave it). I'd begun calling it that from a combination of NPCs who would've neeeded to mortgage their countries in order to afford a clue. and the world being something akin to Jupiter at 1G in size. A single map with a portion of one continent on it was 250,000 miles across by the scale the DM was using — our party would've died of old age before reaching our goal, and that includes the elves — but I digress... One of our assignments had been to find and eliminate the leader of the evil folk. We'd begun to suspect a certain nobleman, and eventually, one of our party asked the man. "Are you the evil leader?" "Yes." We had a good laugh, but it wasn't the best way of ID-ing the bad guy, there wasn't even that much of a fight...
  7. Re: How Annoying? Hmmm... what would the SFX be? Especially for an Explosion doing no STUN. Being a Bulky Focus, it certainly isn't a grenade and being No Range, it requires some kind of 'delivery system;' simply being thrown by an agent can probably be ruled out (the book mentions that a Bulky Focus is difficult to carry, even using both hands). As was mentioned above, having them wheel it in on a handtruck would work best with a Trigger. And why do I have returning memories of the Hellburner bomb from Space Opera?
  8. Re: [Help] Characters to 5th edition
  9. Re: Hero Alliance Sourcebook? I wouldn't mind seeing Hero Alliance in an official game form. I've been considering trying to build my own versions, a thought that generally occurs when I haul out the issues I have and read through 'em again. (Like now.) I saw mention of some other comics from around the same time period, and I do recall that DNAgents was releases as a Villains & Vigilanties supplement way back when. The Hero Alliance universe is one that can feature a fair number of power levels, all the way from characters with a single minor power like Martin Weiss, all the way up to the superhero, Victor, who can do just about everything. [Anyone remember Golden Guard, Gossamer, and Tawny (who never did take a codename that I know of) prevented the origins of the Flash, Captain Marvel, Batman, and Daredevil while trying to walk the five blocks between where they'd had to park and a new nightclub?]
  10. Re: [Help] Characters to 5th edition Now that folks have mentioned it, there are a few things in Champions II that might be worth looking at...(some of this stuff has already been redone in 4th & 5th ed.) Normals: Small Child, Teenager, Average Man, Average Woman, Senior Citizen, Thug #1, Thug #2, and Thug #3. Bonus Gadets: Weapons, scattered throughout the book. Turtle Armor (this was updated for 4th edition, on page S43 of Champions), and the original write-up for "Jimmy Dugan, Ace Reporter" (updated for 4th edition on page S39 of Champions). Added 28 Dec: Jimmy Dugan was updated for 5th edition on page 52 of the new Champions Universe.
  11. Re: Superhero Images This is the closest I could get (using Hero Machine) to what the costume is supposed to look like for one of my longest-played characters, Bloodbird. (I used Hero Machine instead of a scan of what I was using because — in my own opinion — I can't draw to save a life.) [ATTACH]26560[/ATTACH]
  12. Re: Quote of the Week from my gaming group... D&D 3.0 Game, we're heading into the last lap of the adventure and the party is faced with a very wide and very deep chasm to cross. We weren't really equipped for being underground, but there we were anyway. After a lengthy and harrowing process of getting the party across using a variety of improvised methods (amazing what can be done with a rope and a tanglefoot bag), the entire party is finally on the other side, nigh-exhausted. When the player of the party's ranger glances at his character sheet, looks up at the rest of us and asks: "Would a climbing kit have helped?" We came that close to having to turn ourselves in for severe alignment violations.
  13. Re: [Help] Characters to 5th edition Hehe, aye, she did make for one of the oddest villains (and was reported killed by Sniper on 03 August 1988, according to Champions Universe (4th ed.)). If memory serves, "Frizbee-Golf" was a popular picnic sport back in then. She's from Enemies. The Professional and Science Skills weren't introduced until Champions II, which did make for an awful lack of character skills in those written-up before then. The egoist Scatterbrain was added to the Deathstroke team when it was updated for 4th ed. in Champions Universe. And Chiller was the new name given to Frost.
  14. Re: [Help] Characters to 5th edition Hmmm...I've an idea. I hauled out Champions (3rd ed.), Champions II, Enemies II, Deathstroke, and Champions Universe (4th ed.), and while I didn't find a specific mention of what you're looking for, I think I might have figured it out. Since the Continuing Charges variant of the Limited Uses (Charges now) Limitation wasn't introduced officially until Champions III, I think that the ×8 PB stands for "times eight power battery." This would mean that the Blackout Grenades generate a smoke cloud that lasts for a good bit longer than a single phase (Deathstroke agents being SPD 3). I might not have the answer, but it is the only thing I can think of that fits. (Since back then, the ×8 END Battery was a -0 Limitation.) How does that idea sound to everyone else? Added 19 Dec: Okay, while looking in one of my copies of Champiosn II again, I found some material that confirms the idea. On page 27, the example Infamous Gas and Nefarious Invisible Gas traps both use the full term, rather than an abbreviation, like so: 1 Charge of a ×8 Power Battery
  15. Re: Wild Card's Hero Oh yes, vehicle impacts and falling damage in the full version of Superworld are quite nasty. (The original 16-page game from the Worlds of Wonder set wasn't quite as nasty.) If you'll pardon my digression, I thought I'd give folks a short example of how being hit by a car works in Superworld. A basic automobile is a Size (SIZ) 50 object weighing about 2 tons. An average person is SIZ 10-11 (3d6), while average supras are SIZ 13 (2d6+6). If the automobile is doing about 55 MPH (300 meters/melee round of 12 seconds), the poor person in the way will suffer 20d6 of damage from the impact. In games based upon the old Basic Roleplaying from Chaosium, a character's hit points are derived by averaging their CON and SIZ scores. So an average person will have 10-11 HP, the average supra 13 (Without buying powers like Extra Hit Points). The impact will do an average of 70 points of damage, resulting in the normal having a permanent damage score of 59 or 60, and the supra 57. To avoid death, the characters have to (aside from being taken to an ER) make Luck rolls, at -59 or -60% for the normal and -57% for the supra. Luck comes from a character's Power score (POW × 5), so the normal would have a Luck roll of 50 or 55%, and the supra 65%. The odds of surviving this example aren't good. Even in terms of the Hero System, this can be rather nasty. The normal would have 7 or 8 BODY, the supra would have 10 (using the conversion system from the Superworld Companion), and the automobile would inflict some 39 dice of Move Through damage. An easy (though simple, I'll admit) way is to think of all Superworld damage values as Killing Attacks when looking at them from the Hero System.
  16. Re: NGD Scenes from a Hat The same team as Foxbat and Die Fledermaus...
  17. Re: Show you story telling skills. (This is bit long, but I wanted to go with a different approach, since I'd seen the idea done rather well from the hero's POV in the posts above.) One minute... Drake sat in a booth at the back of Sunset House, near the restrooms, and the pay 'phone. He tried to disguise how nervous he was when the waitress arrived at his booth. "Scotch, straight. Double." The young lady nodded, smiled, and headed back towards the bartender. Drake swore repeatedly under his breath. It was supposed to be an easy op! Drake Pearson worked for VIPER as a covert operations agent, his current assignment has been to observe and serve as emergency backup for one of several Five Teams. Two minutes... At first everything had been going as planned. They'd moved in quietly on the biggest Broadway charity event of the year. Drake tried with a little more success to give the appearance of absolute normality while the waitress returned from the bar and set his drink down in front of him. How did she know!? The op had gone almost perfectly, not a single agent had had to break cover...at least until that idiot Mathews had messed up, actually going up to that actress and asking for an autograph! Three minutes... Drake took a deep breath, held it. Picked up his drink from the table and tossed it off in a single gulp. Then he made himself set the glass down slowly, and let out the breath he'd been holding, slowly. Relax...relax...she'll be busy. Leave a cold trail, but get back to the nest, ASAP. He waved as casually as he could to the waitress and asked for the check. Drake payed, tipped the young woman, and rose from his seat. The teams had been on their way out when an energy discharge that sounded like a combination of fingernails on a chalkboard and an avian hunting cry announced the arrival of a supra. Ungrateful -----! I've read your file, we made you. Four minutes... Drake shook himself, trying to forget how the crimson-clad woman had defeated the Five Team he'd been assinged to within seconds of her arrival. He'd been briefed about this one. His other orders were rescinded. His priority now was to call the number, give the code word and location, and then to get clear. At the pay 'phone, he lifted the receiver and heard a dial tone. Well, at least this works. He dropped two quarters into the phone and heard the clicks that acknowledged he'd payed. Drake started to push the first button of the Code Sierra number when from just behind him came a sound much like a combination of fingernails on a chalkboard and an avian hunting cry... Five minutes... Bloodbird had found him.
  18. Re: Best Pre-5th Edition Material? I took a look at the 5th ed. version of the power, and the only real change is that buying Piercing vs. Flash Defense got a little cheaper (3 pts per point, instead of 5). I had seen the article in Digital Hero #13, but had forgotten about it by the time I got myself onto these boards. (Oops)
  19. Re: HERO Computer design question Ahhh... arigato (thank'ee), I was wondering if anyone would actually answer that. Hmmm... now I'll have to change that and come up with something else...
  20. Re: Star Trek’s 10 Cheesiest Classic Creatures Oh yeah, that robot suit made apeparances in many places. Both the Robby suit and the ship were used in numerous Twilight Zone episodes.
  21. Re: Suggestions needed: Animal super villains There was Blake the Tiger from the Grasp, Inc. adventure in Adventurers Club #6. His listing is fairly normal for a great cat, except for that fire-based breath weapon...
  22. Re: Suggestions need: Animal super villains "Narf!"
  23. Re: Quote of the Week from my gaming group... Hehheh, aye... 25+ years later, and that story still gets told. The same guy was playing in an AD&D game as a hippogryph-riding paladin. (I used to make wisecracks for the hippogryph — "Rawk! Polly wants a shielding generator!") The party came upon a body of water wherein dwelt a grumpy and rather hungry plesiosaur. The paladin announces that he'll make an airborne lance-charge against the monster. I (another PC) said something like: "Are you sure? Here's what I see happening, you'll charge and hit, you'll hurt it and make it angry, then it'll take a swat at you and your mount, and then the rest of us will have to try to rescue you as that wonderful full plate armor takes you for a quick tour of the bottom." "Awk! Polly wants a contract renegotiation!" Well... the paladin made his airborne lance-charge... and successfully hit the plesiosaur... "Rawk! Polly wants a stunt double!" which promptly swatted said paladin out of his saddle and into the water...
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