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Acroyear

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Everything posted by Acroyear

  1. Actually, that's kinda like a "villain" in my slacker villain team, the Super Syndicate. Animalad could communicate and mutate animals. He was always accompanied by his dog, Buchi (which was super tough and could breath fire like a dragon). He used Roscoe the Rat to case places before they tried to rob them. Oddly, the child was killed by a hero who was allegedly a cast out greek god who was trying to regain his place by making himself the patron god of lost children............. I'm sure the giant magic spear shoved through the kid's chest (pushed on the attack, no less) didn't help his cause any. I do kinda like that idea, too...
  2. I have a fairly strong dislike for ranged martial arts so, no, not much help here. Sorry
  3. I like that one. It's got one of those Kirby-esque things going (maybe the dots, the boots, and that hand raised position).
  4. Acroyear

    Not fair

    Awww, we've always considered you, at least, to be a standard normal with maybe a few crippling disadvantages. You'll be back up there in no time.
  5. I did have a powered armor guy that launched little drones (bought as duplicates) to harrass, scout, and whatever. I want to stay away from super speed and duplication or stuff that would cause my character to move/act a lot more than other players. I'm afraid I'd just end up distracting myself with silly stuff during the game to make sure everyone else has a chance to do things. That's one of my problems now... too effective. Here's some more ideas (see, I have been thinking... if nothing else, I'll use these for my Enemies project). Skipray Mutant teleporter who, when traveling through hyperspace, builds up an energy charge which he can project as a beam of destablizing energy for a variety of effects (damage, "force push", perhaps a limited ranged teleport vs others). Hellscream Despite the Image style name I'd want to change... he's basically a fire breather energy projecter with a linked sonic effect (flash, sonic eb). Actually, he's just kind of a Cyclops clone with a dual SFX, now that I think about it. Forget him.
  6. *grumble grumble* A couple days ago, I just designed a costume that looks extremely similar to that. The waist almost exactly and the upper body/sleeves pretty close (I had a few more darts in there). I'll scan it, you'd be amazed at how close it is... Get outta may hayud!
  7. 1) All super sleuths have an arch-enemy. Moriarti for Sherlock Holmes. Hanoi Xan for Buckaroo. Make sure he has one. 2) Any adventure the sleuth is involved in is either sure to be, at least in part, due to the machinations of said villain... *or* the sleuth's involvement will get the villain's attention. What happens when you're tracking down an ordinarily mundane kidnapping or robbery and, out of the blue, Simon Mystery decides to make the game more interesting if for no other reason than to try to trip up our hero? "Those clues? Wait... some are fake. But these two seem legitimate... and they conflict." "That hired goon? Someone already got to him and silenced him... certainly not the work of the Jolly Jester." Not only can you cancel out the sleuth's skills (he's certainly going to be more dependent on skill rolls) when you need to, but it can help provide story arcs, side plots, and sticks with the theme of the super genius sleuth. You don't need Simon Mystery every time... but when you need to halt skill use, he seems to have a finger in the pie Don't cancel him by saying "oh, that roll will end the story" instead cancel him with red herrings and roadblocks by a worthy adversary. That said, suggest to him that he take "rival" as a disad for is criminal counterpart. Not hunted, of course... the rival lives for the game and showing him up at every opportunity.
  8. Discussed many times... Wavemistress (was originally even weaker than the Superfriends Aquaman). She's now over 2k points. Originally a "get back" at the GM for making us all start new characters... I made her totally normal except for some powers that only worked under water (and that wasn't enough... one of those powers was a 2d6 EB. Yes, two dice). Now you can think of her like a combination of Aquaman, Fathom (Elementals), Dr. Strange, and uh... some omni gadget guy (had a sorcery vpp and a gadgeteering one, too). And add in a handful of magical artifact weapons and a bunch of martial arts.
  9. Re: Give me a break!!!!! You see? It's this kind of ignorance. He can not only breath under water... he could move, sense, and act normally on the ocean floor... that's a lot of pressure... that's a lot of weight. Actually, he was faster and stronger than most with all that resistance... take that away (put him on the surface) and it's a world of difference - superhuman across the spectrum. And you criticize the name? Come on. It perfectly fit the naming conventions of multiple decades.
  10. Acroyear

    Hero or M&M?

    I own all 3, as well. I think M&M needs a little more maturing/more releases and such before it can be fairly appraised. On its own, I find it a little lacking. As set up, too... combat is not only fast, many think it's way too fast. A lot of house rules are out there to slow combat down (lots of 1 shot KOs aren't desired).
  11. Actually, Aquaman has always been a pretty decent character. Just too many people have their only exposure to him from Superfriends where not even Batman figured out the mysteries... but the sidkicks and their dog.
  12. Wil is actually a nice guy. Don't say you wouldn't have taken the Wesley role if it was offered to you.
  13. Really? I thought Haymaker died, like, 2 years ago... they certainly give no clues to breathing on their site.
  14. Obviously, that would be all the hot chicks.
  15. I loved those articles. I secretly wish you get fired, kidnapped by crazed turks who drug you and then brainwash you to do more, then let you go. Then, with all your new free time, that's all you do. I mean that in the most positive possible way, of course.
  16. Fabulous Frogman and Bendable Buddy are just too silly for long term play. For those curious (and heaven help you)... Fabulous Frogman was a college nerd with frog powers... leaping, stretching on his tongue (and entangle) and he had poisonous blood. Surprisingly, he usually only need use his entangle once for most people to surrender. His "Costume" was putting a big velcro F on his sweater, and wearing a snorkle mask and flippers. A tongue lashing from this guy took on a whole new meaning. Bendable Buddy was your basic stretchy guy. I only remember a couple of his disads "Hates that people with stretching powers are stereotyped as practical jokers" and then, of course, "practical joker." I do remember that the further he stretched, the stronger he got.
  17. Attach the image as usual. Go back and edit the post and include the attachment ID# (which you will see when you view the image) just put the url of the image when you view it.
  18. Most blocks in the real world are a redirection (sometimes of both the incoming blow and of yourself) to reduce the impact. Just taking the hit on the arm would result in a lot of broken arms even for normal martial artists. Combat maneuvers are not, however, limited by mechanics (just like powers). A "Strike" maneuver can be a punch, kick, elbow, head butt, knee, double handed smash, etc, etc. A block can be slappig the blow away, rolling with it precisely, catching the incoming attack, etc... the part to remember about Blocks, though is that it is OCV vs OCV. So some aspect of your colorful description should include intercepting the attack or moving in such a way as you are guaging the attack. I might accept a "avoid a hit" block for some characters and not for others... more of the latter, I would say. A Dodge, however, ups your DCV vs everybody. A Block, only vs your attacker. So in the case of your "block" being avoiding being hit... you are so wrapped up on that incoming attack, you're not getting any bonuses against anyone else. STR/Damage classes, etc have no impact on the Block, at all. However, some people play that you always take 1/4 the damage of blocked attacks (for that small amount of impact) which gives strong attack types a slight advantage and also makes the highly defensive players suffer a little (usually 25% isn't that bad, though. I mean, a 20d6 hit it reduced to 5d6). Just watch out for the damage shields...
  19. Mr. Mattingly discussed this in one of his haymaker articles. Check it out: http://www.geocities.com/Area51/Cavern/1905/haym11.html And you thought he was just another pretty face...
  20. I think you dropped one too many little red pills in your Mello Yello.
  21. With the popularity of the more bizarre animation designs today, that's probably what it's going to look like (Dexter's Lab, Powerpuff Girls, etc).
  22. Ahh, Aqualad. Neat. Sadly, that image is... uh... terrible. Robin looks to be made of painted and bent Q-tips. A shame.
  23. Well, if amulet guy changes into a different person (different entity, so to speak) but simply has access to the original's skills... you can go either way with the multiform or the OIHID. I think since a lot of the personality of the super identity isn't present in the civilian identity, though, would make that decision lean heavily towards the multiform. Some might still suggest the OIHID and simply decreasing the "frequency" part of the psychological limitations (assuming you build them as such) of the hero identitiy.
  24. I'll have to look for some samples. I hope they don't use the blah Robin design from the Batman series (and I'm sure it's not going to be Dick in the suit... while I like Tim, it's just not the same). Curious, too, that they are using Gar's Doom Patrol name and not his Titans name.
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