Jump to content

Insaniac99

HERO Member
  • Posts

    721
  • Joined

  • Last visited

Everything posted by Insaniac99

  1. Re: Ben 10: Alien Force it was a good episode, I can't wait to see why kevin doesn't absorb energy anymore. I think kevin could use the marbles, but only to get his super-strong punch/hand like he has in the past.
  2. Re: build help: regen man hmm... Thanks marcdoc, I'm going to write up two versions and have one with the healing, one without. i really like the idea... as for names I'm kind of thinking something like captain eternal or something relating to Lazarus
  3. Re: build help: regen man right, the only stuff he has is a set of super jump boots and his super charged zapper my mistake, I meant resurrection and can heal limbs well, I'm going to try Dust raven's idea, it sounds like it might function a bit better,I plan to play test it a bit. it does seem more expensive and not quite what I want though. the only reason I didn't buy my stun higher is that this method of defense is so freaking expensive, the damage reduction, the regeneration, the speed, but I guess it is also worth it since it does what I want and is pretty effective in many circumstances true, the main idea is that for a little bit at least the villains won't know about his ability and they usually don't hit a man while they're down, after all what's the sense in continuing to KO the half-dead man or firing a rocket at the guy who is already a bloody pulp while there are other heroes to worry about? plus, I want a sleep drug to work while it is maintained, once it is no longer maintained he wakes up way quicker than anyone else, in seconds instead of minutes, minutes instead of hours and so on. well I didn't need help with his super-charged zapper, I just made a multi-power, OIF, charges, beam. so he does have damage output, at the prescribed campaign standard no less. LoL, something eternal might work though.
  4. Re: build help: regen man I considered using damage reduction but to me it didn't feel right for it to work against stun. I had the same problem with armor, it didn't feel right at all. I want him to go down easy, but I also want something that a single hit from the mook won't keep him out of the entire fight. I had 450 points to play with and since besides his skills all he needs is his regen and multi-power zapper what I ended up doing is this: 13 con 10 body 22 rec 22 stun (standard figured characteristic) 4 spd +8 speed, only to take recoveries regeneration of 7 body per turn, from death, with resurrection (can't afford 12 yet, i want him to recover a body per phase by the time he's done) +~30 stun, only for determining frequency of recoveries 50% energy and physical damage reduction, resistant, body only (he still feels the pain even if the cut starts closing while the knife is still in him) the end result is that a standard 14d6 with KO him, and everyone who doesn't know him will think he is down for the count but before his next phase comes up, he'll have taken two full recoveries and be at full stun and end by the time his phase comes up again. if he gets hit twice in a single phase he still will get recoveries every phase, but 3 times and he's down long enough that they can tranq him long enough for transport or finish the combat/run away its not perfect but I think it will definitely have the feel I'm looking for, especially since we aren't taking this campaign extra seriously as it is only going to run for a little while. this also helps in that a single enemy his skill level and speed slinging standard energy blasts is not going to dent him, but he will slowly wear them down. at the end of the combat regen man (haven't come up with a good name yet) will still be at full health. the only problem i see is the body damage will quickly catch up too, but with experience I can buy either more regen or damage reduction... now to come up with a proper super-hero name.. it might end up being Punch Clown if I can't think of anything else. thanks for the suggestions guys! (if you got name ideas feel free to shoot them my way)
  5. Re: build help: regen man hmm.. I'm dead tired as I'm running on 2-3 hours of sleep right now (going to go back soon) but so far the extra stun heavily limited seems to work, extra con only for resisting being stunned also makes a bit of sense, he may have been stunned but he recovered so fast you don't notice it or he's already recovered from it by the time he has a chance to do something... my main concern is that the ap limit for attacks is 70ap, so just a standard energy blast will put me in -30 stun right away and with a low speed most solutions I see the problem is that he (hopefully) gets off one shot at the start of the combat with his lightning reflexes and then he gets hit and KOed, possibly killed, which is fine but with his low speed as soon as his recoveries happen more people with higher speeds are ready to put him right back out of the action. maybe on top of the extra stun and recovery I should pay for +9 speed only for recoveries? then after I'm KOed or killed I'll recover before my next action comes around. at a speed of three I'm already pretty ineffective at combat, I don't want him to be a burden on my teammates so I should try get the most out of the three actions I do get to take. must cogitate on it while I sleep. perhaps using a book as a pillow, you never know I might learn something by osmosis
  6. I'm playing a character in a short campaign, I already have GM approval for this concept, I just need a little help getting the right 'feel' for how he works. here is my concept: my character is a slightly trained, super-smart human, only one stat (int) is higher than 20 who likes to play games with such an obsession he has gotten some bennefit from them (+ ocv and some PSLs with his suped up zapper and some lightning reflexes so he has a chance to get a shot off) and in general he is a normal human who gets a bit of exercise (spd 3, most stats below 15). he does have his supercharged zapper with backpack battery (that provides him all of 6 charges) that can deliver some serious hurt but the idea is that he is mostly non-combat. In a combat he'll only get off a shot or two before he gets KOed by the single attack that comes his way but he'll wake up again before the combat is over so far so good, the problem is that his only power besides being a normal human is that he heals insanely fast so it is easy to knock him out, stun him, and even kill him, but he'll be up and raring to go in mere moments. I already have a high regeneration (9 body per turn, and he has the standard 10 body so he goes from tomato paste to full health in less than 30 seconds) but this doesn't help him wake up from stunned or KOed to GM's discretion land (which is needed as he has only 22 stun and a 2pd/3ed non-resistant) aside from buying a recovery that is nearly as big as my stun (which doesn't quite get the right feel for me and doesn't help in the what would probably be common GM discretion territory) what are a couple ways to do this? I don't want armor or damage reduction as he really is just a normal human who is insanely easy to KO or otherwise incapacitate and the only reason he is with a team of supers that that he bounces back faster than the punch clowns you had as a kid no matter what he's been through. a viper agent could feasibly stand by to KO him every few seconds because of how easily he goes down. a suitably strong and constant stream of knockout gas would also do the trick but soon as the gas feed ends he'll wake up in mere seconds I was also thinking a heal stun that is just like the body regeneration (ignoring the regeneration is only for body rule) but I'm not sure how that would work for GM fiat land (aka comas) and being con stunned neither the stun regeneration nor the huge recovery seem to quite fit the bill, does anyone have any suggestions, or has anyone written up someone similar that i could take notes from? as always my thanks in advance for any advice and or help
  7. Re: Ben 10 (again!) oh yeah. but now we need to add the following to the omnitrix:
  8. I don't see anything in Hero designer for it, so I'm planning on just doing a custom disadvantage for it, but I wanted to hear what the rest of you thought of it. Many VPPs have enough limitations on it that you can easily support multiple powers on at a time but how much of a limitation would it be to only be allowed to use a certain number of powers at a time? for example you have a gadget pool for attacks where every device has a -1 OAF limitation, now without a limitation you could have two devices going with full power but once you apply the limitation Gadget man can only have one power. I think this simulates a Hero who has something like a gun or bow that you can only load one type of ammo into it at a time but they have hundreds of different kinds of ammo for almost any situation they encounter or a power ring where the user isn't disiplined enough to maintain more than one effect. I was thinking a either a -1/2 or -1 to the pool because that can really lower the effectiveness of the VPP
  9. Re: Active Point Maxima? hhmm.... I think it has merit, I deffinately want to give it more thought and try it out on a couple characters, I think it works well for the GMs who want to allow players the choice of having a single power or two over the normal limit but not to have everyone take it.
  10. Re: Stone Fist special effects. if he reloads it faster than normal people, ten he has fast draw, but reloading it a special way is just sfx
  11. Re: Stone Fist just a warning but depending on your group this may not be a fun character to role-play, it would be particualarly bad if your GM plans most of his adventures at night. it does sound like an interesting character though. the hand, take a physical limitation, sounds like an all the time, slightly at 15 points. a psychological limitation of "afraid of moonlight", and a susceptability to moonlight (if he takes enough damage to pass out or die then parts of him turn to stone), possible a DF depending on the campaign too. then buy a bunch of dice of HA for the stone fist.
  12. Re: How far can a telekinetic throw himself? very true, and I agree for the most part. However, in my opinion, allowing a character to throw themselves (and take an apropriate ammount of damage) with their TK you get a nice very limited way of using thier TK to move that simulates not having very good control with moving themselves that they won't use often, and it will hurt when they do use it, but is a way of roleplaying growth of a characters powers. EXAMPLE: the young telekinetic (and I freely admit TK can simulate any SFX not neccisarily psychic of nature but this is for ease of reference) can move other people but has trouble wraping his mind around moving himself, he may ocaisionally fling himself by holding onto an object and throwing it with TK. it hurts, and he doesn't use it often because he is never sure if he'll actualy land where he's aiming but eventually, with time, he learns more precise control and can acurately and safely fling himself across great distances (his character sheet now has leaping) and then with time, He'll learn to use his TK to hold himself up in the air to Fly
  13. Re: How far can a telekinetic throw himself? the way I figure it is this, the TKer plots what happens to the object bfore he starts using the power, so he just pick up and flings the object, if he goes flying with the object hell be hurt when he lands... It gives tk a little functionality but at the cost of some dice of damage, the leaping method is just free leaping and not much can go wrong.
  14. Re: An Old Quiz, But A Nice One. You scored as Storyteller. You're more inclined toward the role playing side of the equation and less interested in numbers or experience points. You're quick to compromise if you can help move the story forward, and get bored when the game slows down for a long planning session. You want to play out a story that moves like it's orchestrated by a skilled novelist or film director. Storyteller 83% Tactician 75% Power Gamer 67% Method Actor 67% Specialist 42% Butt-Kicker 33% Casual Gamer 17%
  15. Re: How far can a telekinetic throw himself? I'm glad most of us came to an agreement that its ok to throw yourself ocaisionally as long as all throwing rules such as to hit and damage are followed
  16. Re: How far can a telekinetic throw himself? yeah, but imho it's stupid not to allow something like what garou describes, you can pickup and trown other people and objects, surely you could pickup and throw something you are attached to, that doesn't mean it won't hurt though.
  17. Re: Spending END I think that to switch away from endurance reserves would caues batteries and similiar objects to be very clunky instead of the streamlined aproach. the miggest diference between the end reserve is that it recharges at a steady rate (default once per turn) independant of whether the character is KOed or takes a recovery otherwise you need to apply a bunch of advantages and disadvantages to plain end to get the same efect. Unless you're going very realistic end usually doesn't play a big part anyway, you just have to worry about it after a long battle or if you are pushing a lot. in the realistic settings you just don't let people take end reserves for the most part.
  18. Re: Crossfire? I like this Idea, sounsd good.
  19. Re: You cannot defeat me! now that's cool
  20. Re: Help me finish a character? I think I would with -1/2 restrainable limitation on the EC and all it's powers instead of -1/4. that allows a few more points to flesh out the character and seems to be the same limitation you're going for.
  21. Re: Cyberpunk resources? your link-fu is strong master.
  22. Re: Characteristic power NCM yeah, me too. that's my thoughts.
  23. Re: Characteristic power NCM well I think the problem with putting NCM only in Genre books is that it is apropriate for many genres. just like certain talents, skills, powers, and disadvantages are apropriate for many genres but not neccisarily all of them (you probably wouldn't want a golden age hero with a drug addiction for example. ) but if you were to remove it from the main rules, think of the genres NCM is apropriate for, fantasy hero, many start hero settings, pulp hero, and many dark champions games. with all those settings if you don't put them in the main rulebook, you either have to reprint the rules multiple times or you only print them in one genre sourcebook and annoy your customers by saying that the setting uses the NCM rules found in a different $30 sourcebook for a genre they may have absolutely no interest in playing.
×
×
  • Create New...