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Odraude

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Posts posted by Odraude

  1. Re: You know the GM has it in for you when...

     

    You know the GM has it out for you when...

     

    He sets up six bombs each containing Hydrogen Cyanide gas in a subway/sewer system, then has it set to where when they are disarmed, the main bombs in the public housing areas and the conference area above are activated.

     

    (True story and I was the GM. Only one person realized what I was doing because we both play too much MGS)

  2. Re: Dimensional Controller

     

    From what I have been working on so far, I will be setting up a VPP in which the character (Codenamed Infinity) has the following:

     

    Reality Sphere: VPP (haven't settled on a cost yet) Can Change as Zero Phase Action +1

     

    Laws of Reality Sphere:

     

    Extra Dimensional Movement: (Travel to any corresponding location to a related group of dimensions), Usable as Attack +1, Ranged +1/2, Area of Effect +1 = 112 Active Points

     

     

    This power would be used multiple times to set up the different rules. For example, I could use the power three times to set up a reality sphere with 3 rules at the same time, or three different spheres with a separate rule. There are some ways to escape the reality

     

    1. Having a power that relates to moving through spacial dimensions

    2. Knocking out the mutant

    3. If trapped in a reality where you have to beat a "game", you actually beat the game.

    4. In each reality there is an exit that only appears when the mutant is in the sphere. Others can try and use this door to escape the reality sphere.

     

    I will post up rule ideas in a bit

  3. Re: Dimensional Controller

     

    How about just plain Extra Dimensional Teleport' date=' Area of Effect ? You teleport the heroes to a reality that has the attributes you mentioned. Then provide a place linked to it.(The "bubble" as you call it)[/quote']

     

    I like that idea. Then for things that can be done with the book (damage, Telekinesis, etc) I'll use normal rules. Thanks

  4. Re: Dimensional Controller

     

    One of the meta-rules that guides power design in the Hero System is that for every 'attack' there is a defense, which tends to be cheaper than the 'attack'.

     

    So, with that in mind, what is the defense for this 'dimensional control'?

     

    Other than not being in the area being affected, that is.

     

    What combination of powers, defenses, special effects or other things will negate this power's effects?

     

    I would consider anyone with extra dimensional movement and FTL movement. They are essentially trapped in the reality bubble until they "beat the rules" which has each reality bubble as a game and if they win they can be released. Also mentally affecting the mutant with this power or somehow stunning him would work as well

  5. Re: X-Men: The Next Generation campaign on Hero Central

     

    Not meaning to offend, but this simply means that instead of having ten powers independently, you should have your MultiPower(s) and plenty of skills, talents, and other 'add-ons'. Trust me, I'm the first to applaud a concept that has a boatload of non-combat / background support action going on; if it's combat-effective to boot, bonus. There is no reason, with 600 points, to NOT build to both your concept and to an effective character.

     

    Additionally, I really don't understand why you have 50 Strength TK with No Range instead of a boost to your strength. Inside a MPow, it isn't going to affect your figured characteristics, and if you're touching it -- which, with No Range, you'd have to -- why couldn't you add your own strength to the maneuver, or vice-versa? Functionally, you're grabbing something and heaving it around at a 50 Str; just do it that way instead of the more-expensive-Active-Points version of TK, No Range...

     

     

    I still have plenty of room for skills (A whole 100+ points left). I just need to find the time today to add them.

     

    Also the reason I didn't make this super strength is because it isn't super strength. This power is basically shifting the momentum and inertia in a stationary body to the opposite direction, causing it to be pushed away from the character. This strength can only be used for that, not for HTH, leaping, lifting, etc. It is just a push.

  6. I was looking through some of the books and I've been tossing this idea in my head for a master villain that could change the current surrounding into a "reality bubble" that had completely different rules all made by him. I've been looking through powers like Change Environment, Extra Dimensional Movement, and Major Transform and while all of them seem like they could work, I am not too sure what to use.

     

    The basic power is this:

     

    The creation of an isolated reality bubble in our universe in which the creator would have "laws" made that would hurt or hinder the team in different ways. A variable power pool seemed to be the best use of this power with some rules I thought of:

     

    - A reality that has little or no gravity

    - A reality bubble that negates powers

    - A reality bubble that causes vertigo to the players

    - A reality bubble where the heroes can't do anything unless "Simon Says"

    - A reality of darkness

     

    There are more ideas but thats the basic gist. So what would be the best approach for some of these rules of the reality bubble?

  7. Re: X-Men: The Next Generation campaign on Hero Central

     

    I like alot of that. I think I will wait for the force wall to come at a later time. Also I decided not to multipower because I had wanted to try and fill up the 600 points (This was originally a 350 character). I didn't think of the Instinctive Kinetic redirection which looks cool and I am definitely adding it.

  8. Re: X-Men: The Next Generation campaign on Hero Central

     

    Hey' date=' if it works for you, great! Just in case it becomes a problem later on, you may want to make the character at 550 pts and save the extra 50 in case you want to buy off something (or to manifest a new power at an opportune time).[/quote']

     

    Sounds like a plan

     

    I don't think you need 0 DCV Concentration. In addition to being crippling in combat, people like Gambit don't suddenly become oblivious to the world when charging large objects. The Full Phase should be enough to reflect that extra investment.

     

    I guess that is true. I'll think about maybe throwing it off

     

    Instead of Hole in the Middle, how about Personal Immunity? Or just forgo either and buy extra PD, only versus Kinetic Energy attacks (pure KE, not something that would protect against punches and the like). That option would let you take the EB up to a full 10d6.

     

    Personal Immunity would make much more sense.

    Wouldn't that be a 40 STR TK, not 20?

     

    Ack! Why did I still treat that as normal STR?

     

    *goes to fix*

     

     

    Still pretty tough - that's a one-action investment to make a brick character (who presumably has defenses at or near campaign maximums) virtually invulnerable for most of a turn.

     

    I'd suggest a custom limitation, where for every point of BODY damage the Force Field prevents, the PD/ED value is reduced by 1. So, you could protect a character from one big attack or multiple smaller attacks, but you'd have to keep reapplying the Force Field (using your actions in the process) to keep the field active in a big combat. At which point, the enemy is likely to target YOU.

     

    Finally, if you control Kinetic Energy, buying some Knockback reduction would be a good idea...

     

    That does seem pretty cool. I'll think about it.

  9. Re: X-Men: The Next Generation campaign on Hero Central

     

    Yes, fear the Bunnyverse. Or teh bunnehvurs. However it goes.

     

    There's always some wiggle room in the "taken" characters, though. "Oh, he never knew, I'm his secret child he never knew about and here I am!" Those sorts of things, though, require GM approval, so run them by me before making the character sheet.

     

    Considering Maddox sent out his dupes across the world, that is a very plausible idea that he may have several children... that's a scary thought.

  10. Re: X-Men: The Next Generation campaign on Hero Central

     

    Well, I can always find ways to spend points, if you need help with that... :)

     

    I'd drop the Gestures. Aside from the fact that you could have better control than your father did, due to his training, I thought that War could still launch kinetic blasts without clapping his hands together...it was just easier for him that way. Besides, with a -1/2 limitation on all of your powers, expect to be neutralized in fights a lot...

     

    I like having that limitation. It'll make things interesting in a fight. She basically has to touch her hands together (almost like Edward Alric from Full Metal Alchemist.) At least if retrained in a fight Sera still has the charge small object.

     

    One way to do this is put it in a multipower with Kinetic Bolt. Another way is to ask permission to buy this as a Naked Advantage for the first 12d6 of your Kinetic Bolt, maybe with Increased Endurance Cost or some other limitation so you're not firing it all the time.

     

    I actually had the IEC on my paper... it was like 3 am so I was ready to drop lol. Here is the actual one:

     

    Energy Blast 10d6

    Explosion +1/2: 75 Active Points

    Gestures (Must touch hands together -1/2)

    Increased Endurance Cost x 2 (making it 16 END) -1/2

    Vulnerable for next playable phase -1/4: 33

     

    I'd change this to Flight 20", x2 NCM. Gives you a lot more flexibility in combat. I'd also consider Reduced Endurance Cost on the power.

     

    Yeah I agree.

     

    Flight 20" x2 Non-Combative

    Reduced Endurance Cost 0 -1/2: 60 Active Points

     

    I'd use Explosion instead of AoE for this...5d6 might not even stun a normal human...

     

    Alright let's try this one:

     

    Energy Blast 8d6

    Explosion +1/2

    Hole in Middle +1/4: 70 Active Points

    Concentration (0 DCV -1/2)

    Extra Time (Whole Phase -1/4)

    No Range (Character Must Touch a Surface ie floor, wall, ceiling -1/2): 31

     

    I submitted a power that made it into the second USPD book that has a similar effect, but in a different way. 1" Teleport, No Relative Velocity, Position Shift, Usable Against Others...basically, you alter the kinetic energy so the object is moving in a different direction. Add increased mass up to the maximum size of object you want to affect. That works best against a moving target...for a stationary target, I'd choose Flight, Usable Against Others (with increased mass as above), or Telekinesis, No Range.

     

    First off gratz. I read it and I like it :) I am definitely adding that

    And I also like the Telekinesis idea better so...

     

    Telekinesis +20 STR 60 Active points

    No range -1/2: 40

    If it's any type of object instead of a specific focus, I'd call it OIF (object of opportunity).

     

    Ah ok

     

    This is a cool concept, but can be horribly abused in a game. Drop this on Adamant, and he could go toe to toe with the Hulk...might want to rework this one.

     

    Let's try this one then:

     

    Force Field 15 PD/15 ED

    Usable Simultaneously (Can grant others field for limited time +1/2)

    Reduced Endurance (0, +1/2): 60 Active Points

    User must Touch Target (HTH -1/2)

    Force Field on others last for 4 phases (-1/4): 34

  11. Re: Medium powers

     

    What does speaking with the dead do for you?

     

    What can the dead tell you?

     

    He could use that ability to find out who killed them if the killer is someone they are chasing.

     

    They could tell you any dangers in the area if they died from it.

  12. Re: X-Men: The Next Generation campaign on Hero Central

     

    Artillery

    Stats

     

    13 STR 3

    20 DEX 30

    20 CON 20

    12 BODY 4

    20 INT 10

    14 EGO 8

    20 PRE 10

    16 COM 3

     

    04 PD 1

    10 ED 6

    05 SPD 20

    10 REC 6

    40 END 0

    29 STUN 0

     

    6" RUN 0

    2" SWIM 0

    3" LEAP 0

     

     

    Characteristics Cost: 121

     

    Powers: Artillery has the ability to control kinetic energy in more ways than her father Abraham Kieros could.

     

    Kinetic Bolt: Like her father, Sera can clap her hands together to launch bolts of searing energy at her enemies.

     

    Energy Blast 15d6: 75

    Gestures (Must touch hands together -1/2): 50

     

    Kinetic Blast: Sera can broaden her bolt to become more of an explosive attack, damaging nearby foes.

     

    Energy Blast 10d6

    Explosion +1/2: 75 Active Points

    Gestures (Must touch hands together -1/2)

    Increased Endurance Cost x 2 (making it 16 END) -1/2

    Vulnerable for next playable phase -1/4: 33

     

    Kinetic Flight: Using her control of kinetic energy, Sera can propel herself through the air at high speeds, clocked at 74.5 mph!

     

    Flight 20" x2 Non-Combative

    Reduced Endurance Cost 0 -1/2: 60 Active Points

     

    Kinetic Charge: Sera can charge a surface with kinetic energy, making it detonate with explosive power!

     

    Energy Blast 8d6

    Explosion +1/2

    Personal Immunity +1/4: 70 Active Points

    Extra Time (Whole Phase -1/4)

    No Range (Character Must Touch a Surface ie floor, wall, ceiling -1/2): 40

     

    Kinetic Push: The kinetic energy Sera uses can help to push objects much larger than her out of the way for a brief moment by launching a concentrated amount of kinetic energy through the object, pushing it back with enough force to move a small car.

     

    Stationary Object:

     

    Telekinesis 50 STR 75 Active points

    No range -1/2: 50

     

    Moving object:

    Kinetic Push 2: Teleportation 2"

    No Relative Velocity, Position Shift

    Usable As Attack (x256 maximum weight per inanimate target; Defense is Kinetic Manipulation powers, being stationary, or having Position Shift on a movement power; +3) (76 Active Points)

    [Notes: Affects up to 25 tons (amount that could be lifted by a 50 Strength).

    May shift a target 2 hexes, adjust their direction of movement, and adjust their velocity anywhere from their current speed down to 0.] - END=8

     

    Kinetic Dart: Similar to a certain Cajun mutant, Sera can charge small objects and launch them at foes with great power.

     

    3 RKA

    Armor Piercing +1/2: 67.5 Active Points

    OIF (Must be any object smaller than hand -1/2): 45

     

    Kinetic Field: Sera can gather kinetic energy in her own body to project a personal field to repel most attacks made on her. She can pass this ability onto others for a short period.

     

    Force Field 15 PD/15 ED

    Usable Simultaneously (Can grant others field for limited time +1/2)

    Reduced Endurance (0, +1/2): 60 Active Points

    User must Touch Target (HTH -1/2)

    PD and ED are lost with each point of BODY damage dealt (-1/2): 30

     

    Instinctive Kinetic Redirection:

    Knockback Resistance -10" (20 Active Points);

    Nonpersistent (-1/4) - END=0

     

    Powers Total: 362

     

    Total W/O Skills: 507

     

    I had made her for a 350 with a Multipool, however that was too cheap. I got rid of the Multipool and got this instead which is much more expensive but even with any skills I won't be able to break 600. I'm open to any suggestions. Also I will throw disadvantages up in a bit.

  13. I am GMing a game with 6 heroes. One is an Iron Man with magic fire powers, one is a shadow controller, one is a gun mage, one is a hydrokinetic, and one is a mimic

     

    Well last night was an important part of the ongoing campaign about a world in which superhuman registration is mandatory and the only organization that protects superhuman rights is actually a front to corrupt the supers and make them evil. Anyways this was at a conference for that group and it was attacked by 5 supervillains

     

    Now these heroes are built at 350 points while the villains are at around 450 ish except the Duplicator which is a 350 that can duplicate and his duplicates can duplicate, however will be forced to recombine if shocked with electricity

     

    Here are the villians

    Unnamed Strong Man

    Biohazard: Based on Der Sxhwarze Tod only with the ability to shoot "webbing"

    Helix: a beefed up Malestrom

    Blitzkreig: Based on Panzer

    Riot: the duplicator, though he was not in the match

     

    Well within one turn they had completely obliterated the villain team. There was some pretty good team work and I had rolled poorly in alot of cases. That said I would like to figure out a good way to beef up some future villains to make fighting them better. This is a 350 point game though the villains get more (around 450 for average supervillain and 600 for the Main nemesis. So what can I do to beef them up?

  14. Re: Quote of the Week from my gaming group...

     

    With last night's game I ran, We had an attack on a conference that was in support of superhuman rights. This was an important game though I threw in some funny stuff.

     

    First there were bombs set up all over the subway system. As two of the heroes were freezing them, our leader noticed that there were radio waves coming out of them until they were turned off.

     

    Iron Phoenix: "Sho'Kef, Vladmir! Don't dismantle the last bomb! I've seen this in MGS2! If you deactivate them they will set off the big one"

     

    Sho'kef: "Alright got the last one!"

     

    Iron Phoenix: "..."

     

    Next came the conference, which had some musical guests. One of which...:

     

    Mayor: Ok everyone, now we have special musical guest. Say hello to... Rick Asthley!!

     

    Party Members: "... we just got rick rolled..."

     

    Then came the newest supporter of the National Association for Super Powered Advancement...

     

    Zahara (leader of NASPA): We have a special supporter today. i would like to introduce to you... Tom Cruise!"

     

    *applaudes*

     

    Tom Cruise: "I love you supers. LOVE you guys! I know some of you can fly? Well... I CAN FLY TOO!!"

     

    Of course when a civillian is falling it turns out that yes Tom Cruise CAN fly.

     

    Finally came the quote of the week from our tank

     

    Me: "The helicopter fires a missile at you"

    Iron Phoenix: "I fly towards it to punch it"

    Me: "... what the!"

     

    BOOM

     

    didnt exactly work...

  15. Re: X-Men: The Next Generation campaign on Hero Central

     

    Yes' date=' 600 points, with a 75 point active limit. Exceeding 75 would only happen with GM approval. I'm OK with mega-attacks, as long as they come with limitations--"I can do a massive AOE attack, but it leaves me stunned/KOd/vulnerable", that sort of thing.[/quote']

     

    Ok cool. What is usually the average d6 of damage for this game? I don't want to make an attack too powerful, but I also don't want it to be too weak.

  16. Re: X-Men: The Next Generation campaign on Hero Central

     

    I wouldn't mind joining this game.Though I'm new at the forums and a bit wet behind the ears with the Hero System, I've got some pretty interesting ideas for a character (I can put up an actual character sheet later today) Also what is distaff?

     

    Artillery

     

    Real Name: Sera Kieros-Vega

    Age: 21

    Occupation: College Student/Starbucks Worker

    Identity: Secret

    Other Aliases: Artillery

    Place of Birth: Melbourne, FL

    Marital Status: Single

    Known Relatives: Abraham Lincoln Kieros (aka War: Father), Daniella Vega (Mother)

    Group Affiliation: X-Men

     

    History: His name was Abraham Lincoln Kieros, a Vietnam War Vet that would have a very hard life as a paralyzed man trapped in an iron lung for the rest of his life. That is until someone came looking for him and his talents.

     

    His name was Apocalypse.

     

    From that day on, Kieros become the embodiment of War, the destructive rider of the Four Hoursemen. With his ability to create explosions with kinetic energy, he was a valuable asset to the horsemen.

     

    At least for the time being...

     

    Archangel had found Abraham in the hospital again, abandoned by Apocalypse and paralyzed again. Feeling pity for the bitter man and hoping to give him new life, Archangel used his healing powers to help War walk again. Stunned by his kindness, War left the hospital, never to be heard from again.

     

    Abraham moved to Madrid, Spain in hopes of finding new meaning to his life. There he met Daniella Vega, the beautiful daughter of a famous bullfighter. The two fell in love and, while he kept his life as a horseman secret from her, he did tell her of his powers. Still the two were in love and after a year got married and moved back to the states, where Daniella gave birth to their only child, Sera

     

    Abraham had always feared that she would gain his abilities. Throughout her childhood Abraham had taught her the meaning of responsibility and the consequences of all actions. While he could be controlling at times, Abraham tried to give Sera the love and attention he had never had.

     

    Sera was 13 when her powers emerged. A convicted pedophile had been following her from school. He grabbed Sera and dragged her to his van where he began undressing her. Out of shear instinct, she tried pushing him off. Kinetic energy charged through her hands and jettisoned the man through the roof of the van. Before he had a chance to get back up, Sera had run away to her home where she told her parents what had happened.

     

    Abraham sat down with Sera and told her about the origin of her powers and began to teach her control over it. Through her high school years she learned to channel her kinetic energy to create explosions like her father could by clapping her hands together. She also discovered less destructive purposes with her power, granting her flight and the ability to move heavier object by touching them and channelling the kinetic energy through it.

     

    Sera had always had a protective personality and Abraham knew that eventually she would want to try and help others with her power. When Sera finally turned 18 and left for college in New York City, Abraham tried his hardest to track down any members of the X-Men. For three years he tried in vain while Sera secretly fought crime in New York City under the alias Artillery, saving people from smaller crimes like mugging, rape, and robberies. Sera herself actually saved the life of the man responsible for saving her father; Warren Worthington. Warren had seen her abilities and recognized them as Abraham's. Knowing the contact for Hank McCoy, Warren asked Sera if she was interested in joining the reformed X-Men, to which she happily agreed.

     

    Height: 5'4"

    Weight: 130 lbs.

    Eyes: Blue

    Hair: Dirty Blonde

     

    Quote: "Time to bring in the heavy artillery!"

     

    Superhuman Powers: Sera has the ability to control kinetic energy. Like her father, she can create explosions by clapping her hands together and releasing a blast or beam from it. She can also charge inanimate objects around her in a similar fashion to Gambit, though because of the destructive capability to everyone around her she rarely uses it. Sera can also use her ability in non-destructive forms, which include flight and a form of limited pushing strength.

    Weakness: Men with Irish accents :)

     

    Personality: Sera is outspoken and stubborn, but also knows when to take orders. She tries to be responsible for her powers and her teammates, though she also loves a good brawl. Sera isn't a no-nonsense type person like Cyclops and instead loves having fun. She enjoys playing the guitar, drawing, and practising with her powers.

     

    Hope you guys like her. I'll make up a sheet today. it is 600 points right?

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