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Zac

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Posts posted by Zac

  1. Re: Catalyst: A Champions campaign on Hero Central

     

    Short vignette about his escape from prison.

     

    Not so long ago...

     

     

     

    I'm deliberately vague about how much actual opposition he met while breaking out, since that's Zac's business. The story assumes that most of the fighting took place underground, culminating in his breaking out above ground and then facing the Warden.

     

    ~Gabriel

     

    This all looked fine. Very nice. Considering it is a vignette, numbers are not really necessary.

  2. Re: Vehicle - Stilt Suit

     

    I see. Spoke too soon. :)

     

     

    [ATTACH]30929[/ATTACH]

     

    Stochastic is hereby banned from the Thebes game:eek: He will now, and hereafter, be my convert idea to .hdc file hound.:eg:

     

    BTW, some of the slots were really neat. Rifled Nail Gun, Ready Mix entangle. And the Clinging power is nice too. I was wondering how I was gonna get this ontop of a 35 story framed steel building. Now I know:D

     

    You have my permission to make the warehouse and fire/rescue models :nonp:

  3. Re: Vehicle - Stilt Suit

     

    A lot of good comments out there.

     

    I completely brain dumped on the Fire Extingusher. It should have been a Dispel.

     

    I changed the stretching and purchased another 2" of running.

     

    Changed all the other slots to charges too. I think the "Fuel Dependent" option is all wrong. I have "personally" not used fuel charges. Any pointers would be nice.

     

    I did not change the size or mass of the vehicle as a characteristic. I was thinking, like the standard rules, they dont want you to purchases Increased Density/Growth (0 End Persistant) when just buying up the stats and putting a physical limitation would do. Now, if this was a car then I woudl buy it larger.. but it is just 8' tall, the weight is the big deal. Would a size value of 1 or 2 be better suited? I did purchase a 4 DEF to start, it just did not port over. I will hand correct it this time.

     

    The suit does not "change". Think of the cargo lifter on Aliens. Just a powered exoskeleton.

     

    Should I ditch the disads? Or, what kind of disads do you recommend for something like this? I was going with the Large and Heavy. Not only to show it was really big and not something you would bring into a china shop. Also, to simulate around a -3 on stealth type rolls.

     

    Dan: "Hey, is that stilt suit following us John?"

    John: "What! Where?"

     

     

     

    Player: Stilt Suit, version 2

     

    Val Char Cost

    35 STR 20

    11 DEX 3

    21 BODY 10

    4 DEF 6

    3 SPD 9

     

    8" RUN 4

    0" SWIM -2

    0" LEAP 0

    Characteristics Cost: 55

     

    Cost Power

    14 Reinforced Systems: Armor (6 PD/6 ED) (18 Active Points); Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4)

    13 Grounded: Armor (0 PD/20 ED) (30 Active Points); Limited Power (Only vs. Electricity; -1), Only When In Contact With The Ground (-1/4)

    12 Partial Canopy: Armor (8 PD/4 ED) (18 Active Points); Activation Roll 14- (-1/2)

    12 Telescoping Arms: Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Body Parts - Arms only (-1/4)

    12 Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Body Parts - Legs Only (-1/4)

    33 Construction Equipment: Multipower, 50-point reserve, (50 Active Points); Requires A Skill Roll, PS: Stilt Suit Operator (-1/2) [Notes: All charges be recovered at construction site by a support technician.]

    4u 1) Rivit Gun: Killing Attack - Ranged 2d6, 12 Charges (Recovers Under Limited Circumstances; +0), Armor Piercing (+1/2) (45 Active Points)

    1u 2) Cutting Torch: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); 1 Charge (Recovers Under Limited Circumstances; -2), Fuel Dependent (fuel is Very Common; must refuel Once per 20 Minutes; -1 1/4), No Range (-1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4)

    1u 3) Arc Welder: Minor Transform 2d6 (Non-fused metal into fused metal), Continuous (+1) (40 Active Points); 1 Charge (Recovers Under Limited Circumstances; -1 3/4), Fuel Dependent (fuel is Very Common; must refuel Once per 20 Minutes; -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2)

    3u 4) Fire Extinguisher: Dispel Fire 11d6, Area Of Effect (One Hex; +1/2) (49 Active Points); 4 Charges (Recovers Under Limited Circumstances; -3/4)

    Powers Cost: 105

     

    Total Character Cost: 160

     

    Pts. Disadvantage

    10 Physical Limitation: Large and Heavy (Frequently, Slightly Impairing) [Notes: The suit stands about 8' tall and weighs in just under a ton.]

    Disadvantage Points: 10

    Base Points: 155

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

     

  4. Re: Vehicle - Stilt Suit

     

    An earlier version of the Stilt-Girl armor was very much like this.

     

    Something to watch out for, from the FAQ:

     

     

    Meaning effectively that at full height you won't be able to extend your arms. You may want to purchase them separately with limitations: only legs/arms.

     

    Also, even with only 2" extra height I would buy some extra running linked to stretching, just a couple inches.

     

    I did think about this and I was hoping someone would bring it up. I did not have a problem with 2" just for going up. The issue become when you take your arms 2" out and have to worry about getting pulled over because of 2 tons of weight at the end of your arms. So, if you were on the ground, you would have a lower center of gravity and not have to worry as much about toppling. OR I may be putting to much thought into it. :D

     

    I think I am going to put 2" arms and 2" legs.

  5. Re: Vehicle - Stilt Suit

     

    Penetrating on a Rivet Gun¿?? I'm ditching the laser rifle...

     

    Seriously, that's overkill. Penetrating doesn't reduce the defense of armor versus the attack - it has a minimum that completely bypasses armor. This isn't Excalibur or a tight-beam photon cannon...it's common construction equipment.

     

    I did a little more research and steel worker type rivit guns dont actually punch a hole. The rivot is put in a hole and then hammered in. They are a fastener, not the cartoon-ish fastener I was lead to believe :rolleyes: So the rivit gun that was fired at Darkman (in the movie with same name), that was a comic use.

     

    So, I am going to ditch the melee version of the rivit gun and keep the ranged version (since I have some prior use in comics :P). Maybe replace it with a jackhammer.

     

    I realize that Penetrating is a minimum that completely bypasses armor. However, don't knock out penetrating just because it is common constuction equipment. Laying in with some of the higher end blow torches can cut through some hard stuff (given the time). BUT, it may be that the torch just has multiple applicatications of Armor Piercing. I could see it either way.

     

    I think Armor Piercing is the norm advantage but I don't think we have to look to mythical artifacts or future tech to find penetrating. I think some of the higher end tech we use today qualifies (industrial lasers, some military munitions) and some of our oldest tech qualifies to (like a forge). However, I dont think any stilt suits will be weilding industial lasers, military munitions or forges in the near future. Though a military styled stilt suit could be useful :sneaky:

  6. I am trying to create a powered exoskeleton type "suit" in my Champions: Thebes game. They are various models built around a common exoskeleton with just a few modification. The construction suit would have a some reach (to get to those tough spots), and a host of tools (Rivit Gun, Arc Welder, Cutting Torch, Jackhammer, etc). The fire/rescue suit would would have some reach (for those second story jobs) and a host of other tools (Jaws of Life, sealed systems, Fire Supression - attached to hydrant, etc). Warehouse grade would have a larger payload area and greater reach. I thought this would best be done as a vehicle (not an acutal suit) and this is my first vehicle.

     

    I was thinking of making most the multipower slots charges (except the welder). Any thoughts about make-up, disads, and stats would be helpful.

     

    He is the baseline construction unit.

     

     

    Player: Dynamic Industries Stilt Suit, Construction sub-type

    Val Char Cost

    35 STR 25

    11 DEX 3

    20 BODY 10

     

    3 SPD 9

     

    6" RUN 0

    0" SWIM -2

    0" LEAP 0

    Characteristics Cost: 51

    Cost Power

    13 Electric Power Plant: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); REC: (10 Active Points); Limited Recovery (Only when attached to recharging system; -1 1/2), Slow Recovery 1 Minute (-1/2)

    14 Reinforced Systems: Armor (6 PD/6 ED) (18 Active Points); Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4)

    13 Grounded: Armor (0 PD/20 ED) (30 Active Points); Limited Power (Only vs. Electricity; -1), Only When In Contact With The Ground (-1/4)

    12 Partial Canopy: Armor (8 PD/4 ED) (18 Active Points); Activation Roll 14- (-1/2)

    10 Telescoping Arms and Legs: Stretching 2"

    33 Construction Equipment: Multipower, 50-point reserve, (50 Active Points); Requires A Skill Roll, PS: Stilt Suit Operator (-1/2)

    4u 1) Rivit Gun: Killing Attack - Ranged 2d6, 12 Charges (Recovers Under Limited Circumstances; +0), Armor Piercing (+1/2) (45 Active Points) [Notes: Charges for the rivit gun are a total of 12 rivits for the entire system. Rivit Gun can only be recharged at the construction site by a support tech.]

    5u 2) Rivit Gun (in melee): Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), 12 Charges (Recovers Under Limited Circumstances; +0), Penetrating (+1/2), Continuous (+1) (50 Active Points) [Notes: Charges for the rivit gun are a total of 12 rivits for the entire system. Rivit can can only be recharged at the construction site by a support tech. Charge is continous as long as contact in maintained, once contact is broken another charge must be expended. This is to represent the rivit gun "laying in" on the rivit.]

    2u 3) Cutting Torch: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); No Range (-1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4)

    2u 4) Arc Welder: Minor Transform 2d6 (Non-fused metal into fused metal), Continuous (+1) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2)

    3u 5) Fire Extinguisher: Suppress 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); 4 Charges (Recovers Under Limited Circumstances; -3/4) [Notes: Can only be recharged at construction site by support tech.]

    Powers Cost: 111

     

    Total Character Cost: 162

    Pts. Disadvantage

    10 Physical Limitation: Large and Heavy (Frequently, Slightly Impairing) [Notes: The suit stands about 8' tall and weighs in at just under a ton.]

    Disadvantage Points: 10

    Base Points: 155

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  7. Re: Nothing can stop me now!

     

    One tactic I've used for a Regenerator styled villain is to give them some limited Speed: Only for Recoveries along with an actual Regeneration Power. They didn't have a huge Recovery stat but the added speed kept him from going down for a while and lead to a well timed attack that enjoyed the reduced DCV.

     

    I think a "Master Villian/Archvillian" is not a one stop encounter. The players have to make their way to him thru his traps/minions/lair/etc. When they finally get to him, throw in a mix up.

     

    1. Master Villian has some [robot clones/hard light holograms/whatever] so now the party has to fight a handful of Dr. ABCs. Now, you don't have to worry about the Arch Villian being all that, just some of that.

     

    2. Master Villian choses his battlefield. On more than one occasion I have but the Arch Villian inside a deathtrap that he knows all to well. I have the battlefield all mapped out beforehand with nasty traps and tricks. All that Danger Room nastyness in preset little packages all across the game field. I also love putting the villian on a big pressure plate with a timer, so when he does run... the area may not be as safe as it once was.

     

    3. Players get to the Master Villian and about 1/2 way thru the fight, the villian gives the players an ultimatium. You can continue to fight me OR you can save X. This works well when the players are inside something delicate: Nuclear Reactor, Power Transfer Station, Large Damn, etc. The players can continue to fight Dr ABC but the room is gonna get a lot hotter when those rods start coming out of the water :sneaky: Or when the regulator vales in the damn above the city start opening up ALL THE WAY (hey, big flood). Or when all the power to the city is cut. This seems pretty weak until the villian mocks them "Surely not all of the backup generators in the nearby hospitals could be damaged" and he pushes a small button. He then mocks, "Oh, they can!"

     

    4. ArchVillian is at the helm of a mush bigger threat. When the Master Villian takes the helm of some huge monstrosity (could be a robot, could be a Super Size Mole that is going to burrow under the city, whatever). I personally like the big robot. Now the players get to fight somerthing that is compromised of LOT of body parts. Disabling the parts are hard enough and when a part goes offline, the robot takes a big penality (like 1/2 move for a leg). I give a standard 50' humanoid looking robot a 4 speed, but gets an attack (with a ton of reach) with each arm, maybe a gun turret in its chest and a missle battery in its head. Plus as it walks it does an "explosion" of damage for the hexes is stomps over (Go Go Godzilla). The center of the body is all but invulnerable, but taking out an arm may give the players a way into the suit.

     

    Now the players get to foil the villian's master plan and it is a better win than just putting Dr ABC in the slammer. Dr. ABC could get away, but the players get all the karma and bragging rights for defeating the 50' Power Ranger wannabe that attacked Liberty City.

  8. Re: Catalyst: A Champions campaign on Hero Central

     

    Current state of character selection: Cut off date March 13, 2009 (T-10 days)

     

    1. Inertia (5 Spd Energy Projector) - Accepted

    2. Engram (5 Spd Mentalist) - Accepted

    3. Kuan-Ti (6 Spd Martial Artist) - Character complete

    4. Raider/Sentry (6 Spd Martial Artist) - Final Revision, need background in HDC

    5. Inversion (4 Spd Brick) - Final Revision, need background & picture in HDC

    6. Talwar (5 Spd Brick/Magnetic EP) - Final Revision, need picture in HDC

    7. Chalice (Water Based Energy Projector) - awaiting resubmission

     

    1. The Ward - dropped

    2. Tasha - dropped

     

    I will be accepting another character by Friday, with the final three chosen next Friday. I really like all the submissions that are complete or are in final revisions. I think Kuan-Ti and Raider are significantly different that they would not step on each others toes. Inversion is in his own "field" considering his strenght and power effects. While Talwar is just a generic 5 speed brick type. We have a lot of hand to hand potential (which is not a bad thing) with 1/2 of the current group not even from the US.

  9. Re: Catalyst: A Champions campaign on Hero Central

     

    Oh, yea. And revised character.

     

    [ATTACH]30918[/ATTACH]

     

    Reduced Inversion's maximum END intake from any given source to 6 Character Points per damage type per segment. (12 End Per Damage Type Per Segment, 24 End per Segment).

     

    Added a level of HTH combat familiarity. Bought REC back up and sold off some PD and STR to make it match the 30/30. 12 DC.

     

    Increased the Regenerative Healing aspect to 2 body / turn.

     

    You can still push quite a bit, but it is not so far of base. The powers, skills, disads look fine.

     

    Taking at look at your stats, you CON seems to be a tad lower than expected. Talwar has a 5 spd, 55 str brick type has a 25/25 Def and a 24 Con. Inversion will get CON stunned before Talwar does (but only by a point). Kuan Ti has 22/22 Defenses and a 28 Con, so you and Talwar will be stunned before him (again, by a point or two). With a 4 Spd and your defenses, you might want to look at 23+ CON.

     

    If you say your character is complete, I will accept him as is. Your call.

  10. Re: Catalyst: A Champions campaign on Hero Central

     

    Raider A.K.A. Sentry (maybe?) version 3

     

    OK. Everything looks really good.

     

    You can add +1 DC to your character (+5 Strength or +1 HTH Damage Class with Martial arts). Your martial arts should allow a 11d6 attack and a 9d6 attack. Also, you can take your defense to 22. However, I want the batarang to stay at 10d6 attack. If you up your Strength by 5, PD by 1 and ED by 2 you will get that extra boost and it only costs 8 points. The damage class would cost you 4 and then 2 for PD and 2 for ED. So its a wash how you spend it (but the strength gives you better figured stats). You have 5 points of xp to spend, so just cut 3 points somewhere.

     

    Fix that small issue and you can color this character complete. Also, fill in the background section on the character in Hero Designer.

  11. Re: Catalyst: A Champions campaign on Hero Central

     

    A 19% chance to go down to the first shot sounds pretty high to me...

     

    ~Gabriel

     

    Thats 19% if you take a hit, you have to take DCV into account too. If they miss, then you have a 0% chance of going down :P Raider also one overall level (so he can apply them against his DCV some of the time) and Martial Arts (Block = +2 DCV, Martial Dodge +5 DCV). His standard 10DC attack gives +1 DCV and his 8D6 punch gives +2 DCV. Now if he does some sort of Sacrific Strike against a tough opponent, he gets what he opens himself up for.

  12. Re: Catalyst: A Champions campaign on Hero Central

     

    Oh, yea. And revised character.

     

    [ATTACH]30918[/ATTACH]

     

    Reduced Inversion's maximum END intake from any given source to 6 Character Points per damage type per segment. (12 End Per Damage Type Per Segment, 24 End per Segment).

     

    Added a level of HTH combat familiarity. Bought REC back up and sold off some PD and STR to make it match the 30/30. 12 DC.

     

    Increased the Regenerative Healing aspect to 2 body / turn.

     

    I will get back to you later today.

  13. Re: Catalyst: A Champions campaign on Hero Central

     

    Hehe. Caveat: I'm not a GM at all. Just another potential player.

     

    But I like the character concept, very batman-y. Except part speedster. I guess Batman actually might be a speedster, now that I think of it? He's always acting just before the villains.

     

    But would Raider's maximum attack be a 10d6? And his armor is 14 when it says Martial Artists should be 22.

     

    Approximately 1:3 10DC attacks that land will stun Raider - granted he has more opportunity's to recover, but two such attacks would knock him out. The Batman can do better than that! hehe.

     

    I know Raider has a high DCV, at least relative to the other characters. But it seems like maybe he could use a touch more defense? An OCV 7 bad guy still has a 37.5% chance of hitting Raider. So assuming Raider faces a single CV 7, Def 22/22, 18 Con, Speed 4, 10DC bad guy with 45 stun - (Raider has roughly a 1:10 chance of missing said foe without external modifiers) Mr Bad Guy has a slightly higher chance (4.0457% higher according to my little calculator program I made for this) of achieving an average necessary to knock Raider out in a single turn, than Raider has of knocking said bad guy out. Now, while I'm calculating the difference in overall speed, the more qualitative value of acting first is not in the algorithms being used here.

     

    But now, imagine if Raider get hits by a 14DC normal attack - the probability of Stunning him goes up to almost 3:5. The probability of outright KO'ing him enters the picture at roughly 1:20.

     

    I wonder if I'm analyzing this too much. I blame Zac, he got me started.

     

    I have not had a chance to look at Raider/Sentry yet. But on the last build you had 14/14 and combat luck 6/6. So, your total was 20/20. 20-22 is the range for a 6 SPD. Now, your upper end melee attack does need to be 11DC and 9DC standard. I was going to recommend keeping the thrown attack at a total of 10 DC.

     

    Now, it all plays out with higher speed, higher CV, marial arts, etc. If you wade into a bricks melee game you will probably get clobbered. Batman did not do that often, when he did... he got owned (Clayface is a prime example). He would then come back, think and revist the fight. He would dodge alot, reserve the bigger attacks when it would matter most AND win in the end. Also, Bat's is a very, very experienced hero. I always disuade players from trying to equate themselves to a pulp icon hero. It never works out.

     

    Bats is not a speedester (Flash = speedester). However, Bats has a high DEX and probably Lightening Reflexes (well one way to build him anyway).

  14. Re: Catalyst: A Champions campaign on Hero Central

     

    Kind of.

     

    In superheroic, it doesn't require an Ego roll, but if we examine the general rules for pushing.

     

    (Fifth Edition Revised, p427, second paragraph of the right hand column)

     

     

     

    It's somewhat fuzzy. "Should nots" and concrete examples that can apply to most combat situations (heroes generally aren't fighting when it's not an emergency).

     

    But in general, you are correct - it is a GMs prerogative to deny someone the ability to Push, carte blanche, based on the situation.

     

    Consequently, it's prominence in the algorithms that we use to study a character's effectiveness depend on how strictly the GM chooses to treat Pushing. If Pushing can be done "all day long" then one would still want to balance for it. If Pushing is just that rare, extra umph that helps you defeat a particularly vile arch villain, than accounting for it is unnecessary - even counter productive.

     

    As a general rule, heroes can push a lot. We can drag the what if whack a mole out and beat this horse senseless all day long. Considering you are playing superheroes doing superheroic things... pushing can be an accepted standard. Would I allow it just to deck and agent, no. What about to buff a force wall to protect some civilains, sure. Now would I allow it for the other hero, jumping over the force wall, to deck the agent with the minigun... errr :P

     

    I saw a build for a "batman'ish" type (at a con in Dallas, TX) had a stat based multipower, fueld by an endurance reserve and called it pushing. So, he could "push himself", in DEX, to grab the rope and save the girl or PD to take the hit. Worked out well but then actually pushing comes into play too. Felt like a really Heroic build (100+100 street level game) and I was glad I did not have to GM it.

  15. Re: Catalyst: A Champions campaign on Hero Central

     

    Interesting. Mathematics and arithmetics are kind of a "thing" for me, and upon analysis, you are indeed correct. Absorption linked to END appears that it can quickly become unbalanced. And 30 may actually still be too high for defenses. I've never actually looked at defense from a statistical standpoint. Kind of interesting.

     

    So, his hypothetical maximum of Endurance recovery is 194/turn.

     

    (22 Character Points * 2 End Per Character Points * 4 Phases To Deplete Endurance + 18)

     

    Pushing Strength, Force Field and Density Increase in every phase he would have a total Endurance expenditure of 152/turn, so given that he takes his full absorption in the segments between his acting phases, he could well do it indefinitely. Which defeats the nature of pushing.

     

    Per defense.

     

    At Def 30, a 10DC attack that hits (and which actually rolls, doesn't use the standard effect - because the standard effect is actually below the statistical mean), has a ~79% chance of doing any damage. That's ANY damage. 1-30 (one damage exactly being slightly greater than a 1/20 chance and 30 being highly improbable (1:6^10)). Chance of an opponent doing 10 or more Stun is only ~15%. Is that okay? Scale that up to a 14DC straight energy blast, chance to do more than 10 stun improve dramatically (~74% better). The chance to do more than Inversion can recover with a single Recovery, however, is only slightly greater than 1:2.

     

    At Def 35, the picture skew becomes even more pronounced - a 10DC attack against that defense, is reduced to having a ~45% chance of doing any damage. They would have roughly a 1/40 chance of doing 10 damage or more. Scale to a 14DC attack and it's ~70% to deal any damage at all.

     

    The model becomes even more fun when you add in stun multipliers from killing attacks. I made a little C# program that gives a suite of statistical data for given inputs, hehe.

     

    I'm just that lame.

     

    I think I might retire Absorption from the build. I have to get back to real work soon, though. Does the 30 def model still jive with how you want things to work? When I think Tank I don't actually want to play superman (superman was never very interesting to me. Guy was invincible, yea, we get it already...).

     

    Check back later.

     

    The standard attack in the game is 11d6 (with an avg stun of 35). 30 defense for a 4 speed tank = avg 5 stun. Avg defesne for a 5 speed, averge joe hero is 25 = avg 10 stun. So around a 30 defense is fine. The 13d6 attack holds true too.

     

    Look it over and get back to me :)

  16. Re: Catalyst: A Champions campaign on Hero Central

     

    K. Will do. Sorry I thought we were supposed to do the text :o

     

    Okay

     

    Oh and I realized, I think it's kind of cheating the way I have the absorb set up.

     

    They cost END to use - but you get END from using them. A lot more end too.

     

    So I dropped Delayed Return Rate (not really necessary, unless he's going to start banging his head against walls before a fight to charge up. And that doesn't seem particularly heroic. In fact, seems downright awkward "Oh - Oh god, Erik are you okay? I heard the slamming noises and, look at all this blood!" "Oh don't worry, just gettin' pumped for the big game... Do this all the time."), I also dropped the Costs End. Even though it's only a point difference.

     

    Since he's an interpreter during his day job, I gave him a higher presence? I really don't know what court interpreters do, beyond interpret the proceedings for people who don't speak English. I tried looking it up, found out that many interpreters also translate for the deaf, so they know american sign language. So I gave him that.

     

    Also I added a little extra leaping umph. He can now jump 14 inches up and 20 inches horizontally.

     

    I have to go for a few hours. Be back later.

     

    [ATTACH]30910[/ATTACH]

     

    (I hope that worked like I wanted).

     

    I did a standard damage sweep and assumed the enemy hit you 3 out of 4 timese. You could push each time it was your phase for 2.5 full combat turns without penality. You are going to have so much free endurance you can push without consequence. Also, 35 PD means a standard roll on a 10 DC attack will bounce. If you push your defense (which you can do with a force field) then you can bounce an 11 DC attack. This leads to me put a 12 DC standard attack (allowing 14 DC push) and around 30/30 defenses for this build.

     

    I think it is a good build, but absorption does bring its own balancing factors into play.

  17. Re: Catalyst: A Champions campaign on Hero Central

     

    My Revision 9 was wrong -.- I forgot to export the final revision before posting it.

     

    http://www.herocentral.net/herocentral/get/files/premium/Eric+Krieg.hdc

     

    there's the most recent one, with the fixed disads

     

    Since you can manage an hdc file, please upload the acutally hdc file to the board in the future. It helps, a lot.

     

    If I am reading this correctly, you absorption now fuels Endurance directly? Everything else is just a plain ole vanilla power (which is easier to look at). Now, considering you can PUSH all day long your attacks are fine, as is your DC. Defense may be a bit high considering you will be slugging out 15 DC attacks (before haymakers, move thrus, etc). Let me think about it a bit.

     

    Gliding is fine considering your weight went down by like 70 tons. You dont have any other movement powers, and considering your field, gliding and strength maybe jumping is in order (it would fit).

     

    Disads are fine, as are your skills. You might want to consider upping that +1 HTH with a +1 overall the way your points are laid out.

     

    You still have 22 points (17 + 5 xp) to spend after all that you purchased.

  18. Re: Catalyst: A Champions campaign on Hero Central

     

    Latest greatest of Talwar. :)

     

    OK in your disads you have Secret ID: Public ID (Frequently, Major), so I assume it is suppor to be Social Limitation: Secret ID (Frequently, Major). Correct assumption?

     

    You are shy 5 points of disads. Suggestion. Take a 10 point hunted (as powerful, 8-) and drop either the unluck or poor (I would drop unluck).

     

    Change you Metal Transformation to:

    Metal Shaper: Major Transform 2d6, Improved Target Group (any metal; +1/2) (45 Active Points); Limited Power (Metal Composition Remains Unchanged; -1), All Or Nothing (-1/2), Concentration (1/2 DCV; -1/4)

     

    This gives you back a point (3u to 2u), you can make any change in the metal but you cant change it from metal to something else or an lead miniture to a gold miniture. If you just want to say ".22 pistol to broken .22 pistol" that should be easy. If you want to change a 2 lbs lead ingot into a little statue... that is something else, though still do-able in the range of the power. If I recall correctly, that is what you were shooting for originally, was it not?

     

    If you pick up 5 points in disads you will have 6 points left.

  19. Re: Catalyst: A Champions campaign on Hero Central

     

    Are you still looking for players for the campaign?

     

    I don't currently have Hero Designer, but here is a link where you can download a MSWord file of my proposed character, Quantum Girl:

     

    http://soleilnoir.wikispaces.com/file/view/Quantum+Girl+350+1-28-09.doc

     

    Basically, Dr. Jenna Sinclair was a physicist working at the Large Hadron Collider near Geneva. It's widely known that there was a failure of the apparatus during one of its early test firings; what is not known is that Dr. Sinclair was bombarded with exotic energies during the accelerator's failure, causing her to be inexplicably "linked" to alternate versions of herself existing in parallel universes right next door to our own. As a result, she can draw additional mass from those other dimensions to increase her size or density, or shunt her own mass out of our Universe to become intangible or shrink. In addition, she has a limited ability to select which among all her possible quantum states will manifest within our Universe, giving her control over probability within her vicinity (Luck and Overall levels); and can even pull her parallel selves into our Universe for a short time (Duplication).

     

    From a game mechanics standpoint, she's built with a Multiform with the different forms representing each of the ways she can manifest her power. This was a necessary evil -- her stats scale according to her size/density (it never made sense to me that a hero would be just as strong and tough whether he's full size or one inch tall); and while I might have tried making all her powers slots in a Multipower, the rules expressly forbid making her stats Linked to more than one power. I also recognize that her Multiform gives her a lot of flexibility; but I'd observe that she can only use one form at a time (e.g.; can't increase density AND be Duplicated), and that she often won't be able to use her abilities at full power due to the environment not being able to accommodate her size/weight. There also tend to be other tradeoffs to keep her from being unbalanced (e.g.; at maximum Density she has the DEX and SPD of a normal human, a single AE attack could take her out when she's Shrunk to her minimum, etc.)

     

    I don't have a full writeup of her background just yet, preferring to leave things open-ended a bit so she can be tailored to fit well with the campaign and the existing characters. If this character sounds like a decent candidate to you, please let me know so we can hammer out the details.

     

    I have a copy of your character. I will try to get back to you on it today.

  20. Re: Catalyst: A Champions campaign on Hero Central

     

    Ok. I want to give another peak at the campaign. Seems two of the characters (the only ones in the game so far) happen to be on the same Tram into the City. They are both in different cars and have different opportunities ahead of them. This is, of course, a minor encounter... but it does give a chance for players to feel out their Secret IDs.

     

    Again, I will be inviting another player into the game next week. You first few posts probably wont have a combat... but they could :eek:

     

    This is what is going on in Thebes about now:

    Leaving Emes' apartment, you jump into you old economy subcompact and head East toward the University. .oO( Damn! I need to be at the Center City office this morning!). You recall the new No Child Left Behind briefing you HAVE to have as an assistant instructor. Since more kids are taking concurrent enrollment classes at the University's and Community College's, higher learning has been pulled into the paperwork nightmare the government has dreamed up for the primary education system. There is no way you can make it to the Center City Campus by 8:30 if you drive. You check your mirrors and flip the car around at the next opportunity. There is the new Park and Ride service for the Center City tram. You glance at your watch. If traffic is light AND you can get to the tram on time AND you don't mind a light foot race to the campus you should just be a few minutes late.

     

    ...

     

    You just manage to catch the tram, huffing more mental than physical stress. You come out of you mental haze as the tram passes a security checkpoint. The tram cars pleasent computerized Silon voice speaks to everyone "I appologise for the delay. We are scanning your car for those who wish to do you harm". The audible "ding" that signifies your car is ok echo about and the tram moves forward. The start and stop of each car in the tram takes about a minute. A more heavily armored Silon Runner is in your car. The standard Silon Runner uniform is slightly bulkier than a Walkers, no doubt due to the few extra pounds of armor. Instead of just a cap and shades, he wears an acutal helmet with a built in visor. He does not have the standard cop ultility belt either. He wears a more ALICE style harness to support a large battery pack, which is attached to a rife. Must be a Smile-es (a mood changing weapon) or a Vaporloc (shows down the targets absorption of oxygen in the human body). You have to admit the actual people who work for SI seem really nice. The have snappy uniforms, they are very polite and are all in excellent shape. SI's semi-annual physical ensures all walking patrols are able to withstand the duty of the old fashioned beat cop. Law Enforcement likes it too. Now the police just repond to calls within the city. Silons report in mass whenever their is a situation, much like Bobbies do in Britian. Of course, Silon officers (called Walkers) do have nice body armor, stun batons, and grabuns (slang for Grapple Guns, it throws some sort of carbon nanotube restraint).

     

    A series of BOOMS starts going off like really loud firecrackers and the tram begins to slow down. GREAT! No way you are going to make it to the meeting on time now.

     

    As the tram shudders the maglev fails and the tram falls to the deck. You remain standing but almost all of the passangers are on the floor in a daze. The Silon Runner is barely standing. The rapid series of BOOMS was each tram blowing the couplings that connected it to the other cars. The car to your immediate front pulls away at remarkable speed. You glance around and the two trams behind you are on the deck too. You do notice the tram cars to rear (not the two immediately behind yours) are also pulling away quickly. It seems the SI motto of "We do so much more than Protect" really rings true. It is unfortunate that this protection did not hold up for your tram car. Suddenly there is a crunch and the connection door (that did connect this car to the one in front of it... now long gone) is pealed away. Three your toughs (two gents and a lass) step into the car: one is brandishing a pipe, one a pistol and one a submachine gun. You also notice the tough who pealed away the door is wearing a Stilt Suit. The Silon Runner (who is at the half way point in the car shouts "Step out of the tram car, now!". One of the toughs replies "Sorry Silon. How can we rob this train from the outside. Just put the peace pipe down and we can be all nice and civlized." The gleam in the punks eyes and wry grin he is sporting show little in the way of civility.

     

    Player/GM:

     

    Stilt Suits are not a SI creation. They were created by Dynamic Industries after 9/11. They are an exoskeleton frame that gives the wearer superhuman strength. The are usual outfitted with additional tools specific to the job they were created for. Fire Stilt Suits have additional protection gear, seal contained breathing system, hoze attachments, and even a specialized set of the "jaws of life". Construction Stilt Suits may have heavy tools (jackhammers, rivit guns, etc) built in to assit along with a heavier lift capacity. Warehouse Stilt Suits have a longer reach and even a small payload area. Most Slit Suits are about nine feet tall and weight in around a ton. It takes special skills to drive/pilot one of these. Untrained users go real slow (1/2 movement speed) and can be just as dangerous to themselves as anyone else. The one that just pealed away the door looks to be a construction suit.

     

    Peace Pipe - Gang member slang for law enforcement weapons. Originally coined when a group of mercs tried to lift a armored money shipment from a local bank to the Singing River Casino. It turns out the Singing River Security members were packing some high tech toys to disuade the robbery.

     

    Its Phase 12. You are at the back end of the 16m long/4m wide tram car (8 hexes long, 2 hexes wide), the Silon Runner is about 3 hexes in front of you, while the punks are at the far end. Two are inside the car, one is at the door (he has the pistol), and the stilt suit is outside. You have the highest DEX (no really, dont laugh). The door behind you leads to another car but you have no clue if it works or if the cars remained connected.

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