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Vulcan

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Posts posted by Vulcan

  1. Re: Build that Character on 350 points Challenge

     

    Sorry, Comic, two problems.

     

    First... 95 STR? I could see 95 STR TK, but not 95 STR raw.

     

    Second, where are the disads? You could have a least copied Certified's list, or simply said 'same as on Certifed's version.'

     

    Okay, I admit, I'm nitpicky that way, but a character without disads is just a set of combat statistics.

  2. Re: Powers You've Never (or Seldom) Used?

     

    END Reserve. It just doesn't fit most of the concepts I wind up playing...

     

    But it looks like that might change in the near future, because my long-standing character (went from 250 to 386 at death) in our current game died last session, and I just had a killer idea...:eg:

  3. Re: Superheroes Who Kill?

     

    Our campaign is unabashedly four-color, but I resent the implication that playing that way is either a) stupid or B) unrealistic.

     

    a) I play this game for a bit of escapism and to spend time with my friends. I want to escape to a world that's better than the real one we live in. We don't see any need for presenting a lot of deep moral dilemmas; although we don't have any problems with people who want that kind of thing in their own game. That's the whole point of a toolkit: You get to build and play what you want. Play with your guns and leather and leave my bulletproof spandex alone.

     

    B) Unrealistic? In a genre which has flying people firing destructive beams out of their eyes and women's consistently oversized breasts display zero effects of gravity, we're supposed to worry about the reality of the campaign's moral code? What the Hell is wrong with saying heroes don't casually kill? What's wrong with trying to portray the moral high ground even if that high ground is sadly lacking in the real world?

     

    I apologize if I accidentally implied that. Gven that the 4-color superhero is the core of the genre, it would clearly be inappropriate to bash the concept. I was simply pointing out that there are circumstances where even a cop will kill a criminal.

  4. Re: Build that Character on 350 points Challenge

     

    Yeah, an 'early Magneto' is acceptable. We generally acknowldged that once he raised a volcano in the ceter of a Soviet city (I forget which one) he became a 'force of naure' and didn't assign him stats anymore. We also didn't take him on face-to-face for the same reason...

     

    But it looks like Certified has certainly grasped the essence of the character very well. I give it to him.

  5. Re: Disadvantages that Kill!

     

    Our resident snotling made this character. And boy, did the GM take advantage of it.

     

    The character (whose original name has been forgotten but forever after was known as 'leadboy') was an energy-projector whose SFX was radiation.

     

    He had a x2 vulnerability to lead. Both BODY and STUN.

     

    A couple goons with .38's shot him to death without even needing to reload their revolvers.

  6. Re: Most interesting character ideas you've seen from others?

     

    Another good one (this time from a competent character) was a power-armor-type...

     

    Red Cross, with a prototype medical/firefighting set of armor. He even had a defibrilator built into the armor - which he occasionally used as a taser!

     

    We gave him so much trouble about actually having bought a high-powered fire extinguisher in his armor...:D until we had to face Feurmacher from Eurostar...:eek:

     

    But we never stopped giving him trouble about paying points for the flashers mounted on the armor's shoulders (think 'Ingram' from PATLABOR).:eg:

  7. Re: Build that Character on 350 points Challenge

     

    Honestly' date=' this wasn't hard at all. The hardest part was scaling her [i']up[/i] to 350 points, so if there's anything I missed I could easily shift a few things around. I'm not particularly familiar with the character, so I very well may have.

     

     

    GHOST (Elisa Cameron)

     

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6

    20 DEX 30 13- OCV: 7/DCV: 7

    15 CON 10 12-

    10 BODY 0 11-

    15 INT 5 12- PER Roll 12-

    18 EGO 16 13- ECV: 6

    15 PRE 5 12- PRE Attack: 3d6

    20 COM 5 13-

     

    6/12 PD 4 Total: 6/12 PD (0/6 rPD)

    4/10 ED 1 Total: 4/10 ED (0/6 rED)

    4 SPD 10 Phases: 3, 6, 9, 12

    5 REC 0

    30 END 0

    27 STUN 4 Total Characteristic Cost: 92

     

    Movement: Running: 7"/14"

    Leaping: 2"/4"

    Swimming: 2"/4"

     

    Cost Powers END

    5 Fearless: +10 PRE (10 Active Points); Only vs PRE Attacks (-1)

    30 Ghost Hand: Affects Physical World (+2) for up to 10 Active Points of STR, Reduced Endurance (0 END; +1/2) (30 Active Points)

    3 Ghost Step: Usable as Flight (+1/4) (3 Active Points) applied to Running 1

    61 Pistols: Killing Attack - Ranged 2d6, 4 clips of 8 Charges (+0), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Affects Physical World (+2) (112 Active Points); OAF (Pistol; -1) [8]

    Notes: (x2 number of items)

    5 Run and Gun: +2 with DCV (10 Active Points); Only vs Rapid Attack/Two-Weapon Fighting penalties (-1)

    5 Two-Fisted: +2 with OCV (10 Active Points); Only vs Rapid Attack/Two-Weapon Fighting penalties (-1)

     

    60 Ghost Powers: Multipower, 60-point reserve

    6u 1) Ghost Walk: Desolidification (affected by Jade), Reduced Endurance (0 END; +1/2) (60 Active Points)

    3u 2) Hell Jump: Extra-Dimensional Movement (Single Dimension, Any Location corresponding to current physical location), Safe Blind Travel (+1/4) (27 Active Points) 3

     

    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Martial Strike +0 +2 6d6 Strike

    5 Offensive Strike -2 +1 8d6 Strike

    8 +2 HTH Damage Class(es)

     

    Talents

    12 Combat Luck (6 PD/6 ED)

     

    Skills

    6 +2 with Pistols

    5 +1 with HTH Combat

     

    3 Acrobatics 13-

    3 Breakfall 13-

    3 Concealment 12-

    3 Fast Draw 13-

    3 PS: Journalist 12-

    5 Rapid Attack (Ranged)

    3 Shadowing 12-

    3 Stealth 13-

    10 Two-Weapon Fighting (Ranged)

     

    Total Powers & Skill Cost: 258

    Total Cost: 350

     

    To quote an old GM of mine, "This character is not complete. You're missing the most important part. Where are the disads?"

  8. Re: Superheroes Who Kill?

     

    If you want to run a 4-color CVK game, you have to make sure that the players know this, and know to make appropriate characters.

     

    For the CVK campaign, a several character concepts just won't work. The ex-soldier, for example, has been trained to kill threats. Cops won't hesitate to use lethal force when a life is on the line ( I know a couple; when it comes down to 'us or them', they are trained to shoot ).

     

    The CVK superhero is almost always someone with a regular life who somehow gets superpowers. They are raised by their parents and their society to equate killing with wrongness. (Which, incidentally, explains why a lot of people are uneasy around cops nowadays, much less sodiers. Sure, we support our troops - from a distance.)

     

    It is my personal, firm belief that there are some (granted, only a very small number) people who need to die. I would prefer that they be taken in, given their day in court so people can be shown why they need to die, but if they have a gun to a hostages' head, I want the police sniper to take the shot. Better that then let a killer escape to kill again.

     

    In game, this can become an issue. I have played a casual killer in game (and come to regret it). Now I tend to play cops/solider types. For these characters, lethal force has its place. It's not the perfect solution to all problems - violence rarely is - but sometimes it is better than the alternatives.

  9. Re: Superheroes Who Kill?

     

    Can't resist commenting again...:)

     

     

     

    4-Color way: Professor Fabulous cryogenically freezes the entire city. Everyone in the city is frozen, and their brainwaves are stored in his megacomputer-wristwatch. He then shrinks himself down to the subatomic level, and neutralizes the radioactive material in the bombs.

     

    Red Ink way: The children are all picked up telekinetically, and airlifted to Dr. Destoryers island. The good Doctor must overcome the latest threat from the wicked players, or be destroyed.

     

    ;)

     

    Your GM allows you to play at that level of power? You lucky dog!

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