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Hagadorn

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Posts posted by Hagadorn

  1. Re: Shadows into Light

     

    You also forgot to mention that after we discovered the alchemist who had been poisoning the vampires. The Stranger talked to him, found out everything he was thinking and then turned around annnd...

     

     

    "Well, I see nothing wrong here. Can we help him refine his process?"

  2. Re: Change of Fortune

     

    The Stranger: Rich!... well, time to go use his crowd invisibility and freak people out by making money appear in their pockets.

     

    Radon: Lost all his money? The world stopped needing nuclear power? Doubtful.

     

    Paladin: Having been through SEVERAL world economy crashes (or close enough) he'll deal and plan for a long-term recovery.

  3. Re: A super-powered normal

     

    James T. Kirk: Transform Working Computer Into Non-Working Computer' date=' Major Transform[/quote']

     

    You forgot the insanity and the massive Penalty skill levels Vs time and species penalties for seduction.

  4. Re: Create-A-Character

     

    Bug Pacer.

     

    Steven was going to rule the world. He knew it! With his teleport capsule he could transport anything anywhere anytime and no-one would be able to trace it back to him! Not even Dr Destroyer had this much power!

     

    Steven felt like a god! And it was all thanks to his secret power source!

     

    But what to do first... Well Everyone get hungry. So Steven locked onto some fast food in a McRonalds on the otherside of the planet and got ready to push the button.

     

    Unbeknownst to Steven a Slater had crept its way inside his generator and was busily wandering across his 'power source'... The Bizzare energy surged and asorbed the slater. The machine, encountering a different energy signature tried to dump it, but it had no where to dump it.

     

    The last thing steven saw was a blinding flash and then his world went dark.

     

    What awoke a little while later was a combination of Dr Steven Jong and a Slater. It also ate some cold Maccers...

     

    Powers: With a strong exoskeleton, Buggy Strength and the ability to teleport perfectely, Bug Pacer fights for justice, freedom and maybe a snack or two.

     

    Personality:

    Bug Pacer is confused. He's not quite sure how he fits into this world. He mainly fights evil as it occurs around him. He desires human company but also finds that around alot of people he just wants to curl up into a little ball.

     

    Appearance: A Human with a black chitinous sheel, large chitin plates over his back, 4 arms and 2 legs. He also has antennae and compound eyes.

     

    He'll usually be seen with a Maccers bag in one of his hands.

     

    Next: King Rain

  5. Re: Shadows into Light

     

    Well...

     

    So far some sparks have flown between our US Marshal and Nightwalker on the matter of perception (both role-played it well). The Stranger has displayed a power directly in front of everyone and no one is capable of telling how/what he did. Our Martial artist got a new snazzy green necklace and our... whatever the hell she's playing can apparently turn into a miniature Chinese dragon and use mental powers...

     

    Oh, And I don't pass the chips around (I would if I knew they'd been passed to me)

  6. Re: A super-powered normal

     

    I once saw a 'Normal' built with a very snazzy ability... He had amazing, luck, gave good luck to his allies and lots of Bad Luck to anyone who attacked him.

     

    I'm talking 80 active point luck...

     

    Thats all he had...

  7. Re: Nuclear Explosion Man

     

    [Highlight to see rant]

     

    OR

     

    you could just not stat it up. Your the GM. You don't NEED to stat it up.

    Unless your working inside a set amount of points (Which would be great to tell us what that is...)

    What is it with this arbitary feeling that everything MUST be statted up? YOUR the GM, You have the power. The rules are optional for you. YOU have no points limit.

     

    YOU can hand out damage as you like, and ya know what? Your players won't ask as long as its appropriate! I've never asked/had asked what the point total was unless it was something seemingly inappropriate!

     

    Ignore the cost modifiers, just tack on what seems appropriate.

     

    [Highlight to see rant]

  8. Re: Nuclear Explosion Man

     

    well, the thing is that modern nuclear weaponry contains only a little amount of radioactive material, So they actually have a comparatively low radioactive fallout compared to the ones dropped on Japan.

     

    Do you want a standard modern Nuclear weapon? (Make it a 15d6 explosion, AVLD, megascaled (1" = 1km), 1/2d6 NND Does body for the radioactive exposure)

     

    Or a Backyard dirty bomb? (10d6 concussive explosion, megascaled (1" = 100m), AVLD, with a further 3d6 lingering NND Does body attached.)

     

    Nuclear weapons are all about clearing the area and destroying everything but not rendering it uninhabitable.

     

    Dirty Bombs are designed for maximum spread of radioactive material.

     

    Aside from that, You could just say that if your characters are too close...

  9. Re: Super Psychos

     

    Clowns... Just plain clowns.

     

    Have a clown with duplication.

    then have a clown that needs to reapply his makeup everyday or else his face will melt off.

     

    I hate clowns...

     

     

    Hate.

  10. Re: s, A Starting group of villains.

     

    Oh, yeah.

     

    And the single most devastating tactic these guys have used, ever.

     

    Brick grabs, maintains until him and EP can teamwork. He crushes, EP uses a pushed autofire.

     

    Hilarity ensues.

     

    Comments? ideas? Similar concepts?

  11. Low Power Energy Projector

    Val Char Cost Roll Notes

    12 STR 2 11- Lift 132.0kg; 2d6 HTH damage [1]

    21 DEX 33 13- OCV: 7/DCV: 7

    15 CON 10 12-

    10 BODY 0 11-

    18 INT 8 13- PER Roll 13-

    10 EGO 0 11- ECV: 3

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

    5 PD 3 Total: 5/15 PD (0/10 rPD)

    5 ED 2 Total: 5/15 ED (0/10 rED)

    5 SPD 19 Phases: 3, 5, 8, 10, 12

    5 REC 0

    50 END 10

    25 STUN 1 Total Characteristics Cost: 88

    Movement: Running: 6"/[Noncombat]"

    Leaping: 2"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    60 energy projecting: Multipower, 60-point reserve

    6u 1) Energy Blast 12d6 (60 Active Points) 6

    6u 2) Energy Blast 6d6, Area Of Effect (3" Radius; +1) (60 Active Points) 6

    6u 3) Energy Blast 9 1/2d6, Autofire (3 shots; +1/4) (60 Active Points) 6

    6u 4) Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6

    6u 5) Energy Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) 0

    6u 6) Energy Blast 9 1/2d6, Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2

    6u 7) Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points) 6

    20 Armoured Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0

    37 Flight 16", x4 Noncombat 4

     

    Talents

    3 Absolute Range Sense

    11 Lightning Reflexes: +7 DEX to act first with All Actions

     

    Skills

    20 +4 with Ranged Combat

    3 Breakfall 13-

    3 Acrobatics 13-

    3 Paramedics 13-

    3 Teamwork 13-

     

    Total Powers & Skills Cost: 205

    Total Cost: 293

     

     

    Low Power Brick

    Val Char Cost Roll Notes

    55 STR 45 20- Lift 51.2tons; 11d6 HTH damage [5]

    18 DEX 24 13- OCV: 6/DCV: 6

    25 CON 30 14-

    15 BODY 10 12-

    12 INT 2 11- PER Roll 11-

    10 EGO 0 11- ECV: 3

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

    11 PD 0 Total: 11/21 PD (0/10 rPD)

    11 ED 6 Total: 11/21 ED (0/10 rED)

    5 SPD 22 Phases: 3, 5, 8, 10, 12

    20 REC 8

    60 END 5

    60 STUN 4 Total Characteristics Cost: 173

    Movement: Running: 10"/[Noncombat]"

    Leaping: 20"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    30 Armoured Costume: Armor (10 PD/10 ED) 0

     

    Martial Arts: [Martial Art Name]

    Maneuver OCV DCV Notes

    3 Basic Strike +1 +0 13d6 Strike

    5 Defensive Block +1 +3 Block, Abort

    5 Grappling Block +1 +1 Grab One Limb, Block

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

    3 Martial Grab -1 -1 Grab Two Limbs, 65 STR for holding on

    5 Offensive Strike -2 +1 15d6 Strike

    Skills

    15 +3 with HTH Combat

    3 Climbing 13-

    3 Paramedics 11-

    15 Penalty Skill Levels: +5 vs. Throwing modifiers with All Attacks

    7 Teamwork 15-

     

    Total Powers & Skills Cost: 98

    Total Cost: 271

     

     

    Low Power Ninja

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 HTH damage [1]

    24 DEX 42 14- OCV: 8/DCV: 8

    15 CON 10 12-

    12 BODY 4 11-

    18 INT 8 13- PER Roll 13-

    12 EGO 4 11- ECV: 4

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

    5 PD 2 Total: 5/15 PD (0/10 rPD)

    5 ED 2 Total: 5/15 ED (0/10 rED)

    6 SPD 26 Phases: 2, 4, 6, 8, 10, 12

    6 REC 0

    30 END 0

    30 STUN 2 Total Characteristics Cost: 160

    Movement: Running: 30"/[Noncombat]"

    Leaping: 10"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    30 Armoured Costume: Armor (10 PD/10 ED) 0

    15 Invisibility to Sight Group , No Fringe (30 Active Points); Chameleon (-1/2), Activation Roll 14- (-1/2) 3

     

    Martial Arts: [Martial Art Name]

    Maneuver OCV DCV Notes

    4 Martial Block +2 +2 Block, Abort

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

    4 Martial Strike +0 +2 5d6 Strike

    5 Offensive Strike -2 +1 7d6 Strike

    4 Nerve Strike -1 +1 2d6 NND

    Skills

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Concealment 13-

    3 Paramedics 13-

    3 Shadowing 13-

    3 Stealth 14-

    15 +5 with Martial Maneuvers

     

    Total Powers & Skills Cost: 102

    Total Cost: 262

     

     

    Low Power Support Mage

    Val Char Cost Roll Notes

    12 STR 2 14- Lift 1055.6kg; 5d6 HTH damage [2]

    18 DEX 24 13- OCV: 6/DCV: 6

    12 CON 4 11-

    10 BODY 0 12-

    21 INT 11 13- PER Roll 13-

    16 EGO 12 12- ECV: 5

    10 PRE 0 11- PRE Attack: 2d6

    10 COM 0 11-

    5 PD 3 Total: 5/15 PD (0/10 rPD)

    5 ED 3 Total: 5/15 ED (0/10 rED)

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

    5 REC 2

    25 END 1

    25 STUN 3 Total Characteristics Cost: 81

    Movement: Running: 8"/[Noncombat]"

    Leaping: 5"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    17 Endurance Reserve (50 END, 12 REC) (17 Active Points) 0

    25 magic bracers: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2), Gestures (-1/4), Incantations (-1/4)

    2u 1) Energy Blast 10d6 (50 Active Points); OIF (-1/2), Gestures (-1/4), Incantations (-1/4) 5

    2u 2) Entangle 5d6, 5 DEF (50 Active Points); OIF (-1/2), Gestures (-1/4), Incantations (-1/4) 5

    2u 3) Entangle 3d6, 3 DEF, Area Of Effect (One Hex; +1/2) (45 Active Points); OIF (-1/2), Gestures (-1/4), Incantations (-1/4) 4

    2u 4) Sight Group Flash 6 1/2d6, Explosion (+1/2) (49 Active Points); OIF (-1/2), Gestures (-1/4), Incantations (-1/4) 5

    25 Elemental Control, 50-point powers

    25 1) Force wall: Force Wall (6 PD/6 ED; 10" long and 2" tall) (50 Active Points) 5

    25 2) Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Usable By Other (+1/4), Ranged (+1/2), Reduced Endurance (0 END; +1/2), (41 Active Points) 0

    25 3) Darkness to Sight Group 4" radius, Personal Immunity (+1/4) (50 Active Points) 5

    15 Mage robes: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0

     

    Talents

    3 Absolute Range Sense

     

    Skills

    3 Breakfall 13-

    3 Bureaucratics 11-

    3 Climbing 13-

    3 Concealment 13-

    3 Conversation 11-

    3 Deduction 13-

    3 KS 13-

    3 CuK 13-

    3 AK 13-

    3 Navigation 13-

    3 Paramedics 13-

    9 Penalty Skill Levels: +3 vs. Range Modifier with All Attacks

    9 +3 with Magic

     

    Total Powers & Skills Cost: 220

    Total Cost: 300

     

    These guys are a group I sent my heroes against a while ago.

     

    These guys, working together, beat the snot out of four 380+ supers.

     

    A little teamwork goes a long way.

     

    Standard tactics,

     

    Ninja Grabs, Brick charges as EP blasts using teamwork.

     

    Mage holds enemies in place with entangles and force wall, restricting firing and moving lines. Also casts growth on Brick and Ninja and Himself sometimes.

     

    Brick and EP make teamwork rolls to blast down a hard target.

     

    Ninja strikes from Invis to get double stun and body. Targets other martial artists or Weapon Masters.

  12. Re: Minor question on Armored character

     

    No no no, Plate armour isn't as cumbersome as people think, but its still cumbersome.

    Its less cumbersome then Chain and hard leather. But it is heavy... Damn heavy...

     

    a penalty of 2 dex for power armour is reasonable. Even if its just to represent the delayed response of the suit to the wearer's commands.

  13. Re: Minor question on Armored character

     

    go with the side effect purchased as part of the armour list.

     

    Side effect 6 drain VS dex. (occurs automatically whenever character uses armour) (Set effect 3 dots per dice) -1/2

     

    Well, at least thats the way I'd build it. I may be wrong.

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