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bigbywolfe

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Posts posted by bigbywolfe

  1. Re: Madison Summers

     

    Knockout - Madison Summers

     

    VAL...CHA...Cost...Total...Roll......Notes

    35....STR.....25...35......16-.......HTH Damage 7d6 END [3]

    18....DEX.....24...18......13-.......OCV 6 DCV 6

    20....CON.....20...20......13-

    13....BODY....6...13......12-

    13....INT.....3...13......12-.......PER Roll 14-

    15....EGO.....10...15/30......12- / 15-.......ECV: 5/10

    15....PRE.....5...15/30......12- / 15-.......PRE Attack: 3d6 / 6d6

    10....COM.....0...10......11-

    10....PD......3...10/15.............10/15 PD (10/15 rPD)

    8....ED......4...8/13.............8/13 ED (8/13 rED)

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

    11....REC.....0...11

    40....END.....0...40

    41....STUN....0...41

    6....RUN......0...6"................END [1]

    2....SWIM.....0...2"................END [1]

    15....LEAP.....8...15"................15" forward, 7 1/2" upward

     

    CHA Cost: 130

     

    Cost...POWERS

     

    ....."Super" Characteristics - END=

     

    24.....+15 EGO (30 Active Points); Only In Heroic Identity (-1/4) - END=

     

    12.....+15 PRE (15 Active Points); Only In Heroic Identity (-1/4) - END=

    .....Defense - END=

     

    2.....1) Thick Skin: Hardened (+1/4) (2 Active Points) applied to PD - END=

     

    2.....2) Thick Skin: Hardened (+1/4) (2 Active Points) applied to ED - END=

     

    11.....Thick Skin: Damage Resistance (10 PD/8 ED), Hardened (+1/4) (11 Active Points) - END=0

     

    19.....Thick Skin: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points) - END=0

     

    17.....Thick Skin: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-3/4) - END=0

     

    6.....Thick Skin: Energy Damage Reduction, 25% (10 Active Points); Requires A CON Roll (-3/4) - END=0

     

    3.....Even His Ears Are Thick Skinned: Group Flash Defense (6 points) (6 Active Points); Requires A CON Roll (-3/4) - END=0

     

    6.....Even His Eyes Are Thick Skinned: Sight Group Flash Defense (11 points) (11 Active Points); Requires A CON Roll (-3/4) - END=0

     

    6.....He Doesn't Look That Heavy: Knockback Resistance -3" - END=0

     

     

    ....."Super" Senses - END=

     

    6.....+2 PER with all Sense Groups - END=0

     

    3.....Ultrasonic Perception (Hearing Group) - END=0

     

    ..... - END=

     

     

    10.....FW HtH: Find Weakness 11- with Related Group of Attacks (20 Active Points); Limited Power Power loses about half of its effectiveness (Only usable once per oponent/object, cannot be stacked (max of 1/2 DCV); -1) [Notes: Use with Boxing Maneuvers] - END=0

     

     

    .....Explosives, Gadgets, and Other Gimmicks - END=

     

    21.....Concussion Grenade (Flash Bomb): (Total: 80 Active Cost, 21 Real Cost) Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 13) plus Energy Blast 4d6, STUN Only (+0), Explosion (+1/2) (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 8) - END=[3]

     

    25.....Electric Stun Dart: (Total: 95 Active Cost, 25 Real Cost) Drain DEX 4d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (60 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 16) plus Energy Blast 7d6 (35 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Range Based On Strength (-1/4), No Knockback (-1/4) (Real Cost: 9) - END=[2]

     

    12....."Padded" Shot-put: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Costs Endurance (-1/2), Range Based On Strength (-1/4) - END=5

     

    POWERS Cost: 185

     

    Cost...MARTIAL ARTS

    8......+2 HTH Damage Class(es)

    3......Clinch: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on

    4......Cross: Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike

    5......Hook: Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 13d6 Strike

    3......Uppercut: Takedown: 1/2 Phase, +1 OCV, +1 DCV, 9d6 Strike; Target Falls

    4......Counter: Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 11d6 Strike, Must Follow Block

    4......Block: Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4......Bob and Weave: Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4......Escape Clinch: Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs

     

    MARTIAL ARTS Cost: 39

     

    Cost...SKILLS

    2......CK: Randolph Glen, NY 11-

    2......AK: New York State 11-

    2......CuK: Superheroes 11-

    2......PS: Construction 11-

    2......PS: Vehicle Modification 11-

    2......KS: Boxing 11-

    2......KS: Theater 11-

    1......KS: Action Movies/Popular Media 8-

    3......Demolitions 12-

    3......Hoist 12-

    3......Mechanics 12-

    1......Electronics 8-

    3......Acting 12- (15-)

    3......Breakfall 13-

    3......Trading 12- (15-)

    3......Combat Driving 13-

    3......TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles

    3......WF: Common Melee Weapons, Homemade Weapons, Thrown Rocks

     

    SKILLS Cost: 43

     

    Cost...PERKS

    3......Anonymity

     

    PERKS Cost: 3

     

    Value..DISADVANTAGES

     

    15.....Psychological Limitation: Code vs. Killing (Common, Strong)

     

    15.....Social Limitation: Secret ID (Frequently, Major)

     

    15.....Hunted: Angry Mob (Organised Crime group of GM's choice) 8- (Mo Pow, Harshly Punish) [Notes: Madison is currently oblivious to the fact that one of his first actions in his new city of operations messed up an important and delicate negotiation between two organized crime families. And one of them is not happy about it...]

     

    10.....Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) [Notes: Knockout does not know or understand the source of his powers.]

     

    10.....Distinctive Features: Big For My Size (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone) [Notes: He sticks out like a sore thumb. People seem to notice him, and frequently comment on his size, even though he's not THAT big!]

     

    10.....Physical Limitation: Klutz (Frequently, Slightly Impairing) [Notes: The character is clumsy, either because of inattention or nervousness. He tends to trip a lot, bang his head on low-hanging objects, drop things, etc. He's at -1 to any Dexterity-based roll that is non-critical; klutzes tend to lose their clumsiness when their lives are at stake. [[Crushing Grip]] is a painfully appropriate complement to this Disadvantage.]

     

    10.....Physical Limitation: Crushing Grip (Infrequently, Greatly Impairing) [Notes: This Disadvantage is only appropriate for characters with a Strength which is greater than that of human possibility.

    Under stressful situations the character unconsciously applies his casual strength to whatever he is doing. Shaking hands with the President for a shy character might result in crushed bones. Opening a door when he's about to meet the girlfriend he stood up earlier might result in ripping it off its hinges. Trying to avoid a small girl in the road while driving might result in wrenching the wheel off. Gripping the arm of his seat at a very scary movie might result in crushing plastic and steel into a paste. This does not apply to situations where the character is trying to apply force greater or equal to his casual strength, of course.

    What is considered stressful to a character is up to that specific player and the GM.]

     

    10.....Psychological Limitation: Shy Around Ladies (Common, Moderate) [Notes: Lacking much social experience with the opposite gender, this character will often become nervous to the point of distraction when confronted with any one-on-one interaction with a woman he does not know (or possibly with one he does, if attracted to her). This will result to a -1 to all PRE or INT based social/interaction skills (except for Acting in front of an audience) when interacting with women he does not know and may lead to problems with his “Crushing Grip” if he becomes to nervous.]

     

    10.....Physical Limitation: Old Fashioned Gentleman (Infrequently, Greatly Impairing) [Notes: Extremely reluctant to strike a lady, even a villain, unless directly assaulted or feels it is absolutely necessary to in order to save someone else. Even then he will usually attempt to restrain, grab, or otherwise deal with the situation before actually hitting a woman.]

     

    15.....Enraged: Old Fashioned Gentleman (Uncommon), go 11-, recover 11- [Notes: Sees abuse to women and children as wrong, without exception. If he sees a man attack a woman or child he will become enraged and, while he won’t break his code vs. killing, he may severely injure the attacker if he does not “snap out of it”.]

     

    15.....Psychological Limitation: Always Aware Of The Public's Perception Of Him (Common, Strong) [Notes: A character with this Disadvantage is conscious of his standing in the eyes of the community, and wants that perception to be positive. He will hesitate to undertake any action that damages his reputation or alters the way the public feels about him unless other Psychological Limitations apply]

     

    15.....Physical Limitation: His Word Is His Bond (Infrequently, Fully Impairing) [Notes: ''Description:'' The character is devoted to keeping his promises. Once he has "given his word", the character will keep it, regardless of obstacles and distractions. If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal. Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly. This Disadvantage is often part of a [

    ]; if so, it doesn't count twice.  If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)]

     

    DISADVANTAGES Points: 150

     

    Base Pts: 250

    Exp Required: 0

    Total Exp Available: 0

    Exp Unspent: 0

    Total Character Cost: 400

     

     

    [u]Background/History[/u]

     

    Madison Summers was raised by his mother until he was eight, when she died and by his grandmother after that. He has no knowledge as to who his father is or if he is yet alive. At about age twelve people began commenting on Madison’s size. He was never the tallest in his class, yet was always the first to hear, “boy, I bet you’re going to be a basketball player” and other such comments. Not having the best social skills and being somewhat clumsy, these attention drawing comments embarrassed him and caused him to withdraw more from interacting with others. It was also around this time that he noticed he seemed to be stronger than most of the other children his age. He did not think that this was anything strange or unnatural, just that he happened to be pretty strong, a fact that he kept to himself, largely due to his shy personality.

     

    By the time he reached high school he was receiving comments about how he should play football, although there were bigger people in his class and he was only a freshman. Attending a Catholic high school, one of the coaches eventually convinced him to join the boxing “team”. Madison excelled at boxing, not just because he turned out to be stronger than most of his opponents, but because he seemed to innately be able to tell where to strike to drop the opponent. After a match that left an opponent concussed and in a semi-coma for a week, however, Madison quit boxing for the school and withdrew even further from interacting with others. Madison’s behavior began to border on antisocial, until, being forced to take several “elective” classes, he somehow ended up in theater. To his amazement, he loved acting and performing on stage. He remained reserved, however, when not on stage, and never did become any more comfortable around the girls his age. By the time he graduated he was known to all the new students as “the big guy who almost killed a kid once”; while his acting and pretty much everything else about him, no one seemed to really remember.

    After high school Madison worked several jobs including a salvage yard/bodywork/vehicle modification shop, a construction company, and the attached demolition company. It was at the construction company that he first started to realized the extent of his strange strength. During an accident involving a falling steel I-beam, he jumped about 30 feet to push someone out of the way of the hazard…which then fell on him. Miraculously, he walked away without a scratch and shortly there-after asked to be transferred to the company’s demolition team, as rumors were starting to circulate about him due to the strange events the day of the accident. It was working with the demolition team that he found he had a great interest in explosives, and with some tips from an old pro who used to jury-rig a lot of equipment and a downloaded copy of the anarchist’s cookbook, he started experimenting with some explosive devices of his own at home.

     

    Madison’s first brush with “superheroics” was completely by accident. He was dressed in a Zorro costume and on the way to a company Halloween party being put on by one of the supervisors when he stumbled upon a robbery in progress. Foiling the robbery, mostly by accident, and getting himself shot in process, but with no ill effect, everyone involved automatically assumed he was some sort of superhero. To his amazement, he found that he was not his usual tongue-tied self. It was only after the fact that he realized, that he was merely filling the role the people present expected of him; he was acting. By the next morning the local paper told of the newest “paranormal” in town, “described by witnesses as ‘that big Zorro guy,’” a name that unfortunately stuck. Intrigued by the fact that he seemed less embarrassed and reserved while in costume, and loving the idea that his great strength, which once caused someone harm, could be used for good on a regular basis, he took to going out and looking for trouble. Wearing a modified version of the Zorro costume, he learned to use his great leaping to move from roof to roof, with minimal property damage, and while never officially declared a “hero” by the city, was also never rebuked for being a “vigilante”.

     

    When his grandmother died, he sold the house they had lived in, and left the suburb near Youngstown, PA where he was raised. He took his meager inheritance, and with a new costume and a handful of homemade gadgets, moved to Randolph Glen, home of the late Champion (the world’s most famous Paranormal Hero) to try to truly make a name for himself as a hero. Thus entered: Knockout.

     

    [u]Personality/Motivation[/u]

     

    Madison is a fairly reserved person. He is somewhat clumsy, particularly when nervous, and may sometimes absent mindedly break things if he is not paying attention. He also doesn’t interact well with women, becoming nervous to the point of distraction, when having to deal one-on-one with women in social settings. Strangely, he doesn’t seem to be afflicted with this problem when acting to an audience. He was raised with old fashioned values and grew up never quite knowing where he fit in. Now, as Knockout, he’s decided he can make a difference in the world. As Knockout he has an unfortunate habit of blurting out “heroisms”; “crime doesn’t pay,” “it’s all in a day’s work Miss,” etcetera. Despite this, he seems to be fairly well received, and his natural presence and his noticeable “size” add to his abilities. Madison is a person who is truly more comfortable when in costume, simply because he understands that it is a costume, and he is more relaxed when he gets to be someone else.

     

    [u]Quote[/u]

     

     

     

    [u]Powers/Tactics[/u]

     

    A low level “brick” Knockout focuses mostly on strength and durability to survive. He is a skilled boxer, which he puts to great effect, particularly when using his ability to find opponents weaknesses. He has several gadgets, currently; a concussion grenade, and a hand thrown “tazer dart”. He also has the “Padded Shot-Put” which he can bean people with, doing for the cannon ball what rubber bullets did for the gun. He can leap fairly far, and can often be spotted jumping from rooftop to rooftop while scouting the city, (and he hardly ever falls anymore!).

     

    [u]Campaign Use[/u]

     

     

     

    [u]Appearance[/u]

     

    Madison sports short hair so dark brown that it looks black in most lighting and green flecked, hazel eyes. He is about 6’3” and 234lb. yet people seem to always comment on his size. He seems to have a very pronounced presence that he does not fully understand. Despite being slightly above average, he is shorter than most basketball players, smaller than most power lifters, and not as defined as most body builders. He is fairly good looking, but has bad, crouching posture, largely due to his nervousness and self-consciousness.

     

    As Knockout he wears a black costume with red highlights including his belt, gloves, shoulder stripes, and a small letters KO, near his heart. He wears a black, Zorro style mask, which covers from the top of his head to half way down his nose, but does not connect to the rest of his costume. It has a red stripe on either side.

    [/font]

  2. Re: Madison Summers

     

    I changed the options in the extra PRE and EGO bought as Powers to “Add to Secondary Value” instead of “Add to Primary Value” and got rid of the “Modifiers Affect Base Characteristics”. I think this makes it legal.

    I also Hardened the base PD and ED so the Hardened Damage Resistance should now be correct.

     

    Do you really need those few points from putting an activation roll on your flash defense? Is it so necessary to your concept that you couldn't just scale 'em back a bit?

     

    My experience with activation rolls is that you either a) succeed on the roll, which makes it just a useless extra roll that breaks the flow of play, or B) fail on the roll, which makes the whole power seem like a waste of points and makes your character seem like a doof. Furthermore, it seems both unrealistic and damaging to play for this sort of power to be so unreliable - and if it's not significantly unreliable, it's a non-disadvantage that generates time-wasting rolls.

     

    Sorry, but this is my pet peeve.

     

    It is actually part of my concept of the character. My idea being that rather than simply having an arbitrary amount of defense against things that normal people don’t have defenses against, this character is simply tough and may be able to shrug off affects of those types of attacks faster than most people. I chose a CON roll instead of a Activation Roll, because if his CON is Drained, Suppressed, etcetera, it will reduce his chance of resisting those attacks. Your concern about interrupting game play would be a valid argument for dropping the CON roll anyway, however I will be playing this character on Hero Central, so I don’t think it will be much of an issue.

     

     

    Hyper-Man: thanks for the review and advice. I can't seem to get the file you linked to work, however. Maybe I'm simply not using it correctly? Do you know of any other formats that work well with the forum? I'm going to try to use one of the ones I found on the Herogames site and see if that works.

     

    Thanks for your imput everyone.

     

    Micah "Bigbywolfe"

  3. Re: On A Power Build

     

    Oh. Well, in order to keep things kosher, you'll need to keep a player list of every potential weapon this character has ever touched, and a parallel GM list of every potential weapon this character has ever touched with a note of whether that 'weapon' was really functional or not.

     

    Of course the character is free to test every weapon candidate at their leisure, but some of them (nukes for example) will be a little inconvenient.

     

    Weaponized Anthrax? Ewww.... So if this character ever gets exposed to (and survives) a biological or chemical weapon, they'll be able to spontaneously manifest them at will. Nasty.

     

    You would not need to list every potential weapon. He already stated that what would be considered a weapon would vary greatly by campaign and GM. Depending on how it was defined in your own campaign you would need a list of what weapons the character did touched. That's it. The player isn't going to go, "oh, hey, that one time on that movie set I touched a gun. Was that a prop?". Unless of course they are simply trying to undermine the game or the power, which some posters seem to be trying to do in this thread.:P When would a player have ever touched a nuke and not known weather it was real or not? Besides, he already said that large weapons would be plot devices, for his campaign anyway, so it's kind of a non-issue. He's looking for a basic concept of how to build the ability. If someone asks how to build a gun, you don't have to know, how strong, what range, etc. you just need to tell them "use RKA and add such and such limits for most guns". We need the basic structure before the specifics you're trying to get into, and some of those we probably don't need at all.

  4. Re: Madison Summers

     

    The characters description, as promised. I appologies for the length of the History. Anyway, thanks for everyone who's commented so far.

     

     

    Appearance:

    Madison sports short hair so dark brown that it looks black in most lighting and green flecked, hazel eyes. He is about 6’3” and 234lb. yet people seem to always comment on his size. He seems to have a very pronounced presence that he does not fully understand. Despite being above average, he is shorter than most basketball players, smaller than most power lifters, and not as defined as most body builders. He is fairly good looking, but has bad, crouching posture, largely due to his nervousness and self-consciousness.

     

    Powers/Tactics:

    A low level “brick” Knockout focuses mostly on strength and durability to survive. He is a skilled boxer, which he puts to great effect, particularly when using his ability to find opponents weaknesses. He has several gadgets, currently; a concussion grenade, and a hand thrown “tazer dart”. He also has the “Padded Shot-Put” which he can bean people with, doing for the cannon ball what rubber bullets did for the gun. He can leap fairly far, and can often be spotted jumping from rooftop to rooftop while scouting the city, (and he hardly ever falls anymore!).

     

     

    Personality/Motivation:

    Madison is a fairly reserved person. He is somewhat clumsy, particularly when nervous, and may sometimes absent mindedly break things if he is not paying attention. He also doesn’t interact well with women, becoming nervous to the point of distraction, when having to deal one-on-one with women in social settings. Strangely, he doesn’t seem to be afflicted with this problem when acting to an audience. He was raised with old fashioned values and grew up never quite knowing where he fit in. Now, as Knockout, he’s decided he can make a difference in the world. As Knockout he has an unfortunate habit of blurting out “heroisms”; “crime doesn’t pay,” “it’s all in a day’s work Miss,” etcetera. Despite this, he seems to be fairly well received, and his natural presence and his noticeable “size” add to his abilities. Madison is a person who is truly more comfortable when in costume, simply because he understands that it is a costume, and he is more relaxed when he gets to be someone else.

     

    Background/History: Madison Summers was raised by his mother until he was eight, when she died and by his grandmother after that. He has no knowledge as to who his father is or if he is yet alive. At about age twelve people began commenting on Madison’s size. He was never the tallest in his class, yet was always the first to hear, “boy, I bet you’re going to be a basketball player” and other such comments. Not having the best social skills and being somewhat clumsy, these attention drawing comments embarrassed him and caused him to withdraw more from interacting with others. It was also around this time that he noticed he seemed to be stronger than most of the other children his age. He did not think that this was anything strange or unnatural, just that he happened to be pretty strong, a fact that he kept to himself, largely due to his shy personality. By the time he reached high school he was receiving comments about how he should play football, although there were bigger people in his class and he was only a freshman. Attending a Catholic high school, one of the coaches eventually convinced him to join the boxing “team”. Madison excelled at boxing, not just because he turned out to be stronger than most of his opponents, but because he seemed to innately be able to tell where to strike to drop the opponent. After a match that left an opponent concussed and in a semi-coma for a week, however, Madison quit boxing for the school and withdrew even further from interacting with others. Madison’s behavior began to border on antisocial, until, being forced to take several “elective” classes, somehow ended up in theater. To his amazement, he loved acting and performing on stage. He remained reserved, however, when not on stage, and never did become any more comfortable around the girls his age. By the time he graduated he was known to all the new students as “the big guy who almost killed a kid once”; while his acting and pretty much everything else about him, no one seemed to really remember.

    After high school Madison worked several jobs including a salvage yard/bodywork/vehicle modification shop, a construction company, and the attached demolition company. It was at the construction company that he first started to realized the extent of his strange strength. During an accident involving a falling steel I-beam, he jumped about 30 feet to push someone out of the way of the hazard…which then fell on him. Miraculously, he walked away without a scratch and shortly there-after asked to be transferred to the company’s demolition team, as rumors were starting to circulate about him due to the strange events the day of the accident. It was working with the demolition team that he found he had a great interest in explosives, and with some tips from an old pro who used to jury-rig a lot of equipment and a downloaded copy of the anarchist’s cookbook, he started experimenting with some explosive devices of his own at home.

    Madison’s first brush with “superheroics” was completely by accident. He was dressed in a Zorro costume and on the way to a company Halloween party being put on by one of the supervisors when he stumbled upon a robbery in progress. Foiling the robbery, mostly by accident, and getting himself shot in process, but with no ill effect, everyone involved automatically assumed he was some sort of superhero. To his amazement, he found that he was not his usual tongue-tied self. It was only after the fact that he realized, that he was merely filling the role the people present expected of him; he was acting. By the next morning the local paper told of the newest “paranormal” in town, “described by witnesses as ‘that big Zorro guy,’” a name that unfortunately stuck. Intrigued by the fact that he seemed less embarrassed and reserved while in costume, and loving the idea that his great strength, which once caused someone harm, could be used for good on a regular basis, he took to going out and looking for trouble. Wearing a modified version of the Zorro costume, he learned to use his great leaping to move from roof to roof, with minimal property damage, and while never officially declared a “hero” by the city, was also never rebuked for being a “vigilante”.

    When his grandmother died, he sold the house they had lived in, took his meager inheritance, and with a new costume and a handful of homemade gadgets, moved to Randolph Glen, home of the late Champion (the world’s most famous Paranormal Hero) to try to truly make a name for himself as a hero. Thus entered: Knockout.

  5. Re: Madison Summers

     

    Thanks for the imput. Couple questions:

     

    How do you add Hardened to your base ED and PD? With HD I mean. Does not having my Damage Reduction Hardened do anything (other than not let it work against AP or Penatrating attacks, I mean)?

     

    I thought Modifiers could be used on base characteristics bought as powers. Aren’t there examples of buying extra STR as a Power with limits like "only to determine amount liftable" or "does not add to DC" or something like that? Maybe not.

     

    If not, I'll have to reallocate some points, buy them at full price, and change my Disadvantages around to put him at half EGO and PRE when not in Heroic Identity. Does that sound like a legitimate way to end up with the same effect?

  6. Re: Madison Summers

     

    Thanks again to Sketchpad for posting that for me, I lacked the proper format and did not have time to download it before work.

     

    I actually have to do some work while I’m here, but I’ll attempt to have a description and such posted later tonight. Thanks in advance for any insights and feel free to ask questions. As this is my first Superheroic character I’m looking forward to seeing what people think.

     

    Micah “Bigbywolfe”

  7. Re: Various explosive gadgets...am I doing this right?

     

    Would a demolition charge be considered ED or PD? My first thought was ED SFX Fire, but the more I think about it, that’s really more of an incendiary device, whereas a demo charge just blows up and takes whatever’s in it’s immediate vicinity with it. In other words, someone in a fire proof suit could still get blown sky high, or at least knocked around a bit. On the other hand, making it PD just doesn’t sit right with me. Any thoughts?

     

    Also, is it allowable to have the effect of Explosion fade faster, like 10 or 15 points per Hex instead of five? I ask mainly because HD doesn't seem to have that as an option, and I'm not sure how to price it, (or effectively use it with HD) on my own.

     

    Also, as long as I'm on explosives here, what's the best way to represent a timer on a bomb, that can be set to any duration?

  8. Re: Various explosive gadgets...am I doing this right?

     

    How about this build for a hand thrown "electric stun dart"?

     

    Electric Stun Dart: (Total: 95 Active Cost, 25 Real Cost) Drain DEX 4d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (60 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 16) plus Energy Blast 7d6 (35 Active Points); 2 Charges (Recovers Under Limited Circumstances; -1 1/2), OAF (-1), Range Based On Strength (-1/4), No Knockback (-1/4) (Real Cost: 9)

     

    Once more, this is for a Champions game. Do these seem underpowered? Moderate? I don't have a lot of experience with Supers.

  9. Re: Various explosive gadgets...am I doing this right?

     

    You're right, I think I like it that way better:

     

    Concussion Grenade (Flash Bomb): (Total: 80 Active Cost, 22 Real Cost) Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4) (Real Cost: 14) plus Energy Blast 4d6, STUN Only (+0), Explosion (+1/2) (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4) (Real Cost: 8)

  10. Re: Various explosive gadgets...am I doing this right?

     

    I don't disagree, but I'm wondering why?

     

    I guess my thought was that the Flash (at least to the Hearing group) IRL comes from being concussed by the EB, which is why I put them both as Explosion. Just wondering about your reasoning...

     

    Also, this is for a supers game (250/150) and may be under-powered, but I didn't want to totally obliterate normals either. Any suggestions.

     

    Thanks

  11. I looked around the site a bit for a build for a "flash bomb" or "consussion grenade" but didn't find anything. Can anyone tell me if this build looks right? I'll probably also post some of the other gadgets or powers in this thread for review as soon as I have them written up.

     

    Concussion Grenade (Flash Bomb): (Total: 67 Active Cost, 18 Real Cost) Sight and Hearing Groups Flash 4d6, Explosion (+1/2) (37 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4) (Real Cost: 10) plus Energy Blast 4d6, STUN Only (+0), Explosion (+1/2) (30 Active Points); 3 Charges (Recovers Under Limited Circumstances; -1 1/4), OAF (-1), Range Based On Strength (-1/4) (Real Cost: 8)

     

    I set the charges at three because that's how many the character will carry at once. Is there anything I need to add or change to represent the fact that the character builds these devices himself? I mean, he can always go home and get more, but will have to build more eventually, which is why I

     

    Thanks in advance.

  12. Re: Flaming Swords

     

    I apologies for my overreaction and rudeness. I found the drudging up of a five year old post somewhat ridiculous. I was also frustrated by the fact that you seemed to completely ignore the fact that KS elaborated on what he meant, and every time any one points that fact out, you reply to everything they say, except that.

     

    Anyway, none of that excuses my attitude. I’m done with this thread and you have my apologies, for what that is worth.

  13. Re: Flaming Swords

     

    Yet again, what rules you choose to ignore and how "flexible" you are, has nothing to do with the reason this thread was started. It was started to ask a question. You yelled "RESSURECTION! I must answer this." Then you proceeded to try to call someone out about a point that he NEVER MADE, unless you have absolutely no understanding of context for a conversation, and even if he did mispeak, you completely ignored when he corrected himself; Then threw out a half-arsed suggestion which did not in any way answer the initial question:

    What is the most elegant/correct way to model a "flaming sword"? (a sword that is a standard sword and that does a little more fire-damage on top of the standard damage)

     

    I'm pretty sure you already responded to this question, but with the crash of the msg boards I wasn't able to find it.

     

    I mean, the fact that he asked Steve shows that he wanted to know how to do it By The Book.

  14. Re: The Geas Effect

     

    The "brain-slave" issue might not be as dangerous as it would seem at first glance, since MI allows for repeated "break out" rolls and trying to get someone to do anything contrary to their phy lims and such will increase the chance of breaking out by even more.

  15. Re: Problem Player (?)

     

    I've seen several "problem player" threads, and I'm starting to think that, aside from the great advice of having a frank conversation with them, the next best thing would be to show them the responses in the thread. Maybe seeing that many GM's have had to deal with people pulling the same crap and realizing that we really DO NOT like them will make him realize he's being a *insert expletive here*.

  16. Re: "Outsider" perspective on Hero System

     

    "Non-specialist trained"? How much training does it take to use a Tazer? "Pointy End Goes Towards Target. Pull Trigger After Shouting 'Stop!'" is too difficult?

     

    Is this the opinion of the MPA alone, or did they actually do a survey of the (fearful, confidence-damaged) public to see if they actually share that thought?

     

    (/derail)

     

    Officers are "specially trained" to use guns, even though "pointy end goes towards target" is, technically, true for firearms of any kind. I would assume that being "specialist trained" would be more than 'how to point and shoot' instructions, most likely involving information on how the weapon works, how to judge if its use is appropriate, possible side effects (e.i. death, minor heart damage), etcetera; as opposed to, “here’s tazers for everyone, shoot it kind of like a gun, it’s non-lethal, so use discretion, but don’t worry too much about zapping someone.”

  17. Re: Flaming Swords

     

    Special effects don't tell you whether it's Physical or Energy damage, or both, unless you actually say it in the special effects’ description, which she didn't. That doesn't mean you have to stat out the points, but if its’ actual effects are not at least stated (note: stated/said, not statted) somewhere in the description, then it is completely up to the GM. Having things left up to the GM to decide “on the fly” is fine, unless it’s in a forum where someone asked how to do it.

     

    The only reason to really stat up an item like that in a low or moderate powered game is in case its hit by an adjustment power(drain,dispel,ect.). Other then that there are a few other instances where you might need a "price total" but overall a few general stats should work.

     

    A simple HKA with a Flaming Sword SFX should work just fine. A lot of people forget special effects count for something especially in heroic games.

     

    The original request was for a “standard” flaming sword. I don’t think “standard” automatically implies “low or moderate” power level in the game, that’s simply your inference. I would assume that your inference was correct, but that doesn’t really change the fact that it was a blanket request on how to build something.

     

     

    It has +1OCV because I like to give "magic" weapons additional OCV bonuses. Makes them better than non-magic weapons of the same kind.

     

    That’s nice. When I ask a question I like to be told how to do something by the book and I’ll adjust it as I see fit. But I’m glad you “like to give ‘magic’ weapons” bonuses for no apparent reason (at least not one built into the weapon). Personally I would think the added damage from the fire would "make them better" than weapons of the same kind. I almost laughed when I read that, because the way you word it almost implies that you have 'non-magic' flaming swords.

     

     

    I occasionally run a Space Opera style game in HERO. I spent probably 4 or 5 years working on this campaign setting before I ran it. I had statted out about 300 weapons and about 100 different types of armor and armor options. I didn't have the active or real costs on a single one. I just had a big-ass chart of the equipments combat effects. (OCV' date=' Rmod, Damage, StunX, Ammo, Rate of fire, Range, SFX and relevant Advantages/Limitations. In the case of armor, its Defense, which hit locations it covers, weight and the number of options slots it had) You know what? It worked beautifully. [/quote']

     

    Good for you. A lot of people wouldn’t or couldn’t take that much time to set up a campaign. If I was going to, I’d dang sure stat out weapons and armor, so I knew how they balanced and would be more “exportable” to other genres/campaigns and easier to share with people working on a different level than I was. How your campaign turned out has no real influence on this conversation, or what was stated earlier in this thread.

  18. Re: Flaming Swords

     

    Wow, and the Snarkyness continues! (Okay, so that may have overly rude on my part, but seriously...) I quite disagree. If we did that, topics might actually stay "on topic" and new threads created when conversations veer to far from the original intent. Heck, I know I've derailed a couple threads when I could have started new ones.

     

    Also, is making a smart aleck remark instead of addressing anything he said supposed to be clever? Zen? Or do you just lack a response because he's correct?

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