Jump to content

WilyQuixote

HERO Member
  • Posts

    131
  • Joined

  • Last visited

Everything posted by WilyQuixote

  1. Re: HEROizing "The Complete Warrior" Check out http://www.killershrike.com Killer Shrike is my GM, Ive played in one of his AD&D 2e campaign for about 4 months, several Fantasy HERO campaigns set in Greyhawk (many years RL), and I also played in one of his D&D 3e campaigns (over a year long RL). We just started a new Fantasy HERO Campaign using some of the stuff on his web site. Its fun stuff, and worth checking out -- its all made to be added in pieces to any Fantasy HERO Campaign toolbox style. Also, about the Complete Warrior book -- some of the stuff in there I think they took from Shrike. Like the Fighting Style feat concept and some of the package deals. Shrike did all that stuff back when 3e first came out, and posted it on some of the 3e boards. Now you find a lot of the same ideas in an official book.....
  2. I got Gambit...IMO one of the worst X-men ever. I never liked that guy. How I ended up with him I'll never know.
  3. Hey Ben, Im almost in the same boat your in statting out my avatar...but Im so tempted to do it. Unfortunately Im flying out of town at o-dark-thirty tomorrow morning so it wont be until after Christmas that I try to do it. In the mean time if anyone can give me some ideas for what should go in to statting up ol Wile E. Coyote Id love to hear them. Obviously he is going to have contacts :ACME Co. (very useful resources), A monster variable gadget pool, healing from death, perk:ACME card carrying certified genius, a gob o'skills, and what else? I know there's plenty Im not thinking of here and thats not even counting the psych. lims. Well I'll have to put some thought into it and see what everybody else comes up with on here.
  4. Well this is true to a point. I think it depends on which branches/offices of the goverment we're talking about. Supposedly the N.S.A. has the world's most sophisticated/powerful data crunching computer in the world and its supposed to be extremely fast at what it does. This could still mean they have months and months of back logged material waiting to be scanned but then again it might not. Im sure at some point the intelligence has to go through human hands for final decisions on what to do about it but it probably doesn't take them "months". However this is the goverment we're talking about and they have never been accused of being efficent .
  5. Yeah this was brought up in the article but it also showed some amazing accurate results as well. I know these were probably under ideal circumstances but still. I wasn't really concerned about statting it out. Those are good ways to counter it though. One of the beauties of the HERO system is that there is almost always a way to defeat the ultimate whatever. The magazine actually performed a test on this very thing using the best technology they had access too and a "bonafide" CIA master of disguise. The master of disguise fooled the computer almost everytime. The only time the computer got a score of 100% was when the same photo given to the computer as a baseline was one of its choices for a possible identity . Otherwise the best the computer could get was like a 61% I think.
  6. I wasn't aware of that. Shrike has the book but I never read it cover to cover...obviously I missed that. Your right though it definately isn't in keeping with the genre.
  7. Hey guys and gals, While at work today I came across the November issue of National Geographic magazine for 2003. I like this magazine alot so I picked it up and read through it. Inside I discovered a very neat article on the latest and greatest surveillance technology being used by the American goverment to increase homeland security. In this article were all kinds of interesting things like London is thee most surveilled city in the world. They have cameras and all kinds of other things in use there to protect their citizens and keep an eye on people that need it. The article mentioned new X-Ray machines being installed in airports that show everything...including our love-handles:eek: . That wasn't even the half of it though, there was a lot more I'm not even mentioning. You can check it out here. http://magma.nationalgeographic.com/ngm/0311/feature1/index.html As I was reading this and inevitably breaking these gizmos down into HERO statistics (I know I'm not the only one who does this) I wondered how all this would affect the CU. I mean if MC is beyond the cutting edge of most technology on the planet by a decade or more thanks to it's super human population then what kinda surveillance gizmos do they use? Not only that but with MC being as high-tech as it is now surely MC would be the most surveilled city in the world instead of London. How would our mighty heroes with loved ones and private lives to protect keep their secret identities secret? If you read that NG article I think you'll agree that the goverment doesn't even need the Super-human registration act. They probably already know who you are and where you live and likely how you got your powers even if you don't;). I can picture villainous agencies with access to high technology like Viper and Argent blackmailing heroes into leaving them alone or doing their dirty work after finding out who they really are. Nowadays its even easier to do something like that. Of course why would these villains stop there? If they really wanted to mess with the heroes (or their Gm is particulary vindictive) they could change the heroes' secret ID tax records. "Captain Spandex-Man...You are under arrest for tax evasion as one Joe Average. You have the right to an attorney...". I can picture the Viper nest leader thinking to himself "that out to keep those pesky heroes out of our way for awhile, launch the mission." the possibilities are endless here and while they are not very comic-book-esques they are entirely possible. I guess it would all depend on how dark your campaigns run. How would a Hero deal with this? I wouldn't have this problem with my current hero because he doesn't wear a mask or hide his face in any way. But what about the other heroes out there? I don't know, I thought this was an interesting topic and I am curious as to what my fellow gamers out there think about it and how they would deal with it as a player or GM or whatever.
  8. I beg to differ on this one. The last 3eD&D campaign I played in was run by Killer Shrike. In it the most feared NPC for the group (not for me though...my most feared NPC was a holy warrior of Erythnul) was a captain in the city guard. One captain Eliash of the city guard, head of the special investigations watch. He was one of nine watch captains in the city. This guy wasn't feared for his battle prowess or magical abilities or magic items. Picture Columbo from the old TV series in a fantasy world. He didn't carry any weapons...no swords,daggers, or anything of the kind. All he had was a note pad and a charcaol stick, with a frumpled watchmen's cloak. This guy was feared because of his extraordinary deductive abilities and the way he could take facts and statements and draw conclusions that would implicate the party. He would with out use of any magic items/psionics/or any kind of special abilities get the party to nearly confess to crimes they did and didn't commit. When the party tried talking their way out of the situations things only got worse for them mainly because they couldn't keep their mouths shut. It was great watching Captain Eliash work his mojo and the looks on the players faces was PRICELESS! He got one character to admit he was raised in an insane asylum. A completely different character tried to prove HIS sanity by declaring his priesthood and showing his holy symbol of Zagyg aka the mad arch-mage. Zagyg's Holy symbol for those of you who don't know is the rune of madness. As you can imagine this didn't help matters. The end result of that conversation was our 12th lvl party wizard placing Dimensional shackles on himself willingly so he could be arrested! Captain Eliash had arrested my character and was going to charge him with murder, kidnapping, assault, breaking & entering, and attempting to intoxicate city guards on duty (I bought them drinks without knowing they were sent to arrest me or hold me for questioning ). This was actually how my character was introduced to the group. Captain Eliash brought them in to identify me as the criminal to some crimes and they said I wasn't the man they saw do it. All in all after it was all said and done Eliash had to let me go. I glossed over the whole story but the gist of it is there. From then on Captain Eliash was always trying to get me on some charge but I always managed to keep my nose clean or have an air-tight alibi. Later in our adventuring careers Captain Eliash managed to arrest the entire party minus the two characters I was playing. So I returned the favor and got the group out of jail using my lawyer (yes I had an actual lawyer, believe me in Shrike's campaigns you need them:D). I let them sit in jail for three weeks while my main character got things done and they couldn't interfer. My main character was a bad mofo fighter and was the "Batman" of the fantasy world we played in (Greyhawk). He had a magic item for every occassion, and this drove the other PC's nuts. Through the course of the campaign I had set myself up as an influential buisiness man with contacts through the city and its many buearocratic levels. Because I did these things Captain Eliash basically had to leave my main PC alone unless he had rock solid evidence which I made sure was hard if not impossible to come by. The other players never bothered to do any of these things an so were harrassed by Captain Eliash basically at his whim. They feared him because they didn't want to be arrested again and they sure didn't want to owe me any more favors then they already did. This has become a rather long winded post, sorry about that. My point is that this lone NPC wouldve fit perfectly with absolutely no tweaking at all into a low fantasy campaign but was in actuallity running around in a high fantasy game and who's contact was dreaded more so then with any other NPC by the group. He never lifted a single finger against any of them or made a single threat. Sure my character was a weapon master and could have killed Eliash at anytime by himself or hired an assassin to do it but I didn't. I don't like H&S gaming either. I also liked keeping Eliash around because I could always set him on the other PC's to keep them busy if I wanted to do something sneaky that they might not have let me do otherwise. I was playing a fighter/rogue, and I like doing rogueish things:D
  9. This is a great topic I always like pondering...the "what ifs". I can't speak for the other members of our team The Millenial Men but I can speak for my main character Rook (no relation to the person posting earlier on this board with same name:D ). Rook actually started out on the dark path in his origins. He was an elite mob enforcer who killed more then his fair share of street thugs, undercover cops, beat walkers, rivals, vigilantes both super powered and not, and whoever else the Dons thought had lived long enough. Its only because of what Rook sees as an act of god that Rook now fights for good guys (or "capes" as he contemptously calls them). Even with this new out look on life Rook has had a hard time adapting to the life of the hero. Its just not in his nature to save other people for no good reason. Bad habits die hard and some people have died because of Rook's self preservating outlook. He really tries to do the right thing though. Rook does have one thing keeping him going and doing god's work...the priest Father Mulcahey. There are two ways I see Rook leaving the path of light and going back to the dark. Someone kills Father Mulcahey, or Rook finally gets fed up with the justice system and the revolving doors on the prisons and decides to be more "aggressive" and final in saving lives. Yes this means he would start killing villains and while he might just give the heroes who tried to stop him a good beating he would eventually kill them too just to keep them outta his way. He wouldn't operate with anyone or team up. When a villain showed up he'd arrive on the scene and if a hero tried to stop him or get in his way then Rook would deal with the villain first ignoring the hero if at all possible to get the villain first then dealing with the hero. So far none of these issues have been a concern. Rook still tries to save lives and do the right thing, but he walks closer the dark path then any of the other team members of The Millenial Men . Its pretty much agreed amongst the team that Rook is the most powerful member they have. If he turned back to the dark path I'd love to see how the other team members would react and just what they would do.
  10. Added the a tags like you asked. BTW -- I Hate WU!
  11. Ummmmm wait a minute...in your campaign world you play Dr Destroyer for laughs?! Man I'd hate to see who your PCs go up against that really scare them. I know if Shrike ever brought Dr. D out I'd be thinking to myself...we finally did it, we finally pushed him too far and he's ending the campaign. Shrike doesn't pull many if any punches and if he brought out Dr. D then someone's PC/s at the table is probably going to die. Of course as PCs we probably did something to deserve this so it all works out I guess. A golden age Dr. D I picture as a Dr. Evilesque type. Drilling to the core of the planet with a bomb or putting a lazer on the moon pointed at the Earth and calling it his "Death Star". Those sorta evil schemes. Of course he would also HAVE to make Hermit's Mini D.
  12. Yeah, but theyve got like 30 DEF -- thats Brick level def in our campaign. Most folks have around 15 to 20. So they are already resistant to getting hit. What Im talking about is since they are sharing the same STUN total, the grown brother will get hit a lot anyway and its as if the other got hit, so the +2 DCV isnt really helping much. Whatever; its good either way; I was just trying to free up some points to round the character out better. Sounds like typical Ron "Im okay guys; I only took a little over half of my hitpoints from that 1 hit" thinking to me.....
  13. Well yeah but I was referring to the first four posted by you Shrike. Not the ones I made. With the exception of Pounder they played out exactly as I had hoped they would. Pounder's flounder was my blunder as a GM forgetting Gravitic had -7KB resistance. The players aren't going to let me live that one down for awhile. Overall though I was very pleased with the results. The fearsome foursome that you made though have me a little concerned for Rook's teammates but not Rook himself. He's fearless afterall;) .
  14. This is an interesting character Doc. A well done background and an all around solid character design. I do have some questions though. 1)How far apart do they have to be before they start feeling "very uncomfortable" and what exactly happens in that given situation when they are far enough apart to feel very uncomfortable? I only bring this up because in a good fight one of these twins is going to be taking some serious knockback while the other one wont be likely to move at all unless he wants to. Also taking that much knockback is likely to incapacitate the poor guy fast, and then you have an enraged giant on your hands. If this was intentional and knowing you it probably was;) then its all well and good but if its an oversight on your part I wanted to hopefully help you notice it. 2)With their mindlink and the teamwork skill and their supposed concern for their brother I would think they wouldn't have many occurances of using a power "with little or no regard to what might happen to the other twin". Unless their just so new to the entire superhero bit that their still figuring out how to work together. With the teamwork skill, their mindlink, and their background story though this tells me they're experienced and shouldn't do things like that except in extreme circumstances. Just my opinion though. However, I could totally see you playing this character. If you want to keep that accidental changing thing then might I suggest this possible change instead. Drop the teamwork skill and the +2 DCV. Neither twin really benefits from the DCV bonus due to their power, the giant sure isn't going to benefit from +2 DCV and the shrinker doesn't need an additional +2 on top of his shrinking DCV bonus. This would give you 13 pts back and I would buy mental DEF with these points and call it Two minds are better then one ; you would have a 15 mental DEF when it was all said and done. Or put the 13 extra points somewhere else if your not big on the mental DEF. I like the character though overall, are you thinking of playing these guys when you come back down in the fall or will you be sticking with Gravitic?
  15. I'm glad you liked them. We haven't seen any of them used in our campaign yet but I hope they terrorize your PCs the way they'll likely terrorize us. I'm really not looking forward to tangling with some of them but a heros got to do what a heros got to do right?
  16. showing WilyQ how to attach photos....
  17. Shrike here showing WilyQ how to use his dam computer HDCs for Syphyn Hi & low, Pounder, and Highrise
  18. ROTFLMAO! Theres a little nugget of wisdom I can't wait to use someday. To answer your question though I dont know. You'll have to wait for Shrike to post on this to find out. Just out of curiosity though which ones in particular are you thinking of using?
  19. You dont need IPE on extra BODY.
  20. POUNDER Combat Information Page Character Name: POUNDER Alternate Identities: Dr. Fred Leachman Player Name: NPC (Villain) CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 12 STR 10 2 12/20 11- / 13- HTH Damage 2d6/4d6 END [0] 10 DEX 10 0 10/20 11- / 13- OCV 3/7 DCV 3/7 10 CON 10 0 10/20 11- / 13- 15 BODY 10 10 15/20 12- / 13- 20 INT 10 10 20 13- PER Roll 13- 15 EGO 10 10 15 12- ECV: 5 15 PRE 10 5 15/20 12- / 13- PRE Attack: 3d6 / 4d6 12 COM 10 1 12 11- 2 PD 2 0 2/20 2/20 PD (2/16 rPD) 2 ED 2 0 2/20 2/20 ED (2/16 rED) 3 SPD 2.0 10 3/6 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 5 REC 4 2 5/10 20 END 20 0 20/40 30 STUN 26 4 30/50 6" Running 6 0 6" 2" Swimming 2 0 2" 2"/1"" Leaping 2 0 2"/3 1/2" 54 Total Characteristics Points EXPERIENCE POINTS Total earned: 1 Spent: 1 Unspent: 0 Base Points: 200 Disad Points: 149 Total Points: 350 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (2") 2"/3 1/2" V. Leap (1") 1"/2" Flight 0"/15" [0"/240" NC] APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 6" Weight: 220 lbs Description: The Pounder suit is mostly unpainted steel, mostly gunmetal in color with some black and purple enamled panels. Flight is achieved by boot rockets and an anti-grav device concealed in the armor. Out of the suit, an middleaged slightly wild-eyed "whacky scientist", with a penchant for (grease stained) lab coats. DEFENSES Type Amount Notes Physical Defense 2/20 Current BODY: Res. Phys. Defense 2/16 Energy Defense 2/20 Current END: Res. Energy Defense 2/16 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 3/7 DCV: 3/7 Combat Skill Levels: +5 with DCV (25 Active Points); Only when Flying (-1/2) , +3 with HTH Combat (15 Active Points) COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END Power Armor, all slots: OIF Durable (-1/2) 30 1) Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep (45 Active Points) 8 2) +8 STR, Reduced Endurance 0 END (+1/2) (18 Active Points) (Modifiers affect Base Characteristic) 24 3) POUNDER-FORCE: +60 STR (60 Active Points); No Figured Characteristics (-1/2), 4 Continuing Charges lasting 1 Turn each (-1/2) 20 4) +10 DEX (30 Active Points) 13 5) +10 CON (20 Active Points) 7 6) +5 BODY (10 Active Points) 3 7) +5 PRE (5 Active Points) 5 8) +8 PD (8 Active Points) 5 9) +8 ED (8 Active Points) 7 10) Damage Resistance (8 PD/8 ED), Hardened (+1/4) (10 Active Points) 13 11) +2 SPD (20 Active Points) 1 12) +1 REC (2 Active Points) 4 13) +6 STUN (6 Active Points) 20 14) Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points) 3 15) Knockback Resistance -2" (4 Active Points) 67 16) Flight 15", x16 Noncombat, 3 Continuing Fuel Charges lasting 5 Minutes each (+0), Combat Acceleration/Deceleration (+1/4), Noncombat Acceleration/Deceleration (+1) (101 Active Points) 12 17) On board Evasive Systems: +5 with DCV (25 Active Points); Only when Flying (-1/2) 2 18) On board Evasive Systems: Acrobatics (3 Active Points) 9- 2 19) On board Evasive Systems: Breakfall (3 Active Points) 9- 10 20) Assisted Reflexes: +3 with HTH Combat (15 Active Points) 2 21) On board Local Map: Cramming (5 Active Points); AK's only (-1) 2 22) On board PA System: Oratory (3 Active Points) 9- 2 23) On board first aid kit: Paramedics (3 Active Points) 9- 2 24) On board situational analyzer: Tactics (3 Active Points) 9- 2 25) Range Finder: Absolute Range Sense (3 Active Points) 2 26) System Clock: Absolute Time Sense (3 Active Points) 3 27) On-board Recorder: Eidetic Memory, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points) 2 28) On-Star: Bump Of Direction (3 Active Points) 2 29) Computer Link (3 Active Points) 275 Total Powers Cost PERKS Cost Name 2 Money: Well Off 2 Total Perks Cost SKILLS Cost Name 7 Analyze: Power Suits 15- 3 Combat Piloting 11- (13-) 3 Inventor 13- 3 Mechanics 13- 3 Systems Operation 13- 19 Total Skills Cost DISADVANTAGES Cost Disadvantage 7 Vulnerability: 1 1/2 x STUN Electrical Attacks (Common; OIF (Power Armor)) 17 Susceptibility: Intense Magnetic Fields 3d6 damage, per Turn (Uncommon; OIF (Power Armor)) 10 Rivalry: Professional (Cavalier; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 10 Reputation: Pontifical 11- 15 Psychological Limitation: Broadcasts Intentions (Common; Strong) 25 Enraged: If Thwarted (Common), go 14-, recover 11- 20 Psychological Limitation: Showoff (Very Common; Strong) 25 Unluck: 5d6 20 Normal Characteristic Maxima 149 Total Disadvantages Cost Height: 6' 6" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: The Pounder suit is mostly unpainted steel, mostly gunmetal in color with some black and purple enamled panels. Flight is achieved by boot rockets and an anti-grav device concealed in the armor. Out of the suit, an middleaged slightly wild-eyed "whacky scientist", with a penchant for (grease stained) lab coats. Personality: Egotistical, pontificating ass, in love with the sound of his own voice. He has almost no grasp on reality, as his perception of events and others is skewed by his self-centered world view. He's motivated by wealth, but he's also on a power trip and enjoys it when he beats up on a super hero. It gives him validation of his own high opinion of his capabilities. He pretends towards a scholarly/scientific mein, but is really just a glorified mechanic. Quote:"Ha! Once Ive gained sufficient altitude to achieve aerial superiority, Ill swoop in and strike you down with the full fury of my Pounder-force powered punches, fool!" Background: "Dr." Fred Leachman has always been discredited, disrespected, and maligned. At least to his way of thinking. He's always been a second rater thanks to his egotism and inability to do things by the numbers, but he thinks its because people are jealous of his genius and spitefully thwart him. He dropped out of MIT and got a mail-order degree in Mechanical Engineering, founded 3 companies that all failed, and finally was left with massive debts and nothing to show for it except his most recent ticket to instant wealth, a powered armor suit designed for use by police forces in combatting supercrime; it was even a decent suit and probably would have sold if he hadnt wanted so much money per suit, but his greed and shortsightedness wouldnt allow him to price them reasonably. So, with bill collectors knocking on the doors and time running out, he decided that what he really needed to do was demonstrate the power of the suit; then law enforcement agencies would have to take him seriously! His suits would sell like hotcakes! He'd be filthy rich. So he donned the suit and set out to foil a bank robbery he had heard about on the news. He arrived at the scene as the robbers were making thier getaway. They had the cops foiled, and had made it outside of city limits onto the open roads. Pounder swooped down and foiled thier escape, easily beating up the norms. However, this left him alone with a pile of cash, the cops 5 miles behind. Why sell the armor he thought, when this was so obviously more immediately profitable. His shortsightedness defeated him again, as he took the money and became a criminal supervillain. Since then he has made a living as a robber and contracting his services as a general super-thug. He's made a few modification to the armor over the last few years, but otherwise its all been business as usual. Recently he's developed the belief that the Cavalier armor suit is based at least partially on his original designs for the POUNDER armor and is determined to prove that his current design is better. It bugs him subconsciously that Cavalier might succeed where he failed in making power armoured suits commercially available. Powers/Tactics: A rather straitforward and unimaginative suit of Powered Armor. Basically a Power Armored flying brick, without any ranged capability or general tricks. If Dr. Fred ever developed a sense of creativity he might actually become more dangerous, adding some gimmicks or capabilities to the suit. In the meantime he's just a clanking metal-jacketed palooka. Campaign Use: Flying brick. Would fit in well as a freelancer for the Enforcers on smaller jobs, but wouldnt work for them full-time even if they offered (which they probably wouldnt due to his egotism), because he's not a team player and thinks nobody represents him better than himself. He'd want to "keep his options open". Character created with Hero Designer (version 1.47)
  21. Highrise, the Human Skyscraper Combat Information Page Character Name: Highrise Alternate Identities: Jerry Evans Player Name: NPC CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 15 STR 10 5 15/75 12- / 24- HTH Damage 3d6/15d6 END [1/7] 15 DEX 10 15 15 12- OCV 5 DCV 5 15 CON 10 10 15/30 12- / 15- 15 BODY 10 10 15/50 12- / 19- 10 INT 10 0 10 11- PER Roll 11- 10 EGO 10 0 10 11- ECV: 3 10 PRE 10 0 10/40 11- / 17- PRE Attack: 2d6 / 8d6 14 COM 10 2 14 12- 8 PD 3 5 8/35 8/35 PD (0/20 rPD) 8 ED 3 5 8/31 8/31 ED (0/20 rED) 4 SPD 2.5 15 4 Phases: 3, 6, 9, 12 6 REC 6 0 6/21 40 END 30 5 40/70 40 STUN 31 9 40/90 6" Running 6 0 6"/30" 2" Swimming 2 0 2"/25" 3"/1 1/2"" Leaping 3 0 3"/15" 81 Total Characteristics Points EXPERIENCE POINTS Total earned: 250 Spent: 250 Unspent: 0 Base Points: 200 Disad Points: 150 Total Points: 600 MOVEMENT Type Total Run (6) 6"/30" [24"/120" NC] Swim (2) 2"/25" [4"/50" NC] H. Leap (3") 3"/15" V. Leap (2") 1 1/2"/7 1/2" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 6" Weight: 220 lbs Description: Grows to approximatly fifty feet tall. His costume is a blue bodysuit with black hem stripes on the sides of his arms and legs and over his shoulders going over the back of his head and ending on his forehead. DEFENSES Type Amount Notes Physical Defense 8/35 Current BODY: Res. Phys. Defense 0/20 Energy Defense 8/31 Current END: Res. Energy Defense 0/20 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 5 DCV: 5 Combat Skill Levels: +2 with HTH Combat COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 75 Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide, 408,740 kg mass), Costs END Only To Activate (+1/4) (75 Active Points) 6 74 +24" Running (6"/30" total), x4 Noncombat, Linked to Growth (-1/4), Greater Power is Constant or in use most or all of the time (+1/4), Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2) (93 Active Points); Turn Mode (-1/4) 32 Walk along the bottom: Swimming +23" (2"/25" total), Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2) (40 Active Points); Turn Mode (-1/4) 26 +23 BODY (46 Active Points); No Figured Characteristics (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 24 +15 CON (30 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 24 +30 PRE (30 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 6 +7 PD (7 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 19 +12 REC (24 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 24 +30 STUN (30 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 17 Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 17 Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 60 Giant toughness: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 16 Knockback Resistance -10" (20 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 3 Lack Of Weakness (-4) for Normal Defense (4 Active Points); Linked to Growth (-1/2) 36 STR: Naked Modifier, Area Of Effect (up to One Hex; +1/2), Selective Target (+1/4) (45 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 4 15 Effortless STR: Naked Modifier, Reduced Endurance 1/2 END (+1/4) (19 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 14 Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 2 482 Total Powers Cost SKILLS Cost Name 12 Unbalanced Non-aerodynamic offset: +4 with all attacks 10 +2 with HTH Combat 2 PS: Architect 11- 0 Computer Programming (CAD) 8- 2 PS: Dairy farmer 11- 3 Teamwork 12- 2 Gambling (Card Games) 11- 3 Scholar 1 1) KS: Architecture (2 Active Points) 11- 1 2) KS: Mathematics (2 Active Points) 11- 1 3) KS: Structural Engineering (2 Active Points) 11- 37 Total Skills Cost DISADVANTAGES Cost Disadvantage 30 Dependent NPC: Wife and Children (Donna, Joey, Jerry) 8- (Incompetent; Group DNPC: x4 DNPCs; Unaware of character's adventuring career/Secret ID) 10 Distinctive Features: Detects as mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 15 Hunted: Primus 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence) 15 Hunted: Until 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence) 10 Hunted: Mafia 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area) 20 Social Limitation: Owes a lot of money to the mob (Frequently; Severe) 15 Social Limitation: Secret ID: Jerry Evans (Occasionally; Severe) 15 Psychological Limitation: Hates insects and spiders: (Common; Strong) 20 Normal Characteristic Maxima 150 Total Disadvantages Cost Height: 6' 6" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: Grows to approximatly fifty feet tall. His costume is a blue bodysuit with black hem stripes on the sides of his arms and legs and over his shoulders going over the back of his head and ending on his forehead. Personality: Jerry is really only after the money to get the mob off his back. He doesn't care about who gets hurt or why as long as he gets his money and his family isn't hurt or affected by what he does. Quote:"How's the hurtin down there?" Background: Jerry was born and raised in Nebraska on a small dairy farm in the middle of nowhere. Jerry had your normal childhood through most of his life until his teen years when he discovered he was a mutant with ability to grow very very large. Jerry and his parents were able to keep this power a secret throughout his teenage years and after accepting a academics scholarship for mathematics to M.C.U. seemed to be going places in the world. He graduated from college with a degree in architecture and found a good job at a respectable firm in M.C. Unfortunately for Jerry he found he had a weakness for gambling and that he wasn't very good at it but was still unable to quit. Jerry quickly got in debt to the mob and needed a way to get out of debt before the mob killed his wife and kids. Jerry now uses his powers as muscle for hire to anyone who can pay what he needs. Powers/Tactics: Jerry has the mutant ability to increase his mass at an exponential rate from an unknown source. Doing so makes him both extremely large and proportionately strong. He uses his vast size to good advantage, manipulating massive objects with his oversize hands and strength. A classic example of this is when he was paid to create a distraction at the Millenium City zoo by a certain criminal organization. To do this, he simply entered the zoo as a normal sized person, then changed into his costume and grew to 50 feet tall; he proceeded to lift elephants and other large animals out of thier enclosures and release them into the zoo proper. In other encounters he has been known to use cars as missiles and wrecking balls as clubs. Campaign Use: Giant-sized brick. Hired muscle. Would act as a freelancer for Enforcers INC, but if they got him out of a jam or two and dealt with him on the level he would consider an exclusive contract with them. Character created with Hero Designer (version 1.47)
  22. Re: Re: Take-on-a-group-by-himself version of Syphyn YEah, he should be scary but surmountable. Also, dont discount the double-screw component of Transfer; it gets you coming and going. A large group of PCs (5 or more members) should do ok against him bcs he cant drain them enough, but a smaller group should have a harder time with him. Also, part of his fun is the "Oh CRAP factor"; Players no like negative Adjustments
  23. Take-on-a-group-by-himself version of Syphyn Combat Information Page Character Name: Syphyn Alternate Identities: Player Name: NPC CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 10 STR 10 0 10 11- HTH Damage 2d6 END [1] 10 DEX 10 0 10 11- OCV 3 DCV 3 10 CON 10 0 10 11- 10 BODY 10 0 10 11- 10 INT 10 0 10 11- PER Roll 11- 10 EGO 10 0 10 11- ECV: 3 10 PRE 10 0 10 11- PRE Attack: 2d6 0 COM 10 -5 0 9- 11 PD 2 6 11 11 PD (3 rPD) 11 ED 2 6 11 11 ED (3 rED) 3 SPD 2.0 10 3 Phases: 4, 8, 12 4 REC 4 0 4 40 END 20 10 40 40 STUN 20 20 40 6" Running 6 0 6" 2" Swimming 2 0 2" 2"/1"" Leaping 2 0 2" 47 Total Characteristics Points EXPERIENCE POINTS Total earned: 300 Spent: 300 Unspent: 0 Base Points: 200 Disad Points: 150 Total Points: 650 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (2") 2" V. Leap (1") 1" Flight 0"/1" [0"/2" NC] APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 6" Weight: 220 lbs Description: Looks like a very very very very ugly beggar. DEFENSES Type Amount Notes Physical Defense 11 Current BODY: Res. Phys. Defense 3 Energy Defense 11 Current END: Res. Energy Defense 3 Mental Defense 3 Current STUN: Power Defense 1 COMBAT INFORMATION OCV: 3 DCV: 3 Combat Skill Levels: +3 with any three maneuvers or a tight group of attacks COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 125 Syphyn Effect: Elemental Control, 250-point powers 125 1) Transfer 3d6 (Mental Def. to Mental Def. Power DEF to DEF), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Variable Effect Two Powers Simultaneously (+1/2), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1) (250 Active Points) 155 2) Transfer 3d6 (All Primary and Secondary Characteristics), Can Transfer Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), Variable Effect All Powers Simultaneously (+2) (280 Active Points) Notes: STR to STR, DEX to DEX, etc 125 3) Transfer 3d6 (Running to Running, Leaping to Leaping, Swimming to Swimming, Flying to Flying), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Variable Effect Four Powers Simultaneously (+1), Continuous (+1) (250 Active Points) 1 Flight 1" (2 Active Points); 0" Flight (Placeholder for Transfer) (-1) 1 1 +1 Mental Defense (3 points total) 1 Power Defense (1 points) 18 Regeneration: Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (50 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) Notes: No Healing Max (see FREd p. 120). 551 Total Powers Cost PERKS Cost Name 3 Orphan on the streets: Anonymity 12 Streetcrime Hookups: Contact (Contact has significant Contacts of his own, Contact has: very useful Skills or resources), Organization Contact (+2) (12 Active Points) 8- 2 A do-anything-for-money thug: Reputation (A small to medium sized group; 8-) +2/+2d6 17 Total Perks Cost TALENTS Cost Name 5 Eidetic Memory 1 Always remembers how he got there: Bump Of Direction (3 Active Points); Only for backtracking his own path Power loses about half of its effectiveness (-1) 4 Streets, alleys, and sewers of the city: Environmental Movement 6 Shifty: Combat Luck (3 PD/3 ED) 16 Total Talents Cost SKILLS Cost Name 9 Syphyn: +3 with any three maneuvers or a tight group of attacks 3 Climbing 11- 3 Streetwise 11- 2 AK: Millenium City Slums 11- 2 AK: Millenium City Sewers 11- 19 Total Skills Cost DISADVANTAGES Cost Disadvantage 10 Distinctive Features: Detects as a Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 20 Distinctive Features: Grotesquely Hideous (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Enraged: If teased about appearance (Uncommon), go 14-, recover 8- 5 Money: Poor 25 Psychological Limitation: Unscrupulous, Morally and Ethically bankrupt (Very Common; Total) 15 Psychological Limitation: Hates beautiful people, especially men (Common; Strong) 15 Social Limitation: Grotesquely hideous mutant (Very Frequently; Major; Not Limiting In Some Cultures) 25 Unluck: 5d6 10 Vulnerability: 2 x Effect Tranfers (Uncommon) 150 Total Disadvantages Cost Height: 6' 6" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: Looks like a very very very very ugly beggar. Personality: Raymond is only out for himself. He wants money and power and lots of it. He's tired of having nothing and being treated like scum. He will do anything to get power and recognition but his street-bred smarts tell him that he has to start out slow and feel his way into the superhero world. Raymond intends to use his power to make a place for himself in this world and he does not care who has to suffer for it. Quote:Why don't ya jus gimme wha ya gots and maybes I won hurts ya much. {CRUNCH} Well, maybe jus a little bit. Background: Raymond is one of those poor unfortunate souls who the world just might owe something to. He was literally abandoned as a baby in an alley dumpster in Detroit by his teenage mother. He was found by a bag lady named Granny Gums because she had no teeth. His childhood was miserable and Granny was anything but loving to the wretched child. She used and abused Raymond in one scheme after another to get whatever she could. She kept Raymond scared and convinced she was his only saviour. As Raymond got older Granny taught him things as necessry for him to better serve her crackpot plots, and never forgot anything he was shown or told; his brain seemed to absorb information like a sponge. When he hit puberty his mutation came into full bloom and it was learned Raymond could do more then just absorb anything he learned by watching or reading but he could literally absorb nearly anything he wanted from someone else. What he absorbed from people would fade back to them after only a few minutes but Raymond could take it right back as often as he wanted. Raymond eventually realized he no longer needed Granny to survive and killed her by sucking her life energy like a milkshake thru a straw. Powers/Tactics: Raymond will try to absorb someone's comliness first even when it makes more sense to absorb a better statistic. This means he will almost always attack the person with the highest comliness score before moving on to something more beneficial. After that he will try to absorb as much as he can from someone to make himself more durable and then move on to someone tougher. Campaign Use: Absorbo Anti-brick Anti-MA. Useful to Enforcers Inc as a hit man, and general go-to guy for unpleasant but necessary jobs. He like compunction, and thats always useful to an organization like the Enforcers.... Character created with Hero Designer (version 1.47)
  24. Syphyn Combat Information Page Character Name: Syphyn Alternate Identities: Player Name: NPC CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 10 STR 10 0 10 11- HTH Damage 2d6 END [1] 10 DEX 10 0 10 11- OCV 3 DCV 3 10 CON 10 0 10 11- 10 BODY 10 0 10 11- 10 INT 10 0 10 11- PER Roll 11- 10 EGO 10 0 10 11- ECV: 3 10 PRE 10 0 10 11- PRE Attack: 2d6 0 COM 10 -5 0 9- 8 PD 2 6 8 8 PD (0 rPD) 8 ED 2 6 8 8 ED (0 rED) 3 SPD 2.0 10 3 Phases: 4, 8, 12 4 REC 4 0 4 40 END 20 10 40 40 STUN 20 20 40 6" Running 6 0 6" 2" Swimming 2 0 2" 2"/1"" Leaping 2 0 2" 47 Total Characteristics Points EXPERIENCE POINTS Total earned: 50 Spent: 50 Unspent: 0 Base Points: 200 Disad Points: 150 Total Points: 400 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (2") 2" V. Leap (1") 1" Flight 0"/1" [0"/2" NC] APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 6" Weight: 220 lbs Description: Looks like a very very very very ugly beggar. DEFENSES Type Amount Notes Physical Defense 8 Current BODY: Res. Phys. Defense 0 Energy Defense 8 Current END: Res. Energy Defense 0 Mental Defense 3 Current STUN: Power Defense 1 COMBAT INFORMATION OCV: 3 DCV: 3 Combat Skill Levels: +3 with any three maneuvers or a tight group of attacks COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 68 Syphyn Effect: Elemental Control, 136-point powers 69 1) Transfer 3d6 (Mental Def. to Mental Def. Power DEF to DEF), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Variable Effect Two Powers Simultaneously (+1/2), Armor Piercing x1 (+1/2) (137 Active Points) 14 98 2) Transfer 3d6 (All Primary and Secondary Characteristics), Can Transfer Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Variable Effect All Powers Simultaneously (+2) (166 Active Points) Notes: STR to STR, DEX to DEX, etc 17 69 3) Transfer 3d6 (Running to Running, Leaping to Leaping, Swimming to Swimming, Flying to Flying), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Variable Effect Four Powers Simultaneously (+1) (137 Active Points) 14 1 Flight 1" (2 Active Points); 0" Flight (Placeholder for Transfer) (-1) 1 1 +1 Mental Defense (3 points total) 1 Power Defense (1 points) 307 Total Powers Cost PERKS Cost Name 3 Orphan on the streets: Anonymity 12 Streetcrime Hookups: Contact (Contact has significant Contacts of his own, Contact has: very useful Skills or resources), Organization Contact (+2) (12 Active Points) 8- 2 A do-anything-for-money thug: Reputation (A small to medium sized group; 8-) +2/+2d6 17 Total Perks Cost TALENTS Cost Name 5 Eidetic Memory 1 Always remembers how he got there: Bump Of Direction (3 Active Points); Only for backtracking his own path Power loses about half of its effectiveness (-1) 4 Streets, alleys, and sewers of the city: Environmental Movement 10 Total Talents Cost SKILLS Cost Name 9 Syphyn: +3 with any three maneuvers or a tight group of attacks 3 Climbing 11- 3 Streetwise 11- 2 AK: Millenium City Slums 11- 2 AK: Millenium City Sewers 11- 19 Total Skills Cost DISADVANTAGES Cost Disadvantage 10 Distinctive Features: Detects as a Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 20 Distinctive Features: Grotesquely Hideous (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Enraged: If teased about appearance (Uncommon), go 14-, recover 8- 5 Money: Poor 25 Psychological Limitation: Unscrupulous, Morally and Ethically bankrupt (Very Common; Total) 15 Psychological Limitation: Hates beautiful people, especially men (Common; Strong) 15 Social Limitation: Grotesquely hideous mutant (Very Frequently; Major; Not Limiting In Some Cultures) 25 Unluck: 5d6 10 Vulnerability: 2 x Effect Tranfers (Uncommon) 150 Total Disadvantages Cost Height: 6' 6" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: Looks like a very very very very ugly beggar. Personality: Raymond is only out for himself. He wants money and power and lots of it. He's tired of having nothing and being treated like scum. He will do anything to get power and recognition but his street-bred smarts tell him that he has to start out slow and feel his way into the superhero world. Raymond intends to use his power to make a place for himself in this world and he does not care who has to suffer for it. Quote:Why don't ya jus gimme wha ya gots and maybes I won hurts ya much. {CRUNCH} Well, maybe jus a little bit. Background: Raymond is one of those poor unfortunate souls who the world just might owe something to. He was literally abandoned as a baby in an alley dumpster in Detroit by his teenage mother. He was found by a bag lady named Granny Gums because she had no teeth. His childhood was miserable and Granny was anything but loving to the wretched child. She used and abused Raymond in one scheme after another to get whatever she could. She kept Raymond scared and convinced she was his only saviour. As Raymond got older Granny taught him things as necessry for him to better serve her crackpot plots, and never forgot anything he was shown or told; his brain seemed to absorb information like a sponge. When he hit puberty his mutation came into full bloom and it was learned Raymond could do more then just absorb anything he learned by watching or reading but he could literally absorb nearly anything he wanted from someone else. What he absorbed from people would fade back to them after only a few minutes but Raymond could take it right back as often as he wanted. Raymond eventually realized he no longer needed Granny to survive and killed her by sucking her life energy like a milkshake thru a straw. Powers/Tactics: Raymond will try to absorb someone's comliness first even when it makes more sense to absorb a better statistic. This means he will almost always attack the person with the highest comliness score before moving on to something more beneficial. After that he will try to absorb as much as he can from someone to make himself more durable and then move on to someone tougher. Campaign Use: Absorbo Anti-brick Anti-MA. Useful to Enforcers Inc as a hit man, and general go-to guy for unpleasant but necessary jobs. He like compunction, and thats always useful to an organization like the Enforcers.... Character created with Hero Designer (version 1.47)
  25. Q: If a character without Does Not Cross Intervening on thier Stretching grabs someone at a distance using thier Stretched limbs and that opponent is a Martial Artist with the Reversal manuever, how would that work out? If the MA successfully Reverses the Grab, does that leave the Stretcher unable to retract his limbs until he breaks out of the grab? Q: How is this altered if the Stretcher had Does Not Cross Intervening Space applied to his Stretching, and the MA uses Reversal on him? Q: If the Stretcher has Extra-Limbs (all Stretchable), could he use his other limbs normally to affect others (taking the normal penalties for being grabbed), or even to regrab the MA who Reversed on him? Thanx!!!!!
×
×
  • Create New...