Jump to content

Guyver: Bioboosted Armor


AtomicSwirl

Recommended Posts

Guyver 1

 

Player:

 

Val Char Cost
45 STR 0
23 DEX 9
20 CON 10
15 BODY 4
13 INT 0
15 EGO 10
25 PRE 0
12 COM 1
6/18 PD 4
6/18 ED 1
5 SPD 7
15 REC 2
60 END 0
55 STUN 0
12" RUN02" SWIM012" LEAP0Characteristics Cost: 48

 

Cost Power END
5 Alien Biotech Physiology: Life Support , Longevity: Immortal
9 Telepathic Organ On His Back: Mind Link (Other Guyvers), No LOS Needed; Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)
43 Dimensional Rift Backlash: Energy Blast 12d6 (vs. ED), Personal Immunity (+1/4), Trigger (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2); No Conscious Control (-2), No Range (-1/2) [Notes: Happens Automatically Whenever Character Transforms Into The Guyver]
Bioboosted Characteristics, all slots: OIHI (-1/4)
20 1) +35 STR; No Figured Characteristics (-1/2) 3
17 2) +10 DEX; No Figured Characteristics (-1/2)
6 3) +5 CON; No Figured Characteristics (-1/2)
3 4) +3 BODY; No Figured Characteristics (-1/2)
2 5) +3 INT
12 6) +15 PRE
2 7) +2 ED
16 8) +2 SPD
14 9) +9 REC
12 10) +30 END
24 11) +30 STUN
Guyver Defenses, all slots: OIHI (-1/4)
24 1) Living Battlesuit: Armor (12 PD/12 ED); Visible (-1/4)
24 2) Cybernetic Resilience: Physical Damage Reduction, Resistant, 50%
24 3) Cybernetic Resilience: Energy Damage Reduction, Resistant, 50%
4 4) Cybernetic Resilience: Power Defense (5 points)
12 5) Out Of Control: +15 Mental Defense (18 points total)
8 6) Polarized Lenses: Flash Defense (10 points) (Hearing Group)
8 7) Audial Dampeners: Flash Defense (10 points) (Sight Group)
31 8) Sealed Systems: Life Support , 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
5 9) Heavy: Knockback Resistance -3"
Guyver Senses, all slots: OIHI (-1/4)
32 1) High Sensitivity Perceptor Array: Danger Sense (Area: Immediate Vicinity, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense); Restrainable (Only by Damage to Head, Loc 3 -1/4) 13-
4 2) Nightvision
2 3) Ultrasonic Perception
7 4) Telescopic Lenses: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group)
7 5) Parabolic Hearing: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Hearing Group)
60 Guyver Attack Powers: Multipower, 75-point reserve, all slots: OIHI (-1/4)
2u 1) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD) [Notes: (3d6+1 w/ STR. END: 4)] 2
3u 2) Infrared Laser: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), Beam (-1/4), No Knockback (-1/4) 2
4u 3) High Frequency Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); Restrainable (Only by Damage to Arm, Loc 7 -1/4), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Strike. END: 6)] 3
4u 4) Another Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); No Knockback (-1/4), Restrainable (Only by Damage to Arm, Loc 7 -1/4) 3
3u 5) Gravitic Pressure Cannon: Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), No Knockback (-1/4), Beam (-1/4) [Notes: Restrained as Normal And Also By Damage to Vitals, Loc 13] 7
4u 6) Sonic Disruptor: Killing Attack - Ranged 3d6 +1 (vs. ED), Penetrating (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), No Knockback (-1/4) 7
3u 7) Hyperparticle Beam Megasmasher (Half-powered): Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 7
64 Hyperparticle Beam Megasmasher (Full-powered): Killing Attack - Ranged 6d6 (vs. ED), Armor Piercing x1 (+1/2), Area Of Effect (54" Line; +1); Restrainable (-1/2), Extra Time Extra Segment (-1/2), Side Effects: -5 DCV (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4), No Knockback (-1/4), OIHI (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 22
Movement Powers, all slots: OIHI (-1/4)
10 1) Cybernetic Legs: +6" Running (12" total) 1
2 2) Cybernetic Legs: Leaping +3" (12" forward, 6" upward) 1
33 3) Gravity Control Globe: Flight 20", Usable Underwater (+1/4); Restrainable (Only by Damage to Vitals, Loc 13 -1/4) 5
30 Regeneration/Cloning: Healing 2 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), OIHI (-1/4) [Notes: Resurrection or cloning does not occur if control medal is frozen or destroyed. If medal is detached from Guyver's forehead, medal will clone Guyver 3 hours afterwards.]
65 Automated Self-defense Mode: Follower (1041 Base, 0 Disad); Feedback (BODY And END) (-2), Follower May Only Appear When Character's BODY Falls Below Zero Or When Character Loses Control Medal (-2), Character Loses Use of Own Body While His Follower Is Active (-1), OIHI (-1/4), Character Is Totally Unaware of Surroundings While His Follower Is Active (-1/4)
Powers Cost: 664

 

Cost Martial Arts Maneuver
Bioboosted Fighting, all slots: OIHI (-1/4)
0 1) Default Weapon Element: Empty Hand
1 2) Weapon Element: Blades
3 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 5) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 6) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
2 7) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
3 8) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
Martial Arts Cost: 19

 

Cost Skill
Guyver Skills, all slots: OIHI (-1/4)
13 1) +2 with All Combat (16 Active Points)
4 2) Analyze: Combat Technique (5 Active Points) 13-
4 3) Tactics (5 Active Points) 13-
2 4) Acrobatics (3 Active Points) 14-
2 5) Breakfall (3 Active Points) 14-
5 +1 with HTH Combat
3 Teamwork 14-
1 PS: High School Student 8-
Skills Cost: 34

 

 

Cost Talent
Cybernetic Mind, all slots: OIHI (-1/4)
2 1) Absolute Range Sense (3 Active Points)
2 2) Absolute Time Sense (3 Active Points)
2 3) Bump Of Direction (3 Active Points)
2 4) Lightning Calculator (3 Active Points)
Talents Cost: 8

 

 

Total Character Cost: 773

 

Val Disadvantages
30 Hunted: Chronos 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Reputation: Deadly Foe of Chronos 14- (Known Only to Chronos) (Extreme)
5 Social Limitation: Teenager (Occasionally; Minor)
5 Distinctive Features: 2 Small Tumor-like Growths On His Back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Exotic Internal Anatomy & Physiology (Not Concealable; Noticed and Recognizable; Detectable Only By X-rays and Medical Scanners)
10 Distinctive Features: Alien Biomechanical Armor (Easily Concealed; Causes Fear; Detectable By Commonly-Used Senses)
10 Dependent NPC: Fumio Fukamachi, Father 8- (Normal)
25 Dependent NPC: Mizuki & Tetsuro Segawa, Friends 14- (Normal; Group DNPC: x2 DNPCs)
15 In Love With Mizuki Segawa: (Common; Strong)
10 Hates Kronos: (Common), Moderate
5 Avoids Using Powers; Fears That He Has Become a Monster: (Uncommon; Moderate)
25 Susceptibility: As Guyver, Dies If Control Medal Detached From Forehead 3d6 damage, per Phase (Uncommon)
5 As Guyver, Cannot Use Powers Without Control Medal: (Infrequently; Slightly Impairing)

Disadvantage Points: 165

 

Base Points: 200

Experience Required: 408

Total Experience Available: 408

Experience Unspent: 0

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

Guyver--Self Defense Mode

 

Player:

 

Val Char Cost
55 STR 45
23 DEX 39
20 CON 20
15 BODY 10
20 INT 10
0 EGO 0
25 PRE 15
10 COM 0
12 PD 24
12 ED 33
5 SPD 17
15 REC 0
60 END 10
12" RUN02" SWIM014" LEAP0Characteristics Cost: 223

 

Cost Power END
60 Fights Until Totally Destroyed: Automaton (Takes No STUN)
9 Telepathic Organ On His Back: Mind Link (Other Guyvers), No LOS Needed; Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)
Guyver Defenses
29 1) Living Battlesuit: Damage Resistance (12 PD/12 ED) (36 Active Points); Visible (-1/4)
90 2) Cybernetic Resilience: Physical Damage Reduction, Resistant, 50%
90 3) Cybernetic Resilience: Energy Damage Reduction, Resistant, 50%
15 4) Cybernetic Resilience: Power Defense (5 points)
30 5) Polarized Lenses: Flash Defense (10 points) (Hearing Group)
30 6) Audial Dampeners: Flash Defense (10 points) (Sight Group)
5 7) Alien Biotech Physiology: Life Support , Longevity: Immortal
39 8) Sealed Systems: Life Support , 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
18 9) Heavy: Knockback Resistance -3"
Guyver Senses
38 1) High Sensitivity Perceptor Array: Danger Sense (Area: Immediate Vicinity, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense); Restrainable (Only by Damage to Head, Loc 3 -1/4) 13-
5 2) Nightvision
3 3) Ultrasonic Perception
9 4) Telescopic Lenses: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group)
9 5) Parabolic Hearing: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Hearing Group)
75 Guyver Attack Powers: Multipower, 75-point reserve
2u 1) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD) [Notes: (3d6+1 w/ STR. END: 4)] 2
3u 2) Infrared Laser: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), Beam (-1/4), No Knockback (-1/4) 2
4u 3) High Frequency Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); Restrainable (Only by Damage to Arm, Loc 7 -1/4), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Strike. END: 6)] 3
4u 4) Another Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); No Knockback (-1/4), Restrainable (Only by Damage to Arm, Loc 7 -1/4) 3
4u 5) Gravitic Pressure Cannon: Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), No Knockback (-1/4), Beam (-1/4) [Notes: Restrained as Normal And Also By Damage to Vitals, Loc 13] 7
5u 6) Sonic Disruptor: Killing Attack - Ranged 3d6 +1 (vs. ED), Penetrating (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), No Knockback (-1/4) 7
4u 7) Hyperparticle Beam Megasmasher (Half-powered): Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 7
69 Hyperparticle Beam Megasmasher (Full-powered): Killing Attack - Ranged 6d6 (vs. ED), Armor Piercing x1 (+1/2), Area Of Effect (54" Line; +1); Restrainable (-1/2), Extra Time Extra Segment (-1/2), Side Effects: -5 DCV (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 22
Movement Powers
12 1) Cybernetic Legs: +6" Running (12" total) 1
3 2) Cybernetic Legs: Leaping +3" (14" forward, 7" upward) 1
40 3) Gravity Control Globe: Flight 20", Usable Underwater (+1/4); Restrainable (Only by Damage to Vitals, Loc 13 -1/4) 5
33 Regeneration/Cloning: Healing 2 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: Resurrection or cloning does not occur if control medal is frozen or destroyed. If medal is detached from Guyver's forehead, medal will clone Guyver 3 hours afterwards.]
Powers Cost: 737

 

Cost Martial Arts Maneuver
Bioboosted Fighting
0 1) Default Weapon Element: Bare-handed
1 2) Weapon Element: Blades
4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 6) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
3 7) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 8) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
Martial Arts Cost: 25

 

Cost Skill
Computer Mind
32 1) +4 with All Combat
3 2) Analyze: Combat Technique 13-
3 3) Tactics 13-
3 4) Acrobatics 14-
3 5) Breakfall 14-
Skills Cost: 44

 

 

Cost Talent
Computer Mind
3 1) Absolute Range Sense
3 2) Absolute Time Sense
3 3) Bump Of Direction
3 4) Lightning Calculator
Talents Cost: 12

 

 

Total Character Cost: 1041

 

Val Disadvantages
35 Berserk: When Attacked Or Feels Threatened (Very Common), go 14-, recover 14-, Berserk
30 Hunted: Chronos 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Reputation: Deadly Foe of Chronos 14- (Known Only to Chronos) (Extreme)
20 Distinctive Features: Alien Biomechanical Armor (Not Concealable; Causes Fear; Detectable By Commonly-Used Senses)
10 Accidental Change to Normal Guyver: When Non-threatening Person Tries to "Snap Him Out of It" And His BODY Is More Than Zero 11- (Uncommon)
25 Accidental Change to Normal Guyver: When Fully Healed And No Imminent Dangers Exist Always (Common)
25 Susceptibility: Dies If Control Medal Detached From Forehead 3d6 damage, per Phase (Uncommon)
5 Cannot Use Powers Without Control Medal: (Infrequently; Slightly Impairing)

Disadvantage Points: 165

 

Base Points: 200

Experience Required: 676

Total Experience Available: 676

Experience Unspent: 0

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

Shadow Guyver 3

 

Player:

 

Val Char Cost
50 STR 5
25 DEX 15
20 CON 10
15 BODY 4
18 INT 5
18 EGO 16
28 PRE 3
17 COM 4
8/20 PD 5
8/20 ED 3
5 SPD 5
16 REC 2
60 END 0
61 STUN 3
12" RUN02" SWIM013" LEAP0Characteristics Cost: 80

 

Cost Power END
5 Alien Biotech Physiology: Life Support , Longevity: Immortal
9 Telepathic Organ On His Back: Mind Link (Other Guyvers), No LOS Needed; Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)
43 Dimensional Rift Backlash: Energy Blast 12d6 (vs. ED), Personal Immunity (+1/4), Trigger (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2); No Conscious Control (-2), No Range (-1/2) [Notes: Happens Automatically Whenever Character Transforms Into The Guyver]
Bioboosted Characteristics, all slots: OIHI (-1/4)
20 1) +35 STR; No Figured Characteristics (-1/2) 3
17 2) +10 DEX; No Figured Characteristics (-1/2)
6 3) +5 CON; No Figured Characteristics (-1/2)
3 4) +3 BODY; No Figured Characteristics (-1/2)
2 5) +3 INT
12 6) +15 PRE
2 7) +2 ED
16 8) +2 SPD
14 9) +9 REC
12 10) +30 END
24 11) +30 STUN
13 Shadow Cloaking: Invisibility to Sight Group, Reduced Endurance 0 END (+1/2); Only When Not Attacking (-1/2), Only In Shadows or Darkness (-1/2), OIHI (-1/4)
Guyver Defenses, all slots: OIHI (-1/4)
24 1) Living Battlesuit: Armor (12 PD/12 ED); Visible (-1/4)
24 2) Cybernetic Resilience: Physical Damage Reduction, Resistant, 50%
24 3) Cybernetic Resilience: Energy Damage Reduction, Resistant, 50%
4 4) Cybernetic Resilience: Power Defense (5 points)
12 5) Out Of Control: +15 Mental Defense (19 points total)
8 6) Polarized Lenses: Flash Defense (10 points) (Hearing Group)
8 7) Audial Dampeners: Flash Defense (10 points) (Sight Group)
31 8) Sealed Systems: Life Support , 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
5 9) Heavy: Knockback Resistance -3"
Guyver Senses, all slots: OIHI (-1/4)
32 1) High Sensitivity Perceptor Array: Danger Sense (Area: Immediate Vicinity, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense); Restrainable (Only by Damage to Head, Loc 3 -1/4) 14-
4 2) Nightvision
2 3) Ultrasonic Perception
7 4) Telescopic Lenses: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group)
7 5) Parabolic Hearing: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Hearing Group)
60 Guyver Attack Powers: Multipower, 75-point reserve, all slots: OIHI (-1/4)
1u 1) Fight Fire With Fire: Missile Deflection (Any Ranged Attack); Costs Endurance Costs END Each Time Used (-1/4) 2
2u 2) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD) [Notes: (3d6+1 w/ STR. END: 4)] 2
3u 3) Infrared Laser: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), Beam (-1/4), No Knockback (-1/4) 2
4u 4) High Frequency Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); Restrainable (Only by Damage to Arm, Loc 7 -1/4), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Stike. END: 6)] 3
4u 5) Another Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); No Knockback (-1/4), Restrainable (Only by Damage to Arm, Loc 7 -1/4) 3
3u 6) Gravitic Pressure Cannon: Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), No Knockback (-1/4), Beam (-1/4) [Notes: Restrained as Normal And Also By Damage to Vitals, Loc 13] 7
4u 7) Sonic Disruptor: Killing Attack - Ranged 3d6 +1 (vs. ED), Penetrating (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), No Knockback (-1/4) 7
3u 8) Hyperparticle Beam Megasmasher (Half-powered): Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 7
64 Hyperparticle Beam Megasmasher (Full-powered): Killing Attack - Ranged 6d6 (vs. ED), Armor Piercing x1 (+1/2), Area Of Effect (54" Line; +1); Restrainable (-1/2), Extra Time Extra Segment (-1/2), Side Effects: -5 DCV (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4), No Knockback (-1/4), OIHI (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 22
Movement Powers, all slots: OIHI (-1/4)
10 1) Cybernetic Legs: +6" Running (12" total) 1
2 2) Cybernetic Legs: Leaping +3" (13" forward, 6 1/2" upward) 1
33 3) Gravity Control Globe: Flight 20", Usable Underwater (+1/4); Restrainable (Only by Damage to Vitals, Loc 13 -1/4) 5
7 4) Gravity Control Globe: Tunneling 1" through 1 DEF material (Fill In Hole); Limited Medium: Soil (-1/2), Restrainable (-1/2), OIHI (-1/4) 1
30 Regeneration/Cloning: Healing 2 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), OIHI (-1/4) [Notes: Resurrection or cloning does not occur if control medal is frozen or destroyed. If medal is detached from Guyver's forehead, medal will clone Guyver 3 hours afterwards.]
47 Automated Self-defense Mode: Follower (1041 Base, 0 Disad); Feedback (BODY And END) (-2), Follower May Only Appear When Character's BODY Falls Below Zero Or When Character Loses Control Medal (-2), Character Loses Use of Own Body While His Follower Is Active (-1), OIHI (-1/4), Character Is Totally Unaware of Surroundings While His Follower Is Active (-1/4)
Powers Cost: 667

 

Cost Martial Arts Maneuver
Bioboosted Ninjutsu
0 1) Default Weapon Element: Empty Hand
2 2) Weapon Element: Blades, Clubs
4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 6) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 7) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
3 8) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
3 9) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 10) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
Martial Arts Cost: 33

 

Cost Skill
13 +2 with All Combat (16 Active Points); OIHI (-1/4)
2 (3 Active Points); OIHI (-1/4) 11-
8 +1 with All Combat
5 +1 with HTH Combat
3 WF: Blades, Clubs, Small Arms
3 Analyze: Combat Technique 13-
3 Acrobatics 14-
3 Breakfall 14-
3 Tactics 13-
3 Teamwork 14-
3 Deduction 13-
2 PS: Chronos Officer 11-
1 PS: High School Student 8-
2 KS: Chronos 11-
2 KS: Zoanoids 11-
2 KS: Ninjutsu 11-
3 Concealment 13-
3 Bugging 13-
3 Bribery 15-
3 Acting 15-
3 Bureaucratics 15-
3 Conversation 15-
3 Criminology 13-
3 Cryptography 13-
3 Demolitions 13-
2 Forgery 13-
3 Lockpicking 14-
3 Lipreading 13-
3 Persuasion 15-
3 Oratory 15-
3 Climbing 14-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 15-
3 Trading 15-
Skills Cost: 117

 

Cost Perk
2 Money: Well Off
5 Fringe Benefit: Membership
2 Base (11 Base, 0 Disad)
Perks Cost: 9

 

Cost Talent
Cybernetic Mind, all slots: OIHI (-1/4)
2 1) Absolute Range Sense (3 Active Points)
2 2) Absolute Time Sense (3 Active Points)
2 3) Bump Of Direction (3 Active Points)
2 4) Lightning Calculator (3 Active Points)
Talents Cost: 8

 

 

Total Character Cost: 914

 

Val Disadvantages
15 Secret Identity: Agito Makishima, Chronos Officer & High School Student (Frequently; Major)
30 Hunted: Chronos 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Reputation: Deadly Foe of Chronos 14- (Known Only to Chronos) (Extreme)
5 Distinctive Features: 2 Small Tumor-like Growths On His Back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Exotic Internal Anatomy & Physiology (Not Concealable; Noticed and Recognizable; Detectable Only By X-rays and Medical Scanners)
10 Distinctive Features: Alien Biomechanical Armor (Easily Concealed; Causes Fear; Detectable By Commonly-Used Senses)
15 Out For Revenge On Chronos: (Common; Strong)
10 Grandiose Thinking: Believes He Is Destined To Rule The World: (Common; Moderate)
15 Cold And Calculating; Sees Others As Pawns In His Rise To Power: (Common; Strong)
15 Ruthless Killer: (Common; Strong)
25 Susceptibility: As Guyver, Dies If Control Medal Detached From Forehead 3d6 damage, per Phase (Uncommon)
5 As Guyver, Cannot Use Powers Without Control Medal: (Infrequently; Slightly Impairing)

Disadvantage Points: 165

 

Base Points: 200

Experience Required: 549

Total Experience Available: 550

Experience Unspent: 1

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

The Guyver Attck Multip Power is a 75 point MP. You have two slots in it for the Elbow Blades, presumably so you can make Multi Power Attacks?

 

But each blade is 67 AP, so I don't believe there is any way you can make an MPA without increasing the Multi Power pool...

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

I based these Guyver adaptations on the Manga anime "The Guyver: Biobooster Armor," representing the characters' abilities around the time period of chapter 6 "Terminal Battle--The Fall of Chronos Japan." Up to that point, the Guyvers never seemed to perform more than one sword slash per phase.

 

Conversely, I probably would build one of the members of Hyper-zoanoid Team 5--Thancrus--so that he could use both his swords in a multi-power attack.

 

By the way, just in case it's not clear, the writeup for Guyver--Self-defense Mode is the writeup for the "followers" for both Guyver 1 and Shadow Guyver 3. The special effect is that the follower is the Guyver's own control medal, a super-sophisticated computer, which takes possession of the Guyver's body in case the Guyver's BODY drops to zero (ex., his brain is destroyed by an attack); Or, if the control medal is ripped from the Guyver's forehead, the follower--the control medal--will clone a new body for the Guyver (because the old body will self-destruct without the control medal).

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

Ok, you got me curious.

 

If you are never planning on using them together, why would you need to buy the exact same power twice? I generally don't see people buying an HKA defined as claws multiple times, once for each hand. I could maybe see if it was a Focus, as then you would have a spare, but there's no way to lose the origional. In other words, I see no advantage to what you are doing and it appears you are simply wasting pts.

 

Not tryng to attack you here, just wondering if there is something I am missing?

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

Way back in 98 I was trying to get a game going, where the players all played anime characters from shows... (I thought it would attract players.) Sadly, I only had one person interested, and only if he could be Guyver 1, the emporer of the world, and have higher stats and skills than all the other players.

 

:stupid:

 

He has no idea why I said no.

 

 

Anyway, I always smile when I see anime characters written up, remembering my futile, cruddy attempts to make a starting-level 250 pt version.

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

Bloodstone, the reason I bought the sword power twice is because the Guyver has a bad habit of having at least one of his swords (and some of his other powers) destroyed while in combat, esp., when he's fighting the big boys such as the hyper-zoanoids, other guyvers, and zoalords. To simulate having some of his powers temporarily disabled in this way, I bought them with a -1/4 restrainable limitaion.

 

When an attacker hits a guyver and does BODY damage in a location of the guyver's body that houses a restrainable power, the attacker can choose to disable that power. This, of course, requires the use of the hit location table, at least to determine where the attack landed; furthermore, the attacker does not necessarily need to target the power specifically. If an attack does BODY in the appropriate location, even if purely by chance, the power can be "restrained." The guyver regains the use of the "restrained" power once he regenerates all his BODY back.

Link to comment
Share on other sites

Re: Guyver: Bioboosted Armor

 

NIce work, and it saves me a bit of trouble if this ever actually shows up in our game; I "borrowed" Kronos and some other anime based corps for our Champions game, but none of the players have handles associated with them.

 

BTW, I surmised from your use of an episode title that you're basing this build on the anime. Have you ever seen/read the manga (comic book) it was based on? A LOT more material there to draw from, and a much more in-depth story as well (naturally).

 

John T

 

(Not to be mistaken for John T>, even with the birthday thing... ;))

Link to comment
Share on other sites

  • 2 weeks later...

Re: Guyver: Biobooster Armor

 

Here's a 350-point, Championized version of Guyver 1, suitable for a four-color style campaign. I've toned his powers and abiliities down a bit, and converted most of his killing attacks to normal damage attacks.

 

He doesn't have much in the way of non-combat related skills, but he's only a 17 y.o. highschool student.

 

Guyver 1

 

Player:

 

Val Char Cost
10 STR 0
13 DEX 9
15 CON 10
10 BODY 0
10 INT 0
13 EGO 6
10 PRE 0
12 COM 1
6/21 PD 4
4/19 ED 1
3 SPD 7
5 REC 0
30 END 0
23 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 38

 

Cost Power END
Bioboosted Characteristics, all slots: OIHID (-1/4)
17 1) +30 STR; No Figured Characteristics (-1/2) [Notes: Total: 40] 3
17 2) +10 DEX; No Figured Characteristics (-1/2) [Notes: Total: 23]
11 3) +10 CON; No Figured Characteristics (-1/2) [Notes: Total: 25]
6 4) +5 BODY; No Figured Characteristics (-1/2) [Notes: Total: 15]
4 5) +5 PRE [Notes: Total: 15]
2 6) +3 PD [Notes: Total: 24]
4 7) +5 ED [Notes: Total: 24]
16 8) +2 SPD [Notes: Total: 5]
8 9) +5 REC [Notes: Total: 10]
6 10) +15 END [Notes: Total: 45]
12 11) +15 STUN [Notes: Total: 38]
Guyver Defenses, all slots: OIHID (-1/4)
30 1) Biomechanical Exoskeleton: Armor (15 PD/15 ED); Visible (-1/4)
4 2) Cybernetic Mind: +5 Mental Defense (8 points total)
4 3) Polarized Lenses: Flash Defense (5 points) (Sight Group)
10 4) Sealed Systems: Life Support , Extended Breathing, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum
Guyver Senses, all slots: OIHID (-1/4)
8 1) High Sensitivity Perceptor Array: Increased Arc Of Perception (360-Degree) (Sight Group) (10 Active Points)
4 2) Nightvision
48 Guyver Weaponry: Multipower, 60-point reserve, all slots: OIHID (-1/4)
4u 1) Infrared Laser: Energy Blast 8d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points); Beam (-1/4) 6
3u 2) High Frequency Wave Vibration Swords: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Penetrating (+1/2) (60 Active Points); Restrainable (-1/2), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Strike)] 6
5u 3) Sonic Disruptor: Energy Blast 8d6 (vs. ED), Penetrating (+1/2) (60 Active Points) 6
3u 4) Gravitic Pressure Cannon: Energy Blast 12d6 (vs. ED) (60 Active Points); Restrainable (-1/2) 6
3u 5) Hyperparticle Beam Megasmasher (Half-powered): Energy Blast 12d6 (vs. ED) (60 Active Points); Restrainable (-1/2) 6
18 Hyperparticle Beam Megasmasher (Full-powered): Naked Modifier, Area Of Effect (up to 24" Line; +1) (60 Active Points); Only Usable w/ Haymakered Megasmasher (-1), Increased Endurance Cost 3x END (-1), OIHID (-1/4) 18
Movement Powers, all slots: OIHID (-1/4)
2 1) Cybernetic Legs: Leaping + 2" [Notes: Total: 10" forward, 5" upward] 1
20 2) Gravity Control Globe: Flight 10", x4 Noncombat 2
9 Regeneration: Healing 1 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2), OIHID (-1/4)
Powers Cost: 278

 

Cost Martial Arts Maneuver
Bioboosted Fighting, all slots: OIHID (-1/4)
0 1) Default Weapon Element: Empty Hand
1 2) Weapon Element: Blades
3 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 4) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
2 6) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
3 7) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab
3 8) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
Martial Arts Cost: 19

 

Cost Skill
Guyver Skills, all slots: OIHI (-1/4)
6 1) +1 with All Combat (8 Active Points)
2 2) Analyze: Combat Technique (3 Active Points) 11-
2 3) Tactics (3 Active Points) 11-
2 4) Acrobatics (3 Active Points) 12-
2 5) Breakfall (3 Active Points) 12-
1 PS: High School Student 8-
Skills Cost: 15

 

 

 

 

Total Character Cost: 350

 

Val Disadvantages
20 Hunted: Chronos 8- (Mo Pow; Capture; Extensive Non-Combat Influence)
10 Hunted: Floating Villian 8- (As Pow; Capture)
5 Social Limitation: Teenager (Occasionally; Minor)
5 Distinctive Features: 2 Small Tumor-like Growths On His Back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Exotic Internal Anatomy & Physiology (Not Concealable; Noticed and Recognizable; Detectable Only By X-rays and Medical Scanners)
10 Distinctive Features: Alien Biomechanical Armor (Easily Concealed; Causes Fear; Detectable By Commonly-Used Senses)
25 Dependent NPC: Mizuki & Tetsuro Segawa, Friends 14- (Normal; Group DNPC: x2 DNPCs)
15 In Love With Mizuki Segawa: (Common; Strong)
5 Fears That He Has Become a Monster: (Uncommon; Moderate)

Disadvantage Points: 100

 

Base Points: 250

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...