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Silk Detective , her boots and belt and mask and gloves and Dragon


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Major revamp

 

 

 

Silk Detective Caitlin ravenwood

Val Char Cost Roll Notes

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

18 DEX 16 13- OCV: 9/DCV: 7

25 CON 15 14-

18 INT 8 13- PER Roll 13-

13 EGO 3 12- ECV: 1 - 1

18 PRE 8 13- PRE Attack: 3 ½d6

 

9 OCV 30

7 DCV 20

1 OMCV -6

1 DMCV -6

4 SPD 20 Phases: 3, 6, 9, 12

 

2+28 PD 0 Total: 2/30 PD (0/15 rPD)

2+28 ED 0 Total: 2/30 ED (0/15 rED)

10 REC 6

40 END 4

10 BODY 0

40 STUN 10 Total Characteristic Cost: 134

 

Movement: Running: 14m/28m

Leaping: 3m/6m

Swimming: 3m/6m

 

Cost Powers END

14 Dragon Icor Silk Detective , Dragon: Multiform (400 Character Points in the most expensive form) (80 Active Points); 1 Charge which Recovers every 1 Week (-2 ½), Costs Endurance (Only To Change; -½), Extra Time (Full Phase, -½), Concentration (0 DCV; Only to change; -½), Increased Endurance Cost (x2 END; -½), Personality Loss First Roll After 1 Week (-¼) 16

Aquired knowledge(,alien,super tech), all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Unified Power (-¼)

22 1) Force field: Resistant Protection (15 PD/15 ED) (45 Active Points) 0

22 2) Force Field: (Total: 46 Active Cost, 22 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) plus +10 Mental Defense (10 points total) (10 Active Points) (Real Cost: 5) plus Power Defense (10 points) (10 Active Points) (Real Cost: 5) 0

9 3) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points) 0

Custom equipment

45 Her Custom .44 Auto Mag Pistols stored in a pocked dimension: Multipower, 61-point reserve, all slots Reduced Endurance (0 END; +½) (91 Active Points); all slots Restrainable (-½), Unified Power (-¼), Limited Range Power loses about a fourth of its effectiveness (max range 60m; -¼)

3f 1) Mercy rounds single target: Mental Blast 6d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points) 0

3f 2) Mercy Rounds Cone: Mental Blast 3 ½d6, Area Of Effect (16m Cone; +½), Selective (+¼) (61 Active Points) 0

3f 3) Blazing away at whatever moves: RKA 1d6, Affects Desolidified Any form of Desolidification (+½), Penetrating (x2; +1), Area Of Effect (60m Radius; +1 ¼), Selective (+¼) (60 Active Points) 0

3f 4) Maximum Damage: RKA 4d6 (60 Active Points) 0

3f 5) Putting holes in just about anything: RKA 2d6, Penetrating (x2; +1) (60 Active Points) 0

4 Fast Strike +2 +0 10d6 Strike

4 Martial Escape +0 +0 55 STR vs. Grabs

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

20 +5 HTH Damage Class(es)

 

Perks

35 Boots,Gloves,Belt and mask: Vehicles & Bases

 

Talents

6 +2/+2d6 Striking Appearance (vs. all characters)

 

Skills

2 WF: Small Arms

10 TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Ground Vehicles, Large Planes, Small Military Ships, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

0 Everyman skills

0 1) AK: USA 8-

0 2) Acting 8-

0 3) Climbing 8-

0 4) Conversation 8-

0 5) PS: Archeologist 11-

0 6) Language: English (idiomatic; Everyman, literate)

0 7) Paramedics 8-

0 8) Persuasion 8-

0 9) Shadowing 8-

0 10) TF: Everyman, Small Motorized Ground Vehicles

3 Scientist

1 1) SS: Anthropology 11- (2 Active Points)

1 2) SS: Cybernetics 11- (2 Active Points)

1 3) SS: Engineering 11- (2 Active Points)

1 4) SS: Hyperspace Physics 11- (2 Active Points)

1 5) SS: Nanotechnology 11- (2 Active Points)

1 6) SS: Physics 11- (2 Active Points)

1 7) SS: Quantum Mechanics 11- (2 Active Points)

1 8) SS: Teleportation Physics 11- (2 Active Points)

1 9) SS: Trans-Dimensional Physics 11- (2 Active Points)

0 Normal skills

3 Analyze: Tech 13-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Stealth 13-

3 Computer Programming 13-

3 Concealment 13-

3 Criminology 13-

3 Deduction 13-

3 Electronics 13-

3 Super Tech: Inventor 13-

3 Mechanics 13-

3 Navigation 13-

3 Systems Operation 13-

2 Weaponsmith (Firearms) 13-

 

Total Powers & Skill Cost: 266

Total Cost: 400

 

400+ Matching Complications

15 Enraged: If refered to as a mad scientist (Uncommon), go 11-, recover 11-

15 Hunted: SUSHI Infrequently (Mo Pow; Harshly Punish)

15 Hunted: Nazis Infrequently (Mo Pow; Harshly Punish)

15 Psychological Complication: Hates Nazis (Common; Strong)

15 Psychological Complication: Loves to discover stuff and explore (Common; Strong)

 

Total Complications Points: 400

 

Background/History: Curiosity has nearly killed her many a time and she just keeps proving Nietzsche right "That which does not kill us makes us stronger"

 

Child of an explorer who always got into trouble

 

Personality/Motivation: thrill seeker and explorer

 

Quote: let me have a look at that

you get it to work by doing pushing this button

this is one of those "man was never suppose to know kind of things"good thing I'm a woman

 

Powers/Tactics: detective

 

Campaign Use:

 

Appearance: late 20's

 

Silk Detective's boots and belt Transport

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

10 STR 0 HTH Damage 2d6 END [1]

18 DEX 16

 

0 PD -3 0/15 PD (0/15 rPD)

0 ED -3 0/15 ED (0/15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

0 OCV -15

6 DCV 15

 

9 BODY -1

Total Characteristic Cost: 15

 

Movement:

Teleportation: 95m/1520m

 

Abilities & Equipment

Cost Power END

14 Shrinking (0.5016 m tall, 1.5592 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB), Persistent (+¼), Reduced Endurance (0 END; +½) (21 Active Points); Always On (-½)

26 Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½), Unified Power (-¼)

2 Teleportation: Fixed Location (2 Locations)

93 Teleport effects: Variable Power Pool, 60 base + 60 control cost, all slots Powers Can Be Changed As A Half-Phase Action (+½), No Skill Roll Required (+1) (135 Active Points); all slots Limited Power Power loses about half of its effectiveness (only teleport effects; -1), Unified Power (-¼)

0 Teleportation 60m, Custom Adder

0 Teleportation 55m, Custom Adder, x2 Increased Mass

0 Teleportation 35m, Custom Adder, x16 Noncombat, x4 Increased Mass

0 Teleportation 5m, Custom Adder, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾)

0 Long range: Teleportation 10m, Custom Adder, x2 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½), MegaScale (1m = 100,000 km; +2 ¼)

0 Evacuation: Teleportation 10m, Custom Adder, Area Of Effect (4m Radius; +¼), Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Usable Simultaneously (up to 64 people at once; +1 ¼), Grantor can only grant the power to others, MegaScale (1m = 100,000 km; +2 ¼)

 

Total Abilities & Equipment Cost: 135

Total Vehicle Cost: 150

 

Value Complications

Total Complication Points: 0

Total Cost: 150/5 = 30

 

Mask and gloves

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

15 STR 5 HTH Damage 3d6 END [1]

18 DEX 16

 

0 PD -3 15 PD (15 rPD)

0 ED -3 15 ED (15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

3 OCV 0

3 DCV 0

 

10 BODY 0

Total Characteristic Cost: 21

 

Movement:

Swinging: 40m/160m

 

Abilities & Equipment

Cost Power END

0 Mask and gloves subsystems, all slots Unified Power (-¼), IIF (-¼)

22 1) Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½)

7 2) Self polarizing lenses: Sight Group Flash Defense (10 points) (10 Active Points)

17 3) Thermagraph vision: IR Perception (Sight Group), Discriminatory, Analyze, Partially Penetrative, Telescopic: +8, Transmit (26 Active Points)

Notes: Stopped by heavy insulation

11 4) HRRP (Radio Group), Tracking (17 Active Points)

5 5) Various data bases: +4 with all Intellect Skills (16 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

13 6) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points)

8 7) +4 to offset a specific negative OCV modifier with all attacks (Size/range mods) (12 Active Points)

2 8) Absolute Time Sense (3 Active Points)

2 9) Bump Of Direction (3 Active Points)

3 10) Eidetic Memory (5 Active Points)

5 11) Speed Reading (x1,000) (8 Active Points)

2 12) Lightning Calculator (3 Active Points)

15 13) Universal Translator 13- (22 Active Points)

17 14) Swing line shooters: Swinging 40m, x4 Noncombat (25 Active Points)

 

Total Abilities & Equipment Cost: 129

Total Vehicle Cost: 150

 

Value Complications

Total Complication Points: 0

Total Cost: 150/5 = 30

 

Dragon

Val Char Cost Roll Notes

45 STR 5 18- Lift 12.8tons; 9d6 [1]

18 DEX 16 13- OCV: 9/DCV: 5

30 CON 20 15-

18 INT 8 13- PER Roll 13-

15 EGO 5 12- ECV: 1 - 1

20 PRE 10 13- PRE Attack: 4d6

 

9 OCV 30

5 DCV 10

1 OMCV -6

1 DMCV -6

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

 

15+10 PD 13 Total: 15/25 PD (0/10 rPD)

15+10 ED 13 Total: 15/25 ED (0/10 rED)

15 REC 11

60 END 8

20 BODY 10

60 STUN 20 Total Characteristic Cost: 205

 

Movement: Running: 12m/24m

Flight: 44m/352m

Swimming: 4m/8m

 

Cost Powers END

The Dragon Icor

45 1) Great Strength: +30 STR, Reduced Endurance (0 END; +½) (45 Active Points)

30 2) Tough scaley hide: Resistant Protection (10 PD/10 ED) 0

33 3) Large bat like wings: Flight 44m, x8 Noncombat, Reduced Endurance (½ END; +¼) (67 Active Points); Restrainable (Wings; -½), Cannot Hover (must make at least a Half Move per Phase; -½) 2

Notes: Non-combat flight 352mph

4 4) Tail and wings: Extra Limb (1) (5 Active Points); Limited Manipulation (-¼) 0

4 5) Size: Stretching 4m, Reduced Endurance (0 END; +½) (6 Active Points); no Noncombat Stretching (-¼), Perceivable (-¼) 0

6 6) Weight: Knockback Resistance -10m (10 Active Points); Always On (-½), Perceivable (-¼) 0

8 7) Large eyes for night hunting: Nightvision, Telescopic: +6 0

5 8) Big triangular head: Increased Arc Of Perception (240 Degrees) with Sight Group 0

10 Body weaponry: Multipower, 15-point reserve, (15 Active Points); Lockout (Acid and Wind ; -½)

1f 1) tail swipe,wing buffet, head butt,etc...: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-¼) 1

1f 2) Claws: HKA 1d6 (4d6 w/STR) (15 Active Points) 1

33 Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), No Range (-½), Lockout (Flight; -½), Variable Limitations (requires -½ worth of Limitations; -¼)

3f 1) Napalm breath weapon: RKA 2d6, Area Of Effect (16m Cone; +½), Constant (+½), Uncontrolled (Smother with a Base ; +½), Penetrating (+½) (90 Active Points); 4 clips of 8 Charges (-0), Limited Power Power loses less than a fourth of its effectiveness (Must use all of the clip's charges(may only use 4 times a day) -1 to Stun Multiplier; -0) [8]

3f 2) Wind storm: Sight Group Flash 8d6, Does Knockback (+¼), Area Of Effect (16m Cone; +½), Double Knockback (+½) (90 Active Points); Does Not Work Against Desolidified Characters (-¼) 9

 

Skills

3 Combat Flying 13-

3 Navigation (Air, Land) 13-

3 Tracking 13-

0 Everyman skills

0 1) AK: USA 8-

0 2) Acting 8-

0 3) Climbing 8-

0 4) Concealment 8-

0 5) Conversation 8-

0 6) Deduction 8-

0 7) PS: Survival 11-

0 8) unknown accent: Language: English (completely fluent; Everyman, literate) (-1 Active Points)

0 9) Paramedics 8-

0 10) Persuasion 8-

0 11) Shadowing 8-

0 12) Stealth 8-

 

Total Powers & Skill Cost: 195

Total Cost: 400

 

400+ Matching Complications

10 Distinctive Features: look like a 10m long dragon (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Those seeking a trophy to mount or have captive in a zoo(Kraven the hunter type) Infrequently (As Pow; Harshly Punish)

20 Hunted: DEMON Infrequently (Mo Pow; NCI; Harshly Punish)

10 Physical Complication: Built like a dragon ,not human (Infrequently; Slightly Impairing)

10 Psychological Complication: not quite human while in this form (Common; Moderate)

15 Psychological Complication: Curious (Common; Strong)

 

Total Complications Points: 400

 

 

Background/History: Caitlin's second super power was gained when she had a potion of Dragon Icor fall on her ,covering her in the foul stuff and transforming her into a dragon

It took her over a month to figure out how to transform back and forth

 

Personality/Motivation: not quite human while in this form

But does know right from wrong , who is food and who is not

little yappy dogs might go missing

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance: Dragon 8m long

10m wingspan

4m long tail

Black w/ red highlights

 

Silk Detective [ATTACH=CONFIG]n45054[/ATTACH]

 

Dragon [ATTACH=CONFIG]n42588[/ATTACH]

 

 

 

 

 

 

 

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  • 2 weeks later...

Her Con is 25 right in the middle

 

Why lower her OCV ?

She is a trained marksman and martial artist and augmented also

Great at hitting things

On average at avoiding being hit

She his generally shooting her targets so range mods help

 

Both sold back to 1 She has no use for mental powers

vs a 7OMCV mentalist the difference is 15- to a 17- or a 90% vs 99%

Points better spent on Ego to resist or breakout or mental def

 

20 pts for all sciences would be 1 way to handle it

but it is an APG1 talent

 

CON 28 to 23

OCV 9 to 7

OMCV 1 (Only one Characteristic sold low. )

DMCV 3

Universal Scientist; Technology Only (-1/2)

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30 pts for vehicles +5 pts for x2

Boots and Belt are just a teleport system

Gloves and Mask swing line and various sub systems

armor for vehicles only protects the vehicles

Shrinking used to show they are mush smaller than a hex

 

In general SD when when decked out in her super hero guise she is wearing both vehicles

as Dragon she has no access to them

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Won't it be cumbersome in play to have to make a separate Driving, Piloting or Systems roll any Phase the character uses an ability from the Belt or the Gloves & Mask (potentially 2 rolls per Phase if abilities from both 'vehicles' are being used at the same time)? This is above and beyond any rolls attached directly to the abilities of the 'vehicles' themselves.

 

Also, how will the GM determine when either of the 'vehicles' are subject to taking damage? Is the character only intended for a game that uses Hit Locations? This is quite important as whenever they take Body past defenses they begin to lose abilities.

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Sold off the running and swimming(really no need for driving or piloting rolls unless she is swinging or teleporting

Used 2 levels of shrinking to bring the weight down to just over 3kg for both vehicles, total

When she is not teleporting or swinging she is the moving force

and the vehicles are just along for the ride 97% of the time

 

Area effects for certain should affect the vehicles

If she gets captured, a through inspection would reveal that they are devices

Once know, word will get out

Just like heroes have to learn about villains, why not the other way around?

 

In general any known focus can be targeted,other wise it is just a center of mass shot

Special effect of the attack

if she was to fall feet first into a pit of lava or acid up to her knees of course the boot/belt should get attacked As should SD

Glue on a door knob has SD probably breaking being stealthy by having to destroy he door or leaving the vehicle to move on(lose some or all functions depending on the GM)

I bought the armor on both to only protect the vehicles

they just happen to be the same level as SD's resistant def so there is no stacking of armor

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Can you site the page Sys ops is needed in 6th ed or Champions complete to use stuff

Some stuff I can see needing it

she has sys op

At worst these would be treated as a 0 phases activate as no greater limitation vs active pts was taken

 

Abilities & Equipment

Cost Power END

0 Mask and gloves subsystems, all slots Unified Power (-¼), IIF (-¼)

22 1) Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½)

 

Not needed as this system is always on

 

7 2) Self polarizing lenses: Sight Group Flash Defense (10 points) (10 Active Points)

 

Passive system not needed

 

17 3) Thermagraph vision: IR Perception (Sight Group), Discriminatory, Analyze, Partially Penetrative, Telescopic: +8, Transmit (26 Active Points)

Notes: Stopped by heavy insulation

 

Might need if checking something out(Analyze ,Transmit, Penatrative)

 

11 4) HRRP (Radio Group), Tracking (17 Active Points)

 

Yes this one, for set up and tracking

But once say the team comm is up there should not be a need to roll every time she uses it

That is just being silly

 

5 5) Various data bases: +4 with all Intellect Skills (16 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

 

Yes I can see it here but then this is a power that pretty much has her in 1 place not doing much else

 

13 6) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points)

 

Already has to spend a turn to set it might as well get the +2 for phase+turn so a 15-to set

 

8 7) +4 to offset a specific negative OCV modifier with all attacks (Size/range mods) (12 Active Points)

 

to set the vs range or focus yes once set no need for more rolls(target hand held objects or compensate for range or both )

 

2 8) Absolute Time Sense (3 Active Points)

2 9) Bump Of Direction (3 Active Points)

 

passive always on systems just outside of main view (side bar stuff)

 

3 10) Eidetic Memory (5 Active Points)

5 11) Speed Reading (x1,000) (8 Active Points)

 

No need if recording

yes to search

 

15 13) Universal Translator 13- (22 Active Points)

 

Pretty much has it built in already

 

17 14) Swing line shooters: Swinging 40m, x4 Noncombat (25 Active Points)

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You are bypassing the intent of the Vehicle rules. Any abilities other than Movement, Defense and Life Support are abilities of the Vehicle itself. They are not instantly usable by the occupants of the vehicle. For a lot of the abilities to operate the way you intend you would need to add Usable By Other to them. Your use of Talents on the vehicle builds seems like an attempt to disguise the fact that ALL of the Talents in question are actually Enhanced Senses which would come under the Sensor rules below.

 

From 6e2 page 191

Note the use of the word Base is interchangeable with Vehicle.

 

SENSORS

You can buy external sensors for a Base as Clairsentience with the appropriate Enhanced Senses. Of course, if no one monitors the sensors, they won’t help much (although a Computer or AI can serve as an effective monitor). External Sensors are usually bought with Limitations (such as a Required Roll) to reflect imperfect coverage; the GM may require this.

 

LABS AND SKILLS

A Vehicle or Base can have laboratories. Labs help characters do research and improve certain Skills, provide a way to analyze data about mysterious events, and so forth. Don’t let the term “lab†confuse you; they’re not restricted to the hard sciences. A Base could have a “lab†stocked with Disguise equipment, gymnasium equipment for practicing Acrobatics, or lockpicking tools and practice locks.

 

To build a lab, simply buy the appropriate Skill — this indicates what the lab is designed for. This Skill can be a Familiarity for poor labs, or a normal Skill for better ones. When a character uses the lab, its roll acts as a Complementary Skill Roll to his own roll. Because labs don’t have any Characteristics, the Base roll for a lab Skill is always 9-. Of course, the lab only helps the character with his Skill; if he doesn’t have the Skill in the first place the lab does him no good. (Most people couldn’t make heads or tails out of the equipment in Einstein’s laboratory, for example.) All labs require a minimum of two cubic meters of space; many need much more than that.

 

And from the 5e Ultimate Vehicle*, pages 17 & 18

*There is no 6e version of this book planned according to Steve as the only changes would be minor cost changes or descriptions (CSL's are now more expensive and Inches changing to meters).

 

Combat Skill Levels

The most expensive levels: 8 point CSL's (10 point Levels in 6e) can apply to any of the relevant attacks a Vehicle, its operator, and/or its passengers make using vehicular equipment. That is they can not be used with an attack that is NOT part of the Vehicle itself.

 

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Also in Ultimate Vehicle

 

page 23

 

Vehicles themselves do not have Senses - when they buy Enhanced Senses or other Sensory Powers, those Senses aren't actually used by the Vehicle itself, but by its Computer, operator, and/or passengers (see page 169), who make PER Rolls using Systems Operation.

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you do realize that usable by other and has to be close to grantor becomes a limitation(she has to wear it to access it)

While it did not change much, but was able to get 2 more pts for a range finder

 

Thanks ;-P

 

Mask and gloves

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

15 STR 5 HTH Damage 3d6 END [1]

18 DEX 16

 

0 PD -3 15 PD (15 rPD)

0 ED -3 15 ED (15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

3 OCV 0

3 DCV 0

 

10 BODY 0

Total Characteristic Cost: 21

 

Movement:

Swinging: 40m/160m

 

Abilities & Equipment

Cost Power END

26 Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½), Unified Power (-¼)

20 Swing line shooters: Swinging 40m, x4 Noncombat (25 Active Points); Unified Power (-¼)

0 Mask and gloves subsystems, all slots Unified Power (-¼), IIF (-¼), Usable By Other (-¼), Recipient must remain close to Grantor

6 1) Self polarizing lenses: Sight Group Flash Defense (10 points) (10 Active Points)

15 2) Thermagraph vision: IR Perception (Sight Group), Discriminatory, Analyze, Partially Penetrative, Telescopic: +8, Transmit (26 Active Points)

Notes: Stopped by heavy insulation

13 3) HRRP (Radio Group), Discriminatory, Tracking (22 Active Points)

9 4) Various data bases: +3 with all Non-Combat Skills (30 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

11 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points)

2 6) Absolute Time Sense (3 Active Points)

2 7) Absolute Range Sense (3 Active Points)

2 8) Bump Of Direction (3 Active Points)

3 9) Eidetic Memory (5 Active Points)

5 10) Speed Reading (x1,000) (8 Active Points)

2 11) Lightning Calculator (3 Active Points)

13 12) Universal Translator 13- (22 Active Points)

 

Total Abilities & Equipment Cost: 129

Total Vehicle Cost: 150

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you do realize that usable by other and has to be close to grantor becomes a limitation(she has to wear it to access it)

While it did not change much, but was able to get 2 more pts for a range finder

 

Thanks ;-P

No. UBO never becomes a Limitation, ever.

6E1 pg 354 and Champions Complete pg 119: "The minimum value of UOO, regardless of modifiers, is +¼."

 

Also, you failed to address basically every point Hyper-Man made. If you want to build it this way all well and good, more power to you, but it isn't legal by RAW.

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You are bypassing the intent of the Vehicle rules. Any abilities other than Movement, Defense and Life Support are abilities of the Vehicle itself. They are not instantly usable by the occupants of the vehicle. For a lot of the abilities to operate the way you intend you would need to add Usable By Other to them. Your use of Talents on the vehicle builds seems like an attempt to disguise the fact that ALL of the Talents in question are actually Enhanced Senses which would come under the Sensor rules below.

 

From 6e2 page 191

Note the use of the word Base is interchangeable with Vehicle.

 

SENSORS

You can buy external sensors for a Base as Clairsentience with the appropriate Enhanced Senses. Of course, if no one monitors the sensors, they won’t help much (although a Computer or AI can serve as an effective monitor). External Sensors are usually bought with Limitations (such as a Required Roll) to reflect imperfect coverage; the GM may require this.

 

LABS AND SKILLS

A Vehicle or Base can have laboratories. Labs help characters do research and improve certain Skills, provide a way to analyze data about mysterious events, and so forth. Don’t let the term “lab†confuse you; they’re not restricted to the hard sciences. A Base could have a “lab†stocked with Disguise equipment, gymnasium equipment for practicing Acrobatics, or lockpicking tools and practice locks.

 

To build a lab, simply buy the appropriate Skill — this indicates what the lab is designed for. This Skill can be a Familiarity for poor labs, or a normal Skill for better ones. When a character uses the lab, its roll acts as a Complementary Skill Roll to his own roll. Because labs don’t have any Characteristics, the Base roll for a lab Skill is always 9-. Of course, the lab only helps the character with his Skill; if he doesn’t have the Skill in the first place the lab does him no good. (Most people couldn’t make heads or tails out of the equipment in Einstein’s laboratory, for example.) All labs require a minimum of two cubic meters of space; many need much more than that.

 

And from the 5e Ultimate Vehicle*, pages 17 & 18

*There is no 6e version of this book planned according to Steve as the only changes would be minor cost changes or descriptions (CSL's are now more expensive and Inches changing to meters).

 

Combat Skill Levels

The most expensive levels: 8 point CSL's (10 point Levels in 6e) can apply to any of the relevant attacks a Vehicle, its operator, and/or its passengers make using vehicular equipment. That is they can not be used with an attack that is NOT part of the Vehicle itself.

Dude you are reading way too much in the need for Sys op rolls(you also have yet to site where it is needed)

SD is the monitor Her pecetion roll should be plenty

She is wearing the mask and gloves and all the info gathering is in the mask

you can have multiple sensor reading on a screen(I have radar,damage,ammo,weapon arcs,weapon cycling, heat all the time in games like Mech warrior 3 and 4)

 

I give you the range skill levels and remove that

and that I need all noncombat skill levels( 3 instead of 4 levels)

 

Absolute time sense and Bump of direction are a clock and a compass in the sidebar of her sight through her mask or even on the back of her wrist

now if I wish to change the time zone or access the Long and Lat of where I am then Sys op might be needed

 

Absolute range sense is just what ever her crosshairs are on

 

Editic memory and speed reading would not need a sys op roll in just record mod

yes for a sys op roll if she is searching

 

Universal Translator kinda already has it built in

 

Lightning Calculator yes but then it is most likely going to be used with a skill that will have her not fighting

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you do realize that usable by other and has to be close to grantor becomes a limitation(she has to wear it to access it)

While it did not change much, but was able to get 2 more pts for a range finder

 

Thanks ;-P

 

Mask and gloves

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

15 STR 5 HTH Damage 3d6 END [1]

18 DEX 16

 

0 PD -3 15 PD (15 rPD)

0 ED -3 15 ED (15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

3 OCV 0

3 DCV 0

 

10 BODY 0

Total Characteristic Cost: 21

 

Movement:

Swinging: 40m/160m

 

Abilities & Equipment

Cost Power END

26 Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½), Unified Power (-¼)

20 Swing line shooters: Swinging 40m, x4 Noncombat (25 Active Points); Unified Power (-¼)

0 Mask and gloves subsystems, all slots Unified Power (-¼), IIF (-¼), Usable By Other (-¼), Recipient must remain close to Grantor

6 1) Self polarizing lenses: Sight Group Flash Defense (10 points) (10 Active Points)

15 2) Thermagraph vision: IR Perception (Sight Group), Discriminatory, Analyze, Partially Penetrative, Telescopic: +8, Transmit (26 Active Points)

Notes: Stopped by heavy insulation

13 3) HRRP (Radio Group), Discriminatory, Tracking (22 Active Points)

9 4) Various data bases: +3 with all Non-Combat Skills (30 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

11 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points)

2 6) Absolute Time Sense (3 Active Points)

2 7) Absolute Range Sense (3 Active Points)

2 8) Bump Of Direction (3 Active Points)

3 9) Eidetic Memory (5 Active Points)

5 10) Speed Reading (x1,000) (8 Active Points)

2 11) Lightning Calculator (3 Active Points)

13 12) Universal Translator 13- (22 Active Points)

 

Total Abilities & Equipment Cost: 129

Total Vehicle Cost: 150

You've edited this post since I posted, yet you left the inaccurate statement about it being a Limitation at the top. Perhaps there was overlap when we were typing. Perhaps you could address Hyper-Man's points?
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you do realize that usable by other and has to be close to grantor becomes a limitation(she has to wear it to access it)

While it did not change much, but was able to get 2 more pts for a range finder

 

Thanks ;-P

No. UBO never becomes a Limitation, ever.

6E1 pg 354 and Champions Complete pg 119: "The minimum value of UOO, regardless of modifiers, is +¼."

 

Also, you failed to address basically every point Hyper-Man made. If you want to build it this way all well and good, more power to you, but it isn't legal by RAW.

I guess Dan is going to have do an update on HD

As that has been in HD for a while

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Hopefully this will make you happy

Somewhere the Shrinking got dropped

added back in

 

Mask and gloves

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

15 STR 5 HTH Damage 3d6 END [1]

18 DEX 16

 

0 PD -3 15 PD (15 rPD)

0 ED -3 15 ED (15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

2 OCV -5

3 DCV 0

 

10 BODY 0

Total Characteristic Cost: 16

 

Movement:

Swinging: 30m/60m

 

Abilities & Equipment

Cost Power END

0 Main systems, all slots IIF (-¼), Unified Power (-¼)

10 1) Shrinking (0.5016 m tall, 1.5663 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB), Persistent (+¼), Reduced Endurance (0 END; +½) (21 Active Points); Always On (-½)

30 2) Resistant Protection (15 PD/15 ED) (45 Active Points)

10 3) Swing line shooters: Swinging 30m (15 Active Points)

7 4) Self polarizing lenses: Sight Group Flash Defense (10 points) (10 Active Points)

0 Mask and gloves subsystems, all slots Usable By Other (+¼); all slots Unified Power (-¼), IIF (-¼)

11 1) Thermagraph vision: IR Perception (Sight Group), Partially Penetrative, Telescopic: +8 (17 Active Points)

Notes: Stopped by heavy insulation

10 2) HRRP (Radio Group) (15 Active Points)

8 3) Various data bases: +2 with all Non-Combat Skills (25 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

17 4) Teleportation: Floating Fixed Location (4 Locations) (25 Active Points)

3 5) Absolute Time Sense (4 Active Points)

3 6) Absolute Range Sense (4 Active Points)

3 7) Bump Of Direction (4 Active Points)

4 8) Eidetic Memory (6 Active Points)

18 9) Universal Translator 13- (27 Active Points)

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you do realize that usable by other and has to be close to grantor becomes a limitation(she has to wear it to access it)

While it did not change much, but was able to get 2 more pts for a range finder

 

Thanks ;-P

 

Mask and gloves

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

15 STR 5 HTH Damage 3d6 END [1]

18 DEX 16

 

0 PD -3 15 PD (15 rPD)

0 ED -3 15 ED (15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

3 OCV 0

3 DCV 0

 

10 BODY 0

Total Characteristic Cost: 21

 

Movement:

Swinging: 40m/160m

 

Abilities & Equipment

Cost Power END

26 Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½), Unified Power (-¼)

20 Swing line shooters: Swinging 40m, x4 Noncombat (25 Active Points); Unified Power (-¼)

0 Mask and gloves subsystems, all slots Unified Power (-¼), IIF (-¼), Usable By Other (-¼), Recipient must remain close to Grantor

6 1) Self polarizing lenses: Sight Group Flash Defense (10 points) (10 Active Points)

15 2) Thermagraph vision: IR Perception (Sight Group), Discriminatory, Analyze, Partially Penetrative, Telescopic: +8, Transmit (26 Active Points)

Notes: Stopped by heavy insulation

13 3) HRRP (Radio Group), Discriminatory, Tracking (22 Active Points)

9 4) Various data bases: +3 with all Non-Combat Skills (30 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

11 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points)

2 6) Absolute Time Sense (3 Active Points)

2 7) Absolute Range Sense (3 Active Points)

2 8) Bump Of Direction (3 Active Points)

3 9) Eidetic Memory (5 Active Points)

5 10) Speed Reading (x1,000) (8 Active Points)

2 11) Lightning Calculator (3 Active Points)

13 12) Universal Translator 13- (22 Active Points)

 

Total Abilities & Equipment Cost: 129

Total Vehicle Cost: 150

I pulled the range skill levels and changed the data base to levels to all noncombat skill levels(10pts) and mentioned it

I also pointed out that the some talents do not need a sys op roll every phase

and some are just on

 

the latest version will be the bottom one

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you do realize that usable by other and has to be close to grantor becomes a limitation(she has to wear it to access it)

While it did not change much, but was able to get 2 more pts for a range finder

 

Thanks ;-P

No. UBO never becomes a Limitation, ever.

6E1 pg 354 and Champions Complete pg 119: "The minimum value of UOO, regardless of modifiers, is +¼."

 

Also, you failed to address basically every point Hyper-Man made. If you want to build it this way all well and good, more power to you, but it isn't legal by RAW.

Check post #10 where I listed all the powers and how I felt sys ops should be used

now with some stuff puled it would be moot for those

 

Power in red

how sys pos should be used in black

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Went as dropped the Teleport VPP for a Teleport Multipower

Saved some points fixed and floating points all in 1 place

added back speed reading and improved Thermagraph

 

All uploaded to Character Vault

 

Silk Detective's Belt Transport

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

10 STR 0 HTH Damage 2d6 END [1]

18 DEX 16

 

0 PD -3 0/15 PD (0/15 rPD)

0 ED -3 0/15 ED (0/15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

0 OCV -15

6 DCV 15

 

9 BODY -1

Total Characteristic Cost: 15

 

Movement:

Teleportation: 79m/158m

 

Abilities & Equipment

Cost Power END

14 Shrinking (0.5016 m tall, 1.5592 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB), Persistent (+¼), Reduced Endurance (0 END; +½) (21 Active Points); Always On (-½)

22 Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½), Unified Power (-¼), IIF (-¼)

7 Teleportation: Fixed Location (9 Locations) (9 Active Points); Unified Power (-¼)

20 Teleportation: Floating Fixed Location (5 Locations) (25 Active Points); Unified Power (-¼)

40 Forms of teleport: Multipower, 60-point reserve, (60 Active Points); all slots IIF (-¼), Unified Power (-¼)

4 1) Combat 1.0: Teleportation 55m, x2 Increased Mass (60 Active Points)

4 2) Combat 1.1: Teleportation 45m, No Relative Velocity, x2 Increased Mass (60 Active Points)

4 3) Combat 1.2: Teleportation 50m, Safe Aquatic Teleport, x2 Increased Mass (60 Active Points)

4 4) Combat personal 1.0: Teleportation 24m, No Relative Velocity, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points)

4 5) Non-Combat Planetary 1.0: Teleportation 10m, x4 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points)

4 6) Non-Combat Long Range Escape 1.0: Teleportation 10m, x4 Increased Mass, Armor Piercing (+¼), Safe Blind Teleport (+¼), MegaScale (1m = 100 km; +1 ½) (60 Active Points)

4 7) Evacuation Gate Planetary 1.0: Teleportation 10m, Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Area Of Effect (16m Radius; +¾), Usable Simultaneously (up to 64 people at once; +1 ¼), Grantor can only grant the power to others, MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points)

4 8) Planetary movement 1.0: Teleportation 13m, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 10,000 km; +2) (58 Active Points)

 

 

 

Mask and gloves

Val Char Cost Notes

0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0

15 STR 5 HTH Damage 3d6 END [1]

18 DEX 16

 

0 PD -3 15 PD (15 rPD)

0 ED -3 15 ED (15 rED)

4 SPD 20 Phases: 3, 6, 9, 12

2 OCV -5

3 DCV 0

 

10 BODY 0

Total Characteristic Cost: 16

 

Movement:

Swinging: 30m/60m

 

Abilities & Equipment

Cost Power END

0 Main systems, all slots IIF (-¼), Unified Power (-¼)

10 1) Shrinking (0.5016 m tall, 1.5663 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB), Persistent (+¼), Reduced Endurance (0 END; +½) (21 Active Points); Always On (-½)

22 2) Resistant Protection (15 PD/15 ED) (45 Active Points); Limited Coverage Nearly 360 Degrees (Coverage does not protect occupants; -½)

10 3) Swing line shooters: Swinging 30m (15 Active Points)

7 4) Self polarizing lenses: Sight Group Flash Defense (10 points) (10 Active Points)

0 Mask and gloves subsystems, all slots Usable By Other (+¼), Recipient must be within Standard Range of the Grantor for power to be granted, Grantor can only grant the power to others; all slots Unified Power (-¼), IIF (-¼)

26 1) Thermagraph vision: IR Perception (Sight Group), +1 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +6, Tracking, Transmit (39 Active Points)

Notes: Stopped by heavy insulation

10 2) HRRP (Radio Group) (15 Active Points)

8 3) Various data bases: +2 with all Non-Combat Skills (25 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½)

3 4) Absolute Time Sense (4 Active Points)

3 5) Absolute Range Sense (4 Active Points)

3 6) Bump Of Direction (4 Active Points)

4 7) Eidetic Memory (6 Active Points)

7 8) Speed Reading (x1,000) (10 Active Points)

21 9) Universal Translator 16- (31 Active Points)

 

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you do realize that usable by other and has to be close to grantor becomes a limitation(she has to wear it to access it)

While it did not change much, but was able to get 2 more pts for a range finder

 

Thanks ;-P

No. UBO never becomes a Limitation, ever.

6E1 pg 354 and Champions Complete pg 119: "The minimum value of UOO, regardless of modifiers, is +¼."

 

Also, you failed to address basically every point Hyper-Man made. If you want to build it this way all well and good, more power to you, but it isn't legal by RAW.

Sorry, I was referring to what he said in 11 and 12, which you have now gone back and responded to. I should have been more specific.
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