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Ragitsu

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Posts posted by Ragitsu

  1. Re: Was Tony Stark's player a bonehead?

     

    Assuming we're talking about the movie' date=' the original power supply for the suit had been stolen and was being used by Iron Monger. Being unable to operate the suit at all without power is probably a Physical Complication.[/quote']

     

    I was actually referring to the comic version, because I find the movie version more tolerable on the whole :cool:. Is it required to define the weight of a battlesuit during creation?

  2. Re: Balls of Steel

     

    It is Power Advantage that is purchased separately from a Power. Such as AP on a portion of a character's STR, or the ability to make any gun up to a specified power-level Autofire. The power can be used without the advantage if desired.

     

    The description and rules appear at the beginning of the Advantages section in both 5ER (p244) and 6E (6E1, p314).

     

    Thank you, Daltwisney :king:.

  3. Re: Has anyone here ported a Spycraft organization to HERO?

     

    I should try porting my Spycraft character over. That'd be a bucket of laughs and terribad psych limitations.

     

    Here's my old character:

     

    Origin: Persistent Special Ops (Dogged and relentless, you keep at any job until it's done. Also, you’ve honed skills and served causes that may never be made public.)

    • +2 Constitution, -2 Charisma.
    • You may retry a skill check without suffering any penalties listed in its Retry entry a number of times per session equal to your starting action dice.
    • Resolve is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
    • You gain a +1 Insight bonus with Fortitude saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, & 20.
    • Bonus Feat: Any Covert feat. (Ghost Basics.)
    • You gain the Explosives weapon proficiency.
    • Once per session, you may decrease the overland travel time of any 1 trip to 3/4 standard (rounded down).
    • You gain a +1 insight bonus with Sneak and Tactics checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

     

    Class/Level: Intruder 4 / Soldier 5

    Nationality: United States of America

    Age: 26

    Height: 6'1"

    Weight: 182 lbs

    Eyes: Hazel

    Hair: Dark Brown

    Skin: Light Tan

     

    Experience:

    Current: 110,000

    Next Level: 150,000

     

    Attributes:

    Strength: 14 (+2)

    Dexterity: 14 (+2)

    Constitution: 16 (+3)

    Intelligence: 12 (+1)

    Wisdom: 14 (+2)

    Charisma: 10 (+0)

    [36 points spent, Persistent (+2 Con, -2 Cha), Level 4 (+1 to Con), Level 8 (+1 to Wis)]

     

    Durability:

    Vitality/Wounds: 73/74 - 16/16

    Stress Threshold: 17

    Subdual Threshold: 19

     

    Saving Throws:

    Fortitude: +10 (+4 Class, +3 Con, +3 Persistent)

    Reflex: +7 (+5 Class, +2 Dex)

    Will: +10 (+5 Class, +2 Wis, +3 Iron Will)

     

    Speed: 30 ft

     

    Armor: Duty Vest, Class II with Trauma Plates and Personal Tailoring (P) (DR 4/7, Resistances: 0, DP -1, ACP +0)

     

    Combat Modifiers:

    Initiative: +9 (+7 Class, +2 Dex)

    Defense: 18 (+6 Class, +2 Dex, +1 Armor, -1 Defense Penalty)

    DR 5/8 (Armor 4/7 + Fortunes of War 1)

     

    BAB: +8

    Melee: +10 (+8 BAB, +2 Str)

    Ranged: +10 (+8 BAB, +2 Dex)

    Unarmed: +12 (+8 BAB, +3 Con, +1 Forte)

     

    Action Dice:

    2/4 dice - 1d6

     

    Special Checks:

    Knowledge check - +10 (+9 level, +1 Int)

    Request check - +9 (+9 level)

    Gear check - +11 (+9 level, +2 Wis)

     

    Weapon Proficiencies: [3 + 5 Fast Proficiencies + Special Ops: Explosives weapons proficiency]

     

    Edged, Explosives, Handgun (forte), Rifle, Submachine Gun, Tactical, Unarmed (forte)

     

    Attacks:

    Unarmed: +12; 1d6+3; E/T 1/19-20

    Kick: +12 ; 1d6+6; E/T 1/19-20

     

    Colt M4A1: +10 ; 4d4; E/T 1-3/20; Range Inc - 150 ft (+1 to attack within the first 5 range increments)

    H&K USP: +11 ; 1d10+1; E/T 1/20; Range Inc - 40 ft

    H&K P7: +11 ; 1d10+1; E/T 1/20; Range Inc - 30 ft

    ---

     

    Class Abilities:

     

    Intruder

     

    • Core Ability -> Dexterous: You excel at activities requiring nimble fingers and precise eye-hand coordination. Each time you spend 1 action die to boost a Dexterity-based skill check, you roll and add the results of 2 dice.
    • Gear Prep: You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type.
    • Evasion I: You can escape many sources of immediate harm. At Level 2, whenever you aren’t flat-footed and may make a Reflex save to reduce the damage suffered from an attack or event (such as an explosion or successful grenade attack), you instead suffer no damage with a successful save.
    • Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held).

     

    Soldier

     

    • Fortunes of War I: Through a combination of luck and skill, you shrug off most minor damage. At Level 2, you gain 1 point of damage reduction (DR 1/—). Further, as a free action, you may double the DR granted by this ability for 1 full round (see page 346). You may boost your DR in this fashion a number of times per session equal to your starting action dice.
    • Armor Use I: You’re at home in armor. At Level 4, you gain a +1 bonus to Defense while wearing armor. Further, your armor check penalty decreases by 1 (minimum 0). Finally, you gain 1 piece of Caliber I armor at no cost as part of your mission gear during the Intel Phase of each mission.

     

    Feats:

     

    • Ghost Basics: When making a Sneak/Hide check to evade a security sensor, you gain a synergy bonus from your Acrobatics skill. Further, when making a Hide check to evade a living opponent, you gain a synergy bonus from your Sense Motive skill. Finally, when making a Hide check while moving up to your full Speed, you suffer no penalty.
    • Ghost Mastery: When you make a Sneak/Hide check while moving faster than your full Speed, you suffer a –4 penalty instead of the standard –8. Further, if the observer is distracted, he suffers an additional –4 penalty with his Notice/Awareness or Search/Perception check. Finally, when you’re hidden and benefit from 3/4 scenery cover against an opponent, you’re considered invisible to that opponent.
    • Iron Will: Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds.
    • Kicking Basics: Your Initiative Count does not decrease when you take a Kick action. Further, you gain the following stance and trick.
      -Shifting Stance (Stance): When you make an unarmed attack in this stance, your target’s dodge bonus to Defense decreases to 1/2 standard (rounded up). Further, if you score a threat or critical hit with an unarmed attack while in this stance, you may immediately move to the opposite side of the opponent (though only if the square is unoccupied).
      -Sweep (Trick): You do not become flat-footed when you miss with an attack check made as part of a Trip action. You do become flat-footed if you suffer a critical failure, but your opponent may not take a Trip action against you as a free action.
    • Marksmanship Basics: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard –4.
    • Marksmanship Mastery: Your attack check bonuses from the Aim action increases by +1. Further, your range increment with any firearm or heavy weapon increases by 50% (rounded up to the nearest 5 ft.). Finally, your range increment with any hurled weapon is doubled.
    • Martial Arts (Constitution): Your base unarmed attack threat range becomes 19–20, and your unarmed damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.
    • Spider Basics: Opponents do not gain a bonus to attack you while you’re climbing. Further, you suffer no penalty from the Hands-On or Vision tags, or when climbing without a kit. Finally, if you’re climbing at the start of a combat, you gain a bonus with your Initiative check equal to the number of Covert feats you possess.

     

    Skills:

     

    SpycraftCharacterSkills-MichaelAris.png

     

    ---

     

    Foci:

    Cultures: North America

    Drive: Standard Ground Vehicles, Standard Watercraft

    Profession: Military

    Science: Chemistry

     

    Subplots: Game Control Fiat. While he can't quite put his finger on it, Michael has always felt there's something unexpected in store for him just around the corner...

     

    Interests: European military history, martial arts, sailing, cooking.

     

    Contacts: Major Thomas Halford, Delta.

     

    ---

     

    Wealth: 7 (3 Class + 4 Big Budget)

    Lifestyle: 4 (Two bedroom house - Trendy, Caliber II Vehicle - Sports Car, Luxury)

    Possessions: 4 (1 III / 2 II / 3 I)

    Spending Cash: 2 ($400)

     

    Mission Gear:

    Gear Picks: 2W, 2S, 1G

     

    Personal Gear:

     

    Cal III - Radio, tactical (encrypted). 1 lbs.

    Cal II - H&K P7 (9mm) with threaded barrel, removable suppressor and concealed holster. Three magazines 9mm (13 rounds each) 1.9 lbs.

    Cal II - H&K USP (9mm) with threaded barrel and removable suppressor. Four magazines 9mm (15 rounds each) 1.7 lbs.

    Cal I - Knife, escape. .1 lbs.

    Cal I - Goggles with night vision upgrade. 1.5 lbs.

    Cal I - Grapple gun, standard. 5 lbs.

     

    Common Items: 14

     

    -1/48 scale white yacht (Mariana in blue lettering).

    -Binoculars (dark green and black pattern).

    -Book on 20th century European history.

    -Firearm cleaning kit.

    -Flashlight (black, waterproof, hand-crank powered).

    -Flexible desk lamp (black body, white head).

    -Framed photograph of Athens.

    -Jar of beef jerky.

    -Safe for firearms (combination, two by two by two feet large).

    -Set of car cleaning materials (Sprays, wipes, small hand vac, etc).

    -Set of steak knives.

    -Silver gloves from savate competition.

    -Swimming fins with mask.

    -Wool blanket with tiger sewn in (dark brown).

     

    Current Gear:

     

    -H&K P7 (9mm) with threaded barrel, removable suppressor and concealed holster. Three magazines 9mm (13 rounds each) (along back) (1.9 lbs)

    -H&K USP (9mm) with threaded barrel and removable suppressor. Four magazines 9mm (15 rounds each) (right hip) (1.7 lbs)

    -Escape knife (along left leg) (.1 lbs)

     

    -Colt M4A1 with threaded barrel, removable suppressor and red dot sight. 5 thirty round magazines of 5.56mm (held) (7.5 lbs)

    -Grenade, flash/bang (x3) (across vest in front) (3 lbs)

     

    -Tactical encrypted radio (in ear) (1 lb)

    -Goggles, night vision (head) (1.5 lbs)

    -Grapple gun, standard (back waist) (5 lbs)

    -Flashlight (dark green and black) (back waist)

     

    -Fatigues, jungle (Tigerstripe) (worn) (2 lbs)

    -Backpack (dark green and black) (worn)

    -Bottle of water purification tablets (200) (in backpack)

    -1 quart canteen (along waist) (2.19 lbs)

    -Five day's worth of M.R.Es (in backpack)

    -Bundle of climbing rope (50 ft) (in backpack)

    -Glock 20 (in backpack) (1.7 lbs)

     

    -Duty Vest, Class II with Trauma Plates and Personal Tailoring (worn) (7.8 lbs)

    -Binoculars (dark green and black) (vest pocket)

    -Medical Gear, Liquid Skin Patch x2 (vest pocket) (.1 lbs)

    -Acid, Commercial (PR2, AP 4, 2d6) (vest pocket) (.1 lbs)

     

    -Healing device [small silvery box with suction pad - Fine] PR3 (3 WP/3d8 VP x3) (along right leg) (.1 lbs)

     

     

    Total Weight / Max Light Load: 33.99 lbs / 58 lbs

  4. Re: Strangest Perk you've seen?

     

    Perk: Perceive beyond the 4th wall: He would talk to the PLAYERS... (Cost me three points' date=' and others thought he was a bit crazy, but it did allow him to use "Table Knowlege"[/quote']

     

    I have seen "Break the Fourth Wall" in other systems before, and it was similarly priced.

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