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Icarium

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Everything posted by Icarium

  1. Re: Monster Hunter - New recruit A beginning... [TABLE=width: 100%] [TR] [TD=colspan: 2, align: left]Jarhead[/TD] [/TR] [TR] [TD] [TABLE] [TR] [TD=align: center]Val[/TD] [TD=align: left]Char[/TD] [TD=align: center]Points[/TD] [TD=align: center]Total[/TD] [TD=align: center]Roll[/TD] [TD=align: left]Notes[/TD] [/TR] [TR] [TD=align: center]15[/TD] [TD=align: left]STR[/TD] [TD=align: center]5[/TD] [TD=align: center]15[/TD] [TD=align: center]12-[/TD] [TD=align: left]HTH Damage 3d6 END [3][/TD] [/TR] [TR] [TD=align: center]15[/TD] [TD=align: left]DEX[/TD] [TD=align: center]10[/TD] [TD=align: center]15[/TD] [TD=align: center]12-[/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]15[/TD] [TD=align: left]CON[/TD] [TD=align: center]5[/TD] [TD=align: center]15[/TD] [TD=align: center]12-[/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]15[/TD] [TD=align: left]BODY[/TD] [TD=align: center]5[/TD] [TD=align: center]15[/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]15[/TD] [TD=align: left]INT[/TD] [TD=align: center]5[/TD] [TD=align: center]15[/TD] [TD=align: center]12-[/TD] [TD=align: left]PER Roll 12-[/TD] [/TR] [TR] [TD=align: center]13[/TD] [TD=align: left]EGO[/TD] [TD=align: center]3[/TD] [TD=align: center]13[/TD] [TD=align: center]12-[/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]16[/TD] [TD=align: left]PRE[/TD] [TD=align: center]6[/TD] [TD=align: center]16[/TD] [TD=align: center]12-[/TD] [TD=align: left]PRE Attack: 3d6[/TD] [/TR] [TR] [TD=align: center][/TD] [TD=align: left][/TD] [TD=align: center][/TD] [TD=align: center][/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center][/TD] [TD=align: left][/TD] [TD=align: center][/TD] [TD=align: center][/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]3[/TD] [TD=align: left]PD[/TD] [TD=align: center]1[/TD] [TD=align: center]3[/TD] [TD=align: center][/TD] [TD=align: left]3 PD (0 rPD)[/TD] [/TR] [TR] [TD=align: center]3[/TD] [TD=align: left]ED[/TD] [TD=align: center]1[/TD] [TD=align: center]3[/TD] [TD=align: center][/TD] [TD=align: left]3 ED (0 rED)[/TD] [/TR] [TR] [TD=align: center]3[/TD] [TD=align: left]SPD[/TD] [TD=align: center]10[/TD] [TD=align: center]3[/TD] [TD=align: center][/TD] [TD=align: left]Phases: 4, 8, 12[/TD] [/TR] [TR] [TD=align: center]5[/TD] [TD=align: left]REC[/TD] [TD=align: center]1[/TD] [TD=align: center]5[/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]20[/TD] [TD=align: left]END[/TD] [TD=align: center]0[/TD] [TD=align: center]20[/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]20[/TD] [TD=align: left]STUN[/TD] [TD=align: center]0[/TD] [TD=align: center]20[/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]15"[/TD] [TD=class: small, align: left]Running[/TD] [TD=align: center]3[/TD] [TD=align: center]15m[/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]5"[/TD] [TD=class: small, align: left]Swimming[/TD] [TD=align: center]1[/TD] [TD=align: center]5m[/TD] [TD=align: center][/TD] [TD=align: left][/TD] [/TR] [TR] [TD=align: center]5"[/TD] [TD=class: small, align: left]Leaping[/TD] [TD=align: center]1[/TD] [TD=align: center]5m[/TD] [TD=align: center][/TD] [TD=align: left]Total Characteristics Cost: 66[/TD] [/TR] [/TABLE] [/TD] [TD=align: left][/TD] [/TR] [TR] [TD=colspan: 2] [TABLE=width: 100%] [TR] [TD]Cost[/TD] [TD=width: 100%]Powers[/TD] [TD]END[/TD] [/TR] [TR] [TD=align: left]3[/TD] [TD=width: 100%, colspan: 2, align: left]Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike[/TD] [/TR] [TR] [TD=align: left]3[/TD] [TD=width: 100%, colspan: 2, align: left]Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls[/TD] [/TR] [TR] [TD=align: left]5[/TD] [TD=width: 100%, colspan: 2, align: left]Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike[/TD] [/TR] [TR] [TD=align: left]3[/TD] [TD=width: 100%, colspan: 2, align: left]Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike; Target Falls; Must Follow Grab[/TD] [/TR] [TR] [TD=align: left]4[/TD] [TD=width: 100%, colspan: 2, align: left]Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD][/TD] [TD]Perks[/TD] [/TR] [TR] [TD=align: left]8[/TD] [TD=align: left]Contact: Master Sergeant Terry "Gato" Quinn - Supply & Logistics Specialist (Contact has very useful Skills or resources, Very Good relationship with Contact) 13-[/TD] [/TR] [TR] [TD=align: left]4[/TD] [TD=align: left]Favor "Gato" owes me![/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD][/TD] [TD]Skills[/TD] [/TR] [TR] [TD=align: left][/TD] [TD=align: left]USMC Boot Camp & Fleet Time[/TD] [/TR] [TR] [TD=align: left]5[/TD] [TD=align: left]1) Accurate Sprayfire [/TD] [/TR] [TR] [TD=align: left]3[/TD] [TD=align: left]2) Combat Driving 12- [/TD] [/TR] [TR] [TD=align: left]2[/TD] [TD=align: left]3) KS: The Military World 11- [/TD] [/TR] [TR] [TD=align: left]2[/TD] [TD=align: left]4) KS: USMC History And Customs 11- [/TD] [/TR] [TR] [TD=align: left]3[/TD] [TD=align: left]5) Tactics: NCO School 12- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]6) TF: Tracked Amphibious Assault Vehicle: Tracked Military Vehicles [/TD] [/TR] [TR] [TD=align: left]3[/TD] [TD=align: left]7) Paramedics 12- [/TD] [/TR] [TR] [TD=align: left]2[/TD] [TD=align: left]8) PS: US Marine 11- [/TD] [/TR] [TR] [TD=align: left]5[/TD] [TD=align: left]9) WF: Assault Rifles/LMGs, General Purpose/Heavy Machine Guns, Grenade Launchers, Handguns, Shoulder-Fired Weapons, Submachine Guns, Thrown Grenades [/TD] [/TR] [TR] [TD=align: left]6[/TD] [TD=align: left]10) +3 with any single attack [/TD] [/TR] [TR] [TD=align: left]1[/TD] [TD=align: left]11) WF AAV Crew Served Weapons: Vehicle Weapons [/TD] [/TR] [TR] [TD=align: left][/TD] [TD=align: left]Everyman abilities[/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]1) AK: Vancouver Island, BC 8- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]2) Climbing 8- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]3) Deduction 8- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]4) KS: General Sports 8- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]5) Language: English (completely fluent; literate) (4 Active Points) [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]6) Orienteering (Navigation) (Land) 8- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]7) Stealth 8- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]8) Survival (Temperate/Subtropical, Custom Adder) 12- [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]9) TF: Common Motorized Ground Vehicles, Custom Adder [/TD] [/TR] [TR] [TD=align: left]0[/TD] [TD=align: left]10) WF: Blades, Custom Adder, Rifles, Shotguns [/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2]Total Powers & Skills Cost: 62[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2]Total Cost: 128[/TD] [/TR] [/TABLE]
  2. Re: Monster Hunter - New recruit Here's the basics for 'Jarhead', just need to actually build the character now. My thought is to build 'Jarhead' pre MHI recruitment Jarhead had a 'normal' childhood, started fishing and hunting with his father and uncles at an early age. Jarhead enjoyed sports throughout his Senior High years, playing football, baseball and volleyball. He also worked at a fast food restaurant during High School and while he had to work for it did graduate with 'Honors'. After High School Jarhead enlisted in the USMC, served an eight year contract and saw combat during the first Gulf War. After releasing from active duty Jarhead worked at a retail store and attended a local community college pursuing degrees in education and philosophy before his monster encounter and recruitment into M.H.I. Everyman Skills (Modified) Navigation 8- Climbing 8- Concealment 8- Conversation 8- Deduction 8- AK: Vancouver Island 8- Orienteering 8- Native Language: English (4 points’ worth, with literacy) KS or PS(?): Sports 11- Survival Temperate/Subtropical (9+(INT/5))- PS: Fast Food/Retail at 11- Shadowing 8- Stealth 8- TF: Common Motorized Ground Vehicles 8- Using the Basic Military Training Package Deal from Dark Champions as a base I can see adding the following skills from his time in the Marine Corps: Running +1 KS: The Military World 11- KS: USMC History And Customs 11- PS: Marine 11- NCO School - Tactics AAV Driver - TF: Tracked Amphibious Assault Vehicle Combat Driving Paramedics WF: Crew Served Weapons Autofire Accurate Sprayfire 4 Contacts (4 points’ worth) and then 3 skill points towards combat skill levels with a specific firearm.
  3. I'm staring to work on a character based on some of my own background, it's a slow process as I'm still newish to the HERO System, but I'd love to see how others would build a neophyte MHI Employee...
  4. Re: MHI Hunter Template So this would be a Characteristics power, something similar to the Presence Defense sample in 6E1 page 178? Presence Defense: +20 PRE (20 Active Points); Only To Protect Against Presence Attacks (-1). Total cost: 10 points.
  5. Re: MHI Hunter Template Totally agree that makes sense...
  6. Re: MHI Hunter Template Good one! Some type of Psychological Complication, either a fear of or hatred for a specific monster type would fit very well and you could play with the frequency and intensity of the complication to make it anywhere from a 5 point to 25 point complication... although a 25 point Psychological Complication might be a stretch, not sure you could classify any monster as very common?
  7. I've got a similar post on a different section of the forums (http://www.herogames.com/forums/show...unter-Template ) but thought bringing it over here might start some more discussion... MHI Monster Hunter Template: [TABLE=width: 454] [TR] [TD=align: center]Cost [/TD] [TD] Ability [/TD] [/TR] [TR] [TD=align: center]2[/TD] [TD] +2 STR [/TD] [/TR] [TR] [TD=align: center]2[/TD] [TD] +2 CON [/TD] [/TR] [TR] [TD=align: center]4[/TD] [TD] +2 DEX [/TD] [/TR] [TR] [TD=align: center]2[/TD] [TD] Running +2m [/TD] [/TR] [TR] [TD=align: center]4[/TD] [TD] CSL: +2 OCV with firearm of choice [/TD] [/TR] [TR] [TD=align: center]2[/TD] [TD] KS: Bestiary (11) [/TD] [/TR] [TR] [TD=align: center]2[/TD] [TD] PS: Monster Hunter (11) [/TD] [/TR] [TR] [TD=align: center]3[/TD] [TD] Tactics [/TD] [/TR] [TR] [TD=align: center]2[/TD] [TD] WF: Small Arms [/TD] [/TR] [TR] [TD=align: center]3[/TD] [TD] Enhanced Perception +1 to PER Roll [/TD] [/TR] [/TABLE] 6 points’ worth of Skills from the following list: Autofire Skills Climbing Combat Skill Levels Concealment Demolitions Fast Draw Martial Arts Paramedics Combat Skill Levels Stealth Survival Weapon Familiarity …or ask the GM if the skill you want is applicable If the character already has any of the abilities or skills in the package give them the option of increasing their skill level or choosing an advanced version of the appropriate ability or skill. Total Cost Of Package Abilities: 32 Complications: Harmful Secret; The character has to keep their Monster Hunting Career a secret from everyone: +10 Frequently, +5 Major [15 points] Subject To Orders; The character is a MHI employee: +15 Very Frequently, +5 Major [20 points] Rivalry; The Govt' Monster Hunter Bureau is in direct competition with MHI and it's employees: +5 Professional, +10 Rival is Significantly More Powerful than character [15 points] Total complications: 50 New Skills: Knowledge Skill: Bestiary [*=1]The general study of the behavior, anatomy, and physiology of monster species. Use this skill to identify a known monster based on traces or parts of that monster, list the habits and qualities of a known monster, or classify and predict the attributes of an unknown monster based on the same data. Also can identify the weakness of a known monster. Professional Skill: Monster Hunter [*=1]Knows the main weaknesses of and effective tactics against all kinds of monsters.
  8. Re: Equipment & Weapons? Found a great write up by Mad Ogre of the weapons in Larry's first book here: http://65.48.65.168/Interviews/Guns_Of_MHI.htm The quick list: S&W snub nosed J framed .357 Magnum Glock Model 20, in 10mm S&W 610. M1911 M4 Ruger Redhawk in .45 Colt. Marlin 1895 lever gun in .45-70. S&W M1917. S&W 625 Thompson. A Kimber/Bull high capacity 1911 .45 topped with Ashley Express 24/7 sights Remington 870 topped with XS sights, a 2 shot extension tube, and a Side Saddle to hold 6 more rounds of 12 gauge. HK UMP .45 caliber SMG's VEPR K chambered in .308 RPG's Tomahawk axe M-14 rifle topped with a Trijicon ACOG. CZ 97B A modified Saiga 12, which is an AK-47 chambered for 12 gauge, has a folding stock, switch blade bayonet, full auto, grenade launcher... better known as Abomination
  9. I'm assuming that the MHIEHRPG will be geared more towards the Heroic level of play versus Superheroic (except for maybe a few rare individuals?). Will you be including price lists for equipment, weapons, vehicles and base stuff?
  10. Re: Announcement: The Monster Hunter International RPG! Awesome stuff! I have a blog site dedicated to a Canadian MHI Team - M.H.I. Coastal Rangers - on which I've played around with both HERO and the BRP system. Have a couple of older posts on this forum with some MHI thoughts: M.H.I. Coastal Rangers Monster Hunter Template http://www.herogames.com/forums/showthread.php/81767-M-H-I-Coastal-Rangers-Monster-Hunter-Template FFW Body Armor? http://www.herogames.com/forums/showthread.php/81730-FFW-Body-Armor?p=2067459#post2067459 Really looking forward to a fully fleshed out system that I can adapt my Campaign to! Thanks Steve & Larry!!!
  11. Re: M.H.I. Coastal Rangers Monster Hunter Template I agree with you, in keeping with the MHI spirit I not going to allow any PC's to be monsters. There may be a friendly monster NPC or two tho' Not sure I agree with you on this one, I think Frank is just a big boy who has put himself through some hard training. He may have some sort of psi/esp/or magical ability tho' that would account for his visions and such from the first book.
  12. Re: M.H.I. Coastal Rangers Monster Hunter Template Not entirely sure but I'm thinking somewhere in the 100-150 point range? I need to play around with Character Creation a bit and see what kind of characters can be built within that limit? I'm thinking an investment in HDv3 is in my future. HERO System is new for me, I come from a mainly AD&D background with some experience with a few other systems (Morrow Project, Twilight 2000, Phoenix Command, Superworld...) but this is my first go at a fully points based and open genre system.
  13. Re: M.H.I. Coastal Rangers Monster Hunter Template I ripped through the first book and am stoked to read Monster Hunter Vendetta! I am really enjoying Mr.Correia's MHI universe Re: Complications How do these look as a set of 'default' complications for the Monster Hunter Template? Harmful Secret; The character has to keep their Monster Hunting Career a secret from everyone: +10 Frequently, +5 Major [15 points] Subject To Orders; The character belongs to MHI: +15 Very Frequently, +5 Major [20 points] Rivalry; The Govt' Monster Hunter Bureau is in direct competition with MHI and it's employees: +5 Professional, +10 Rival is Significantly More Powerful than character [15 points]
  14. Re: M.H.I. Coastal Rangers Monster Hunter Template Thanks for the link! Some good stuff in there. I'm really interested in the way you've got your disadvantages laid out, this is something I need to put some more thought into for the Monster Hunter Template. The campaign, for the PC's at least, will be a whole lot less magical/psi/esper and a whole lot more gear orientated. PC's that have psi powers or magical abilities will be very rare. The character creation process is going to be broken down into two parts: 1) Pre-MHI career (which could be anything modern day; student, taxi-driver, blimp pilot, military, etc...) and then a transitioning into - 2) Post-MHI training and the ready to play PC Will probably have to fumble around a bit with pre and post disadvantages to keep things balanced.
  15. Looking for some feed back Monster Hunter Template Abilities Cost Ability 2 +2 STR 2 +2 CON 4 +2 DEX 2 Running +2m 4 CSL: +2 OCV with firearm of choice 2 KS: Bestiary (11-) 2 PS: Monster Hunter (11-) 3 Tactics 2 WF: Small Arms 6 points’ worth of Skills from the following list: Autofire Skills Climbing Combat Skill Levels Concealment Demolitions ast Draw Martial Arts Paramedics Combat Skill Levels Stealth Survival Weapon Familiarity …or ask the GM if the skill you want is applicable Total Cost Of Package Abilities: 29 If the character already has any of the abilities or skills in the package give them the option of increasing their skill level or choosing an advanced version of the appropriate ability or skill.
  16. A modern day campaign based on Larry Correia's "Monster Hunter International" universe. Monster Hunter International is the premier monster eradication company in the business. The Coastal Rangers are one of the many teams employed by M.H.I. and the first Canadian detachment. The Coastal Rangers’ official cover story is that they are a privately owned and operated Search and Rescue (SAR) Team. They use the Myra Falls Compound on Vancouver Island as their base of operations and training centre.
  17. Re: FFW Body Armor? Thanks for the examples! I think I've got it now... M.H.I. FFW Body Armor: (Total: 94 Active Cost, 48 Real Cost: ) Resistant Protection (9 PD/9 ED) (27 Active Points); Required Roll 15- (-¼), ¼ Mass (-¼), Real Armor (-¼), OIF Durable (-½), Very Difficult to obtain (-½) (Real Cost: 10) plus Radio, Detect & Transmit AM/FM/Police Radio Transmissions, Increased Arc Of Perception (360 Degrees) (10 Active Points); IIF Durable (-¼), Very Difficult to obtain (-½) (Real Cost: 6) plus Advanced Nightvision, Nightvision (5 Active Points); IIF Durable (-¼), Very Difficult to obtain (-½) (Real Cost: 3) plus Advanced Nightvision, Infrared Perception, Sight Group (5 Active Points); IIF Durable (-¼), Very Difficult to obtain (-½) (Real Cost: 3) plus Gas Mask, Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (-0) (10 Active Points); IIF Durable (-¼), Very Difficult to obtain (-½), (Real Cost: 6) plus Radar (No Sense Group, Targeting; Active), Discriminatory, Increased Arc Of Perception (360-Degrees) (25 Active Points); IIF Durable (-¼), Very Difficult to obtain (-½) (Real Cost: 14) plus Ear Protection, Hearing Group Flash Defense (6 Active Points); IIF Durable (-¼), Very Difficult to obtain (-½) (Real Cost: 3) plus Tinted Visor, Sight Group Flash Defense (6 Active Points); IIF Durable (-¼), Very Difficult to obtain (-½) (Real Cost: 3) To account for the Very Difficult to obtain (-½) limitation: M.H.I. FFW Body Armor is a high tech and unique piece of gear. Each Monster Hunter is personally responsible for their suit of M.H.I. FFW Body Armor. The armor will require maintenance and possibly repair after each operation. General maintenance (cleaning, lubing, minor patches, etc) will cost the Monster Hunter money, any other repair work will require a trained technician and will cost money and take time. If the armor is lost or destroyed it will cost character points, money and it will take a call into a contact or the use of a favor to replace. Thanks for all the help! Cheers
  18. Re: FFW Body Armor? Re: Very Difficult To Obtain Limitation, I was just going off the notes in the rule book; "Very Difficult to recover (it’s difficult or dangerous to obtain; it requires a lot of money or items of similar value; it’s rare or hard to find), this is an additional -½ Limitation." My thought being that in the campaign the armor requires parts that are military grade and will need one of the characters to call in a favor or use a contact and will also cost a lot of money. Would that qualify as "Very Difficult"? Re: Compound Powers, The main point I read was that the Active Points in a compound power equals the sum of the Active Points the character combines to create the power. If I'm interpreting that correctly then I total all the active points in the suit and then apply the limitations? Does it makes sense to treat the suit and helmet separately? The Real Cost of the Body Armor would remain the same. But this would change the cost of the Helmet. Active Cost of the Helmet is 67, then apply the OIF (-½) and Very Difficult to obtain (-½) limitations making the Real Cost 34?
  19. Re: FFW Body Armor? Here is what I've come up with for a first mock up of the armor. M.H.I. FFW Body Armor, all slots OIF (-½) and Very Difficult to obtain (-½) M.H.I. FFW Body Armor Resistant Protection (9 PD/9 ED): 27 Character Points Active Cost: 27 Required Roll 15- (-¼) ¼ Mass (-¼) Real Armor (-¼) OIF (-½) Very Difficult to obtain (-½) Real Cost: 10 The M.H.I. FFW Helmet includes the following: Radio Perception/Transmission: Detect & Transmit AM/FM/Police Radio Transmissions Increased Arc Of Perception (360 Degrees) Active Cost: 10 OIF (-½) Very Difficult to obtain (-½) Real Cost: 5 Advanced Nightvision: Nightvision: 5 Character Points Infrared Perception (Sight Group): 5 Character Points Active Cost: 10 OIF (-½) Very Difficult to obtain (-½) Real Cost: 5 Gas Mask: Life Support (Self-Contained Breathing): 10 Character Points 1 Continuing Fuel Charge lasting 1 Hour (-0) Active Cost: 10 OIF (-½) Very Difficult to obtain (-½) Real Cost: 5 Radar: Radar (No Sense Group, Targeting; Active): 15 Character Points Discriminatory: 5 Character Points Increased Arc Of Perception (360-Degrees): 5 Character Points Active Cost: 25 OIF (-½) Very Difficult to obtain (-½) Real Cost: 13 Ear Protection: Hearing Group Flash Defense Active Cost: 6 OIF (-½) Very Difficult to obtain (-½) Real Cost: 3 Tinted Visor: Sight Group Flash Defense Active Cost: 6 OIF (-½) Very Difficult to obtain (-½) Real Cost: 3 Total Real Cost = 44 If lost the armor will cost character points and $ to replace.
  20. Re: FFW Body Armor? Thanks for the clarification. I'll need to read a bit more into the powers to get a better feel for how this will work. The idea is that each team member is issued the same body armor initially for 'free', given xp, but if lost or destroyed they would need to replace it using character points. Just need to build the armor correctly in the first place tho' so that it's consistent for each PC. Any pointers would be greatly appreciated Cheers!
  21. I'm a newbie to the HERO System and am just starting to design a campaign based in the modern world around a company of monster hunters. I'd like to build some body armor based on the FFW design, some info here - M.H.I. Body Armor Below I've copied the stats of the first mock-up, which would include resistant protection, radio, night vision (infrared) and a gas mask. How would you put this all together using the multi power rules? Level III Kevlar Body Armor: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½) Required Roll 14- (-½) Half Mass (-½) Real Armor (-¼) Cost: 9 Character Points Radio Perception/Transmission (Detect AM/FM/Police Radio Transmissions [3 Character Points], Transmit, Increased Arc Of Perception [360 Degrees]; Passive). The character can perceive and transmit local AM, FM, and police-band radio signals. Cost: 10 Character Points Infrared Perception (Detect Heat Patterns/Traces [5 Character Points]; Passive). The character can perceive heat patterns and traces, but can only perceive the outlines of people and objects (unless there’s a source of infrared light available). Cold objects are perceived as “dark,” while hot objects may be blindingly “bright.” Infrared Perception is not Discriminatory. Cost: 5 Character Points Gas Mask: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½) 1 Continuing Fuel Charge lasting 1 Hour (-0) Cost: 7 Character Points Ideally I'd like full body coverage (Required Roll 15-??) and an extra point or two of PD and ED. Something to simulate vital scans of the wearer and location - possibly radar of some sort?
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