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Beast

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Posts posted by Beast

  1. Re: Power advantages to Martial Arts

     

    I'd say figure out what the highest damage class you want to do NND and then buy a naked advantage NND

    so if the max damage you do is is 5d6 with strength then a naked NND would cost 25 pts

    and then put what ever limitations you want on that(only with MA maneuvers-1/4)should you have weapons that you also use

  2. Re: Fantasy Gambling Ideas

     

    these are game that where bet upon during the time of QE 1

     

    bear baiting you bet how many dogs it will take to kill a bear in a pit

     

    cat in the bag you shoot arrows at a hanging bag with a cat in it the 1 who hits the cat looses

  3. Re: Call for Replacements

     

    if you are playing in a 75 active pt game

    you include the pts in damage reduction with armor so you don't get the 30 ed and 50% damage reduction

    you go more like this

    75% damage reduction resistant cost 60 pts

    10 armor cost 15 pts

    would not worry about pd from strength unless it gets over 10 pts

     

     

    At the risk of stepping on the GM's toes...

     

    75% Dam Reduction seems like overkill to me. Granted i'm not that experienced with Damage Reduction since my main group rarely uses them (15 years ago the GMs more or less brow beat us to not use them because it made figuring out balancing harder than it was worth) but from what i've seen even 25% really makes a character with good defenses hard to put down. I'm thinking a character with 30 PD/ED and 50% Dam Res. is the equivalent of a character with 50 PD/ED. With 75% Reduction... I'm not sure what that scales up to 70 PD/ED? Add the high REC to that and the guy will be nearly impossible to put down.

     

    I'm also a bit concerned about the whole takes half of his body and goes nuclear thing.. Considering who we are up against, getting down to half our body on a regular basis isn't entirely out of the question.

     

    Outside of that I like what I see... Although I think I preferred the First draft better (maybe take the first draft and make that one 45 STR, keep the variable FX EB since that's a nice touch...) Tough call since draft 1 is more of a pseudo brick than a true brick..

     

    But then again since so many of us are pseudo bricks perhaps Valeria is enough of a brick anyways if one of the new PCs can soak a lot of damage.

     

    Bit of a fair warning though compared to Valeria and Victor (and to a lesser extent Spider-Lad) Quantum is at best an amateur scientist. So if being a scientist is your character hook...

  4. Re: Call for Replacements

     

    here is Wraith a gravity based Brick

     

     

    Wraith

    Val Char Cost Roll Notes

    60 STR 15 21- Lift 102.4tons; 12d6 [2]

    24 DEX 42 14- OCV: 8/DCV: 8

    15/30 CON 10 12- / 15-

    14 BODY 8 12-

    18 INT 8 13- PER Roll 13-

    15 EGO 10 12- ECV: 5

    20 PRE 10 13- PRE Attack: 4d6

    20 COM 5 13-

     

    5/37 PD 0 Total: 5/37 PD (0/20 rPD)

    4/35 ED 1 Total: 4/35 ED (0/20 rED)

    3/6 SPD 0 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12

    11/24 REC 6

    30/60 END 0

    32/70 STUN -3 Total Characteristic Cost: 104

     

    Movement: Running: 6"/12"

    Flight: 21"/84"

    Leaping: 5"/10"

    Swimming: 1"/2"

    Teleportation: 5"/10"

     

    Cost Powers END

    37 Mutation Gravity manipulation: Elemental Control, 74-point powers

    25 1) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (all flesh turns invisible but outline can be seen; -1/4) 7

    26 2) (Total: 79 Active Cost, 50 Real Cost) +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2) (Real Cost: 35) plus Flight 5", Costs END Only To Activate (+1/4), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (27 Active Points); Linked (STR; -1/2), Only In Contact With A Surface (-1/4) (Real Cost: 15) 2

    37 3) Flight 16", x4 Noncombat, Costs END Only To Activate (+1/4), Usable Underwater (+1/4), No Gravity Penalty (+1/2) (74 Active Points) 6

     

    Gravity enhancements, all slots OIHID (-1/4)

    24 1) +15 CON (30 Active Points)

    10 2) +12 PD (12 Active Points)

    6 3) +8 ED (8 Active Points)

    24 4) +3 SPD (30 Active Points)

    16 5) +10 REC (20 Active Points)

    24 6) +30 STUN (30 Active Points)

    14 7) Knockback Resistance -9" (18 Active Points)

    33 8) N-Ray Perception (Touch Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, Transmit (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot read or see colors; -1/4)

    Notes: stopped by force walls/ fields

    16 9) LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points)

     

    6 Justice Squadron comm: HRRP (Radio Group) (12 Active Points); OAF (-1)

     

    75 Intense gravity manipulation: Multipower, 75-point reserve

    7u 1) Gravity locking: Drain STR 1d6, Alterable Size, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1), NND ([standard]Gravity based powers,mass,or density altering powers; +1), Area Of Effect (12" Radius; +1 1/4) (75 Active Points) 7

    7u 2) Invisibility to Sight, Mental, Radio and Hearing Groups and Spatial Awareness , No Fringe, Reduced Endurance (0 END; +1/2) (75 Active Points)

    7u 3) Gravitic Crush: Drain BODY 7 1/2d6 (75 Active Points) 7

    7u 4) Gravity warping: Teleportation 5", x16 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) 7

    7u 5) Desolidification (affected by Force wall/fields), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (70 Active Points) 3

     

    Perks

    5 Horror writer profession: Money: Well Off

    5 Vehicles & Bases

    3 Reputation (A large group) 14-, +1/+1d6

    5 Fringe Benefit: International Police Powers

     

    Skills

    2 KS: Justice Squadron foes 11-

    2 KS: international law 11-

    3 Concealment 13-

    3 Criminology 13-

    3 Deduction 13-

    3 Mimicry 13-

    5 Navigation (Air, Land, Marine, Space) 13-

    3 Paramedics 13-

    3 Systems Operation 13-

    3 Shadowing 13-

    5 various monster lore: KS 14-

    5 PS: Horror writer 14-

    3 Stealth 14-

    20 +4 with HTH Combat

    1 TF: Grav Vehicles/Hovercraft

    3 Language: Russian (completely fluent; literate) (4 Active Points)

    3 Language: Lithuanian (completely fluent; literate) (4 Active Points)

    0 Language: English (idiomatic; literate) (5 Active Points)

     

    Total Powers & Skill Cost: 496

    Total Cost: 600

     

    450+ Disadvantages

    20 DNPC: Publisher Fred Garvin editor Dameon Grey 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

    10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

    20 Hunted: Dr Destroyer 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture)

    20 Hunted: Comunist super soldiers 8- (Mo Pow, NCI, Harshly Punish)

    10 Psychological Limitation: dislikes killing (Common, Moderate)

    10 Psychological Limitation: Loves playing the spooky motif (Common, Moderate)

    15 Psychological Limitation: Thrill seeker (Common, Strong)

    15 Psychological Limitation: annoyed by incompetence (Common, Strong)

    15 Psychological Limitation: Hates Commies (Uncommon, Total)

    15 Social Limitation: Secret Id (Frequently, Major)

     

    Total Disadvantage Points: 600

     

    Background/History: Rena is a mutant late bloomer(she is 28 yrs old)

    she also 1 of Dr Destroyer's genetic experiments using gravity manipulating elements from the DNA of Binary and the Blob

    this was done during a pre-natal test by a dr that Destroyer had on his payroll

    when no powers appeared during puberty,Destroyer thought the experiment failed but kept a watch on Rena till she was 25

    with still no results Dr Destroyer gave up on Rena

    Her powers manifested 2 yrs ago she has spent most of here time learning how to use them and is only now getting back to writing horror stories/novels

    she is a first generation born american on her father's side of the family

    Rena's father was a Soviet Sub captian who defected with his sub(a boomer)and most of the officers(3 yrs before she was born)

    when Rena's powers manifested her father used his contacts with the US goverment to get some help and training for her for her

    Rena got sent to Primus be trained

    Rena has helped out Primus but perfers to be a writer

    that was until Dr Destroyer detected the gentic markers he placed in his work

     

    Personality/Motivation: thrill seeker

     

    Quote: gennerally Wraith does not speak much

     

    Powers/Tactics: 60 str :brick plain and simple

    can use

    flight :flys upright(ala Magneto)and walks while flying

    increasing gravity field those in it are being made heavier by making them more attuned to the planet's gravity

    increased stats: time space is being stretched around here, the universe slowed greatly in relation to her

    N-ray perception:mass based and very accurate but cannot read unless it is carved or raised and cannot percieve colors

    Mega-scale teleportation she is using gravity to warp 2 points in time space thing would be bad should she go under 1 km(think leaving a crease in time/space

    Drain(gravitic crush)she is creating an intense gravitc field to crush her target down to as small as a singularity)think going past crush depth in a sub)

    invisibility just extending the field from skin tight to include her clothing and refining it as to be perfect camoflage

    knock back resistance using gravity to hold her in place

    desolid warping space around her and a friend

     

    Campaign Use: Front line brick

    some stealth

    transport

    this character is coming from goverment training but has no wish to be a governemt agent(would prefer to just write horror novels or a movie)

    but fate has handed her other things to her hand

    word got out less than a yr ago about her father that he survived

    those who had a grudge paid him back by killing him and his wife they are after the daughter but did not know that she was super powered much to their surprise

     

    Appearance: clothing a waffenrok made for a woman 15/16 century battle dress for a landskennect

    tall(thigh high)boots

    elbow length gloves

    great cloak with hood

    all clothing looks to be worn but no body is visible

  5. Re: US Government's reaction to superhumans

     

    from the scenario given in the link

    did any of Pablo's unit survive?

    if so the woman if she resisted might still get shot(not that would mean much)

    given that the road blocks are set up so only 1 soldier is at risk at a time

    Pablo would get medivaced out as would the woman under gaurd

    so far all that has been shown is the 2 have great resistance to damage

    the woman would be disappeared

    it might happen to Pablo too if he does not make contact with his family or a lot of his friends in the unit make a big stink wondering where he is since he survived intact and higher ups said he died (checking with the family would bring up a closed casket burial which would be questioned since he was intact and probably talking with unit buddies)

     

    Les go with the woman gets disappeared and Pablo gets ordered to secrecy since he is still in the Army

    both would get tested up the ying yang(blood,dna,catscan,spectragraph,etc)

    the beginning tests would not be overly dangerous to normals but you might get the overzealous general or bureaucrat that might try and order more dangerous tests especially on the woman since she is presumed dead and probably accused of being in on the car bomb

     

    if there is a detectable X-factor the goverment will go looking for it in everybody they can in secret for as long as they can

     

    of course first recruits will be active military as they will be the the easist to get samples from and can be ordered around

     

    if this is a survivor gene kinda thing that only works say 1 in 100

    the goverment will only keep an eye on those that have it and see what they can recruit

     

    if it is a sure thing the these people will be gauged,maneuvered,groomed to be recruited if possible and a new type of cold war may start

    those that cannot be recruited and are too powerful might be disappeared in 1 fashion or an other

     

    those that have powers that just protect and are passive and concealable might get left alone if they are not the right type to recruit

     

    if it is a slow thing in them appearing the goverment will have time to the secret stuff going

    if not might have a mutant discrimination like marvel has

    and all hell might break loose

     

    no I'm not a paranoid conspiracy theroist

    but I do expect my goverment to do black ops when it's security is threatened

  6. Re: Multitarget Abilities

     

    here is a simple way to do that

     

    1 mulitpower with all 11 powers

    it has a normal speed of 4(can move,attack, recover,etc..)

    then you buy +8 speed only for attacks(cannot move,recover,dodge,etc..)

    then have it attack every segment give it the limitation it may only use each slot once per turn(-1/4)

     

    Steve Long wrote up Grond in CKC with a +2 Speed for attacks only at -1 plus some other limitation(act 11-, costs end)which you do not need

     

    you are going to burn through End like there is no tomorrow so buy it down and give it a large recovery and Endurance

     

    He's a Beholder from D&D.

     

    If you don't know what that is, it's an orb of flesh with a ton of eyes that shoot laser beams that have different powers.

  7. Re: Call for Replacements

     

    She has not done all that much since she is a construct and pretty much made plans to jump ship right after meeting Dr Destroyer

     

    Silk Detective

     

    Val Char Cost Roll Notes

    25 STR 15 14- Lift 800.0kg; 5d6 [2]

    24 DEX 42 14- OCV: 8/DCV: 8

    25 CON 30 14-

    14 BODY 8 12-

    23 INT 13 14- PER Roll 14-

    15 EGO 10 12- ECV: 5

    20 PRE 10 13- PRE Attack: 4d6

    20 COM 5 13-

     

    10+25 PD 5 Total: 10/35 PD (0/25 rPD)

    10+25 ED 5 Total: 10/35 ED (0/25 rED)

    6 SPD 26 Phases: 2, 4, 6, 8, 10, 12

    10 REC 0

    50 END 0

    40 STUN 0 Total Characteristic Cost: 169

     

    Movement: Running: 6"/12"

    Leaping: 5"/10"

    Swimming: 2"/4"

    Teleportation: 25"/50"

     

    Cost Powers END

    30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼)

    25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7

    30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3

    25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7

    33 Found/Modified weapons in a dimensional pocket: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)

    3u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0

    3u 2) 2x Colt m1911a1 .45 cal with Mercy bullets: Energy Blast 6d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0

    2u 3) alien power core on a staff setting 1: RKA 5d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7

    2u 4) alien power core setting 2: EB 15d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7

    3u 5) C4 Demo packs w/varible trigger: Killing Attack - Ranged 2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½), Explosion (-1 DC/3"; +1) (75 Active Points); 32 clips of 1 Charge (-½) [1]

    3u 6) Greek fire bomb: RKA 1d6, 8 clips of 1 Continuing Charge lasting 20 Minutes (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character can set Trigger multiple times; +¼), +1 Increased STUN Multiplier (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Sticky (+½), Penetrating (x2; +1), Continuous (+1) (75 Active Points) [1 cc]

    2u 7) tangler grenades: Entangle 4d6, 8 DEF, Autofire (3 shots; +¼) (75 Active Points); 16 clips of 3 Charges (-¼), Range Based On STR (-¼), Can Be Missile Deflected (-¼) [3]

    20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0

    Notes: Only to figure out how somthing works

    5 Defensive Strike +1 +3 5d6 Strike

    4 Fast Strike +2 +0 7d6 Strike

    3 Martial Throw +0 +1 5d6 +v/5, Target Falls

     

    Perks

    60 Personal computer,multi-vehicle,personal base,JS donation

    3 Reputation (A large group) 14-, +1/+1d6

    5 Fringe Benefit: International Police Powers

    5 Money: Well Off

     

    Skills

    3 Breakfall 14-

    3 Combat Piloting 14-

    3 Combat Driving 14-

    10 +2 with Ranged Combat

    10 +1 Overall

    12 +4 with all attacks vs range

    12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14-

    3 Concealment 14-

    3 Demolitions 14-

    3 Electronics 14-

    3 Forensic Medicine 14-

    2 KS: Justice Squadron's foes 11-

    2 KS: international law 11-

    3 Inventor 14-

    3 Lockpicking 14-

    3 Magic 14-

    3 Mechanics 14-

    6 Navigation (Air, Dimensional, Land, Marine, Space) 14-

    3 Paramedics 14-

    4 SS: Archeology 13-

    3 Security Systems 14-

    3 Stealth 14-

    3 Streetwise 13-

    11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14-

    5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-

    15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles

    9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

    3 Language: A.S.L. (Completely Fluent, w/Accent)

    2 Language: Anchient Egyptian (Fluent Conversation)

    2 Language: Anchient Greek (Fluent Conversation)

    0 Language: English (Imitate dialects; Custom Adder)

    3 Language: French (Idiomatic, native accent; Custom Adder)

    3 Language: German (Idiomatic, native accent; Custom Adder)

    2 Language: Greek (Completely Fluent, w/Accent; Custom Adder)

    2 Language: Latin (Completely Fluent, w/Accent; Custom Adder)

    3 Language: Russian (Completely Fluent, w/Accent)

    2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder)

     

    Total Powers & Skill Cost: 431

    Total Cost: 600

     

    450+ Disadvantages

    10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

    20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish

    20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture

    10 Psychological Limitation: Curious Common, Moderate

    10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong

    15 Psychological Limitation: annoyed by incompetence Common, Strong

    15 Psychological Limitation: Code vs Killing Common, Strong

    10 Reputation: Loose cannon, Frequently (11-)

    15 Reputation: Property Damage, Frequently (11-), Extreme

    5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    15 Social Limitation: Secret Id Frequently (11-), Major

    5 Social Limitation: Justice squadron rules (Occasionally, Minor)

     

    Total Disadvantage Points: 600

     

    Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix)

    Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use

    Caitlin was all that but also had a mind of her own and had no use for the bad Dr.

    Caitlin was able to transfer her expense account (funded by the Bad Dr)into cash,gems,metals and other easily liquid commodites to fund her self)

    She has set her self up as an explorer for hire in her secret Id

     

    Personality/Motivation: always curious for knowledge of everything around her

    loves free will

     

    Quote: you got a flaw there and there

     

    Powers/Tactics: pocket dimention manipulation alows her to store her weapons & defences

    she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets

     

    Campaign Use: detective and scientific analysis

    ranged combatant with some hand to hand

     

    Appearance: Platiium blond

    blue costume

    red boots

    pulls weapons out of nowhere

    apperant age 25

  8. Re: Call for Replacements

     

    resubmitting

    computer and Multivehicle are attached as HD files

     

     

    Silk Detective

     

    Val Char Cost Roll Notes

    25 STR 15 14- Lift 800.0kg; 5d6 [2]

    24 DEX 42 14- OCV: 8/DCV: 8

    25 CON 30 14-

    14 BODY 8 12-

    23 INT 13 14- PER Roll 14-

    15 EGO 10 12- ECV: 5

    20 PRE 10 13- PRE Attack: 4d6

    20 COM 5 13-

     

    10+25 PD 5 Total: 10/35 PD (0/25 rPD)

    10+25 ED 5 Total: 10/35 ED (0/25 rED)

    6 SPD 26 Phases: 2, 4, 6, 8, 10, 12

    10 REC 0

    50 END 0

    40 STUN 0 Total Characteristic Cost: 169

     

    Movement: Running: 6"/12"

    Leaping: 5"/10"

    Swimming: 2"/4"

    Teleportation: 25"/50"

     

    Cost Powers END

    30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼)

    25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7

    30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3

    25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7

    40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)

    4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0

    4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0

    3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½) (90 Active Points); 32 clips of 1 Charge (-½) [1]

    20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0

    Notes: Only to figure out how somthing works

    5 Defensive Strike +1 +3 5d6 Strike

    4 Fast Strike +2 +0 7d6 Strike

    3 Martial Throw +0 +1 5d6 +v/5, Target Falls

     

    Perks

    60 Personal computer,multi-vehicle,personal base,JS donation

    3 Reputation (A large group) 14-, +1/+1d6

    5 Fringe Benefit: International Police Powers

    5 Money: Well Off

     

    Skills

    3 Breakfall 14-

    3 Combat Piloting 14-

    3 Combat Driving 14-

    10 +2 with Ranged Combat

    10 +1 Overall

    12 +4 with all attacks vs range

    12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14-

    3 Concealment 14-

    3 Demolitions 14-

    3 Electronics 14-

    3 Forensic Medicine 14-

    3 Inventor 14-

    4 KS: Archeology 13-

    3 Lockpicking 14-

    3 Magic 14-

    3 Mechanics 14-

    6 Navigation (Air, Dimensional, Land, Marine, Space) 14-

    3 Paramedics 14-

    3 Security Systems 14-

    2 KS: Justice Squadron's foes 11-

    2 KS: international law 11-

    3 Stealth 14-

    3 Streetwise 13-

    11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14-

    5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-

    15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles

    9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

    3 Language: A.S.L. (Completely Fluent, w/Accent)

    2 Language: Anchient Egyptian (Fluent Conversation)

    2 Language: Anchient Greek (Fluent Conversation)

    0 Language: English (Imitate dialects; Custom Adder)

    3 Language: French (Idiomatic, native accent; Custom Adder)

    3 Language: German (Idiomatic, native accent; Custom Adder)

    2 Language: Greek (Completely Fluent, w/Accent; Custom Adder)

    2 Language: Latin (Completely Fluent, w/Accent; Custom Adder)

    3 Language: Russian (Completely Fluent, w/Accent)

    2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder)

     

    Total Powers & Skill Cost: 431

    Total Cost: 600

     

    450+ Disadvantages

    10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

    20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish

    20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture

    10 Psychological Limitation: Curious Common, Moderate

    10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong

    15 Psychological Limitation: annoyed by incompetence Common, Strong

    15 Psychological Limitation: Code vs Killing Common, Strong

    10 Reputation: Loose cannon, Frequently (11-)

    15 Reputation: Property Damage, Frequently (11-), Extreme

    5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    15 Social Limitation: Secret Id Frequently (11-), Major

    5 Social Limitation: Justice squadron rules (Occasionally, Minor)

     

    Total Disadvantage Points: 600

     

    Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix)

    Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use

    Caitlin was all that but also had a mind of her own and had no use for the bad Dr.

     

    Personality/Motivation: always curious for knowledge of everything around her

    loves free will

     

    Quote: you got a flaw there and there

     

    Powers/Tactics: pocket diamention manipulation allows her to store her weapons & defenses

    she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets

     

    Campaign Use: detective and scientific analysis

    ranged combatant with some hand to hand

     

    Appearance: Platium blond

    blue costume

    red boots

    pulls weapons out of nowhere

  9. Re: Dual Strike

     

    RKA 10d6 (150 Active Points); Activation Roll 13- (-3/4), OIF (-1/2), Reduced Penetration (-1/4)

    you get 2x 5d6 rka's that both hit most of the time(RSR at -1/2 is not going to work most of the time

    if you hit and activate both attacks need to go through what ever def then they add back up for dazing

     

     

    I decided to post this here rather than the FH section - since it can apply to other genres. I am setting up a skill trick where you strike with two weapons, but the damage is added together, rather then two separate attacks. I made two versions, and would like comments, if you have any:

     

    Dual Strike 1: Aid HKA 15d6 (standard effect: 45 points) (150 Active Points); Only for One Attack in One Phase (-2), Limited to Damage of second weapon (-1 1/2), OIF (Weapons of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2), Extra Time (Full Phase, -1/2). Real: 23, Tricks Roll: -15.

     

    This has the advantage of giving standard maximum of 3d6 HKA, limited by weapon. I put the Lims at -2 and -1 1/2 because with normal fade rate this power would be extremely effective, and most weapons do a lot less than 3d6, so I judged it that way. I had considered a -1, and that is still an option.

     

    Dual Strike 2: Aid HKA 8d6 (80 Active Points); Only for One Attack in One Phase (-2), Limited to Damage of second weapon (-1 1/2), OIF (Weapons of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2), Extra Time (Full Phase, -1/2). Real Cost: 12, Tricks Roll: -8.

     

    This has a lot more variability, but it sets up the idea that the second weapon strike may not be as strong as the first, so it may only do a fraction of its normal damage. It does mean more dice to roll, but what's that to a Hero player :D.

     

    Any comments, especially suggestions for the limitations, are appreciated. :thumbup:

  10. Re: Cleanse the Planet

     

    Zombie Virus: Major Transform 1d6 (reprogramed to follow new orders, total shut down and reboot), Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), NND ([standard]; not being a computer driven device; +1), Continuous (+1) (56 Active Points)

     

    plant enough end in it to do the jjob or change to 0 end if needed

     

     

     

    If the entire planet is covered with something, how would you get rid of it ?

     

    Megascale Transform? or Dispel ? or Tranfer ? EDM ?

     

     

    in this case, its a post-apocalyptic infestation of nanites

    and their byproducts in the entire ecosystem,

    but the question works for any number of grody scenarios,

    such as pollution, chem warfare, germ warfare, terraforming, etc.

     

    T.I.A.

  11. Re: Handcuffs on a budget

     

    the killer is having to take no damage from all attacks

    other wise it is only 45 pts active

    typically you see no more that 2 sets on any officer since each would need it's own holder on the policeman's belt

    these zip tie cuffs could easily fit in 1 cuff holster and it take just 1 body from a KA to remove them

     

     

    Zip tie cuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); OAF (-1), Conditional Power Power does not work in Very Common Circumstances (Target must be over powered or non resisting; -1), Set Effect (Hands Only/Feet Only) (-1), Extra Time (Extra Phase, -3/4), 6 Charges (-3/4), Entangle Has 1 BODY (-1/2), Required Hands Two-Handed (-1/2), Concentration (1/2 DCV; -1/4), Cannot Form Barriers (-1/4), Nonresistant DEF (-1/4), Real Weapon (requires to be preped before going out or triple time to use; -1/4)

  12. Re: Battletech Elemental Suit

     

    I would figure the small laser or mg would be at least 2 to 3d6 killing(why use an smg when you are armored to withstand hmg fire from a battle mech

    that small laser can kill 3 men in BT so adding area hexes any would be a must

    also the elemental pilots where genetically bred for size and strength

    so a 20 str and add 5 more for the armor(at least for Clan elementals)

  13. Re: Healing

     

    what I see is this

    Regen a constant power self only and no faster than post 12

    regen based on healing is having to buy all sorts of advantages and limitation and then invent a special case for 1 limitation that is already defined(don't mind the dripping glue,bent nails,and the ton o' spackle to replace something that worked fine already and was simple

     

    same thing goes for instant change and transform

    yeah works ok so long as hero Id and normal clothes don't do anything but cover up the naughty bits

    but had it been that you used a suit of armor that augments you and either magically appears on you or you just took a step back because it just opened a portal to your pocket dimension and now it wraps itself around you ready to go

    and because it is a focus now has more than 1/2 body

     

    for me there was stuff that was not broken and now is wrapped in the well it does this effect which is kinda like this power in this situation so lets toss the what worked perfectly well for this kludgeed power

     

    I may not have posted on these boards much but I have been on then since 2000 and I don't reacall anybody complaining about either if these powers

    has anybody else

     

    and yes you need to go to bed and I need to find a job

     

    Old worlds seen through new eyes

    Just you and I and the sheltering sky

    The battle is over but the war's not yet won

    It's only just begun

     

    We'll walk the razor's edge

    The highest ledge of the worlds highest window

    The first lap is finished but the race isn't run

    It's only just begun

     

    Where will we run to?

    Where will we hide?

    Where will we rest our heads tonight?

    Where is the party?

    And who will be there?

    Angels or devils, we don't care

    We don't care

     

    New forms - new formulae

    X plus Y equals new life

    They'll tell you it's over, just tell them they're wrong

    'Cause it's only just...

    It's only just begun

    You may be misunderstanding my intent, Oh Beast. The idea is not to kludge, but to elucidate, to find structure within, to determine the boundary between what we might and what we will.

     

    If, indeed, they cross over where Body is concerned, then why not elsewhere? The conclusion of my thesis is this, and only this: either regeneration and healing should be linked, one a reflection of the other, in which case they should drink from the same pool, or they should not and never the twain should meet.

     

    Let us not be half hearted, let us be bold. Let us pin our colours to the mast and sail into glorious battle.

     

    Or maybe I ought to go to bed.

  14. Re: Healing

     

    IMHO no

    healing and regen where 2 different powers that only crossed over where body was concerned

    they should still be seperate powers not a kludged special rule to make it work

    with the added text that went in to making healing do regen also

    you could have had regen as it'e own power in 1/2 the space

     

     

     

    I got to thinking: regeneration is built as part of healing, but we need special rules for regeneration to work. Perhaps a re-jig is needed and, if we are not to make regeneration a seperate power, then, working the other way, perhaps we should re-cost Healing so that it fits in with regeneration.

     

    So...regeneration costs no END, is persistent, is a self only power and restored 1 Body (2 character points of a characteristic) every turn for 7 points.

     

    OK. Let us reverse engineer that.

     

    7 points for 2 characteristic points. Get rid of self only (-1/2) makes it a 10 point power to affect a single target (no range).

     

    Reuse is per turn, so to make it per day we apply a -1 1/2 limitation, or 4 points, if we ramp it up to 1/day.

     

    SO...4 points for 2 characteristic points, that will be 2 points per characteristic point to heal someone. Get rid of 0 END and Persistent, and we halve again (OK, that was slightly fast and loose, but hear me out).

     

    Finally I'm a bit confused about this business of the effect not adding upt o maximum effect - it does for other adjustment powers, so let us quietly ditch that (and replace it with a limtiation later on if we feel the need)

     

    Healing

    Adjustment power

    Instant

    Target's DCV

    No range

    Costs END

     

    For 1 character point you can restore 1 character point of a target's reduced characteristic or power. You have to wait a day before you can have any further effect on the same target.

     

    Alternatively you can spend 5 points and roll 1d6, restoring that many character points. If you score less than the maximum, you can roll again and add the new value, up to the maximum amount you could roll on the dice.

     

    You know what I'm thinking? Healing costs about twice as much as it should.

     

     

    Thoughts?

  15. Re: Opposing Force: Taking a Walk on the Vile Side

     

    Right now I'm in a game on HC where we are all Viper agents and we just completed our first heist of a semi full of Wonderflonium(not really something else harder to obtain and worth more gaurds than 1 guy and a van

    we had mercs and a low powered superhero to deal with

    we got away with no serious injuries cannot say the same for the mercs,the driver and the cape

  16. Re: Question on Golden Age of Champions

     

    this one from the original book 1985

     

    Been a while ... a LONG while ... since I've seen the book, but, I recall near the end, with the villains, there was a group picture with Victory, Fletcher, Illy Smith, and a few others.

     

    Could anyone A) upload a shot of that pic and,

    B) list who the heroes were in there?

     

    My OCD triggered and I don't think that I'll be able to sleep without it.

     

    Be much obliged.

  17. Re: Super Transportation D

     

    well Mk 2 lasted 6 game sessions and is now being retired as it is getting a bit small for the team(and a refigureing of points for the base got us a base ,a vehicle, computer and options for 1 more vehicle at a starting base of 210 points each that and I'm going on hiatus to act and sing at the norcal ren faire)

    in it's history it had only been damaged once for 2 body

    had Foxbat thrown in the secure room in his boxer briefs and mask(next time check the mask)only to have him escape and use the teleport system to move it 100km as a cover for his escape

    the DoJ also was respnsible for taking out 3 major villians and the squishing of thousands of zombies and bombing them from orbit in that thousand years in the future nightmare we got dumped in and barely made it home from

     

    Now to introduce

     

    The Dumpster of Justice mk3

    the new DoJ is made from 2x48'cargo containers welded together then the liberal applecation of armor still to rival any battleshp

    but since my character Wraith will be gone for the next 12 weeks the DoJ would have no powersource to move it(this was so nobody could steal it or it's tires the batmobile can't say that)

    so it now can fly and t-port itself

    it looks like and flys like a brick

    it still has all proper emergency vehicle permits and can now act as a road block across up to 4 lanes of highway

     

    also the secure room is air tight and had a wheel lock put on it that can be tightened to a 55 str and can only be operated from the out side

    the handle on the inside will break off if more than 15 str is applied

    and there is a weeks worth of food for 10 inside the secure room(it needs to be replaced every week or it goes bad)so hope the team does not forget anybody place there in

     

    you may wonder why there is no affects desolid or teleport hardening

    that is because Wraith who sat down and designed it did not want to be locked in it should she be captured and thrown in the secure room

     

    you may aslo wonder why most everything is on 1 side except for the 3 rows of removable seats

    this is so we can load stuff into it

     

    Normally Wraith is the pilot and has no need for a view screen since she can see right through the DoJ

    but her team mates whined that if it could be flown now they would need to be able to see

    she gave it some windows with curtians

     

     

    Val Char Cost Notes

    9 Size 45 Length 8", Width 4", Area 32" Mass 51.2 ton KB -9

    55 STR 0 HTH Damage 11d6 END [5]

    2 DEX -24 OCV 1 DCV -5

    19 BODY 0

    24 DEF 66

    2 SPD 8 Phases: 6, 12

    Total Characteristic Cost: 83

     

    Movement:

    Flight: 10"/640"

    Swimming: 2"/4"

    Teleportation: 1"/2"

     

    Abilities & Equipment

    Cost Power END

    20 Mind Link , human class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x16), Psychic Bond (50 Active Points); OIF Immobile Expendable (Easy to obtain new Focus; -1 ½)

    21 Mental Defense (19 points total), Usable Simultaneously (up to 16 people at once; +1 ¼) (43 Active Points); OIF Bulky (-1)

    21 Power Defense (19 points), Usable Simultaneously (up to 16 people at once; +1 ¼) (43 Active Points); OIF Bulky (-1)

    10 LS (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); OIF Bulky (-1)

    58 Teleportation 1", x1,024 Increased Mass, Usable By Other (+¼), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (117 Active Points); OIF Bulky (-1)

    22 Flight 10", x64 Noncombat (45 Active Points); OIF Bulky (-1)

    7 Healing 1 BODY, any [special effect] power one at a time (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), IIF Bulky (nano bots; -¾)

     

    Perks

    2 Fringe Benefit: Emergency Services Vehicle

     

    Talents

    3 Absolute Range Sense

    3 Absolute Time Sense

    5 Eidetic Memory

    25 Universal Translator 16-

     

    Total Abilities & Equipment Cost: 197

    Total Vehicle Cost: 280

     

    Value Disadvantages

    20 Hunted: UNTIL 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

    25 Hunted: Viper 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

    10 Distinctive Features: Dumpster of Justice (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Reputation: graffiti target, 14-

     

    Total Disadvantage Points: 70

    Total Cost: 210/5 = 42

  18. Re: Resurrection Man, any ideas?

     

    Build a base person good stats all around then a large VPP only changes upon death,no conscience control(have your group submit themes and have your GM give your powers

    an MP for for defences only can change upon death

    and maybe an mp for movement also

     

    i've recently picked up several copies of Dc/Vertigo Resurrection Man... and i'm trying to model a power system off of him... i'm having some trouble working it out however. I basically want it to work like the comic... My character dies, then comes back (after some time) with a different superpower...

     

    My character is a gadgeteer/martialist. but has the basic super power or Resurrection Man...

     

    so, any advice?

  19. Re: Special Illusions

     

    no the character was first created in the 7th sea game system

    cold iron was a specially made weapons that could affect the Sidhe

     

    some stories have it being the iron from a meteor that was never forged by mankind but could be shaped into crude weapons

    but to forge it you could not heat it up so weapons made of it took a very long time to make

     

    if I made it just regular iron I would have gotten a heck of a lot larger limitation for it

    unless we are playing in a bronze age game which she is not

     

     

     

    Grah, not another mention of cold iron. It's just normal iron, ah! ;D

     

    That could do...

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