Jump to content

Beast

HERO Member
  • Posts

    3,143
  • Joined

  • Last visited

Posts posted by Beast

  1. Have a look and comment please

     

     

     

     

     

    Wraith

    Val Char Cost Roll Notes

    15/55 STR 5 12- / 20- Lift 200.0kg/51.2tons; 3d6/11d6 HTH damage [1]

    20 DEX 30 13- OCV: 7/DCV: 7

    15/30 CON 10 12- / 15-

    14 BODY 8 12-

    18 INT 8 13- PER Roll 13-

    10 EGO 0 11- ECV: 3

    18 PRE 8 13- PRE Attack: 3 1/2d6

    20 COM 5 13-

    3 PD 0 Total: 3/25 PD (0/15 rPD)

    3 ED 0 Total: 3/25 ED (0/15 rED)

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

    6 REC 0

    30 END 0

    30 STUN 0 Total Characteristics Cost: 74

    Movement: Running: 6"/[Noncombat]"

    Leaping: 3"/11"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    20 Gravity Manipulation: Elemental Control, 60-point powers, (30 Active Points); all slots Extra Time (Extra Phase, Only to Activate, -1/2)

    20 1) FF (15 PD/15 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2) 0

    15 2) +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2), Extra Time (Extra Phase, Only to Activate, -1/2)

    21 3) Flight 18", x4 Noncombat, Costs END Only To Activate (+1/4), Usable Underwater (+1/4) (61 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2) 5

     

    24 Gravitc perception: N-Ray Perception (Touch Group), +1 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +12, Transmit (49 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4), Limited Power Power loses about a fourth of its effectiveness (Cannot see colors or read text unless it is raised; -1/4) 0

    20 +15 CON (30 Active Points); Only In Heroic Identity (-1/4), Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4)

    20 +3 SPD (30 Active Points); Only In Heroic Identity (-1/4), Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4)

    8 +6 REC (12 Active Points); Only In Heroic Identity (-1/4), Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4)

    15 +22 STUN (22 Active Points); Only In Heroic Identity (-1/4), Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4)

    5 +7 PD (7 Active Points); Only In Heroic Identity (-1/4), Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4)

    3 +4 ED (4 Active Points); Only In Heroic Identity (-1/4), Linked (FF; Greater Power is Constant or in use most or all of the time; -1/4)

     

    48 Multipower, 60-point reserve, (60 Active Points); all slots Only In Heroic Identity (-1/4)

    2u 1) Knockback Resistance -15" (30 Active Points); Only In Heroic Identity (-1/4) 0

    2u 2) Invisibility to Sight, Radio and Mental Groups (30 Active Points); Only In Heroic Identity (-1/4) 3

    5u 3) Gravity locked: Drain STR 1d6, Costs END Only To Activate (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Damage Shield (Offensive; +3/4), Invisible to Sight, and Touch Groups (+3/4), Continuous (+1), NND ([standard]; Defence gravity,mass,density; +1), Area Of Effect (5" Radius; +1) (60 Active Points); Only In Heroic Identity (-1/4) 6

    5u 4) Drain BODY 6d6 (60 Active Points); Only In Heroic Identity (-1/4) 6

    4u 5) Teleportation 5", x8 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (56 Active Points); Only In Heroic Identity (-1/4) 6

    5u 6) Desolidification (affected by force walls/fields), Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Heroic Identity (-1/4) 0

     

    Perks

    5 Money: Well Off

     

    Skills

    3 Criminology 13-

    3 Deduction 13-

    2 KS 11-

    3 Navigation (Air, Land) 13-

    4 PS: Horror writer 13-

    3 Stealth 13-

    5 +1 with HTH Combat

    6 +2 with any three maneuvers Strike,Grab,Haymaker

     

    everyman skills

    0 1) Acting 8-

    0 2) Climbing 8-

    0 3) Concealment 8-

    0 4) AK 8-

    0 5) KS 8-

    0 6) CuK 8-

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

    0 8) Paramedics 8-

    0 9) Persuasion 8-

    0 10) PS: Writer 8-

    0 11) Shadowing 8-

     

     

    Total Powers & Skills Cost: 276

    Total Cost: 350

     

    200+ Disadvantages

    10 Distinctive Features: gravitc annomolies (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

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

    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

    15 Enraged: normals endangered (Common), go 8-, recover 11-

    20 Hunted: Genocide(or other mutant hating group) 8- (Mo Pow, NCI, Harshly Punish)

    20 Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)

    10 Psychological Limitation: Code vs Killing (Common, Moderate)

    15 Psychological Limitation: Thrill Seeker (Common, Strong)

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

    10 Psychological Limitation: annoyed by incompetence (Common, Moderate)

    15 Social Limitation: Secret ID (Frequently, Major)

     

     

    Total Disadvantage Points: 350

     

    Background/History: Rena is a mutant,but has only had her powers for a year though she is in her mid 20's

    she has had good success writing horror/action books(3 books since she started at 18)

    she has taken the past year to learn and develope her powers and the Wraith persona

     

    Personality/Motivation: thrill seeker

     

    Quote:

     

    Powers/Tactics: Str 55:just pretty much brick tactics

    Flight:flys upright strides when moving

    Force Field skin tight and makes her flesh invisible but gives off a glow

    N-ray perception:mass detection based on touch(and can easily id targets by it)

    Speed,Con,Stun,Rec:she is using gravity to warp time/space(slowing everything vs her)

    Teleportation:using gravity to warp 2 points in space

    things start to bad should she try to go less than 1km(think leaving a crease in time/space)

    Drain(Body):she is creating an intense gravity field to crush her target into a singlularity(think of a sub going past crush depth)

    Drain(Strength)She is aiding the planet's gravity against those in her sphere of influance(damage shield area 5"r nnd defences are gravity based powers, mass and/or density control

    Knockback resistance:using gravity to lock her in place(default slot)

    Invisibility:expanding the skin tight field to include her clothing

     

    Campaign Use: Brick

    transport

    some stealth/infiltration

     

    Appearance:

    she looks like a set of animated clothing(nobody looks to be in the clothing but they look as if being worn)

    see picture

  2. Re: cannonball, from new mutants

     

    if you have just those 2 powers the don't use and EC

    if you do

    you could go

    largest power outside say Flight

    then link the EC to the outside power(Flight)

     

    since Cannon Ball could hover you just need to have him alway flying

    since he did develope a few modes of flying you might want to add a multipower of naked advantages to add to his flight

  3. Re: Power Armored Heroes on 350pts

     

    when I built the nanite armor it was not a focus it was to be apart of the character so it would be very hard to take away and not be destroyed should some enemy target it

     

    I used HD to build it and I have all the warnings turned on

    and yes you can use an FF in an EC and you can use the advantage costs end only to activate

    I would not since once you are out of stun the FF turns off that is why I bought it 0 end persistant(does not turn off till you or the mentalist mind controlling you tells you to do so)

     

    also considering that the base character is speed 2 before the armor is fully activated

    and it takes 1 phase for the OHID and 2 phases for the extra time our hero here will be at 0 dcv for a minimum fo 18 segments DCV 3 for another 6 segments should he be ambushed

    the character easy meat for a sinister GM and is well worth the limitations given

     

    as for the luck considering it can only be used to figure things out it has no combat value it will not save his butt unless he is in those final moments trying to turn off the death ray or defuse a bomb

     

     

     

    So OIF is ok...

     

    But how do I simulate the time it takes to have the PC put on the armor and such.

     

    This is one of the things that really gets me with power armor is how to figure out the build and still have pts left for the character himself.

     

    I should probably look into getting an ultimate book or something.

     

    But can I do this...buy Armor with OIF, and then buy other powers with OIF, but with Link (-1/4) on them linking them to the Armor power, thus showing that with out that power he can't use them?

     

    The new thought here is like this:

     

    26)_____Armor: 15 PDr/15EDr; OIF (-1/2); Full Phase to Activate Only (-1/4)---AP 45

     

    I then add in the suits other elements onto this with OIF (-1/2) and Linked (-1/4) to this power.

  4. Re: Power Armored Heroes on 350pts

     

    yes for start up

    the gestures is that you need to stretch out like hexman the hero logo

    as for needing to to pay end

    yes but you can still buy the power to 0end cost

    (I personally think that it must cost end is silly)

    there should be powers not allowed in an ec senses mostly

     

    feel free to change what you want

     

    I see a possible problem with the example Elemental Control from above, as reposted below.

     

    13 human/alien hybrid nanite armor: Elemental Control, 70-point powers, (35 Active Points); all slots Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4)

    • 13 1) FF (15 PD/15 ED/5 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4) 0

    • 13 2) Flight 20", Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4) 0

    • 11 3) +47 STR, Reduced Endurance (0 END; +1/2) (70 Active Points); No Figured Characteristics (-1/2), Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4)

     

     

    Now I'm assuming that the Gestures, Concentration thing is only applied when activating the powers initially.

     

    Also as they are in an Elemental Control pool, aren't they supposed to be required to use END?

     

    I would probably alter a few things.

     

    I'll be posting something here in an hour or so.

  5. Re: Defending the Earth: Giant Asteroid

     

    all characters listed have the means to survive in space some may need to eat though

     

    Silk Detective flys out in her personal space craft and starts doing the calculations

     

    Wraith 600 pt version t-ports to the asteroid in 1 hop anong with Nightmare

    starts digging a tunnels 2km deep into this rock in 3 rings around the middle of it

    3000 holes and about 10 km apart along it's axis of rotation

     

    Nightmare will also relay Wraith's gravametric senses to Silk Detective on voids and faults

     

    Fastball starts hauling h-bombs up into space

    figure on about 4000 weapons at 500kt each along with telemetry equipment

     

    after a month of set up and doing the numbers

    Silk Detective comes up with 2 plans

    1 using the bombs in each hole as a part of an Orion drive with the added bonus of having added reaction mass focused through the tunnels to aid in thrust and setting them off in a sequence to speed the asteroid on it's way past earth before earth gets there

    this took Silk Detective about a day to plan

     

    plan 2 should plan1 fail

    spend 1 hr finding a weakness on the asteroid with a nuke(yes she has find weakness with anything 13-)to raise this to a 17-

    then spend a day to keep it at 17-

    spend a week to only go down to a 16-

    spend 1 more week to only go down 14-

    spend 1 hr with demolitions now at 17- to figure out how many and where to place

    spends a week with demolitions to confrim her findings

     

     

    figuring on an iron/nickel rock def will be 0 and body of about 13 per hex

    and a nuke does 20d6 killing explosion indirect affects all parts

    does 60 body each segment for 6 segments

    so placing them 20 km underground and having found so many weakenses there are going to be a lot of 20 km voids made by the 1000 left over nukes

    and we still have 2 months left

  6. Re: Power Armored Heroes on 350pts

     

    sorry telepathy on the fritz right now

    character and suit

    human/alien hybrid powered armor

    Val Char Cost Roll Notes

    13 STR 3 12- / 21- Lift 151.6kg/102.4tons; 2 1/2d6/12d6 HTH damage [1]

    10 DEX 0 11- / 13- OCV: 3/7/DCV: 3/7

    10 CON 0 11- / 14-

    10 BODY 0 11-

    23 INT 13 14- PER Roll 14-

    11 EGO 2 11- ECV: 4

    12 PRE 2 11- PRE Attack: 2d6

    10 COM 0 11-

    3 PD 0 Total: 16/31 PD (0/15 rPD)

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

    2 SPD 0 Phases: 6, 12/3, 5, 8, 10, 12

    5 REC 0

    20 END 0

    22 STUN 0 Total Characteristics Cost: 20

    Movement: Running: 6"/[Noncombat]"

    Leaping: 2 1/2"/11 1/2"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    20 inborn talent: Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (only to figure out how things work; -1) 0

     

    13 human/alien hybrid nanite armor: Elemental Control, 70-point powers, (35 Active Points); all slots Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4)

    13 1) FF (15 PD/15 ED/5 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4) 0

    13 2) Flight 20", Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4) 0

    11 3) +47 STR, Reduced Endurance (0 END; +1/2) (70 Active Points); No Figured Characteristics (-1/2), Extra Time (Extra Phase, Only to Activate, -1/2), Gestures (Requires both hands; must be able to stretch out; -1/2), Concentration (0 DCV; -1/2), OIHID (-1/4)

     

    20 +10 DEX (30 Active Points); OIHID (-1/4), Linked (FF; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4)

    20 +15 CON (30 Active Points); Linked (FF; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), OIHID (-1/4)

    9 +13 PD (13 Active Points); OIHID (-1/4), Linked (FF; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4)

    7 +10 ED (10 Active Points); Linked (inborn talent; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), OIHID (-1/4)

    13 +2 SPD (20 Active Points); Linked (inborn talent; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), OIHID (-1/4)

    11 +8 REC (16 Active Points); Linked (FF; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), OIHID (-1/4)

    15 +22 STUN (22 Active Points); Linked (FF; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4), OIHID (-1/4)

     

    40 Multipower, 90-point reserve, (90 Active Points); all slots Extra Time (Full Phase, to reconfigure; -1/2), Restrainable (-1/2), OIHID (-1/4)

    4u 1) Pulson Blaster: EB 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Extra Time (Full Phase, to reconfigure; -1/2), Restrainable (-1/2), OIHID (-1/4) 0

    4u 2) HKA 2d6 (2d6+1 / 3 1/2d6 w/STR), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect (2" radius; +3/4) (82 Active Points); Extra Time (Full Phase, to reconfigure; -1/2), Restrainable (-1/2), OIHID (-1/4) 0

    4u 3) copied ranged eb: EB 10d6, Reduced Endurance (1/2 END; +1/4), Variable Special Effects (Any SFX; +1/2) (87 Active Points); Extra Time (Full Phase, to reconfigure; -1/2), Restrainable (-1/2), OIHID (-1/4) 3

    3u 4) Copied hant to hand weapons: HA +9d6, Reduced Endurance (0 END; +1/2), Variable Special Effects (Any SFX; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, to reconfigure; -1/2), Restrainable (-1/2), Limited Power Power loses about a fourth of its effectiveness (may only copy weapons that can be percieved at present; -1/4), OIHID (-1/4) 0

    4u 5) HKA 2d6 (2d6+1 / 3d6+1 w/STR), Reduced Endurance (0 END; +1/2), Variable Special Effects (Any SFX; +1/2), Variable Advantage (+1/2 Advantages; +1) (90 Active Points); Extra Time (Full Phase, to reconfigure; -1/2), Restrainable (-1/2), Limited Power Power loses about a fourth of its effectiveness (may only copy weapons percieved at present; -1/4), OIHID (-1/4) 0

    4u 6) RKA 3d6, Reduced Endurance (0 END; +1/2), Variable Special Effects (Any SFX; +1/2) (90 Active Points); Extra Time (Full Phase, to reconfigure; -1/2), Restrainable (-1/2), OIHID (-1/4) 0

     

    Perks

    40 Vehicles & Bases

    10 Money: Wealthy

     

    Skills

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

    3 Electronics 14-

    3 Inventor 14-

    3 Mechanics 14-

    5 PS: Robotics 14-

    16 +2 with All Combat

    3 Security Systems 14-

    7 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Radar, Sonar) 14-

     

    Total Powers & Skills Cost: 330

    Total Cost: 350

     

    250+ Disadvantages

    Total Disadvantage Points: 350

     

     

    Computer

    computer

    Val Char Cost Roll Notes

     

    20 DEX 30 13- OCV: 7/DCV: 7

     

     

    18 INT 8 13- PER Roll 13-

    11 EGO 2 11- ECV: 4

     

     

     

     

    5 SPD 20 Phases: 3, 5, 8, 10, 12

     

     

    Total Characteristics Cost: 60

    Movement:

     

     

     

    Cost Powers END

    45 Multipower, 45-point reserve

    4u 1) Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Telescopic: +6 (45 Active Points) 0

    4u 2) Radio Perception/Transmission (Radio Group), Discriminatory, Analyze, Targeting, Telescopic: +30 (45 Active Points) 0

    4u 3) Radar (Radio Group), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points) 0

    20 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) 0

    22 Penalty Skill Levels: +6 vs. Range Modifier with All Attacks, Usable By Other (+1/4) (22 Active Points)

    5 Extra Limbs (8) 0

    19 head up systems: Sight Group and Normal Hearing Images 1" radius, Reduced Endurance (0 END; +1/2) (19 Active Points) 0

     

    Skills

    3 Combat Piloting 13-

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

    9 TF: Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Large Military Ships, Large Motorized Boats, Large Planes, Personal Use Spacecraft, Small Military Ships, Small Motorized Boats, Small Planes, Spaceplanes, Submarines

     

    Total Powers & Skills Cost: 140

    Total Cost: 200

     

    150+ Disadvantages

    Total Disadvantage Points: 200

     

    mega man space pack

    Val Char Cost Roll Notes

    50 STR 40 19- Lift 25.6tons; 10d6 HTH damage [5]

    20 DEX 30 13- OCV: 7/DCV: 7

     

    10 BODY 0 11-

     

     

     

     

     

     

    5 SPD 20 Phases: 3, 5, 8, 10, 12

     

     

    Total Characteristics Cost: 115

    Movement: Running: 0"/[Noncombat]"

    Leaping: 0"/[Noncombat]"

    Swimming: 0"/[Noncombat]"

     

    Cost Powers END

    50 flight modes: Multipower, 50-point reserve

    5u 1) boosted flight: Flight 12", x64 Noncombat (49 Active Points) 0

    5u 2) Hyper sonic flight: Flight 20", MegaScale (1" = 1 km; +1/4) (50 Active Points) 0

    5u 3) interplanetary flight: Flight 6", MegaScale (1" = 10 billion km; +2 3/4), Can Be Scaled Down 1" = 1km (+1/4) (48 Active Points) 0

     

     

    Total Powers & Skills Cost: 65

    Total Cost: 180

     

    150+ Disadvantages

    Total Disadvantage Points: 180

  7. Re: Power Armored Heroes on 350pts

     

    take a look at this

    see if this floats you boat

     

    the armor is based on aa alien nanite structure and is fairly maluable

    the computer is in the armor the backpack is not but then is is more just a long range system

    I did not to any disads for the character or the computer(comp needs 50 pts)

    since I hade no clue to the campain or the personality of the character

     

    Ok, so I've been racking my head for a while on this one.

     

    Our campaign is 350 total points, 100pts on Disadvantages.

     

    Now while I already have a character for this game, I'm one to build a back up character or two just incase my main PC bites the big one. It saves me and the GM time on waiting until the next game session to try and bring the PC in.

     

    So I want to do up a power armored guy. I'll outline the concept and hopefully folks here will be able to help me build this guy.

     

    -------------------------------------------------------

     

    The PC is more or less a normal guy, no super powers on his own, but he does possess genius level intelligence. He owns several patents that are under use by the government, as such he is quite rich.

     

    The armored suit is a combination of alien technology and earth bound tech. Somehow he is able to figure out the alien aspects of the tech involved and has fashioned a suit of power armor...mostly becuase he's board and thought it'd be fun.

     

    The suit is ment to have a couple of basic weapons, it can reconfigure parts of itself to form a blaster cannon on the arm, or an energy sword that projects a soldi light blade (heavy blade).

     

    The suits defining system is its "emulation" system. This allows the user to scan mechanical weapons and other tech, and then it can reconfigure its armament to allow the PC to use his enemies weapons/powers/tech against them. (Sort of like Megaman.)

     

    The suit of course has to have flight capabilities to get around.

     

    -----------------------------------------------------------------------

     

    The only restriction is that I can't use the Vehicles/Bases perk to create the suit.

     

    Now I want to doo up a cool suit of power armor with these things in mind as well as being able to still have many of the same things that a suit of power armor should have.

     

    So hopefully someone who is a marvel with developing power armored PC's can help me out.:help:

  8. Re: Avengers: The Next Generation on Hero Central

     

    oh well

    I posted her if he does

    have a look see if she is workable

    this is the first character that I have done for a 600 pt game

    I have been playing long enough to have characters that have over 600 pts(22 yrs)

    just never started there

     

     

    Actually I think Lonewalker was just joking about dropping out. :)
  9. Re: Avengers: The Next Generation on Hero Central

     

    if Lone walker is going to step down may I submit Wraith

     

    she would be a genetic construct done by the High Evolutionary(or any other genetics expert you might wish to use) with DNA from both Binary(Ms Marvel)and the Blob utilizing the gravitic effects both of the demonstrate

     

    her Hero designer file is attached

    let me know if there is any tweaking needed to have a shot at being in the game

    the background stuff is from another game(face to face game)which I'll work on for an Avengers game

     

     

     

    Um, yeah, so it looks like I'm going to be too busy to play after all....

     

    ("I don't care what the law says, you're not 'fixing' this cat!")

     

    ;)

     

    Lonewalker

  10. Re: Energiser Bunny Effect

     

    I'd give this guy a high Con, medium defences,high Stun, high Recovery

    he would never have breakfall

    think Malcom Reynolds from Firefly, aways getting the crap beaten out of him but back for more and a wise crack to taunt his foes(maybe use it as a Pre attack to give him a chance to recover)

     

    if he is going to go up against say a 12dc attacks(average 42 pts of stun) then you need to figure on a combo of defence and con that add up to 50(25 con and 25 def)

    on average he will take 17 pts of stun the question is how many 17pt stun attacks do you want take before falling down just multiply 17 by how many you feel he should take before falling down(5 or 6)and that is how much stun the character should have

    then give him a recovery of at least 1 average blow(17 pts)

    speed should be what ever the average for the game is

     

    you might use extra speed with a limitation(only to recover from being dazed) like at least 3 over the average for the game with lower defences and con

  11. Re: Solanum Zombie (1st Draft)

     

    In the survival guide the virus killed the thinking and reasoning part of the brain then slowly consumed it while reactivating the motor,senses, and primal survival instinsts so that it could reproduce and continue

    since food is not a factor but infecting others with the virus is

    3-5 yrs is the expected life time of a zombie depending on the weather/exertion the zombie is in/does

    more fights breakdown the muscles faster since there is no healing for them

    also the virus is eating the brain it will get to a point where there is not enough brain to give orders to the body to move

     

    my only problem with the survival was that he called the ak-47 a better weapon than the M16

    maybe back when the M16 first came out it was a more reliable weapon beacuse it could go longer without cleaning but the M16 is a more accurate weapon

    in this class I'd go for an HK416 which is an M16 with a new action that does not get fouled by using gas extraction to work the action

     

    for me I'd go for the HK MP5SD

    it has a built in silencer

    uses 9mm when used for a head shot is lethal to 100yrds(anything beyond that you can use terrian to out manuever)

    9mm very common ammo

    light 1/2 the weight of .223 or 7.62x39mm

    can also be used should you have a 9mm pistol asa backup

  12. Re: Solanum Zombie (1st Draft)

     

    on average your bite will do 21.5 pts of drain veruses an average character with 10 body(remember body costs 2 pts per pt)this will do 6 body to the character

    so unless they take at least 4 body from the fight that they got bit in or had damage earlier or get bit at least 2 times on average 1 bite they will live thru but will be in bad shape for a week(not that this is a bad write up ,it isn't just pointing out a possible out come)

     

     

    I'd say it is a good write up with just a slight deviation from the books(while absolutes work well in the books in a game not so well)

    it can add tension to the game as the player have to really watch the injured to make sure they don't rise(a botched paramedics roll could have the uninjured mistaking a comatose character as being dead and the PC's shoot the injured

    it could also have injured PC's go the blaze of glory route since they feel they are going to die anyway

     

     

    I like rep'ed

    201 Infectious Bite: Drain CON 7d6, Reduced Endurance (0 END; +1/2),

    NND (defense is Life Support [immunity]; +1), Trigger (Activating the

    Trigger is an Action that takes no time, Trigger resets automatically,

    immediately after it activates; triggered when zombie bites

    victim; +1), Delayed Return Rate (points return at the rate of 5 per

    Day; +1 1/2), affects DEX, CON, BODY, INT, STUN, BODY

    simultaneously (+2); Gradual Effect (1 Day; roughly 1d6/3 hours;

    -1 3/4), Only When Bite Or Similar Attack Does BODY (-1/2) plus

    Major Transform 7d6 (human into Solanum infected zombie, heals

    back in manner specified by the GM), Reduced Endurance (0 END;

    +1/2), Trigger (Activating the Trigger is an Action that takes no time,

    Trigger resets automatically, immediately after it activates; when

    zombie bites victim; +1); Gradual Effect (1 Day; roughly 1d6/3 hours;

    -1 3/4), All Or Nothing (-1/2), Limited Target (humans; -1/2), No

    Range (-1/2), Only When Bite Or Similar Attack Does BODY (-1/2),

    Linked (Drain; -1/2)

    Notes: The BODY Drain must kill the victim before the Transform can

    fully take effect. Once the victim dies, the Transform will cause the

    victim to rise as a zombie in about 2-3 hours.

  13. Re: Solanum Zombie (1st Draft)

     

    you should have them going dormant when temp gets below freezing(they did freeze in both books WWZ and the survival guide)

    also groups of them moaning over long periods of time might cause some insanity to either just rush out and kill them or to kill ones self(dispaire or desperation)

    maybe a slow cumulative mind control with an easy defence of ear plugs or finding a quite place to sleep

     

    the hunting moan is only going to drop somebody's pre by 2 per turn so it needs a longer delay on return(recover 5pts per turn)

    also do seperate pre drains stack for recovery?

    I would also require at least 6 to 1 odds for it to work(need at least 6 zombies)

    and have the moan over time a least an hr and have the pre drain last for a week(it should reset should the survivors get away from the zombies and get a days rest with no moans

×
×
  • Create New...