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JMHammer

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Everything posted by JMHammer

  1. Backpack "first draft" Finally, here's Gear's little robot: Backpack. Coming soon- Shebang and Rubberband Man. Backpack Player: Val** Char*** Cost 10** STR 0 18** DEX 24 0** CON -20 10** BODY 0 8** INT -2 0** EGO 0 5** PRE -5 10** COM 0 * 7** PD 18 7** ED 21 3** SPD 2 0** REC -4 0** END 0 *6"**RUN00"**SWIM-215"**LEAP0Characteristics Cost: 32 Cost** Power END 45** Automaton (Takes No STUN (loses abilities when takes BODY))* 0 15** Does Not Bleed* 0 ** * 21** Damage Resistance (7 PD/7 ED)* 0 10** Clinging (normal STR)* 0 22** Leaping +13" (15" forward, 7 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (28 Active Points); no Noncombat movement (-1/4)* 6** Reduced Endurance (0 END; +1/2) (6 Active Points) applied to Running* ** * 9** Mind Link , One Specific Mind, Any distance, No LOS Needed (20 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Radio Group (-1/4)* 0 ** * 12** High Range Radio Perception (Radio Group)* 0 5** Infrared Perception (Sight Group)* 0 5** Nightvision* 0 15** Radar (Radio Group)* 0 25** Increased Arc Of Perception (360 Degrees) with all Sense Groups* 0 18** +6 PER with all Sense Groups* 0 ** * 15** Sight and Hearing Groups Images 1" radius, Reduced Endurance (0 END; +1/2) (22 Active Points); No Range (-1/2)* 0 ** * 5** Reduced Endurance (0 END; +1/2) (5 Active Points) applied to STR* 20** +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only to Grab/Hold (-1), No Figured Characteristics (-1/2), Cannot Do Damage (-1/2)* ** * 10** Cutting Torch: Killing Attack - Ranged 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); -2 Decreased STUN Multiplier (-1/2), Concentration (0 DCV; -1/2), No Range (-1/2), Restrainable (-1/2)* 0 ** * 6** Operate Devices/Overwrite Programming: Mind Control 1d6 (Machine class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Cumulative (192 points; +1 3/4) (17 Active Points); No Range (-1/2), Concentration (0 DCV; -1/2), Restrainable (-1/2), Only for computers, devices, and machines with accessible controls or interface points (-1/4)* 0 Powers Cost: 264 Cost** Skill 15** +5 with Grab and Operate Devices/Overwrite Programming* ** * 3** Computer Programming 11-* 5** Concealment 12-* 2** Language: English (basic conversation; literate)* 3** Lockpicking 13-* 3** Security Systems 11-* 3** Shadowing 11-* 3** Stealth 13-* 3** Systems Operation 11-* Skills Cost: 40 Cost** Talent 3** Absolute Range Sense* 3** Absolute Time Sense* 3** Bump Of Direction* 5** Eidetic Memory* Talents Cost: 14 Total Character Cost: 350 Val** Disadvantages 20** Vulnerable to things that "only affect machines"* 10** Distinctive Features: Saucer-shaped robot (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 25** Physical Limitation: Must obey all orders from Gear or other operator (All the Time, Fully Impairing)* 25** Physical Limitation: No self-will, not a sentient being (All the Time, Fully Impairing)* 10** Physical Limitation: Very Light- +3" Knockback (Frequently, Slightly Impairing)* 5** Physical Limitation: But still sinks like a stone in water (Infrequently, Slightly Impairing)* 5** Physical Limitation: Does not speak; communicates only through Gear's faceplate interface or similar devices (Infrequently, Slightly Impairing)* 20** Vulnerability: 2 x BODY Electrical and Magnetic Attacks (Common)* Disadvantage Points: 120 Base Points: 230 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Gear "first draft" And this is Gear, Static's sidekick or partner, depending on the season and your perspective. Gear Player: Val** Char*** Cost 8** STR -2 14** DEX 12 11** CON 2 8** BODY -4 18** INT 8 10** EGO 0 10** PRE 0 12** COM 1 * 4/10** PD 2 4/10** ED 2 3** SPD 6 4** REC 0 22** END 0 20** STUN 2 *6"/9"**RUN02"**SWIM01 1/2"**LEAP0Characteristics Cost: 29 Cost** Power END 46** Follower: Backpack* ** * 12** Field-Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)* 0 ** * ** Helmet and Visor, all slots OIF (-1/2)* 3** 1) Gear's Helmet: Armor (3 PD/3 ED) (9 Active Points); Protects Locations 3-5 (-2) [Notes: Adds to defense provided by Field-Reinforced Costume]* 0 8** 2) Backpack's Automatic Controls: Mind Link , One Specific Mind, Any distance, No LOS Needed (20 Active Points); Only With Others Who Have Mind Link (-1)* 0 2** 3) Tinted Visor: Sight Group Flash Defense (3 points) (3 Active Points)* 0 2** 4) Tactical Display I: +1 PER with all Sense Groups (3 Active Points)* 0 6** 5) Tactical Display II: +6 versus Range Modifier for Sight Group (9 Active Points)* 0 5** 6) Tactical Display III: +6 versus Range Modifier for Hearing Group (9 Active Points); Requires Backpack (-1/4)* 0 7** 7) Tactical Display IV: Radar (Radio Group) (15 Active Points); Sense Affected As More Than One Sense Sight Group (-1/2), Requires Backpack (-1/4)* 0 27** 8) Tactical Display V: Clairsentience (Sight And Hearing Groups And Radar), x4 Range (1560"), Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 12" per Phase), Transmit, Reduced Endurance (0 END; +1/2) (93 Active Points); Fixed Perception Point (Backpack; -1), Sense Affected As More Than One Sense Sight and Hearing Groups (-1/2), Only Through The Senses Of Others (-1/2)* 0 ** * 23** Boot-Jets: Flight 10", x16 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (Fuel is Difficult to obtain; +0) (35 Active Points); OIF (-1/2) [Notes: This is about 165mph at max non-combat speed.]* [1 cc] 5** Roller Blades: Running +3" (6"/9" total), x4 Noncombat (11 Active Points); Only On Appropriate Terrain (-1/2), OIF (-1/2), Turn Mode (-1/4)* 1 ** * 4** Shock Box: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF Fragile (-1 1/4), Sense Affected As More Than One Sense Hearing Group (-1/2)* 0 ** * 40** Common Gadgets: Multipower, 60-point reserve, (60 Active Points); OIF (Utility Belt; -1/2)* 2u** 1) Zap Caps: Energy Blast 8d6, 16 Charges (+0), Explosion (+1/2) (60 Active Points); OAF (-1), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4)* [16] 2u** 2) Bang Baby Confinement System: Entangle 3d6, 5 DEF, 16 Charges (+0), Area Of Effect Accurate (One Hex; +1/2) (60 Active Points); OAF (-1), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4)* [16] 2u** 3) The Right Tools for the Job: +7 with all non-combat Skills (56 Active Points); OAF (-1), Extra Time (Extra Phase, Only to Activate, -1/2), Only provides bonuses to skills when use of tools is appropriate (-1/4) [Notes: These tools will only provide full benefit for Gear or a similar super-genius. If anyone else gets their hands on them, they will provide only a +1 bonus.]* ** * 37** Other Gadgets: Variable Power Pool (Gadget Pool), 30 base + 7 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (In Laboratory or with access to similar resources; -1/2), Gadgets and Gear (-1/4); all slots IIF (-1/4)* Powers Cost: 233 Cost** Skill 6** +2 with thrown weapons* 8** +1 with all non-combat Skills* ** * 3** Analyze: Technology 13-* 3** Armorsmith 12-* 3** Bugging 13-* 3** Computer Programming 13-* 5** Cramming * 3** Cryptography 13-* 3** Electronics 13-* 5** Inventor 14-* 3** Lockpicking 12-* 3** Mechanics 13-* 5** Power: Gadegeteering 12-* 1** PS: Student 8-* 3** Security Systems 13-* 3** Systems Operation 13-* 3** Teamwork 12-* 3** Weaponsmith 13-* ** * 3** Scientist* 1** 1) SS: Communications Technology 11- (2 Active Points)* 1** 2) SS: Computer Technology 11- (2 Active Points)* 1** 3) SS: Mathematics 11- (2 Active Points)* 1** 4) SS: Physics 11- (2 Active Points)* 1** 5) SS: Robotics 11- (2 Active Points)* Skills Cost: 74 Cost** Perk 3** Dakota PD* 2** Abandoned Gas Station* Perks Cost: 5 Cost** Talent 5** Eidetic Memory* 4** Speed Reading (x10)* Talents Cost: 9 Total Character Cost: 350 Val** Disadvantages 15** Dependent NPC: Daisy and Frieda 8- (Incompetent)* 15** Hunted: The Meta-Breed 8- (Mo Pow, Capture)* 15** Hunted: Braniac 11- (Mo Pow, NCI, Watching)* 10** Money: Destitute* 5** Bonus points for being a Destitute youth because not having cash is a major pain for a tech-based superhero* 20** Psychological Limitation: Code vs Killing (Common, Total)* 10** Psychological Limitation: Fascinated with Technology (Common, Moderate)* 5** Psychological Limitation: Loves to eat, especially cheeseburgers (Uncommon, Moderate)* 5** Psychological Limitation: Annoying encyclopedic knowledge, especially regarding comic books, which he is happy to share with anyone in earshot... (Uncommon, Moderate)* 5** Rivalry: Professional (Static; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)* 20** Social Limitation: Minor Youth (14-16) (Frequently, Severe)* 15** Social Limitation: Secret ID (Frequently, Major)* 10** Vulnerability: 2 x Effect Mind Control (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  3. Static "first draft" Here is Static, the star of the Static Shock show, who has appeared with the Justice League on a few ocassions and is supposedly going to be on a JLU episode later this season. Static Player: Val** Char*** Cost 8** STR -2 15** DEX 15 13** CON 6 8** BODY -4 12** INT 2 10** EGO 0 12** PRE 2 14** COM 2 * 4/14** PD 2 4/14** ED 1 3** SPD 5 5** REC 0 26** END 0 20** STUN 1 *6"**RUN02"**SWIM01 1/2"**LEAP0Characteristics Cost: 30 Cost** Power END 16** Living Capacitor: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Endurance Reserve drops to 0 if soaked with water or completely "grounded" (-1/4); REC: (10 Active Points); Recovery reduced to 1/Turn if soaked with water or completely "grounded" (-1/4)* 0 13** Electrical Conversion: Absorption 4d6 (energy, Endurance Reserve) (20 Active Points); Limited Special Effect Electricity (-1/2) [Notes: Treat Electrical Conversion as Healing into the Living Capacitor, i.e. it cannot raise the Endurance Reserve above starting values but the points gained do not fade.]* 0 ** * 10** Static Defense I: Armor (0 PD/10 ED) (15 Active Points); Only Works Against Electricity (-1/2)* 0 20** Static Defense II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Electricity (-1/2)* 0 ** * 13** Living Radio: Radio Perception, Tracking* 0 17** Electromagnetic Sense: Detect Electricity and Magnetism A Class Of Things 11- (Unusual Group), Range, Sense, Tracking* 0 ** * 18** Static Field: Elemental Control, 36-point powers* 34** 1) Flying Disk: Flight 10", x32 Noncombat, Reduced Endurance (1/2 END; +1/4), rapid Noncombat movement (+1/4) (60 Active Points); Physical Manifestation (Any metallic object large enough to stand on will do, such as a manhole cover or a garbage can lid; Static usually carries a sheet of mylar (similar to aluminum foil, only thinner and lighter and easier to fold); -1/4) [Notes: This is about 330mph at top non-combat speed.]* 2 19** 2) Static Shield: Force Field (10 PD/10 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (37 Active Points)* 1 36** 3) Solid Static: Force Wall (8 PD/8 ED; 6" long and 3" tall) (54 Active Points)* 5 ** * 50** Static Discharge: Multipower, 63-point reserve, (63 Active Points); Affected by negative Adjustment Powers as if it were part of the Static Field Elemental Control (-1/4)* 5u** 1) Static Force: Telekinesis (35 STR), Fine Manipulation (63 Active Points); Reduced effect on non-metal objects (GM's discretion) (-1/4)* 6 6u** 2) Static Shock: Energy Blast 8d6+1, Variable Advantage (+1/4 Advantages; +1/2) (63 Active Points)* 6 5u** 3) Stunning Shock: Energy Blast 8d6+1, STUN Only (+0), Variable Advantage (+1/4 Advantages; +1/2) (63 Active Points); No Knockback (-1/4)* 6 4u** 4) Taser Punch: Hand-To-Hand Attack +4 1/2d6, Reduced Endurance (1/2 END; +1/4), Affects Desolidified Electrical/Magnetic SFX only (+1/4), Area Of Effect Accurate (One Hex; +1/2), Double Knockback (+3/4) (63 Active Points); Hand-To-Hand Attack (-1/2)* 3 4u** 5) Static Cling: Entangle 3d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4), Requires a nearby surface to which to "cling" the target (-1/4)* 6 4u** 6) Static Flash: Sight and Radio Groups Flash 9d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Range (-1/2)* 2 2u** 7) Nova Burst: Sight and Radio Groups Flash 6d6, Area Of Effect Nonselective (4" Radius; +3/4) (61 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), 4 Recoverable (if he finds some wires laying around...) Charges (-1/2), Costs Endurance (-1/2), Physical Manifestation (Requires a small amount of wire or similar thin metal which is consumed when the power is used; -1/4)* 6 5u** 8) Static Short: Dispel Electricity and Electrical Powers/Devices 16 1/2d6, any Electrical power one at a time (+1/4) (62 Active Points); Inaccessible Foci can only be targeted at No Range (-1/4) [Notes: Static can use this on electrical powers or any device which relies on electricity or magnetism to function. Which is, when you think about it, just about anything beyond furniture and simple, low-tech mechanical devices...]* 6 2u** 9) Electronic Control: Mind Control 9 1/2d6 (Machine class of minds), Telepathic (+1/4) (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2), Visible (-1/4), Can Be Missile Deflected (-1/4), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Reduced By Range (-1/4)* 6 1u** 10) Sparky Fingers: Sight and Radio Groups Images Increased Size (8" radius; +3/4), Any Shape (Radius, Cone, Line, Any Area) (+1/4), Reduced Endurance (1/2 END; +1/4) (34 Active Points); Only To Create Light (-1), No Range (-1/2)* 1 ** * ** Various Devices* 4** 1) Shock Box: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF Fragile (-1 1/4), Sense Affected As More Than One Sense Hearing Group (-1/2)* 0 4** 2) Funky Upside-Down Sunglasses: Hearing Group Flash Defense (9 points) (9 Active Points); OIF Fragile (-3/4), Nonpersistent ((Static usually only uses the glasses if he knows in advance that he needs them, otherwise they're pushed up on his brow); -1/4), Real Armor (-1/4)* 0 0** 3) Tracers [Notes: I have absolutely no idea how to create these. They're tiny widgets (created by Gear) that Static can throw or place on an object or opponent and then track with his Living Radio or Electromagnetic Sense power from a range of several miles.]* 0 0** 4) Zap Caps [Notes: These are egg-sized hand grenade type thingies that can be thrown to create an electrical explosion or which Static can tap to recharge his Living Capacitor. Are they worth writing up or were they just a plot device in the couple of episodes where they appeared? Gear will certainly have some, so maybe we'll just leave them off Static.]* 0 Powers Cost: 292 Cost** Skill 6** +2 with Static Discharge Multipower* ** * 3** Acrobatics 12-* 1** Bugging 8-* 1** Computer Programming 8-* 1** Electronics 8-* 2** CK: Dakota 11-* 3** Power: Static Shock Tricks 11-* 2** PS: Student 11-* 1** Security Systems 8-* 1** Streetwise 8-* 1** Systems Operation 8-* 1** Tactics 8-* 3** Teamwork 12-* Skills Cost: 26 Cost** Perk 2** Abandoned Gas Station* Perks Cost: 2 Total Character Cost: 350 Val** Disadvantages 20** Dependent NPC: Father and Sister 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)* 10** Distinctive Features: Electromagnetic Field (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 5** Hunted: Hotstreak 8- (As Pow, Mildly Punish)* 10** Hunted: Ebon 8- (As Pow, Harshly Punish)* 15** Hunted: Agents of Alva Industries 8- (As Pow, NCI, Capture)* 10** Money: Destitute* 20** Psychological Limitation: Code vs Killing (Common, Total)* 20** Social Limitation: Minor Youth (Age 14-16) (Very Frequently, Major)* 15** Social Limitation: Secret ID (Frequently, Major)* 20** Susceptibility: When soaked with water or fully "grounded" when any powers are active, 3d6 damage Instant (Common)* 5** Vulnerability: 1 1/2 x STUN Any special effect which might "ground" him or cause him to "short out" (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  4. Re: Fixing Martial Artists If I'm willing to suspend disbelief enough to enjoy fiction where Superboy flies (among a zillion other powers), Saturn Girl reads minds, Matter-Eater Lad can chow a tunnel through solid rock, and Dawnstar can survive in outer space with no visible means of support, I certainly don't have any problems with Karate Kid fighting Superboy almost to a draw and breaking out of "unbreakable" inertron bonds. In terms of game mechanics, I just don't want every martial artist to be able to do that. So Karate Kid gets a batch of Hand Attack on top of whatever martial maneuvers and martial damage classes he purchases. Just the way I'd do it. Whatever feels best to you is the way to go in cases like this. John H
  5. Final Drafts of Green Arrow, Aquaman, Supergirl, Captain Atom, Booster Gold, Skeets Attached are files for the "final drafts" of Aquaman, Green Arrow, Supergirl, Captain Atom, Booster Gold, and Skeets. I've also put the "final drafts" of the AJL7 (the original seven members of the Justice League from the first two seasons) here so you don't have to look in more than one place for all this stuff. I have not included the image files in these archives in order to keep their size relatively small. I'll continue to post first drafts for review, with an image file if I can find a good one, so that everyone can read them right here on the board and provide feedback; but subsequent final draft posts I'll keep to file/archive downloads like these so this thread doesn't grow larger than it needs to be. Enjoy! John H AJL 7.zip = Superman, Wonder Woman, Hawkgirl, Green Lantern, J'onn J'onnz, Flash, Batman AJL Other Heroes.zip = Aquaman, Green Arrow, Supergirl, Captain Atom, Booster Gold, Skeets
  6. Re: Bulletproof Do you handle Knockback in any way differently in cases where this house rule would apply?
  7. Re: Bulletproof I've found that using the Hit Location Table to determine Stun Multiplier for all Killing Attacks, even if using it only to determine Stun Multiplier; and subtracting 1 from that result with a minimum total result of 1; and subtracting 1 more from that result (still with a minimum total result of 1) if the attack can't, even at its theoretical maximum result, do Body to the target past its defenses; and taking a very hard look at any player who wants to introduce a Killing Attack with Increased Stun Multiple; takes care of this problem. The preceding is much easier in practice than it sounds, and no slower than the "normal" method of determining Stun Multiplier. Killing Attacks are for killing, not for hoping to get lucky and do a lot of non-killing damage. John H edit: Look at the extremes I had to go through with Superman (my version of the Animated Justice League character) to make him immune to handgun fire, and the notes accompanying the extra defenses: http://herogames.com/forums/showpost.php?p=472248&postcount=29 All this because of the chance of a x5...
  8. Re: Character for Comment: Atlas Fun, high-powered character with a good history. I second lowering the value of the Paraplegic Disadvantage. I think it's worth even less than the other folks who mentioned it since if he has a special brace (a focus) which, when combined with his Flight, allows him to "mimic walking" as you wrote, then the Disadvantage is really, "Paraplegic: Cannot walk without special brace and use of Flight power," which is worth maybe 10 points. I think that -1/2 for the Radiation Eye Beams not working if he's blinded is too much. Is he going to be blinded 1/3 of the time? And even when he is blinded, like most other characters he's going to have a hard time targeting anyway even without this Limitation. So it sounds more like -1/4 to me. You might want to change the second slot of Flight by removing the Megascale and replacing it with +1/4 in Variable Advantages (+1/2); reduce the inches of Flight to compensate for the larger total Advantage value. This will allow Atlas to fly underwater when he needs to, yet he can still use Megascale to blast around the planet and can apply some other useful Advantages only as needed. John H
  9. Sinestro "first draft" Sinestro was a quick job: Using my Green Lantern file as a base, I trimmed some Characteristics, rearranged the Skills and Disadvantages, removed the Emergency Shield power and replaced it with a pair of illusion-based powers, and that was about it. Sinestro can use his Ultimate Deception power to leave gloating messages for his enemies to find: As Green Lantern steps into the museum's vault an image of Sinestro appears. "Ha-ha-ha! Once again you are too late, Green Lantern! While you waste time watching this holographic recording, I am even now combining the final components of the dimensional gate which, once opened, will turn the skies of this world yellow with the armies of Qward!" Anyway, enjoy: Sinestro Player: Val** Char*** Cost 13** STR 3 18** DEX 24 13** CON 6 15** BODY 10 13** INT 3 18** EGO 16 15** PRE 5 12** COM 1 * 5/15** PD 2 5/15** ED 2 4** SPD 12 6/15** REC 0 26/76** END 0 30/55** STUN 1 *6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 85 Cost** Power END 29** Effortless Flight: Multipower, 50-point reserve, (50 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged (-1/4)* 3u** 1) Versatile Flight: Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points)* 5 3u** 2) Space Travel: Flight 9", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (49 Active Points) [Notes: At Sinestro's Speed of 4, this is just about the speed of light.]* 5 3u** 3) Warp Speed: Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points)* 0 ** * 86** Ring Powers Group One: Multipower, 150-point reserve, (150 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged (-1/4)* 17m** 1) Yellow Peril: Energy Blast 13d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; +1) (146 Active Points)* 6 17m** 2) Yellow Power Projection: Telekinesis (53 STR), Affects Porous, Fine Manipulation, Variable Advantage (+1/4 Advantages; +1/2) (149 Active Points)* 15 17m** 3) Yellow Protection: Force Wall (15 PD/15 ED; 7" long and 7" tall), Variable Advantage (+1/4 Advantages; +1/2) (148 Active Points)* 15 16m** 4) Ultimate Deception: Sight, Touch and Hearing Groups Images Increased Size (8" radius; +3/4), +/-8 to PER Rolls, Reduced Endurance (1/2 END; +1/4), Can apply the area as Radius, Cone, Line, or Any Area (+1/4), Uncontrolled (+1/2), Trigger (+1/2) (143 Active Points)* 6 ** * ** Ring Powers Group Two, all slots OIF Unbreakable (-1/2), Ring must be recharged (-1/4)* 10** 1) Yellow Glow: Armor (6 PD/6 ED) (18 Active Points)* 0 34** 2) Sustain Life: Life Support (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), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2), Area Of Effect (4" Radius; +1) (60 Active Points)* 0 35** 3) Ultimate Disguise: Shape Shift (Sight, Hearing and Touch Groups, limited group of shapes (humanoids)), Imitation, Makeover, Reduced Endurance (0 END; +1/2) (61 Active Points)* 0 ** * ** Ring Powers Group Three, all slots IIF Unbreakable (-1/4) [Notes: The ring does not have to be charged for these powers to function; Sinestro must simply be wearing it.]* 3** 1) +4 PD (4 Active Points)* 3** 2) +4 ED (4 Active Points)* 14** 3) +9 REC (18 Active Points)* 20** 4) +50 END (25 Active Points)* 20** 5) +25 STUN (25 Active Points)* ** * 33** All the little things: Variable Power Pool, 20 base + 13 control cost, Cosmic (+2) (50 Active Points); Limited Class Of Powers Available (-1/2); all slots OIF Unbreakable (-1/2), Ring must be recharged (-1/4) [Notes: This VPP is for all the little things not covered by the main power descriptions. Sinestro cannot use this to extend any of the other ring powers except on a case-by-case basis with a successful Ring Tricks roll. It is designed for such things as instant change of his costume, enhancing his senses and producing various detects, creating light, boosting his Strength for a "yellow power punch," communicating, etc. The main limitation on this power is, "Only powers similar to those exhibited by Green Lanterns." GMs should create a list of powers for a player who is not familiar with the character.]* Powers Cost: 363 Cost** Skill 12** +4 with Ring Powers Group One* 6** +2 with Acting, Bribery, and Persuasion* ** * 3** Acting 12-* 3** Bribery 12-* 3** Concealment 12-* 3** Interrogation 12-* 2** AK: The Galaxy 11-* 2** KS: Green Lanterns and Oans 11-* 6** Navigation (Air, Hyperspace, Space) 13-* 3** Persuasion 12-* 7** Power: Ring Tricks 13-* 1** PS: Green Lantern 8-* 1** PS: Super-Criminal 8-* 3** Security Systems 12-* 3** Stealth 13-* 3** Streetwise 12-* 3** Systems Operation 12-* 3** TF: Science Fiction & Space Vehicles, Combat Aircraft* Skills Cost: 67 Total Character Cost: 515 Val** Disadvantages 5** Distinctive Features: Somwhat demonic-looking humanoid alien (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 25** Hunted: Guardians of the Universe 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)* 10** Hunted: The authorities of law and order of numerous planets 11- (Less Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 15** Physical Limitation: Sinestro's yellow power constructs do not trigger the vulnerability of Green Lantern rings after a certain date (assume the Guardians of the Universe make a change to the central power battery to prevent Sinestro from exploiting the necessary yellow flaw) (Frequently, Greatly Impairing)* 15** Psychological Limitation: Obsessed with destroying the Green Lantern Corps (Common, Strong)* 15** Psychological Limitation: Hates the Green Lantern of Earth (Uncommon, Total)* 15** Psychological Limitation: Greedy, amoral, and power-hungry (Uncommon, Total)* 5** Rivalry: Professional (Other world-conquering, vindictive super-criminals; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)* 10** Social Limitation: Public ID (Frequently, Minor)* Disadvantage Points: 115 Base Points: 200 Experience Required: 200 Total Experience Available: 200 Experience Unspent: 0
  10. Re: Building the Animated Justice League Right, I did forget about that. But... Wouldn't his 20 Strength convert to 20 Active Points for purposes of adding damage to this Hand Attack? And since the Hand Attack is Advantaged by Autofire (+1/2), 20 more Active Points would convert to 2 1/2d6 of added damage if full Strength (well, 19.5 Strength) were used to add to the damage of this slot for a total of 6 1/2d6, not 8d6. If not, I'm not understanding the FRED p.272 rule properly. John H
  11. Re: Building the Animated Justice League Regarding Flash: Putting Rapid on Sight and Hearing was brilliant! The Autofire Hand Attack is 60 Active Points if you want it to apply to Strength (more if you want the Reduced Endurance to apply to Strength, too). The way you have it set up, Flash can't add any Strength damage when he's using this slot, so barring some combat maneuver, velocity damage bonus, etc. this attack is stuck at 4d6. Shouldn't the two Wind Blast powers attack PD, not ED? Very nice, John H
  12. Orion "first draft" -Orion is the son of Darkseid but was raised by Highfather. He's strong, tough, and has "Astral Force" which is similar to Darkseid's "Omega Force" but possibly weaker; certainly Orion doesn't have the sort of control of his Astral Force that his father has with his Omega Force, and apparently can only channel it though his Astral Harness. -Orion possesses a Mother Box, a sentient computer with quite a number of powers of its own, the most potent of which are the creation of "Boom Tube" teleport gates and nearly omniscient information resources. It would be perfectly reasonable to build Mother Box as an AI but I've chosen to make it a Focus for now. Orion could be made a fair bit less espensive by building Mother Box as something other than a Focus (Follower, AI, etc.). -Mother Box might get a few more skills for the final draft, such as Deduction and Analyze. -Orion is destined to be the greatest warrior in the universe (among the New Gods, anyway...) but I don't think he's quite there yet based on what we saw in the Superman animated series and the couple of JL episodes where he's appeared. Orion Player: Val** Char*** Cost 70** STR 60 23** DEX 39 30** CON 40 15** BODY 10 10** INT 0 10** EGO 0 15** PRE 5 10** COM 0 * 25/30** PD 1 20/25** ED 9 4** SPD 7 20** REC 0 60** END 0 65** STUN 0 *6"**RUN02"**SWIM014"**LEAP0Characteristics Cost: 171 Cost** Power END 23** Invulnerability of the New Gods: Armor (10 PD/5 ED)* 0 10** Life of the New Gods: Life Support (Longevity Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)* 0 10** Life Force of the New Gods: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (30 Active Points); Extra Time (Regeneration-Only) 20 Minutes (-2)* 0 17** Vitality of the New Gods: Reduced Endurance (1/2 END; +1/4) (17 Active Points) applied to STR* 7** Astral Force Punch: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), Only vs Darkseid and the creatures and machines of Apokolips (-1/2)* 0 13** Study of the Enemy: Find Weakness 11- with Related Group of Attacks (Astral Force Punch and Astral Force Projection) (20 Active Points); Only vs Darkseid and the creatures and machines of Apokolips (-1/2)* 0 ** * ** Astral Harness, all slots OIF (Personal, Unbreakable; -1/2) [Notes: Slots 4, 5, and 6 compose the Astral Force Projection that Orion can generate with his Astral Harness. Slot 6 represents that his Astral Force is more effective against Darkseid and his minions and creations than against other targets. Slot 5 allows Orion to add more damage to his basic Astral Force blast but at a very high Endurance cost beyond the basic 12d6.]* 20** 1) Astral Flight: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points)* 3 21** 2) Astral Field Generation I: Force Field (5 PD/5 ED/5 Power Defense) (Protect Carried Items), Hardened (+1/4) (31 Active Points)* 3 13** 3) Astral Field Generation II: Life Support (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), Usable Simultaneously (up to 2 people at once; +1/2) (30 Active Points); Linked (Astral Field Generation I; Lesser Power can only be used when character uses greater Power at full value; -3/4)* 0 40** 4) Astral Force Projection I: Energy Blast 12d6 (60 Active Points)* 6 4** 5) Astral Force Projection II: Energy Blast 3d6, Only to add to Astral Force Projection I (+0) (15 Active Points); Increased Endurance Cost (x5 END; -2)* 5 7** 6) Astral Force Projection III: Energy Blast 2d6, Only to add to Astral Force Projection I/II. (+0), Reduced Endurance (0 END; +1/2) (15 Active Points); Only vs Darkseid and the creatures and machines of Apokolips (-1/2)* 0 ** * ** Mother Box, all slots OIF (Personal, Unbreakable; -1/2), All powers require verbal commands to activate and control (-1/4) [Notes: You might care to assume that Mother Box is in some extended "recharge mode" and unavailable for use, or that Orion does not have it with him, in order to power him down some. Doing so will take him down from 650 points to 429 points. Using Mother Box only to drive the plot would be a perfectly reasonable way of controlling its otherwise significant impact on a game.]* 3** 1) Mother Box's Power Core: Endurance Reserve (50 END, 1 REC) Reserve: (6 Active Points); Recovery is 1/Minute, not 1/Turn (-1/4)* 0 28** 2) Boom Tube: Teleportation 10", Must pay END each phase as if full power is being used regardless of power level actually in use (+0), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (85 Active Points); Gate (-1/2), Extra Time (Extra Phase, Only to Activate, -1/2), The Boom Tube must be open for a minimum of one full turn before it can be voluntarily closed (-1/4)* 8 30** 3) Intergalactic Boom Tube: Teleportation 10", Costs 8 END per phase to maintain after the first phase (+0), Must pay END each phase as if full power is being used regardless of power level actually in use (+0), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 1 million lightyears; +5) (160 Active Points); 2 Charges which Recover every 1 Week (-2), Gate (-1/2), Extra Time (Extra Phase, Only to Activate, -1/2), The Boom Tube must be open for a minimum of one full turn before it can be voluntarily closed (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)* 16 11** 4) Boom Tube Destinations: Teleportation: Floating Fixed Location (4 Locations) (20 Active Points)* 0 13** 5) Mother Box Display: Sight and Hearing Groups Images 1" radius, Reduced Endurance (0 END; +1/2) (22 Active Points)* 0 5** 6) Communication Matrix I: High Range Radio Perception (Radio Group) (12 Active Points); Linked (Mother Box Display; -1/2)* 0 20** 7) Communications Matrix II: Mind Link , Alien class of minds, Specific Group of Minds (Other Mother Boxes), Any distance, No LOS Needed, Number of Minds (x4), Psychic Bond (40 Active Points); Linked (Mother Box Display; -1/4)* 0 21** 8) Scanner I: Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid (x1,000), Transmit (53 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Mother Box Display; -1/4)* 0 66** 9) Scanner II: Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid (x1,000), Transmit, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (132 Active Points); Linked (Mother Box Display; -1/4)* 0 24** 10) Computer Emulation: (Total: 40 Active Cost, 24 Real Cost) KS: General Knowledge (18 Active Points) 27- (Real Cost: 10) plus Absolute Range Sense (3 Active Points) (Real Cost: 2) plus Absolute Time Sense (3 Active Points) (Real Cost: 2) plus Eidetic Memory (5 Active Points) (Real Cost: 3) plus Lightning Calculator (3 Active Points) (Real Cost: 2) plus Speed Reading (x1000) (8 Active Points) (Real Cost: 5) [Notes: Communication between the Mother Box and the user is through the Mother Box Display. Although this makes the Computer Emulation functions subject to Flashes and other effects, it has not been assigned a Limitation value.]* 0 Powers Cost: 406 Cost** Skill 5** +1 with All Combat (8 Active Points); Only vs Darkseid and the creatures and machines of Apokolips (-1/2)* 5** +1 with HTH Combat* 2** +1 with Astral Force Projection* ** * 3** Bureaucratics 12-* 3** Combat Driving 14-* 3** Combat Piloting 14-* 3** High Society 12-* 3** Interrogation 12-* 1** AK: Apokolips 8-* 2** AK: New Genesis 11-* 2** KS: The Minions of Darkseid 11-* 1** Langauge: The Script of the New Gods (Literacy) * 3** Navigation (Air, Space) 11-* 3** Oratory 12-* 3** Power: Astral Force Tricks 11-* 2** PS: Warrior of New Genesis 11-* 3** Security Systems 11-* 4** Survival (Hellish place like Apokolips, Urban) 11-* 3** Systems Operation 11-* 3** Tactics 11-* 4** TF: Anthropomorphic Mecha, Mecha, Science Fiction & Space Vehicles, Spaceplanes, Combat Aircraft, Wheeled Military Vehicles* 7** WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Vehicle Weapons* Skills Cost: 68 Cost** Perk 5** Fringe Benefit: Member of the Aristocracy/Higher Nobility* Perks Cost: 5 Total Character Cost: 650 Val** Disadvantages 25** Dependent NPC: The people of New Genesis 11- (Normal; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)* 5** Distinctive Features: The Mark of Darkseid (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)* 15** Enraged: In combat (Very Common), go 8-, recover 14-* 25** Enraged: In combat against Darkseid or any other blood relative (Uncommon), go 14-, recover 8-* 30** Hunted: Darkseid and his various minions 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 15** Psychological Limitation: Considers himself superior to other beings, even most other New Gods (Common, Strong)* 10** Psychological Limitation: Easily angered (Common, Moderate)* 10** Psychological Limitation: Experiences violent outbursts (Common, Moderate)* 5** Reputation: The son of Darkseid, 8- (Extreme; Known Only To A Small Group)* 5** Rivalry: Professional (One of the New Gods; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)* 10** Social Limitation: Public ID (Frequently, Major, Not Limiting In Some Cultures)* Disadvantage Points: 155 Base Points: 200 Experience Required: 295 Total Experience Available: 295 Experience Unspent: 0
  13. Jason Blood and Etrigan "first draft" This time, my random notes first: -Jason Blood is the human form of the Demon Etrigan. Neither is technically a "true form" per the Hero rules; either is as valid as the other as far as one can see from the JL episodes in which they've appeared. I always have the most expensive form pay the points for Multiform in order to prevent players from abusing the 5:1 expense ratio. Therefore, Etrigan pays for Multiform while Jason does not. Treat Jason as the "true form" for all other purposes, however. Since Jason and Etrigan appear to be two completely different beings, albeit with a psychic link to retain the memories of the other, it might be reasonable to not apply damage taken by one to the other; that would not be an advantage since Etrigan regenerates damage quickly while Jason heals at a merely human rate. -Etrigan is much less inclined to summon Jason than Jason is to summon Etrigan. Etrigan will tend to remain until whatever situation for which he was summoned has been resolved. Etrigan has a minor Psychological Disadvantage to represent this. -Since Jason is about a thousand years old, he has amassed a huge amount of knowledge and has the skills one would expect of a debonair thousand-year-old former Knight of the Round Table. (Think of him almost as the anti-Vandal Savage.) He is not, however, a combat monster: When things get dicey, or Morgaine is nearby, Jason doesn't hesitate to summon Etrigan and leave the driving to the demon. -Jason doesn't carry weapons on his person, but is often in an environment (his home, museums, etc.) where swords, maces, and similar things are just laying around. If Jason gets into a protracted combat and can't (or for some reason won't) summon Etrigan, allow him to pick up and use whatever's around. This will rarely be the case, however, and so I haven't had Jason pay for any weapons or armor. -Notes on the x3 Active Points Advantage which I've given to Jason's The Strength of Avalon Variable Power Pool: This is an Advantage for Variable Power Pools which allows individual powers built with the VPP to exceed the normal Active Point limit by a certain multiple. The cost of this Advantage is +1/4 for each +1/2x where X is the normal Active Point limit. Examples- A VPP with 10 Real Points normally has a 10 Active Point cap on any power built with the VPP. With a x1.5 Active Points Advantage (+1/4), any power built can have up to 15 Active Points; with a x2 Active Points Advantage (+1/2), any power built can have up to 20 Active Points; with a x5 Active Points Advantage (+2), any power built can have up to 50 Active Points. Note that this does not increase the Real Points available for the VPP, and so Limitations will have to be applied to powers so that all the simultaneously active powers from the VPP do not exceed the number of Real Points in the VPP. If you don't like this, delete it and pump the pool total from 30 to 90. -I'd love to get suggestions for Jason's Knowledge Skills, Area/City Knowledge Skills, and Contacts. And as usual, I need help with Disadvantages. Jason Blood Player: Val** Char*** Cost 13** STR 3 17** DEX 21 18** CON 16 13** BODY 6 13** INT 3 14** EGO 8 20** PRE 10 16** COM 3 * 7** PD 4 5** ED 1 4** SPD 13 7** REC 0 30** END -3 30** STUN 1 *6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 86 Cost** Power END 5** Suspended Lifespan: Life Support (Longevity Immortal)* 0 ** * 5** Mental Defense (10 points total) (7 Active Points); Only Works Against Magic (-1/2)* 0 7** Power Defense (10 points) (10 Active Points); Only Works Against Magic (-1/2)* 0 ** * 10** Detect Magic 12- (Unusual Group)* 0 12** Sense Magic: (Total: 20 Active Cost, 12 Real Cost) Discriminatory with Detect Magic (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus Range with Detect Magic (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus Tracking with Detect Magic (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus +5 versus Range Modifier for Detect Magic (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) [Notes: Hero Designer doesn't handle Endurance for powers like this very well. The total Endurance cost for this Compound Power is 2, based on the total Active Cost of 20.]* 4 ** * 28** A Taste of Avalon: Variable Power Pool (Magic Pool), 20 base + 8 control cost, (30 Active Points); all slots Variable Limitations (requires -1/2 worth of Limitations; -1/4) [Notes: Jason's magical skills allow him to generate any number of minor effects on the fly. He normally uses a variety of Detects, Enhanced Senses, light generation, and similar spells. Most commonly this can be hand-waved as it will only very rarely have any effect on combat.]* ** * 36** The Strength of Avalon: Variable Power Pool (Magic Pool), 30 base + 6 control cost, x3 Active Points (+1) (60 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Access to Research Materials; -1/2); all slots Extra Time (1 Hour, Only to Activate, -1 1/2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) [Notes: Through lengthy rituals using exotic materials, Jason can create more impressive effects. A common spell would be the summoning of a demon or other magical being, usually for the purpose of questioning said being. Jason must use all of the Limitations listed; he may add others at his option. Both the Active Points and Real Points from The Strength of Avalon add to those from A Taste of Avalon. x3 Active Point Maximum is a VPP Advantage which costs +1/4 for each +1/2x Active Points allowable for any one power. For Jason therefore, this Advantage allows a spell from The Strength of Avalon to have up to 90 Active Points (instead of only 30); added to the 20 Active Points from A Taste of Avalon, this is a total Active Point cap of 110. Considering Jason's Magic Skill roll (a base of 12-), he will likely need several bonuses to his roll from complementary skills, having exceptional research materials at hand, or by taking a lot of extra time in order to set this power to one with a large Active Point total.]* Powers Cost: 103 Cost** Martial Arts Maneuver ** Ancient Knightly Combat [Notes: Note that this martial art can be used only with the weapons purchased with Weapon Element, and there is no bare-handed element for this martial art.]* 4** 1) Charge: 1/2 Phase, +0 OCV, -2 DCV, 4 1/2d6 +v/5 Strike, FMove* 3** 2) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 2** 4) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Lances* Martial Arts Cost: 13 Cost** Skill 10** +1 Overall* 8** +1 with All Combat* 5** +1 with HTH Combat* 5** +1 with Arthurian-era Weapons* 6** Penalty Skill Levels: +2 vs. armor penalties to DCV with All Attacks* 10** +2 with Knowledge Skills related to magic, history, and languages* ** * 3** Analyze: Magic 12-* 1** Armorsmith 8-* 3** Bureaucratics 13-* 3** Combat Driving 12-* 3** Conversation 13-* 3** Cryptography 12-* 3** Disguise 12-* 3** Forgery 12-* 3** High Society 13-* 3** Paramedics 12-* 5** Power: Magic Skill 12- [Notes: Jason must use this skill to change the allocation of his two Variable Power Pools. Use the normal -1/10 Active Points modifier to each attempt.]* 3** Riding 12-* 2** SS: Spell Research 11-* 3** Shadowing 12-* 3** Stealth 12-* 3** Streetwise 13-* 3** Tracking 12-* 1** TF: Carts & Carriages, Equines, Huge Beasts* 11** WF: Common Melee Weapons, Common Missile Weapons, Early Firearms, Siege Engines, Small Arms, Lances* 1** Weaponsmith 8-* ** * 3** Linguist* 1** 1) Language: Chinese (basic conversation; literate) (2 Active Points)* 1** 2) Language: French (fluent conversation) (2 Active Points)* 1** 3) Language: Gaelic (fluent conversation) (2 Active Points)* 1** 4) Language: German (fluent conversation) (2 Active Points)* 1** 5) Language: Greek (basic conversation; literate) (2 Active Points)* 1** 6) Language: Japanese (basic conversation; literate) (2 Active Points)* 1** 7) Language: Latin (fluent conversation) (2 Active Points)* 2** 8) Language: Old English (completely fluent) (3 Active Points)* 1** 9) Language: Russian (basic conversation; literate) (2 Active Points)* 1** 10) Language: Spanish (fluent conversation) (2 Active Points)* ** * 3** Scholar* 20** 1) KS: 20 Points of Knowledge Skills (21 Active Points) 30-* ** * 3** Traveler* 20** 1) AK: 20 Points of Area/City Knowledge Skills (21 Active Points) 30-* Skills Cost: 167 Cost** Perk 3** Well-Connected* 29** 1) 29 Points of contacts (Custom Adder) (30 Active Points) 8-* 7** 2) Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) (8 Active Points) 8-* ** * 2** Fringe Benefit: International Driver's License, Passport* 5** Money: Well Off* Perks Cost: 46 Total Character Cost: 415 Val** Disadvantages 15** Hunted: Morgaine Le Fay 8- (Mo Pow, Harshly Punish)* 10** Hunted: Some random enemy from his past 8- (As Pow, Harshly Punish)* 15** Hunted: Merlin and other guardian powers 11- (Mo Pow, NCI, Watching)* 15** Psychological Limitation: Obsessed with defeating Morgaine (Common, Strong)* 10** Psychological Limitation: Believes he is unworthy of respect (Common, Moderate)* 5** Psychological Limitation: Haunted by his past misdeeds (Uncommon, Moderate)* 5** Social Limitation: Secret ID (Occasionally, Minor)* Disadvantage Points: 75 Base Points: 200 Experience Required: 140 Total Experience Available: 140 Experience Unspent: 0 Etrigan The Demon Player: Val** Char*** Cost 35** STR 25 22** DEX 36 35** CON 50 25** BODY 30 13** INT 3 14** EGO 8 20** PRE 10 8** COM -1 * 12/15** PD 5 12/15** ED 5 4** SPD 8 20** REC 12 70** END 0 70** STUN 9 *12"**RUN122"**SWIM012"**LEAP5Characteristics Cost: 217 Cost** Power END 47** Jason Blood: Multiform (415 Character Points in the most expensive form) (83 Active Points); Extra Time (Full Phase, -1/2), Incantations (-1/4)* 0 ** * 75** Elemental Blast: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; Fire, Cold, and Magic; +1/4) (75 Active Points)* 7 ** * 36** Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); Reduced Penetration (-1/4)* 0 5** Digging In: Clinging (normal STR) (10 Active Points); Restrainable (-1/2), Not on surfaces with a Defense higher than 12 (based on max damage from Claws) and nothing to grip (-1/4), Running is halved when Clinging (-1/4)* 0 ** * 43** Magic Wards: (Total: 94 Active Cost, 43 Real Cost) Force Field (6 PD/6 ED/6 Mental Defense/6 Power Defense/6 Flash Defense: Sight Group) (30 Active Points); Only Works Against Magic (-1/2), Must be aware of attack (-1/2) (Real Cost: 15) plus Missile Deflection (Any Ranged Attack) (20 Active Points); Only Works Against Magic (-1/2), Linked (Force Field; -1/2) (Real Cost: 10) plus +4 with DCV (20 Active Points); Costs Endurance (-1/2), Only Works Against Magic (-1/2) (Real Cost: 10) plus +12 EGO (24 Active Points); Costs Endurance (-1/2), Only for defensive purposes (DECV and resisting Presence Attacks) (-1/2), Only Works Against Magic (-1/2), Linked (Force Field; -1/2) (Real Cost: 8)* 7 ** * 9** Tough Skin: Armor (3 PD/3 ED)* 0 9** Suspended Lifespan/Demonic Form: Life Support (Longevity Immortal; Safe in Intense Cold; Safe in Intense Heat)* 0 6** Demonic Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2), Does Not Work On Some Damage Holy and Blessed Weapons/Attacks (-1/4)* 0 ** * ** Demonic Senses* 22** 1) Magic Sense: Detect Magic 12- (Unusual Group), Discriminatory, Analyze, Range, Sense* 0 5** 2) Eyes of Night: Nightvision* 0 5** 3) Eyes of Fire: Infrared Perception (Sight Group)* 0 2** 4) Big Ears: +1 PER with Hearing Group* 0 Powers Cost: 264 Cost** Skill 6** +2 with OCV for Elemental Blast and Claws* ** * 3** Acrobatics 13-* 3** Breakfall 13-* 3** Climbing 13-* 3** Concealment 12-* 3** Interrogation 13-* 2** AK: The Infernal Realms 11-* 1** KS: Evil Magic 8-* 1** Language: Latin (basic conversation)* 3** Power: Elemental Blast Tricks 11-* 2** PS: Minion of Evil 11-* 4** Survival (Hell, Underground) 12-* 3** Tactics 12-* 3** Tracking 12-* 4** WF: Common Melee Weapons, Common Missile Weapons* Skills Cost: 44 Total Character Cost: 525 Val** Disadvantages 15** Distinctive Features: Fierce Demon (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 5** Distinctive Features: Magic Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 15** Hunted: Morgaine Le Fay 8- (Mo Pow, Harshly Punish)* 5** Hunted: Demon Hunters 8- (Less Pow, Capture)* 15** Hunted: Merlin and other guardian powers 11- (Mo Pow, NCI, Watching)* 15** Psychological Limitation: Obsessed with defeating Morgaine (Common, Strong)* 5** Psychological Limitation: Tends to remain the "dominant personality" and not summon Jason Blood until a mission has been completed, even if Jason's skills might be needed (Uncommon, Moderate)* 5** Social Limitation: Secret ID (Occasionally, Minor)* 5** Susceptibility: Holy or blessed objects in skin contact, 1d6 damage per Minute (Uncommon)* 10** Vulnerability: 2 x STUN Holy or blessed weapons/attacks (Uncommon)* Disadvantage Points: 95 Base Points: 200 Experience Required: 230 Total Experience Available: 230 Experience Unspent: 0
  14. Re: Building the Animated Justice League JmOz, Regarding this power: Green Aura: Armor (15 PD/15 ED) (45 Active Points); Ring Limitations (-3/4), Visible (-1/4) Real Cost: 22 When I tried to put the Visible Limitation on the Armor of my version of Green Lantern, Hero Designer wouldn't let me because Visible can't be added to a power which already has an Obvious Focus (OIF or OAF). I see that you got around that by using the catch-all "Ring Limitations (-3/4)" instead of "OIF (-1/2) and Needs Recharging (-1/4)" when you wrote that VPP slot. But maybe Visible should be removed since it's not HD2-legal. edit: And come to think of it, the Life Support can't get both an Obvious Focus and Visible, either. That VPP might also get another -1/4 Limitation: Only Green Lantern Powers. After all, Green Lanterns can fly, shoot energy blasts, use shields, etc. but can't turn themselves into puddles of goo, transform their enemies into frogs, and so on. John H
  15. Re: Another Take on the Animated Justice League For those of you looking for Teen Titans writeups, they are here: TV Teen Titans Writeups Be aware that those writeups are not on the same scale as the ones I'm producing in this thread; the adaptors used different criteria for their conversions. So you'd have to make adjustments in one group of characters or the other in order for them to "play" together properly. I won't be doing the Titans unless they appear in one of the other DCAU shows, because: 1- I don't think they're in the same continuity, based on the heavily contrasting animation and writing styles. 2- Because Titans is relatively "cartoony," the abilities of the characters aren't consistent from episode to episode and sometimes not even within the same episode. And far too many liberties are taken with otherwise established physical laws and properties, such as, "There is no air in outer space," except on the Titans, there is air there if the writers want it that way for that particular scene. 3- I don't like the Titans show so I don't watch it except when one of my young nieces or nephews insists. Whereas I think much of the other DCAU shows, even Static, stand right up with any drama or dramady you can find on network prime-time TV, the Titans program appears to me, at best, as just another anime-inspired cartoon for kids and not the best of the bunch at that. (I'm not knocking anyone who enjoys it. Different strokes and all that...) AlHazred said: I agree: These characters could be much more heavily streamlined. Take a look at the Superman and Wonder Woman writeups that JmOz did last year (referenced with a link in the first message of this thread) as they are both 350 points. I think JmOz plans to someday complete the AJL7 at 350 points each. I tried to represent the commonly-used abilities and devices of every character, and made some effort to represent logical extensions of those demonstrated abilities. I totally hand-waved the costs of vehicles, bases, and some contacts, but otherwise took some pains to make them comprehensive but playable. Sure, Superman probably used Super-Drilling only once or twice, but as it was just two or a few more points in a multipower slot, and possibly difficult to justify with a use of Power Skill, I threw it in there. I don't see Superman trying to Super-Drill through dirt and failing, do you? Supes could use Power Skill to do a stunt like try to make his Super-Breath a cold blast instead of a Reduced-Penetration/Double-Knockback physical blast, and that's been rare enough that I figured it wasn't worth writing up as a specific power. As for Batman, other than the hand-wavy things like followers, bases, and vehicles, he's demonstrated most of what's on that character sheet during the three seasons of JL shows. Also, I eventually plan to hit the rest of the DCAU characters as I can, including the current Robin (Tim Drake, I think), plus Batgirl, Nightwing (Dick Grayson, right?), Static, and so on. And let's face it: He's BATMAN! Knows all, sees all, does all... within reasonable normal human limits, anyway. Remove his access to the followers, bases, vehicles, and extreme "Bat-resources" and he's usable by a player with the other 6 original AJLers. As it is, and as my stream-of-consciousness notes stated, I'd probably reserve him for use as an NPC if he's to be played with the other 6. Thank you all for your comments! John H
  16. Re: Fixing Martial Artists JmOz, That's not too dissimilar than the way I've played it for a long time: Damage classes added from martial maneuvers and martial damage classes do not add to total damage applied to inanimate objects. Inanimate objects being defined as things like walls, floors, TVs, toasters, and blocks of wood. Anything which can "act" against or with a character, such as any other character, robot, automaton, etc. takes full damage. Martial artists who don't want to be subject to this restriction are encouraged to get their added damage from Hand Attack or, when appropriate, increased Strength. John H
  17. There you go again... Gary said: No one is trying to justify an illogical or broken rule. Misrepresenting the point someone else is making is a stupid way to try to support your own case. Your answer to everything is "If it's possible to make an abusive construct, then the components of that construct shouldn't be allowed at all." Since you have, yourself, pointed out a multitude of abusive yet legal constructs – and there exist a near-infinite number of other exploits, some well-known and some not – then the logic you applied above would lead me to believe that you think the entire Hero System is a waste of time because it requires a GM to interpret the rules and moderate a game. If the game allows you to legally buy a nuclear weapon for 3 points (as you amply demonstrated in another thread just today) but it costs 4 points for a normal person to increase their ground movement rate by +1/3, then yes: Everything has to be reviewed by a GM. As I pointed out in some other thread, this is why Hero is a terrible unmoderated competitive wargame - it could never be fairly played by two people who just want to sit down and have a combat with each other as one could do with, for instance, Star Fleet Battles or chess. The Hero System isn't perfect; Steve Long's rules and his interpretation of the rules is not perfect; my interpretations of the rules and my house rules are not perfect. That is why, for example, some power modifiers have different values in different campaigns and even within the same campaign when applied to different characters. And it is also why every character, and every component of that character, has to be subject to GM review including the exclusion of strictly rules-legal constructs and the inclusion of constructs which aren't strictly rules-legal or which extend the published rules in some way. John H
  18. Re: slots with different limitations Gary, That would certainly be abusive if the two slots are more-or-less identical except for those two Limitations. But it's so obviously a work-around of the limiting part of the Limitations that no GM would allow it and few players would try to slip it past. And I don't think it would be a problem if a character had, say, an Entangle that only worked at night and an Energy Blast that only worked during the day. This is no different than the commonly accepted illegality of an "Only on Tuesdays" Limitation through Variable Limitations whenever it's Tuesday and then making it "Only on Wednesdays" whenever it's Wednesday. I'm certain that most people would agree that a character created by someone attempting to abuse the system and which is not subject to some kind of review by a reasonable GM or third party will, by its nature, be abusive. So there's no need to point this out in every single thread. Some day I'm sure I'll read a post from you that doesn't rely on some extreme and obviously abusive application of the rules to make your point. John H
  19. Re: Another Take on the Animated Justice League Mike, Actually, I don't have a sufficiently dirty mind to have thought of this myself. The Shade remarks in "Secret Society" as Giganta does her grow-tall thing for the first time, "This keeps getting better and better," as she looms far over his head. Then my 11-year-old niece laughed and said, "He's looking at her panties!" Made me blush... John H
  20. Re: Another Take on the Animated Justice League Mike Basinger said: I remembered that. (See attached image.) But I also remembered Bats kicking his patootie without breaking a sweat. So I figured that The Shade had seen a few too much Power Rangers without learning any fighting techniques that were actually effective. I don't have the "Secret Society" episode on my TiVo anymore but I'll look at this scene more carefully next chance I can. It would certainly be easy to add 2-4 martial maneuvers to his skill list. Best wishes, John H
  21. Re: The Batman Huh- There's something wrong with the boards, because posting characters from Hero Designer (Hero Boards) export has been working fine for me up to this point.
  22. Re: The Batman Eosin, Here's the sample character post you requested. As it turns out, it's my version of Batman, from the various animated series. John H ----- AJL Batman Player: Val Char Cost 25 STR 15 23 DEX 39 23 CON 26 20 BODY 20 23 INT 13 20 EGO 20 35 PRE 25 16 COM 3 10/16 PD 5 10/13 ED 5 5 SPD 17 10 REC 0 46 END 0 50 STUN 5 7" RUN23" SWIM15" LEAP0Characteristics Cost: 196 Cost Power END Cape & Cowl, all slots OIF Durable (-1/2) 6 1) Armor (3 PD/3 ED) (9 Active Points); OIF Durable (-1/2) 0 2 2) +3 PD (3 Active Points); OIF Durable (-1/2) 2 3) Gliding 6" (6 Active Points); Must lose 6" of altitude each phase and max horizontal distance per phase is equal to altitude lost (-1), OIF Durable (-1/2), no Noncombat movement (-1/4), Gestures (-1/4) 0 15 Utility Belt: Grapple and Line: Multipower, 30-point reserve, (30 Active Points); all slots OAF Durable (-1) [Notes: Limited Range on those slots to which that Limitation applies is 20".] 1u 1) Swinging 20", Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (30 Active Points); OAF Durable (-1) 1 1u 2) Stretching 6" (30 Active Points); OAF Durable (-1), Cannot Do Damage (-1/2), No Velocity Damage (-1/4), Limited Manipulation (-1/4), Always Direct (-1/4) 3 1u 3) Entangle 2d6, 2 DEF, 16 Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (30 Active Points); OAF Durable (-1), Cannot Form Barriers (-1/4), Limited Range (-1/4), Can Be Missile Deflected (-1/4) [16] 1u 4) Killing Attack - Ranged 1d6+1, Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4) (30 Active Points); OAF Durable (-1), Limited Range (-1/4) 1 60 Utility Belt: Multipower, 90-point reserve, (90 Active Points); OIF Durable (-1/2) 3u 1) Anti-Tamper Tech: Energy Blast (ED) 6d6+1, STUN Only (+0), 8 Continuing Charges lasting 1 Turn each (+0), Trigger (When any attempt is made to access powers by unauthorized person; +1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (88 Active Points); OAF Durable (-1), No Range (-1/2) [8 cc] 1u 2) Self-Destruct: Killing Attack - Ranged 3d6+1, Trigger (When Anti-Tamper Tech is expended or bypassed and another attempt is made to use the utility belt by an unauthorized person; +1/4), Explosion (+1/2) (87 Active Points); 1 Charge which Never Recovers (-4), OAF Durable (-1), No Range (-1/2) [Notes: For the sake of simplicity, assume the utility belt has a Defense of 10 and a Body of 1 for purposes of resisting this attack. If its Body is reduced to 0 by this attack, then it and all its contents are too damaged to function. If its Body is reduced to -1 by this attack, it and all its contents are destroyed beyond recognition or repair.] [1 nr] 4u 3) Batarang: Energy Blast (PD) 12d6, 8 Recoverable Charges (+0), Invisible to Hearing Group (+1/4), Autofire (3 shots; +1/4) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), No Knockback (-1/4) [8 rc] 3u 4) Entangling Batarang: Entangle 4d6, 8 DEF, Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); OAF (-1), 8 Charges (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4) [8] 4u 5) Explosive Batarang: Energy Blast (PD) 12d6, 16 Charges (+0), Explosion (+1/2) (90 Active Points); OAF (-1), Range Based On Strength (-1/4) [16] 2u 6) Batcuffs: Entangle 4d6, 8 DEF (standard effect: 4 BODY, 8 DEF), 8 Recoverable Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF Durable (-1), No Range (-1/2), Must follow a successul Grab (-1/2), Cannot Form Barriers (-1/4) [8 rc] 2u 7) Mini-Laser: Killing Attack - Ranged (ED) 4d6, Armor Piercing (+1/2) (90 Active Points); OAF Durable (-1), -2 Decreased STUN Multiplier (-1/2), Limited Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), 12 Charges (-1/4) [12] 2u 8) Bat Explosives: Killing Attack - Ranged (PD) 3d6+1, Trigger (When timer reaches zero or remote detonator is used; +1/4), Explosion (+1/2) (87 Active Points); OAF Durable (-1), 4 Charges (-1), No Range (-1/2) [4] 2u 9) Bat-Flash Grenade: Sight Group Flash 10d6, Area Of Effect Nonselective (5" Radius; +3/4) (87 Active Points); 3 Charges (-1 1/4), OAF Durable (-1), Range Based On Strength (-1/4) [3] 3u 10) Bat-Smoke Bomb and Bat-Goggles: Darkness to Sight Group 4" radius, Personal Immunity (+1/4), Uncontrolled (+1/2), Conforming (+1/2) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) [Notes: Gradual Effect: The target hex will be filled immediately, then every third subsequent segment the radius will increase by 1" until the maximum radius is reached.] [4 cc] 3u 11) Bat-Gas Grenade and Bat-Filter: Energy Blast (PD) 3d6+1, Personal Immunity (+1/4), Uncontrolled (+1/2), No Normal Defense (Self-Contained Breathing; +1), Continuous (+1), Area Of Effect (6" Radius; +1), Conforming (+1/2) (89 Active Points); OAF Durable (-1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Range Based On Strength (-1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) [Notes: Gradual Effect: The target hex will be filled immediately, then every second subsequent segment the radius will increase by 1" until the maximum radius is reached.] [4 cc] 37 Utility Belt: I think I have one of those: Variable Power Pool (Gadget Pool), 30 base + 7 control cost, (45 Active Points); OIF Durable (Utility Belt; -1/2), Jammed (-1/4), Activation Roll 15- (-1/4), Only objects he can build or find (-1/4) [Notes: Batman is a master planner and strategist and usually has on hand exactly what he needs. The Activation Roll is needed only to rearrange the VPP and is not a required limitation on powers built with it. If he fails an Activation Roll, Jammed means that he cannot use the VPP to create that specific effect, object, or device for the rest of the adventure (unless there's a "darned good reason" such as being handed what he's looking for by another character or going back to the Batcave or Watchtower) because he just doesn't have it with him. Since Jammed does not apply to the powers created with the VPP, it was given a Limitation value of only -1/4. Out of combat and for fairly typical equipment, such as Bat-binoculars or a Bat-camcorder, don't bother rolling for Activation.] 6 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4) 0 Powers Cost: 161 Cost Martial Arts Maneuver Results of Obsessive Training 12 1) +3 HTH Damage Class(es) 4 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 10d6 +v/5 Strike, FMove 3 3) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike 5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 3 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 5 7) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls 3 8) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 4 9) Reversal: var Phase, -1 OCV, -2 DCV, 55 STR to Escape; Grab Two Limbs 5 10) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 11) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Batarang Ballistics 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 5 2) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, + 10 STR to Disarm 5 3) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls Martial Arts Cost: 65 Cost Skill 3 Acrobatics 14- 3 Acting 16- 9 Animal Handler (Bovines, Camels, Canines, Elephants, Equines, Felines, Raptors, Ursines) 16- 3 Breakfall 14- 3 Bribery 16- 3 Bugging 14- 3 Bureaucratics 16- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Computer Programming 14- 3 Concealment 14- 3 Contortionist 14- 3 Conversation 16- 3 Criminology 14- 3 Cryptography 14- 13 Deduction 19- 3 Demolitions 14- 3 Disguise 14- 3 Electronics 14- 3 Forensic Medicine 14- 3 High Society 16- 3 Interrogation 16- 3 Inventor 14- 3 Jack of All Trades 1 1) PS: Appraiser (2 Active Points) 11- 1 2) PS: Chairman/CEO (2 Active Points) 11- 1 3) PS: Cook (2 Active Points) 11- 1 4) PS: Inventor (2 Active Points) 11- 1 5) PS: Investor (2 Active Points) 11- 1 6) PS: Performer (2 Active Points) 11- 1 7) PS: Scientist (2 Active Points) 11- 3 Linguist 3 1) Language: Arabic (completely fluent; literate) (4 Active Points) 3 2) Language: Chinese (completely fluent; literate) (4 Active Points) 3 3) Language: French (idiomatic) (4 Active Points) 3 4) Language: German (idiomatic) (4 Active Points) 3 5) Language: Japanese (completely fluent; literate) (4 Active Points) 4 6) Language: Russian (idiomatic; literate) (5 Active Points) 3 7) Language: Spanish (idiomatic) (4 Active Points) 3 Lipreading 14- 3 Lockpicking 14- 3 Mechanics 14- 3 Mimicry 14- 5 Navigation (Air, Land, Marine, Underground) 14- 3 Paramedics 14- 3 Persuasion 16- 3 Power: Gadgeteering 11- [Notes: This is for making minor modifications to equipment, for instance changing a force field projector to a force beam gun, a microscope into a telescope, or smoke grenades from Darkness (Sight Group) to Darkness (Smell/Taste Group).] 3 Riding 14- 3 Scholar 1 1) KS: Business (2 Active Points) 11- 1 2) KS: Film (2 Active Points) 11- 1 3) KS: General Knowledge (2 Active Points) 11- 1 4) KS: History (2 Active Points) 11- 1 5) KS: Literature (2 Active Points) 11- 1 6) KS: Martial Arts (2 Active Points) 11- 1 7) KS: Organized Crime (2 Active Points) 11- 1 8) KS: Poisons and Antidotes (2 Active Points) 11- 1 9) KS: Superheroes (2 Active Points) 11- 1 10) KS: Supervillains (2 Active Points) 11- 3 Scientist 1 1) SS: Archeology 11- (2 Active Points) 1 2) SS: Biology 11- (2 Active Points) 1 3) SS: Botany 11- (2 Active Points) 1 4) SS: Chemistry 11- (2 Active Points) 1 5) SS: Pharmocology 11- (2 Active Points) 1 6) SS: Physics 11- (2 Active Points) 1 7) SS: Psychology 11- (2 Active Points) 1 8) SS: Sociology 11- (2 Active Points) 3 Security Systems 14- 3 Seduction 16- 3 Shadowing 14- 60 +6 Overall 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 16- 15 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Marine Surface, Mountain, Underground, Urban) 14- 3 Systems Operation 14- 3 Tactics 14- 3 Tracking 14- 21 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Submarines, Two-Wheeled Motorized Ground Vehicles 3 Traveler 1 1) AK: Gotham City (2 Active Points) 11- 1 2) AK: Major Cities of the East Coast (2 Active Points) 11- 1 3) AK: Major Cities of the World (2 Active Points) 11- 1 4) AK: North America (2 Active Points) 11- 1 5) AK: Planet Earth (2 Active Points) 11- 18 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Small Arms, Blowguns, Boomerangs and Throwing Clubs, Grenade Launchers, Nets, Off Hand, Staffs, Three-Section Staff, Vehicle Weapons 9 Weaponsmith ("Bat" Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14- Skills Cost: 334 Cost Perk 3 Computer Link: Gotham PD 4 Computer Link: FBI 5 Fringe Benefit: Membership in the JL 15 Money: Filthy Rich 3 Reputation: The Batman, Scourge of the Underworld (A large group) 14-, +1/+1d6 20 8 Assorted Vehicles (50 Base, 50 Disad) 10 The Batcave (50 Base, 50 Disad) 3 Well-Connected 5 1) Contact: Commisioner Gordon (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 11- 4 2) Contact: Contact 2 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8- 4 3) Contact: Contact 3 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8- 5 4) Contact: Contact 4 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 8- Perks Cost: 81 Cost Talent 3 Lightsleep 5 Resistance (5 points) Talents Cost: 8 Total Character Cost: 845 Val Disadvantages 5 Dependent NPC: Robin 8- (Slightly Less Powerful than the PC) 10 Hunted: Organized Crime 11- (Less Pow, NCI, Limited Geographical Area, Harshly Punish) 15 Hunted: Batman Rogues Gallery 11- (As Pow, Harshly Punish) 15 Hunted: The Joker 11- (As Pow, Harshly Punish) 20 Psychological Limitation: Justice Above Law (Common, Total) 20 Psychological Limitation: Driven to eradicate crime and protect the innocent (Common, Total) 5 Reputation: Violent Vigilante, 8- 5 Reputation: Billionaire Playboy, 8- 0 Rivalry: Professional (Harvey Bullock; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity (Frequently, Major) 5 Social Limitation: Has many demands on his time (Occasionally, Minor) Disadvantage Points: 115 Base Points: 200 Experience Required: 530 Total Experience Available: 530 Experience Unspent: 0
  23. Re: What is up with falling? mudpyr8, What you suggest is internally consistent, but if you want to know what skydivers are taught to do in the event of a catastrophic equipment failure: After you've exhausted all hope of getting some fabric into the air to slow your descent, go into full spread-eagle position to reduce your velocity as much as possible. When impact becomes inevitable and imminent, remain face-down to the impact surface and cross your arms under your face. If the impact surface is deep water, change aspect to feet-down and cross your arms over your face. At least it gives you something to do while you're waiting to die... John H
  24. Re: slots with different limitations True, but I'd allow it anyway. Not only that, but since each slot has immutable Limitations instead of true variable Limitations, I'd allow each slot an additional Cannot Change Limitations (-1/4) Limitation (for the slot costs only, not on the Multipower pool cost). After all, if you just made the Gestures (-1/4), Incantations (-1/4), and Concentration 1/2 DCV (-1/2) Limitations as a common pool/slot modifier you'd get a -1 total Limitation value. Using -1 Variable Limitation on Each Slot (-1/2) as common pool/slot modifiers and Cannot Change Limitations (-1/4) as a slot modifier gives you the ability to customize each slot as it's defined and paid for but you're only getting half the break on your pool cost. Seems like a more than fair trade to me; in fact, I think a power gamer would just go for the common fixed Limitations as they provide more power/fewer restrictions for the same number of points. Me, too. John H
  25. Re: Stargate Hero Shem and Eosin, Both are great adaptations of Jack. You're taking different approaches to your adaptations: Shem is trying to represent Jack with exactly 150 total points (and I assume he's going to do the same with the other SG-1 members at 150, also). Eosin is trying to represent Jack as accurately as he can without respect to the number of points involved (and again, I assume he will do the same with the others he's (hopefully) planning to post). Both approaches are sound and I'm looking forward to both sets of characters. That said, I think Eosin has made Jack too much of a combat monster with those All Combat skill levels and 8 martial maneuvers on top of the high Dex; and I'd like to see Shem's version get a couple of levels of Small Arms and three or four basic martial maneuvers. John H
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