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Tribal

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Posts posted by Tribal

  1. Re: Behemoth

     

    one of the main problems I see in any campaign he is in, is by the time he is big enough to be Helpfull combat will probably be over or almost over. And if targeted in his smaller form he wont last long.

     

    Just my 2 cents

  2. Re: Grond is up with podcast

     

    True but Storns version & Zircher(sp?) were much better than this look. I understand that they want to make the characters their own but they just dont ring true with us diehard's of the original game. Its rather disappionting.

     

    I don't know if Steve gave up complete creative control of the characters to them, I hope not.

     

    It's a shame I'm not looking forward to this game when I should be thrilled and excited

  3. Re: Steampunky gadget pool

     

    I had a Pulp Character who was a mechanic he had these in his Vpp they were for 30 pts but I'm sure you can adjust them just fine

     

    0 1) I CAN FIX ANYTHING: Transform 3d6: BROKEN MACHINERY INTO FIXED MACHINERY (Minor) (30 Active Points); OIF ( tools of opportunity) (-1/2), Limited Target Slightly Limited (-1/4) Real Cost: 17 3

    0 2) DISASSEMBLY: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) (30 Active Points); Limited Power Only on Machines (-1), OIF (tools of opportunity) (-1/2) Real Cost: 12 3

    0 3) MAKE IT WORK BETTER FOR A BIT: Aid: ANY CHARACTERISTIC ONE AT A TIME 2d6, Variable Effect One Power At A Time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (30 Active Points); Limited Power Only on Machines (-1), OIF (-1/2) Real Cost: 12

    0 4) LOOK WHAT I CAN MAKE: Summon 100-point Robot (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Limited Power Requires the Appropiate Amount of loose materials (-1/2) Real Cost: 7 2

    0 5) CUT The POWER: Suppress Electrical Devices 6d6 (30 Active Points) Real Cost: 30 3

    0 6) TESLA ELECTRO PISTOL: Energy Blast 6d6 (vs. ED) (30 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4) Real Cost: 12

    0 7) EDISON FLASH GUN: Flash 4d6 (Sight Group) (20 Active Points); OAF (-1), 6 Charges (-3/4) Real Cost: 7

    0 8) COLLAPSIBLE GRAPNEL & LINE: Swinging 10" (10 Active Points); IAF (-1/2), Extra Time Extra Phase, Only to Activate Constant or Persistent Power (-1/2) Real Cost: 5 1

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