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Eyendasky80

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Posts posted by Eyendasky80

  1. Re: "24" Challenge

     

    Chase Edmunds

     

    Player:

     

    Val Char Cost

    16 STR 6

    14 DEX 12

    16 CON 12

    15 BODY 10

    13 INT 3

    14 EGO 8

    18 PRE 8

    12 COM 1

     

    4 PD 1

    3 ED 0

    3 SPD 6

    6 REC 0

    32 END 0

    31 STUN 0

     

    7" RUN 2

    2" SWIM 0

    3 1/2" LEAP 0

    Characteristics Cost: 69

     

     

    Cost Martial Arts Maneuver

    Advanced Self Defense

    4 1) +1 HTH Damage Class(es)

    4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 3) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +20 STR vs. Grabs

    4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike

    3 5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +1d6 +v/5, Target Falls

    1 6) Weapon Element: Clubs

    Martial Arts Cost: 20

     

    Cost Skill

    CTU Special Agent

    3 1) Bugging 12-

    3 2) Combat Driving 12-

    3 3) Deduction 12-

    3 4) Interrogation 13-

    3 5) KS: CTU Protocol (INT-based) 12-

    2 6) KS: Terrorist Organizations 11-

    3 7) CuK: Notorius Terrorists (INT-based) 12-

    2 8) KS: Federal Law Enforcement 11-

    3 9) Lockpicking 12-

    3 10) Tactics 12-

    3 11) Security Systems 12-

    Metro PD Emergency Response Team

    15 1) +3 with Ranged Combat

    8 2) +1 with All Combat

    2 3) AK: Washington DC 11-

    2 4) KS: Metro PD Protocols/Procedures 11-

    3 5) Paramedics 12-

    4 6) +2 vs. Range Penalties

    3 7) Shadowing 12-

    3 8) +1 with Stealth, Shadowing, and Tactics

    3 9) Streetwise 13-

    3 10) Teamwork 12-

    2 11) WF: Clubs, Small Arms

    Skills Cost: 79

     

    Cost Perk

    3 Fringe Benefit: Federal/National Police Powers

    Perks Cost: 3

     

    Cost Talent

    3 Lightning Reflexes: +2 DEX to act first with All Actions

    Talents Cost: 3

     

    Total Character Cost: 174

     

    Pts. Disadvantage

    0 Normal Characteristic Maxima

    15 Dependent NPC: Angela 8- (Incompetent)

    10 Dependent NPC: Kim Bauer 11- (Normal; Useful noncombat position or skills)

    10 Hunted: CTU Division Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    15 Hunted: Terrorist Groups 11- (As Pow; Harshly Punish)

    15 Rivalry: Romantic, Jack Bauer doesn't want Chase dating his daughter, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rival is Jack Bauer

    10 Psychological Limitation: Something to prove (Uncommon; Strong)

    Disadvantage Points: 75

    Base Points: 75

    Experience Required: 24

    Total Experience Available: 24

    Experience Unspent: 0

  2. Re: "24" Challenge

     

    The man, the myth, the *** kicking son of a *****,

    Once again, I know nothing of the particular discipline Jack followed, namely Delta training. If anyone knows what their HTH is like, sound off.

     

    Jack Bauer

     

    Player:

     

    Val Char Cost

    15 STR 5

    18 DEX 24

    17 CON 14

    16 BODY 12

    15 INT 5

    18 EGO 16

    20 PRE 10

    10 COM 0

     

    8 PD 2

    7 ED 1

    4 SPD 12

    8 REC 4

    40 END 3

    35 STUN 2

     

    8" RUN 4

    3" SWIM 1

    4" LEAP 0

    Characteristics Cost: 115

     

    Cost Power

    3 Terror Alert Elevated: Enhanced Perception (+1 to PER Rolls for All Sense Groups)

    Powers Cost: 3

     

    Cost Martial Arts Maneuver

    Delta HtH

    8 1) +2 HTH Damage Class(es)

    4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

    5 3) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6, Disable

    4 4) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6

    4 5) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 6) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs

    4 7) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike

    3 8) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls

    2 9) Weapon Element: Blades, Clubs

    Martial Arts Cost: 38

     

    Cost Skill

    Department Of Defense

    1 1) Bureaucratics 8-

    2 2) PS: Special Assistant to the SoD 11-

    CTU Special Agent

    3 1) KS: CTU Protocol (INT-based) 12-

    2 2) KS: Federal Law Enforcement 11-

    6 3) Smooth Field Operator: +2 with Interrogation, Shadowing, and Stealth

    CIA

    3 1) Acting 13-

    3 2) Bugging 12-

    3 3) Concealment 12-

    3 4) Deduction 12-

    3 5) Disguise 12-

    2 6) Forgery (Documents) 12-

    3 7) Interrogation 13-

    3 8) KS: Espionage (Major Players) (INT-based) 12-

    2 9) AK: Middle East 11-

    2 10) AK: North Africa 11-

    3 11) Lockpicking 13-

    3 12) Security Systems 12-

    3 13) Seduction 13-

    3 14) Shadowing 12-

    3 15) Sleight Of Hand 13-

    Delta Force

    3 1) Climbing 13-

    5 2) Accurate Sprayfire

    5 3) Concentrated Sprayfire

    8 4) +1 with All Combat

    15 5) +3 with Ranged Combat

    2 6) AK: Iraq 11-

    3 7) CuK: Notorius Terrorists (INT-based) 12-

    2 8) KS: Terrorist Organizations 11-

    3 9) KS: Anti-Terrorism Tactics (INT-based) 12-

    3 10) Demolitions 12-

    2 11) Language: Arabic (fluent conversation)

    3 12) Paramedics 12-

    5 13) +3 vs. Range Penalties

    5 14) Rapid Attack (Ranged)

    3 15) Stealth 13-

    14 16) Survival (Arctic/Subarctic, Desert, Marine, Mountain, Temperate/Subtropical, Tropical, Urban) 12-

    3 17) Tactics 12-

    9 18) TF: Common Motorized Ground Vehicles, Camels, Equines, Parachuting, Advanced, Parachuting, Basic, SCUBA, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

    11 19) WF: Blades, Bows, Clubs, Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons

    LA SWAT

    3 1) Combat Driving 13-

    2 2) KS: LAPD Protocols/Procedures 11-

    4 3) AK: Los Angeles County (INT-based) 13-

    3 4) Streetwise 13-

    3 5) Teamwork 13-

    BA English Lit/MS Criminology and Law

    3 1) Criminology 12-

    2 2) KS: English Literature 11-

    2 3) KS: Federal Law 11-

    Skills Cost: 182

     

    Cost Perk

    3 Legally Dead: Anonymity

    7 Former President David Palmer: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) 11-

    2 Frank Flynn: Deep Cover

    Perks Cost: 12

     

    Cost Talent

    3 WE'RE RUNNING OUT OF TIME!:Absolute Time Sense

    6 Flesh Wound: Combat Luck (3 PD/3 ED)

    8 Shoot first and maybe later we'll ask some questions: Lightning Reflexes: +5 DEX to act first with All Actions

    3 Iron Will: Resistance (3 points)

    Talents Cost: 20

     

    Total Character Cost: 369

     

    Pts. Disadvantage

    0 Normal Characteristic Maxima

    15 Dependent NPC: Kim Bauer 11- (Normal)

    10 Enraged: Family Endangered/Injured (Uncommon), go 11-, recover 14-

    10 Hunted: CTU Division Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    20 Hunted: Terrorist Groups 14- (As Pow; Harshly Punish)

    10 Psychological Limitation: By Any Means Necessary (Uncommon; Strong)

    15 Psychological Limitation: Selfless (Common; Strong)

    10 Reputation: Loose Cannon 11-

    10 Social Limitation: Legally Dead (Occasionally; Major)

    Disadvantage Points: 100

    Base Points: 100

    Experience Required: 169

    Total Experience Available: 169

    Experience Unspent: 0

  3. Re: "24" Challenge

     

    Nina Meyers

     

    Player:

     

    Val Char Cost

    12 STR 2

    18 DEX 24

    16 CON 12

    14 BODY 8

    18 INT 8

    16 EGO 12

    15 PRE 5

    16 COM 3

     

    3 PD 1

    3 ED 0

    3 SPD 2

    5 REC 0

    32 END 0

    30 STUN 2

     

    8" RUN 4

    4" SWIM 2

    3" LEAP 0

    Characteristics Cost: 85

     

     

    Cost Martial Arts Maneuver

    Krav Maga

    4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block

    4 2) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike

    5 3) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable

    4 4) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6

    4 5) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 6) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs

    2 7) Weapon Element: Clubs, Knives

    Martial Arts Cost: 27

     

    Cost Skill

    CTU Analyst

    3 1) Bugging 13-

    3 2) Computer Programming 13-

    3 3) Concealment 13-

    3 4) Criminology 13-

    5 5) Cryptography 14-

    3 6) Deduction 13-

    3 7) Interrogation 12-

    2 8) KS: CTU Protocol 11-

    3 9) KS: Terrorist Organizations (INT-based) 13-

    3 10) CuK: Notorius Terrorists (INT-based) 13-

    2 11) KS: Federal Law Enforcement 11-

    2 12) SS: Computer Science 11-

    3 13) Security Systems 13-

    3 14) Systems Operation 13-

    3 15) Tactics 13-

    Freelance Operative

    3 1) Bureaucratics 12-

    3 2) Combat Driving 13-

    3 3) Combat Piloting 13-

    10 4) +2 with Ranged Combat

    3 5) +1 with Krav Maga

    3 6) Demolitions 13-

    3 7) Disguise 13-

    2 8) Forgery 13-

    3 9) High Society 12-

    3 10) CuK: World of Espionage (INT-based) 13-

    2 11) AK: Middle East 11-

    3 12) AK: Israel (INT-based) 13-

    2 13) KS: Krav Maga (Martial Art) 11-

    3 14) Lockpicking 13-

    4 15) +2 vs. Range Penalties

    3 16) Seduction 12-

    3 17) Shadowing 13-

    10 18) +1 Overall

    3 19) Sleight Of Hand 13-

    3 20) Stealth 13-

    3 21) Streetwise 12-

    3 22) TF: Common Motorized Ground Vehicles, Helicopters, Small Planes, Wheeled Military Vehicles

    10 23) Two-Weapon Fighting (Ranged)

    4 24) WF: Grenade Launchers, Shoulder-Fired Weapons, Small Arms

    3 Linguist

    3 1) Language: Arabic (idiomatic) (4 Active Points)

    3 2) Language: German (idiomatic) (4 Active Points)

    3 3) Language: Hebrew (idiomatic) (4 Active Points)

    3 4) Language: Serbo-Croatian (idiomatic) (4 Active Points)

    3 5) Language: Spanish (idiomatic) (4 Active Points)

    Skills Cost: 154

     

    Cost Perk

    5 Access (Hidden (-2 to Skill Rolls))

    3 Anonymity

    2 Deep Cover

    5 Money: Well Off

    Perks Cost: 15

     

    Cost Talent

    3 Resistance (3 points)

    Talents Cost: 3

     

    Total Character Cost: 284

     

    Pts. Disadvantage

    0 Normal Characteristic Maxima

    15 Hunted: CTU 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area)

    20 Hunted: CIA 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

    15 Hunted: Jack Bauer 14- (As Pow; Harshly Punish; Limited Geographical Area)

    15 Psychological Limitation: Sociopath (Common; Strong)

    20 Reputation: Convicted of Treason 14- (Extreme)

    15 Social Limitation: World Class Terrorist (Frequently; Major)

    Disadvantage Points: 100

    Base Points: 100

    Experience Required: 84

    Total Experience Available: 84

    Experience Unspent: 0

  4. Re: "24" Challenge

     

    Kim Bauer

     

    Player:

     

    Val Char Cost

    8 STR -2

    11 DEX 3

    11 CON 2

    8 BODY -4

    13 INT 3

    11 EGO 2

    13 PRE 3

    21 COM 6

     

    2 PD 0

    2 ED 0

    3 SPD 9

    4 REC 0

    22 END 0

    18 STUN 0

     

    6" RUN 0

    2" SWIM 0

    1 1/2" LEAP 0

    Characteristics Cost: 22

     

     

    Cost Martial Arts Maneuver

    CTU Basic Self Defense

    1 1) Weapon Element: Clubs

    4 2) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

    4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

    Martial Arts Cost: 9

     

    Cost Skill

    CTU Analyst

    1 1) Criminology 8-

    1 2) Cryptography 8-

    3 3) Deduction 12-

    2 4) KS: CTU Protocol 11-

    2 5) KS: Terrorist Organizations 11-

    1 6) WF: Handguns

    AA Computer Programming

    3 1) Computer Programming 12-

    3 2) SS: Computer Science (INT-based) 12-

    Skills Cost: 16

     

    Cost Perk

    3 Fringe Benefit: Federal/National Police Powers

    Perks Cost: 3

     

     

    Total Character Cost: 50

     

    Pts. Disadvantage

    0 Normal Characteristic Maxima

    10 Hunted: CTU Division Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    10 Hunted: Terrorist Groups 8- (As Pow; Harshly Punish)

    5 Unluck: 1d6

    Disadvantage Points: 25

    Base Points: 25

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  5. Re: "24" Challenge

     

    Michelle Dessler

     

    Player:

     

    Val Char Cost

    9 STR -1

    13 DEX 9

    12 CON 4

    10 BODY 0

    19 INT 9

    15 EGO 10

    13 PRE 3

    18 COM 4

     

    3 PD 1

    2 ED 0

    3 SPD 7

    5 REC 2

    24 END 0

    21 STUN 0

     

    7" RUN 2

    3" SWIM 1

    2" LEAP 0

    Characteristics Cost: 51

     

     

    Cost Martial Arts Maneuver

    CTU Basic Self Defense

    4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 2) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

    4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

    3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

    1 5) Weapon Element: Clubs

    Martial Arts Cost: 16

     

    Cost Skill

    CTU Analyst

    3 1) Bugging 13-

    3 2) +1 with Handguns

    3 3) Concealment 13-

    3 4) Criminology 13-

    5 5) Cryptography 14-

    3 6) Deduction 13-

    1 7) Interrogation 8-

    3 8) KS: CTU Protocol (INT-based) 13-

    3 9) KS: Terrorist Organizations (INT-based) 13-

    3 10) CuK: Notorius Terrorists (INT-based) 13-

    2 11) KS: Federal Law Enforcement 11-

    3 12) Tactics 13-

    3 13) Security Systems 13-

    3 14) Systems Operation 13-

    1 15) WF: Handguns

    DARPA

    3 1) Bureaucratics 12-

    3 2) KS: Department of Defense (INT-based) 13-

    2 3) KS: Military Arms/Technology 11-

    BA Computer Science

    5 1) Computer Programming 14-

    4 2) KS: Network Security (INT-based) 14-

    3 3) SS: Computer Science (INT-based) 13-

    3 4) +1 with Computer Programming, Cryptography and Security Systems

    Skills Cost: 65

     

    Cost Perk

    3 Fringe Benefit: Federal/National Police Powers

    Perks Cost: 3

     

     

    Total Character Cost: 135

     

    Pts. Disadvantage

    0 Normal Characteristic Maxima

    10 Hunted: CTU Division Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    20 Hunted: Terrorist Groups 14- (As Pow; Harshly Punish)

    10 Psychological Limitation: In Love w/ Tony Almeida (Uncommon; Strong)

    10 Social Limitation: Subject to Orders (Frequently; Minor)

    10 Dependent NPC: Brother 8- (Normal)

    Disadvantage Points: 60

    Base Points: 75

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  6. Re: "24" Challenge

     

    I definitely need to get back into this show. I was over a friends house for every episode of Season 1, got up to hour 7ish of Season 2 and haven't watched since ... damn.

     

    How many seasons are available on DVD?

    4 and I saw a region 2 box set of all 4 seasons at a reduced price. I've seen a set of the first three in region 1. Depressingly enough, 2 and 3 which I rented from Netflix and don't own, are both twenty dollars more than 1 and 4 which I do own. 4 is currently on sale at a lot of places for the holidays. It may be over, if not it will be soon so buy it now and save twenty bucks.

  7. Re: "24" Challenge

     

    Krav Maga Martial Arts:Note that this is based purely upon the data in the UMA. Personally I know very little about Krav Maga: The UMA says that Krav Maga has no Counterstrike' date=' Fast Strike, Joint Break, Killing Strike, Nerve Strike[/i'] or Reversal maneuvers. The Block should an normal Martial Block rather than a Defensive Block.

     

    The UMA give Krav Maga the following maneuvers:

    Block (Martial Block)

    Choke Hold

    Disarm (Martial Disarm)

    Dodge (Martial Dodge)

    Escape (Martial Escape)

    Grab (Martial Grab)

    Kick (Offensive Strike)

    Low Kick/Knee Strike (Martial Strike) (2d6+7 location roll)

    Punch (Martial Strike) (2d6+1 location roll)

    Throw (Martial Throw)

    Weapon elements: knives and clubs

     

    35 pt Disad. I know Jack Bauer :lol:

     

    All in all I like the write-up Eyendasky80 :thumbup:

     

    I'll definitely add weapon element knives. Don't know why I didn't. All the maneuvers you've listed seem to fit well but what's weird about Krav Maga is I have no idea which source is correct, but wikipedia says that it's all about hitting sensitive areas, killing strikes, taking the initiative away from opponents and reversals. Let me clip something from the site:

     

    In Krav Maga, there are no hard-and-fast rules. It is not a sport and there is no competitive component. All the techniques focus on maximum efficiency in real-life conditions.

     

    The guiding principles for Krav Maga techniques are:

     

    avoid injury

    go from defending to attacking as quickly as possible

    use the body's natural reflexes

    strike at any vulnerable point

    use any tool or object nearby

    The basic idea is to first deal with the immediate threat (e.g. hands around one's neck), prevent the attacker from re-attacking, then neutralize the opponent, proceeding through all the steps in a very straightforward manner. The emphasis is put on taking the initiative from the attacker as soon as possible. Krav Maga generally assumes a no-quarter situation; the attacks and defenses are intended to inflict or divert the most pain possible on the opponent. Groin, eye, and other efficient attacks are emphasized, as are a variety of other fairly brutal attacks.

     

    Is anyone around here a practitioner? Or does the author of the UMA post here, I think I've seen his name. Maybe he can expand on this.

  8. Re: "24" Challenge

     

    Here's a quick take on Tony. I don't know much about Krav Maga, so anyone with a better take on what moves best simulate it, sound off.

    Tony Almeida

     

    Player:

     

    Val Char Cost

    15 STR 5

    17 DEX 21

    15 CON 10

    14 BODY 8

    18 INT 8

    13 EGO 6

    15 PRE 5

    12 COM 1

     

    5 PD 2

    3 ED 0

    3 SPD 3

    6 REC 0

    32 END 1

    30 STUN 0

     

    8" RUN 4

    3" SWIM 1

    4" LEAP 0

    Characteristics Cost: 75

     

     

    Cost Martial Arts Maneuver

    Krav Maga

    4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +3d6 Strike, Must Follow Block

    4 2) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +3d6 Strike

    5 3) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable

    4 4) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6

    4 5) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 6) Reversal: var Phase, -1 OCV, -2 DCV, +20 STR to Escape; Grab Two Limbs

    4 7) +1 HTH Damage Class(es)

    2 8) Weapon Element: Clubs, Knives

    Martial Arts Cost: 31

     

    Cost Skill

    CTU Special Agent

    3 1) Combat Driving 12-

    3 2) Deduction 13-

    3 3) Interrogation 12-

    3 4) KS: CTU Protocol (INT-based) 13-

    2 5) KS: Terrorist Organizations 11-

    3 6) CuK: Notorius Terrorists (INT-based) 13-

    2 7) KS: Federal Law Enforcement 11-

    3 8) Lockpicking 12-

    3 9) Tactics 13-

    3 10) Security Systems 13-

    3 11) +1 with Interrogation, Tactics and Deduction

    USMC: Scout Sniper/Surveillance and Target Acquisition

    3 1) Bugging 13-

    8 2) +1 with All Combat

    5 3) +1 with Ranged Combat

    5 4) +1 with HTH Combat

    3 5) KS: Surveillance Tecniques/Equipment (INT-based) 13-

    3 6) Navigation (Land, Marine) 13-

    5 7) +3 vs. Range w/ Rifles

    3 8) Shadowing 13-

    3 9) Stealth 12-

    4 10) Survival (Desert, Temperate/Subtropical) 13-

    3 11) Systems Operation 13-

    3 12) TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

    5 13) WF: Blades, Clubs, Grenade Launchers, Shoulder-Fired Weapons, Small Arms

    4 14) KS: Krav Maga (Martial Art) (INT-based) 14-

    BA/MA Computer Science and Engineering

    3 1) Computer Programming 13-

    3 2) Electronics 13-

    3 3) SS: Computer Science (INT-based) 13-

    3 4) SS: Engineering (INT-based) 13-

    Skills Cost: 100

     

    Cost Perk

    3 Fringe Benefit: Federal/National Police Powers

    1 Favor

    Perks Cost: 4

     

     

    Total Character Cost: 210

     

    Pts. Disadvantage

    5 Dependent NPC: Michelle Dessler 11- (Slightly Less Powerful than the PC; Useful noncombat position or skills)

    10 Hunted: CTU Division Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    10 Hunted: Terrorist Groups 8- (As Pow; Harshly Punish)

    15 Psychological Limitation: In Love w/ Michelle Dessler (Uncommon; Total)

    5 Reputation: Convicted of Treason 8- (Known Only To A Small Group (Extreme))

    10 Social Limitation: Subject to Orders (Frequently; Minor)

    0 Normal Characteristic Maxima

    Disadvantage Points: 55

    Base Points: 100

    Experience Required: 55

    Total Experience Available: 55

    Experience Unspent: 0

  9. Re: Best SuperHero Fights ever

     

    One of the things I liked about the Authority was their fights. They've sort of lost their coolness in the current series, but there's other stuff going on too. But in the Ellis and Millar days, they were very cool. Pretty much all of them, but my two favorites are Midnighter and Jack Hawksmoor taking the big blue guy apart and The Authority vs. The Avengers knock-offs.

  10. Re: Super-Villain Showdown: The Taskmaster vs Deathstroke the Terminator.

     

    How can you say "no offense" and then just throw that out there? Do you think your little preface vindicates you of all offensive content? This is a civilized forum and you can't just come in here, accuse someone of cowardice and then make it all better by saying "no offense." Jeez, at least be a man and state your insults with certainty and real venom.

     

    Nah!:winkgrin:

  11. Re: Character for Review and Advice Soliciting

     

    Wow, that is some excellent feedback. Thank you!

    Hmm. Not bad, not bad at all.

     

    You probably want Feedback on the Force Wall, though

     

    Maybe, but I'd thought if her wings stopped the blast, she wouldn't take stun. Basically the equivalent of bouncing small arms fire off her armor. With feedback she takes that stun, right?

     

    You realize the MS flight is absurdly fast, right? The +1/4 version is still far too fast for something that flies by flapping its wings, but less insane.

     

    God I hate megascale.

    I know, but she doesn't flap her wings. It's like Hawkgirl, she uses them for maneuvering, the flight is an inherent ability from the organic metal in her body. The Supersonic flight is her opening it up all the way.

     

    Anyway, here’s how I’d do it.

     

    20 (20) EC: Bio Booster Armor: Arial Combat Type

    27 (60) Mistress of the Air 20†Flight, +1/4 Variable Advantage (+1/2) Restrainable*(-1/2)

    10 (40) Guardian Angel 8/8 Force Wall, 1â€x3â€, Feedback (-1), No Range (-1/2) Lockout: Flight (-1/2)

    20 (40) Organic Metal Carpace 10PD/10ED Force Field, No End (+1/2), Persistent (+1/2)

     

     

    30 (30) Organic Metal Weapons 30 pt Multipower

    3u (30) Organic Metal Blades 1d6+1 HKA (2 1/2 d6 w’ STR), No End (+1/2)

    2u (30) Final Attack-Energy Blade!! 2d6 RKA, x2 End (-1/2)

    2u (30) Hard As Steel +4d6 HA, No End (+1/2), HA (-1/2)

    I like the way you buil the EC, I take it you used a force field not to break the no 0end powers for EC rule? My wife didn't want any ranged weapons and I wanted an attack with penetrating or AP for the tough nuts to crack.

     

    The Variable Advantage on the Flight gives you No Turn Mode' date=' Usable as Gliding, Half End, and Megascale (if you must . . .) on the Flight as needed. Alternatively, you can buy x16 NCM instead, which is nice, because it doesn’t use Megascale. (And, as mentioned, something that needs to flap it’s wings shouldn’t)[/quote']

    I like that idea.

    The FW gets lockout because she’ll be flying most all the time' date=' the Flight doesn’t, for the same reason[/quote']

    10-4

    My version seems a bit more expensive' date=' but it isn’t, really. If you put OIHID on the EC (though I’m not sure what the limitation is, in this case) and OIF on the Multipower, it comes to 90 points.[/quote']

    Well, she maintains a secret identity and she can't use the powers that are OIHID without her armor. Unless I absolutely HAVE to come up with a way to stop her from doing so, I won't. But if I did, I'd just say that she has to speak a command phrase to call the configure the metal.

     

    More importantly' date=' this way you don’t need the martial arts. (You’ve got a 12d6 punch, a 12d6 Move By, and an 18 1/2 d6!! Move through) which will give you a net savings of 11 pts, which you can use to buy skill levels to balance out the CV you lose with the MA.[/Quote']

    I like the martial arts.

     

    I’d lose the Damage reduction' date=' and add 4 points each of PD and ED, and 4/4 Armor. That would raise the total defense to 28, which is low enough that you’ll feel hits, but high enough that you can take a couple, and combined with the high Con should keep you on your feet. I’d drop Body by 5, take that Regeneration, (5 points) and use the other five for skills, or to balance out the cost difference.[/quote']

    The DR is a part of her concept. Her body is infused with this metal, making her more resistant to damage. However, her actually armored shell is visible when in use, so I wanted her to have some DR to represent that even when she isn't wearing the armor, the metal provides protection. I am thinking about that regen.

     

    Another point of speed would be nice for a kinda-speedster' date=' but it’s not really needed, and xp should take care of that.[/quote']

    I'm going more for a Brick/Speedster than a Speedster, maybe with her xp, it's up to her.

    Oh' date=' and you probably want Power: Flight instead of Combat Piloting, especially considering she don’t have any Transport Familarities. :)[/quote']

    That was my oversite, rather buy the TFs than otherwise. Also meant to build her a spaceship, I'll work on it.

     

    * For the record' date=' I think Restranable to cover wings that need to be flapped to be equivalent to buying Restranable on your legs for your running, or on your arms for punching. This isn’t an opinion shared by the rulebook, though, so feel free to ignore it. :)[/quote']

    Well, I don't agree with that, if you didn't take the disad, you couldn't be restrained like with running or punching because there would be no wings to grab and hold so the analogy doesn't hold true. Running and punching are inherently restrainable, flying is not.

  12. Re: The New Avengers - Good Or Bad, Threat Or Menace?

     

    I understand why people don't like Wolverine in the Avengers, but I think Spidey is a good fit. He's a social guy and they've been trying to recruit him since the sixties, he's been a reserve and I think the only reason he hasn't been an Avenger before is because of his own self-doubt. Now that he's matured and is starting to think maybe he deserves something good for a change, it makes since that he would agree to join the Avengers. Whether or not it works out? I don't know. But I for one am glad to see him there, where I thought he always belonged. The only time I read the Avengers for any length of time was when Spidey joined after a guest spot to fight Nebula. He quit soon thereafter, but I was really into him on the Avengers.

  13. Re: Character for Review and Advice Soliciting

     

    My main suggestion is that calling her "the wife" will only end badly. If she's not important enough to be "my wife" or "my bride" or something sappy like that' date=' then she's probably gonna feel left out of the game.[/quote']

     

    Well, I'm leaving the naming to my wife. I'd probably call her Raptor or something stupid like that. Anyone got any ideas?

  14. Re: Character for Review and Advice Soliciting

     

    Well the concept is she's an alien with an organic armor that's stored beneath her skin and when she's in battle it looks like power armor. but it's actually organic. So it's a part of her, but it looks like a costume. The Modular Weapon Array is an external version of the same substance that makes up her wings and armor that can take the form of any melee weapon. "Knives, stabbing weapons"

    Hers is a warrior race and this organic metal that composes part of their body also lines her organs, muscles and skeleton giving her enhanced strength, reflexes and durability. I was thinking of Nth metal... TO THE EXTREME. The enhanced perception is the result of her species evolution into flying warriors.

     

    Maybe I'll reduce her str and increase her dexterity, speed or defenses, but I wanted her to be a little different from Hawkgirl by being more of a demi-brick than a straight martial artist. I was also thinking about giving her a little regen to represent the metal repairing injury and shoring up cuts. It would be a cool special effect that whenever she gets cut a silver metal fills in the hole.

     

    Edit: It's might not be readily apparent, but the forcewall is her spreading her armored wings to defend.

  15. Re: The New Avengers - Good Or Bad, Threat Or Menace?

     

    They did win, and in a very short amount of time. However, due to decompression, it dragged on for an entire issue, but from what I could tell from the book, they landed in their jet stepped out the door and confronted Wrecker. Who kicked the crap out of them for a few minutes and then they rocked him. I blame Bendis for making a win look like a loss in an effort to make Spider-Woman more "kewl."

  16. Re: Character for Review and Advice Soliciting

     

    I gave her the noncombat multiplier because her supersonic flight will cross whole counties at a bare minimum, so she'll be tooling around town with her regular flight. sixty inches seems like a good cruising speed. Weapon element is a good idea, I'll dig up the point somewhere.

  17. I'm building this for my wife, basic concept I'm going for is flying brick/brawler like Hawkgirl. Mostly I need help with the megascale flying, never had much of a grip on that stuff and rarely use it, but would like to incorporate it here. Any other advice and critiques are gladly welcomed.

     

    Player: The Wife

     

    Val Char Cost

    40 STR 30

    23 DEX 39

    28 CON 36

    20 BODY 20

    13 INT 3

    14 EGO 8

    25 PRE 15

    16 COM 3

     

    10/20 PD 2

    10/20 ED 4

    5 SPD 17

    14 REC 0

    60 END 2

    55 STUN 1

     

    6" RUN 0

    2" SWIM 0

    8" LEAP 0

    Characteristics Cost: 182

     

    Cost Power

    20 Wings: Multipower, 35-point reserve, all slots: (35 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)

    2u 1) Bird of Prey: Flight 15", x4 Noncombat (35 Active Points)

    1u 2) Guardian Angel: Force Wall (6 PD/6 ED; 3" long and 1" tall) (34 Active Points); No Range (-1/2), Restricted Shape (-1/4)

    1u 3) Super Sonic: Flight 6", Megascale (1" = 10 km; +1/2), Reduced Endurance 0 END (+1/2) (24 Active Points)

    20 Modular Weapon Array: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (-1/2)

    1u 1) Bluntside: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2)

    2u 2) Bladeside: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) (30 Active Points)

    2u 3) Energy Blade: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. ED), Penetrating (x2; +1) (30 Active Points)

    30 Carapace: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Only In Heroic Identity (-1/4)

    20 Reinforced Skeleton: Physical Damage Reduction, 50%

    8 Eagle Eyes: Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group)

    6 Skilled Hunter: Enhanced Perception (+2 to PER Rolls for All Sense Groups)

    Powers Cost: 113

     

    Cost Martial Arts Maneuver

    5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

    5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove

    5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm roll; FMove

    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove

    2 Weapon Element: Blades, Clubs

    Martial Arts Cost: 22

     

    Cost Skill

    3 Breakfall 14-

    3 Combat Piloting 14-

    10 +2 with HTH Combat

    3 Defense Maneuver: I

    1 Forensic Medicine 8-

    2 Navigation (Air) 12-

    3 Paramedics 12-

    3 PS: Nursing (INT-based) 12-

    3 Stealth 14-

    Skills Cost: 31

     

    Cost Perk

    1 Fringe Benefit: Nursing Certificate

    Perks Cost: 1

     

    Cost Talent

    3 Bump Of Direction

    Talents Cost: 3

     

    Total Character Cost: 350

     

    Base Points: 200

    Experience Required: 150

    Total Experience Available: 0

    Experience Unspent: 0

  18. Re: "This is Aleph, and you're on the Global Frequency..."

     

    I bought the two trades of Global Frequency last week when I was in Sacramento for training. Good stuff. I like the idea of new characters every adventure with recurring agents, I'd hope players would generate new characters because they're enjoying the game, without the awards of xp. I guess I'd handle it by giving them higher point totals to reflect their expertise and experience. Like all characters are built on 75/75 plus a Global Frequency package and some predetermined experience bonus that may vary from character to character depending on concept. "The Rookie" wouldn't get fifty bonus points, but he may have a very unique skillset or power-like skill to explain his recruitment by Miranda Zero.

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