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Hawksmoor

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Everything posted by Hawksmoor

  1. Re: Need Help with a character for Raptors Whoah! I thought the player had already determined the power. I do have a few thoughts on Pharmeacopic characters. Chemical Secretions: Multipower, 45-point reserve Analgesic: Aid CON and STUN 2 1/2d6, Can Add Maximum Of 25 Points, [two powers] simultaneously (+1/2) (45 Active Points); 6 Charges (-3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -3 to PER Rolls and Skill Rolls; -1/2) Amphetamines: Aid DEX and END 2d6+1, Can Add Maximum Of 23 Points, [two powers] simultaneously (+1/2) (42 Active Points); 6 Charges (-3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; EGO Drain; -1/2) Hallucinogens: Mental Illusions 4d6+1, Continuous (+1) (44 Active Points); Based on CON (Defense: PD; -1), 6 Charges (-3/4) PCP: Aid STR and STUN 2 1/2d6, Can Add Maximum Of 25 Points, [two powers] simultaneously (+1/2) (45 Active Points); 6 Charges (-3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; EGO Drain; -1/2) Snake Venom (neurotoxin): Ego Attack 2d6, NND ([standard] (LS: Immunity to Poisons); +1) (40 Active Points); Based on CON (Defense: PD; -1), 6 Charges (-3/4) Snake Venom (Hemotoxin): RKA 1d6, NND ([standard] (LS: Poison Immunity); +1), Does BODY (+1) (45 Active Points); 6 Charges (-3/4), No Range (-1/2) Thoes would be just for starters. I placed charges on my suggestions to represent the inprecise control you want in your game. Hawksmoor
  2. Re: EC balance fix I think Vorsh knows this. I certainly know it. I just don't care what the Rules say. I do not think of ECs as a strictly controlled thing. I think of them solely as constructs for tight SFX, not as elaborate single powers. Fire Powers Electricity Powers Mental Powers You build an EC for all the stuff you want but do not want to go in your MP like Flight, Defenses, Movement, nifty side power like stretching for the aforementioned SFX. Points for free? Yes Please! Drain -0 limitation. Steve? Hello? Steve? That was like the explaination to the Force. It did not need to be done. And it does not make its way into my games. I am cool with this because I know the rules and decide to diverge, I am not uninformed about them. Hawksmoor
  3. Re: A Thread for Random Musings I wonder when contact will be made in the Global Guardian's Universe. I applied for a game that had "empty" for the PC. A week? Two? One thing I did notice and if Worldmaker sees this thread a line in the top next to the campaign name indicating full or open would be a great idea. BTW; I have read page after page on the current website, interesting world, although the Encyclopedia entry is missing. Hawksmoor -Bored now!
  4. Re: A question about the origin of the term "Ultra" slot It is an interesting build and one I breifly flirted with when Dr. Anomaly metioned the 0phase adder for multiform. The problem is Jo Nah would have to buy all his skills, perks, talents etc in every form. Plus the True Form would have to buy the Multiform power. This might not seem like a problem until you realize that Jo is noted as favoring invulnerability as his *default* selection. Invulnerablity is his most expensive selection of powers. But the beauty of HERO is that no one is right or wrong...Ultra-slotted MP is my decided favorite way. Hawksmoor -Wonders if Lemming would make me an Ultraboy Avatar...you know Ultraboy's Symbol?
  5. Re: Need help with Super Patriot Or you coud use Aid...It is a very expensive option especially if you want to UP a lot of stats. Aid 1d6, Area Of Effect (3" Radius; +1), Selective (+1/4), all [special effect] powers simultaneously (+2) (42 Active Points) Succor is more reasonable but that only lasts for as long as the SP maintains it. Succor 1d6, Area Of Effect (2" Radius; +1), Selective (+1/4), all [special effect] powers simultaneously (+2) (21 Active Points) Does that help? Hawksmoor -Sentinel of Liberty (SoL)
  6. Re: New CharacterI was bored today so in honor of the funniest, coolest show I never watched before today...Kim PossiblePlayer: Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 15 BODY 10 18 INT 8 14 EGO 8 15 PRE 5 18 COM 4 8 PD 5 8 ED 4 5 SPD 30 7 REC 0 40 END 0 33 STUN 0 10" RUN84" SWIM26" LEAP4Characteristics Cost: 143Cost Power END 12 Grapple Gun: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1) 1u 1) Stretching 5" (25 Active Points); OAF (-1), Cannot Do Damage (-1/2), Always Direct (-1/4), Limited Body Parts (-1/4), no Noncombat Stretching (-1/4) 2 1u 2) Grapple Gun: Swinging 10", x4 Noncombat (15 Active Points); OAF (-1) 1 10 Utility belt: Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2) 1u 1) Advanced Lockpicks: +4 with Lockpicking (8 Active Points); OIF (-1/2) 1u 2) Binoculars: UV Perception (Sight Group), Telescopic (+10 versus Range Modifier) (15 Active Points); OIF (-1/2) 0 1u 3) Breath Mask: LS (Extended Breathing: 1 END per 20 Minutes) (4 Active Points); OIF (-1/2) 0 1u 4) Climbing Tools: +4 with Climbing (8 Active Points); OIF (-1/2) 1u 5) Electronic Distortion Devices: +4 with Security Systems (8 Active Points); OIF (-1/2) 1u 6) Electronics Toolkit: +4 with Electronics (8 Active Points); OIF (-1/2) 1u 7) Kimmunciator: HRRP (Radio Group), Concealed (-3 with HRRP PER Rolls) (15 Active Points); OAF (-1) 0 1u 8) Esponiage Tools: +4 with Bugging (8 Active Points); OIF (-1/2) 1u 9) Fist Load: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 1u 10) GPS: +5 with Navigation (10 Active Points); OIF (-1/2) 1u 11) Medpacks: Healing BODY 1 1/2d6 (standard effect: 4 points) (15 Active Points); 6 Charges (-3/4), OIF (-1/2) [6] 1u 12) Flash Grenades: Sight Group Flash 3d6 (15 Active Points); 4 Charges (-1), OIF (-1/2) [4] 1u 13) Glue Grenades: Entangle 1d6, 2 DEF (15 Active Points); 4 Charges (-1), OIF (-1/2) [4] 1u 14) Gas Grenades: Darkness to Sight Group 1" radius (10 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), OIF (-1/2) [4 cc] 1u 15) Micro-crimelab: +4 with Criminology (8 Active Points); OIF (-1/2) 1u 16) Micro parachute: Gliding 10" (10 Active Points); OIF (-1/2) 0 1u 17) Micro-medkit: +4 with Paramedics (8 Active Points); OIF (-1/2) 5 Mental Defense (8 points total) 0 5 Power Defense (5 points) 0 5 Sight Group Flash Defense (5 points) 0 10 Luck 2d6 0 Powers Cost: 66Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7d6 Strike, Must Follow Block 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 5d6 +v/5 Strike; You Fall, Target Falls; FMove 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike Martial Arts Cost: 56Cost Skill 3 Acrobatics 13- 3 Analyze: Combat 13- 3 Breakfall 13- 3 Bugging 13- 3 Climbing 13- 3 Lockpicking 13- 3 Mechanics 13- 3 Combat Piloting 13- 3 Combat Driving 13- 3 Computer Programming 13- 3 Concealment 13- 3 Conversation 12- 5 Cramming 5 Cramming 3 Criminology 13- 3 Cryptography 13- 3 Deduction 13- 8 Defense Maneuver I-III 3 Demolitions 13- 3 Electronics 13- 3 KS: Criminal Organizations 13- 4 Navigation (Air, Land, Marine) 13- 3 Paramedics 13- 3 Persuasion 12- 5 Rapid Attack (Ranged) 3 Riding 13- 3 Security Systems 13- 3 Shadowing 13- 5 +1 DEX Skills 16 +2 with all non-combat Skills 9 +3 with Martial Maneuvers 3 Stealth 13- 16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13- 3 Systems Operation 13- 3 Tactics 13- 3 Teamwork 13- 3 Tracking 13- 20 TF: Common Motorized Ground Vehicles, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skateboarding, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Snowboarding, Snowmobiles, Submarines, Surfing, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Windsurfing 23 WF: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Electron Beam Weapons, Energy Weapons, Laser Pistols, Laser Rifles, Particle Guns, Small Arms, Anti-Aircraft Guns, Anti-Tank Guns, Artillery, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Inertial Gloves, Mortars, Nets, Ninja Weapons, Shoulder-Fired Weapons, Sling, Staffs, Vehicle Weapons, Whips Skills Cost: 200Cost Perk 15 Advanced Tech 2 Deep Cover (Kim Possible Teenager) 20 Follower (Wade the computer geek) 13 Fringe Benefit: Black Belt, International Police Powers, Passport, Security Clearance 5 Money: Well Off 30 Vehicles & Bases Perks Cost: 85Cost Talent 12 Combat Luck (6 PD/6 ED) 13 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 14- 3 Lightning Reflexes: +2 DEX to act first with All Actions 1 Resistance (1 point) Talents Cost: 29Val Disadvantages 20 Normal Characteristic Maxima 20 DNPC: Ron Stoppable 14- (Normal) 10 DNPC: The Possible Twins: Jim and Tim 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs) 25 Hunted: Dr. Drakken 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Hunted: Gemini of W.E,E, 8- (As Pow, NCI, Harshly Punish) 15 Hunted: Shego 8- (As Pow, NCI, Harshly Punish) 20 Psychological Limitation: Code Versus Killing (Common, Total) 25 Hunted: Global Justice 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Social Limitation: Teenager (Frequently, Minor) 119 Agent of Global Justice Bonus Disadvantage Points: 279Base Points: 300Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 579 Height: 1.60 m Hair: Red Weight: 50.00 kg Eyes: Green Appearance: See the cartoon it rocks!!Personality: Father is a rocket scientist, Mother is a brain surgeon, brattly kid brothers are super geniuses, and her best friend is a Maxwell Smart in the making, it would be all too easy to be normal but that would be unlikely...she is Kim Possible!Quote:Kim: You make my life sound like cake.Ron: Let's see. You're smart, athletic, pretty and popular. Sounds pretty cakey to me [via Communicator] Kim: Wade, Ron's missing. Can you find him? Wade: Do you think I have him micro-chipped or something? Kim: Well, do you? Wade: [beat] Yes. Dr. Drakken: You think you're all that Kim Possible, but you're not! Dr. Possible: Morning, honey. How'd Cambodia go? Kim: Mixed. The good part, I rescued a priceless icon from a ferociously snakey, spiky pit. Less good, a ninja stole it. Dr. Possible: Isn't that just like those darn ninjas? [Ron is ambushed by monkey ninjas] Ron: Why is it ALWAYS monkeys? Why can't I ever be attacked by crazed super models? Senor Senior Junior: Love the nightlife? Love to boogie? Then come to club lair, conveniently located in Europe. Drive a little, party a lot! Background: Kim Possible is all about a teenaged girl, Kim, and her friend, Ron Stoppable, who fight evil on a regular basis, saving the world many times from enemies like the mad scientist Dr. Drakken and his mad assistant Shego. Kim, Ron, his naked mole-rat Rufus, and a resourceful kid named Wade are always ready for taking Drakken, and always know the 'sitch'.Powers/Tactics: Campaign Use:
  7. Re: Answers & Questions Q. What are things Mightybec regularly uses in foreplay? A. Its True! I have a book that proves everything.
  8. Re: Help with a construct: several characters -> one mega power. cough powerrangers cough Divide costs equally seems the thing to do. focus with multiple components To Make certain that unconcious players cannot contribute and thus no megaweapon. 1/2DCV concentration. x4 END cost divided by members of the team. cough powerrangers cough Hawksmoor -Frog in my throat today.
  9. Re: New CharacterFor Madstone, a Magical UltraboyMadStonePlayer: Madstone Val Char Cost 20/90 STR 10 26 DEX 48 23 CON 26 15 BODY 10 13 INT 3 14 EGO 8 20 PRE 10 14 COM 2 10/28 PD 6 10/28 ED 5 5 SPD 14 9 REC 0 46 END 0 41 STUN 4 7"/44" RUN22"/22" SWIM04"/58" LEAP0Characteristics Cost: 148Cost Power END 60 MadStone Amulet: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2) 6u 1) Ultra-Invulnerability: (Total: 84 Active Cost, 56 Real Cost) Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2) (Real Cost: 36) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) (Real Cost: 10) 0 2u 2) Flash Vision: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIF (-1/2) 0 5u 3) Flash Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points); OIF (-1/2) 3 6u 4) Flash Vision: EB 10d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (87 Active Points); OIF (-1/2) 3 3u 5) Ultraflight: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); OIF (-1/2) 4 6u 6) Ultra-Flight: Flight 36", Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (-1/2) 3 1u 7) Ultra Speed: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only when making a full move; -1/2), OIF (-1/2) 0 6u 8) Ultra Speed: Running +37" (7"/44" total), x16 Noncombat (89 Active Points); OIF (-1/2) 9 2u 9) Ultra Speed: Swimming +20" (2"/22" total) (x16 Noncombat) (35 Active Points); OIF (-1/2) 3 4u 10) Ultra-fast blow: HA +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0 4u 11) Ultra-fast blows over and over again: HA +6d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (90 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0 4u 12) Ultra Fast Blow: (Total: 73 Active Cost, 38 Real Cost) Armor Piercing (+1/2); OIF (-1/2) for up to 25 Active Points of STR (8 Active Points) (Real Cost: 8) plus HA +7d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) (Real Cost: 30) 3 4u 13) Ultra-Strength: +70 STR, Reduced Endurance (1/2 END; +1/4) (87 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3 6u 14) Ultra Strength: Tunneling 12" through 22 DEF material (90 Active Points); OIF (-1/2) 9 6u 15) Ultra-Strength: Leaping +40" (4"/58" forward, 2"/29" upward) (Accurate, x16 Noncombat), Reduced Endurance (0 END; +1/2) (90 Active Points); OIF (-1/2) 3u 16) Ultra-Strength Wrap up: Entangle 7d6, 7 DEF (70 Active Points); Def based on materials at hand Power loses about a third of its effectiveness (-1/2), OIF (Weapon of Opportunity; -1/2) 7 5u 17) Ultra Sight: (Total: 70 Active Cost, 47 Real Cost) IR Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIF (-1/2) (Real Cost: 10) plus UV Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIF (-1/2) (Real Cost: 10) plus N-Ray Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (22 Active Points); OIF (-1/2) (Real Cost: 15) plus +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-1/2) (Real Cost: 5) plus +5 PER with Sight Group (10 Active Points); OIF (-1/2) (Real Cost: 7) 0 5u 18) Ultra-Hearing: (Total: 71 Active Cost, 47 Real Cost) +5 PER with Hearing Group (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Radio Perception, Discriminatory, Analyze (18 Active Points); OIF (-1/2) (Real Cost: 12) plus Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (15 Active Points); OIF (-1/2) (Real Cost: 10) plus +5 versus Range Modifier for Hearing Group (8 Active Points); OIF (-1/2) (Real Cost: 5) plus Targeting with Hearing Group (20 Active Points); OIF (-1/2) (Real Cost: 13) 0 13 LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Linked (Ultra-Invulnerability; -1/2) 0 21 Legion Flight Ring: Flight 10", x16 Noncombat, Reduced Endurance (0 END; +1/2) (52 Active Points); Limited Power Power loses about half of its effectiveness (NCM Multiples can only be used to match the flight speed of another Legionaire; -1), OIF (-1/2) 0 7 Legion Uniform: Damage Resistance (10 PD/10 ED) (10 Active Points); OIF (-1/2) 0 Powers Cost: 179Cost Skill 3 Criminology 12- 3 Lockpicking 14- 3 Security Systems 12- 3 Streetwise 13- 3 Combat Driving 14- 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 3 Electronics 12- 3 Mechanics 12- Skills Cost: 23Val Disadvantages 25 Hunted: Glorith. Empress of Baldur 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Hunted: Rimbor Science Police (As the Green Dragon 8- (Less Pow, NCI, Limited Geographical Area, Harshly Punish) 10 Hunted: Legion Foes 8- (As Pow, Harshly Punish) 5 Psychological Limitation: Minor Instability, self destructive since Tinya was 'killed' (Uncommon, Moderate) 15 Psychological Limitation: Code Vs. Killing (Common, Strong) 15 Psychological Limitation: Wants to go his own way (Very Common, Moderate) 15 Social Limitation: Public ID (Very Frequently, Minor) Disadvantage Points: 90Base Points: 200Experience Required: 60Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.84 m Hair: Lively Boyish Brown Weight: 100.00 kg Eyes: Free Rebellious Brown Appearance: Personality: Quote:"Jo"Smile, brave anarchist Defeat them with your laughter, Defying the darkness. -Q.D. Background: Powers/Tactics: Campaign Use:
  10. Re: VPPs and Limitations Yes! Say you have a Truly Cosmic Power Pool. Generate a +10d6 HA with the -1/4 Physical Limitation as a Bat and Swing! Use Increased END or costs END to get MORE powers out of your pool. Using limitations...is a GOOD thing at times. Hawksmoor -Not your Daddy's Type of Hero
  11. Re: New Character Not bad; not the way I would have done it (as you'll see if I ever get his write-up finished!) but not bad. Using multiple slots to represent one Power is in fact a very nice idea! Thank you. It is a very good idea, but alas it is not mine. It was how we built PCs like this in New World, OKC. MPs are made for these things. I'll point out, though, that Jo's various ultra-visions (like his pentra vision) seem to be telescopic as well, without that being a seperate slot. Do you remember the one where he found Mantis Morlo's hide-out by taking a Legion cruiser into orbit, then using his penetra vision to scour the world from surface to core, one "layer" at a time? If he hadn't had Telescopic as a part of his N-Ray Vision, he couldn't have seen Morlo from that range. If you would (could) note I bought each of his Ultra-Sense powers with +10 Telescopic for the whole sense group. HD did not make that clear in the Export but I included the HD file on the site. Just a thought...and I'll also say "THANKS!" for making me think of that, because it's not something I had remembered for MY write-up! You are again welcome...I think? Hawksmoor
  12. Re: New Character 1) Multiple slots representing a single power...good idea. Why didn't I think of that? Because I am smarter than you? Kidding! 2) The Tunneling through 30 DEF defined as Superspeed...how does that work? I'm not sure I get that one. Jo Nah gets Superstrong. Then he plows right through anything BUT Inertron. Get it? 3) Damage resistance bought through a focus...wouldn't that be better represented by armor? My opinion, I dislike DR bought through a focus. Armor and DR are almost the same thing. I wanted light armor that gave him more Killing damage protection, while keeping in theme. I believe that all Legion costumes, particluarly after the Great Crash/5 year gap are armored to a degree. 4) Ultra speed onslaught...should be no range. Since it is a Hand to Hand attack it *is* no range...It represents him moving at speed through a large 24" radius area and wiping the floor with whatever he finds. 5) Telepathic Earplugs...only to other earplug users is worth some points under the Others Must Have Mind Link limitation. Maybe...but hey he's 1180 points...plus as Dr. Anomaly pointed out they have been shown to allow telepathic communication with anyone, although I had only seen them as a team communication device. 6) The characteristics are getting muddled up above from his different powers...HD issue more than yours. What? !!! Actually he has only +85 STR in the Ultra Energy MP. His Armor adds +30rPD and +30rED. What stats are screwed up? Tell me I want to fix it. I also want *badly* Enforcer84's Export Tag. 7) Finally, I think Self destructive should be worth I few more points. Jo is recovering...he is not suicidal, just makes foolish life choices since his one true love was "killed'. 8) Overall, very cool. Now... Do him for 350 points. When do you want him by? How many and what limitations do you want? I can easily do him as a battlesuit PC. Hero Designer output OK? Hawksmoor
  13. Re: A Thread for Random Musings Have you ever written something good and been waiting for feedback on it. I mean whipped out something that you loved, a whole, whole lot and then watched it languish without comment. I feel that way. I am involved in a PBEM game and have developed this wonderful PC. He is a masterpiece, and no one comments. I write little stories and such on him. Scour the internet for 50s era pics for his wife. Sigh...being a powergaming plumber has no reward some times. Anyway this is one of the things I wrote. May 17, 2019 Dearest Josephine, I am having the dreams again. Just like after the church, the voices in my head, all of it, if I hadn’t already gone through it once I would be certain I was losing my marbles. However knowing what I know now these dreams are telling me something. The dreams are telling me to prepare because something is coming, that it may already be here. In my dreams there are screams. Men, women, and children, they all cry out in torment and fear. That is the clue, the screams. People in Hell are not afraid. The screams are people on Earth. They are screams I can do something about. Josephine grant me strength, in the name of God and his hosts grant me strength. May 19, 2019 Dearest Josephine, I had that dream again, the one where we are on the beach after the war, down in South Padre. You looked so beautiful in the sun. I was considered the luckiest guy at the lounge. I even had to fight a few guys off of you. Not really of course, but a lot of the guys wouldn’t have shed a tear if I was eaten by a shark. Not in their rush to comfort the lovely widow Malakim. I miss you sweetheart. May 19, 2019 Dearest Josephine, I took a nap in the sun after writing that last bit Jo. The dream is back. It is going to be bad Jo. Real bad. I think I know what is going to do it, is doing it. It is called Thanagog, and it is a Shedim. A demon that possesses a host while on Earth. Worse it jumps from body to body. I am going back to the city tonight, flying under my own steam. I am going to find Thanagog and stop him. The screams have to stop. July 27th, 2019 Dearest Josephine, I need contacts Josephine. Trying to find out what is going on in this city is not as easy as just flying around and stopping the occasional robbery, mugging, rape or bout of domestic violence. What I am looking for is something evil. People doing evil, without prior inclination. New Yorkers are so jaded and insular they just don’t recognize the festering evil gnawing at the underbelly of the city. I have looked into five different murders since getting back. They all looked like what I am after, but no dice, no Shedim. I have to keep looking. August 4, 2019 Dearest Josephine, I almost had the bastard. Maurice and Adele Fisher aged 59 and 52. Nice couple by all accounts. Adele killed her husband and ate him. She grilled him over an open pit barbecue in the vacant lot next door. I looked into the matter and found unmistakable residue of demonic possession. Thanagog. You are mine. Josephine please pray for the children. August 19 2019 Dearest Josephine, Josephine I have seen the face of my enemy. I have looked beyond the flesh it wore at our first meeting. My stomach turns at the mere memory of the dissonance that being carries. It seems I am not alone in my interest. Thanagog wants me just a badly. He killed on the campus. Worse it waited until I was leaving class so I could see life escape from its latest victim. I summoned the power of Michael, but it was too late to save the girl. The damage was done; it was beyond my power to heal. Treat her well in Heaven Josephine…show her the ropes. Still no children yet, I may have time to save them. August 21, 2019 Dearest Josephine, I went on patrol instead of teaching. I handed the week’s lessons to Phillip I think he can handle things. I also talked to the Dean. I started the paperwork for Emeritus. I’ve got the years, plus the research to earn it. That is thanks to you, despite how bad things were you encouraged me to continue my work. I miss you Jo. I miss you. That is when I saw it again. Its angry red aura was unmistakable, laced with pain and hate. He is taunting me now. It possessed a police man. It asked for parley, although he knew I would not harm him. The cop had taint in him to allow the demon purchase, but in this age few would not. That is Lucifer’s legacy, a moral weakness leaving humanity open to consumption. The demon said it was up to us to determine the course of creation. It insisted I stop being a ‘ninny’ and begin enjoying myself. I warned the demon that I would stop it. I would send its essence right back to the hell it fell to. The demon’s laugh hurt me then, it seems dissonance is harmful to me. I had to let the demon out of my sight though. I hate the laws of Heaven sometimes. Worse I could not afford to ‘attack’ an officer of the law and Thanagog knew it. Its laughter haunts me because it is laced with the screaming of the children. August 24, 2019 Dearest Josephine, I saved them Jo. I saved them. Praise the lord I saved t he children. After our last meeting, I hardly slept. I was on wing or listening to the police scanner almost constantly. I heard about the school teacher holding her class hostage. I knew it was him. I was there within minutes. I was not going to let it harm anyone else. Haloes blazing I shot through the window and confronted the demon. It chose its host well. She looked a lot like you, Jo. I didn’t let that stop me. Using all the power Heaven granted me I laid the smack down on the demon. I knew more about the Shedim now, you see. I knew that its possession lent its host a greater degree of resilience. I had to remove the demon from the presence of the children. They screamed at first but the sight of the Seraph calmed them I am certain. I drove the demon through the wall and into the hall. We fought for what seemed an eternity. In the end I triumphed, the demon was forced from the woman’s body. I prayed my thanks to Heaven that I was in time. The children were safe. I know you were with me then Jo…I could feel you. January 19, 2020 It’s back Jo, it killed more children. I am going to war now. The time for prayer is over. Hawksmoor
  14. Re: Bronze Age Team Build Burst is COOOOOOOLLLLLL!!!!!!! Do more!!!! Pant! Hawksmoor
  15. Re: Villain: The Biggest fan He did miss the Darkness but he has a +1 CONT on the Poision Dart. Simple fix. Hawkmoor NEXUS: Check your PMs.
  16. Re: Villain: The Biggest fan Nice. And just fun enough to have hunt you on an 11- Hawksmoor
  17. Re: A question about the origin of the term "Ultra" slot Ermmmmmmmm... You have a point. It is sharp and it is digging into my eye. I just would never *do* that. I' say squish the PC if the player shifts away from invulnerability while being sat on by a mountain. Power pool points or not. Hawksmoor PS Ultraboy's write up is in my New Character folder below!!
  18. Re: New CharacterUltraboy AKA Jo NahI really want a better Export Tag, but this is what I have:UltraboyPlayer: Val Char Cost 25/110 STR 15 30 DEX 60 28 CON 36 20 BODY 20 18 INT 8 14 EGO 8 20 PRE 10 14 COM 2 15/45 PD 10 15/45 ED 9 6 SPD 20 11 REC 0 65 END 5 60 STUN 13 9"/59" RUN65"/55" SWIM36"/73" LEAP1Characteristics Cost: 226Cost Power END 275 Ultra Energy: Multipower, 275-point reserve 15u 1) Ultra-Invulnerability: (Total: 150 Active Cost, 150 Real Cost) Armor (30 PD/30 ED) (Real Cost: 90) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) 0 5u 2) Ultra Invulnerability: (Total: 50 Active Cost, 50 Real Cost) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points) (Real Cost: 30) plus +10 with single Characteristic Roll (Real Cost: 20) 0 11u 3) Flash Vision: EB 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points) 0 10u 4) Flash Vision: EB 9d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (12" Cone; +1) (101 Active Points) 4 11u 5) Flash Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (114 Active Points) 5 19u 6) Flash Vision: RKA 10d6, Reduced Endurance (1/2 END; +1/4) (187 Active Points) 7 3u 7) Flash Vision: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points) 0 12u 8) Ultra-Flight: Flight 50", Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5 4u 9) Ultraflight: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points) 4 5u 10) Ultra Flight: FTL Travel (2 Light Years/minute) (50 Active Points) 0 2u 11) Ultra Speed: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only when making a full move; -1/2) 0 11u 12) Ultra Speed: Running +50" (9"/59" total), x16 Noncombat (115 Active Points) 11 6u 13) Ultra Speed: Swimming +50" (5"/55" total) (x16 Noncombat) (65 Active Points) 6 19u 14) Ultra-Speed: Major Transform 10d6 (Machines into component parts, Repairs), Reduced Endurance (1/2 END; +1/4) (187 Active Points) 7 6u 15) Ultra-fast blow: HA +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Hand-To-Hand Attack (-1/2) 0 9u 16) Ultra-fast blows over and over again: HA +9d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (135 Active Points); Hand-To-Hand Attack (-1/2) 0 9u 17) Ultra Speed Onslaught: HA +9d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (24" Radius; +1 1/2), Selective (+1/4) (135 Active Points); Hand-To-Hand Attack (-1/2) 6 7u 18) Ultra Fast Blow: (Total: 99 Active Cost, 70 Real Cost) Armor Piercing (+1/2) for up to 25 Active Points of STR (12 Active Points) (Real Cost: 12) plus HA +10d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (87 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 58) 4 7u 19) Ultra-Strength: +85 STR, Reduced Endurance (1/2 END; +1/4) (106 Active Points); No Figured Characteristics (-1/2) 4 11u 20) Ultra Strength: HKA 6d6 (7 1/2d6 / 12d6 w/STR), Reduced Endurance (1/2 END; +1/4) (112 Active Points) 4 13u 21) Ultra Strength: Tunneling 20" through 30 DEF material (130 Active Points) 13 4u 22) Ultra-Strength Wrap up: Entangle 8d6, 8 DEF (80 Active Points); Def based on materials at hand Power loses about a third of its effectiveness (-1/2), OIF (Weapon of Opportunity; -1/2) 8 7u 23) Ultra-Strength Object Sweep: Area Of Effect Nonselective (up to 23" Cone; +3/4) for up to 110 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (102 Active Points); OIF (Object of Opportunity; -1/2) 4 10u 24) Ultra-Strength: Leaping +50" (5"/72" forward, 2 1/2"/36" upward) (Accurate, x16 Noncombat), Reduced Endurance (0 END; +1/2) (105 Active Points) 9u 25) Ultra Sight: (Total: 87 Active Cost, 87 Real Cost) IR Perception (Sight Group), Discriminatory, Analyze (Real Cost: 15) plus UV Perception (Sight Group), Discriminatory, Analyze (Real Cost: 15) plus N-Ray Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (Real Cost: 22) plus +10 versus Range Modifier for Sight Group (Real Cost: 15) plus +10 PER with Sight Group (Real Cost: 20) 0 9u 26) Ultra-Hearing: (Total: 88 Active Cost, 88 Real Cost) +10 PER with Hearing Group (Real Cost: 20) plus Radio Perception, Discriminatory, Analyze (Real Cost: 18) plus Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (Real Cost: 15) plus +10 versus Range Modifier for Hearing Group (Real Cost: 15) plus Targeting with Hearing Group (Real Cost: 20) 0 13 LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Linked (Ultra-Invulnerability; -1/2) 0 16 Transuit: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); IIF (-1/4) 0 56 Telepathic Earplugs: Mind Link , Human and Additional Class of Minds classes of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x128) (70 Active Points); IIF (-1/4) [Notes: Only to other Earplug users] 0 52 Legion Flight Ring: Flight 12", x256 Noncombat, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (118 Active Points); Limited Power Power loses about half of its effectiveness (NCM Multiples can only be used to match the flight speed of another Legionaire; -1), IIF (-1/4) 0 8 Legion Uniform: Damage Resistance (10 PD/10 ED) (10 Active Points); IIF (-1/4) 0 Powers Cost: 654Cost Martial Arts Maneuver Legion Martial Arts 4 1) +1 HTH Damage Class(es) 3 2) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 / 25d6 Strike 5 3) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 3 4) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 4 5) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR / 125 STR to Disarm Martial Arts Cost: 19Cost Skill 3 Bribery 13- 3 Criminology 13- 3 Deduction 13- 5 Defense Maneuver I-II 3 Gambling 13- 3 Lockpicking 15- 3 Security Systems 13- 7 Shadowing 15- 11 Streetwise 17- 3 Trading 13- 3 Analyze: Combat 13- 3 Breakfall 15- 10 +2 with HTH Combat 5 +1 with Ranged Combat 3 Paramedics 13- 5 Rapid Attack (HTH) 2 SS: 30th Century Technology 11- 3 Systems Operation 13- 16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13- 3 Teamwork 15- 7 Combat Driving 17- 7 Combat Piloting 17- 5 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Jetskis, Two-Wheeled Motorized Ground Vehicles 3 Electronics 13- 3 Mechanics 13- 3 KS: Antique Vehicles 13- 3 KS: Speeders 13- 3 KS: Space Cruisers 13- 8 WF: Beam Weapons, Energy Weapons, Blades, Clubs, Energy Blades, Fist-Loads, Inertial Gloves, Stun Rods, Unarmed Combat Skills Cost: 139Cost Perk 24 Contact: Rimbor Black Market (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12- 30 Contact: Members and Allies of the Legion of Super Heroes (Current and Former) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (30 Active Points) 14- 2 Deep Cover 2 Deep Cover 12 Fringe Benefit: International Driver's License, Interstellar Police Powers, Passport, Starship License, Weapon Permit (where appropriate) 12 Reputation: Member of the Legion of Super Heroes (A large group) 14-, +4/+4d6 50 Vehicles & Bases [Notes: 4 200pt base vehicles] Perks Cost: 132Cost Talent 2 Environmental Movement (no penalties on zero g) 2 Environmental Movement (no penalties on heavy gravity) 2 Environmental Movement (no penalties on low gravity) 4 FTL Pilot Talents Cost: 10Val Disadvantages 590 Legionaire Training and Experience 25 Hunted: Glorith. Empress of Baldur 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Hunted: Rimbor Science Police (As the Green Dragon 8- (Less Pow, NCI, Limited Geographical Area, Harshly Punish) 10 Hunted: Legion Foes 8- (As Pow, Harshly Punish) 5 Psychological Limitation: Minor Instability, self destructive since Tinya was 'killed' (Uncommon, Moderate) 15 Psychological Limitation: Code Vs. Killing (Common, Strong) 15 Psychological Limitation: Wants to go his own way (Very Common, Moderate) 15 Social Limitation: Public ID (Very Frequently, Minor) Disadvantage Points: 680Base Points: 500Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 1180 Height: 1.84 m Hair: Lively Boyish Brown Weight: 100.00 kg Eyes: Free Rebellious Brown Appearance: Personality: Jo is the rebel, the bad boy. Think James Dean with the powers of Superman, one at a time. Over the years Jo has matured, although he still has a defiant streak an AU wide. Jo is determined to make his own way in the universe. Quote:"Jo"Smile, brave anarchist Defeat them with your laughter, Defying the darkness. -Q.D. Background: Excerpt: "the Legion Groupie," August 16, 2975 page 43Meet the Legionaires: Ultra Boy Name: Jo Nah Birthday Feb 21, 2959 Power: Invulnerability, Ultra-Strength, Penetra-vision, Ultra-speed, Flash Vision (Powers must be used on at a time.) Date Joined the Legion: April 1, 2974 Hair: Free Rebelious Brown Eyes: Lively Boyish Brown Height: 6' Home Planet: Rimbor Favorite Music: Slam, Dance Club Hobbies: Racing Speeders and Cruisers, dancing, antique vehicles. Favorite Foods: Pro-burgers, elva-burgers, fries, Kono Juice Idea of a Dream Date: Me and Tinya alone watching and action holotape. Ambition in life: To do what I choose to do. If you could change one thing about yourself, it would be: More Brains If you were a tree, what kind of tree would you be? One that is strong and quiet but knows how to take care of itself. The Legion Groupie Scoop on Ultraboy: Jo gained his powers when he was swallowed by an Ultra Energy Beast while rescuing a friend. Miraculously jo survived and absorbed enough of the Ultra-Energy to acquire his powers, which he activates by channeling Ultra-Energy to various parts of his system. Powers/Tactics: Campaign Use:
  19. Re: A question about the origin of the term "Ultra" slot Darn it you are right, Dr. Anomaly. There is such an adder. I am disinclined to use Multiform however to simulate Jo. The cost would be prohibitive. Now a few points on my Jo write up. I wrote a post 5 year gap version. I just got into Legion at that time and I *loved* Jo's characterization. Second I felt that Jo had developed such speed in shifting his Ultra Energy that he could switch so fast he mechanically can have two full blown paowers at one time. I am talking nanosecond switching. Thus Ultra-boy has an Enormous MP, capable of holding two powers. He SFXs rapid shift so he can go Ultrainvulnerable to take the blow and a nanosecond later go Ultrafast to pummel the Persuader with a hail of punches, and a nanosecond after that he is invulnerable for Mano's touch RKA. It shows experience in using his abilities without *totally* ignoring the concept of "One Power at One Time." Hawksmoor
  20. Re: A question about the origin of the term "Ultra" slot Actually the Invulnerability Canonically is his most expensive power as you have either 50-75% Resistant Damage Reduction PD & ED OR As Much Armor as you can get with a linked Life Support. Multiform is too slow to do it. As to sleep sometimes, I went to bed at 2:00am and was up a 7:00am...I am an insomniac, plus I live in Jordan so I am GMT +2 hours according to the board timers And Later today after I get him spruced up for 5th ED I'll post him in my characters thread. Dr. Anomaly should be pleased as well. Hawksmoor
  21. Re: A question about the origin of the term "Ultra" slot But at least it is only one at a time right? Hawksmoor -Fan of the fabled Flying Energy Projector Brick
  22. Re: Extra Limbs and Characteristics The last part is interesting.... +50 STR only usable for Extra Limbs (-1/2) No Fiqured Char (-1/2) vs. +50 STR not usable for Extra Limbs (-1/4) No Fiqured Char (-1/2) I'll have to think on that. I suppose it would only be allowable if the Extra limbs were so integral to the concept that use of the Extra Limbs were the *default* of the PC. [Doc Ock] Note I lower the *not* limitation because you can and often would use your regular super strong limbs and thus it is not worth a larger limitation...if allowable at all. Still going to have to think this over. Hawksmoor
  23. Re: Player-Built Characters... I'll second that. There is nothing wrong with having the MAX of anything allowable by the campaign. This is HERO we are talking about, people should get to play Heroes as inspired by the sources. That means being *good* at things, and sometimes *the best*! Hawksmoor
  24. Re: New Character Read FreD. You can make the MP reserve OIF as a weapons harness and have the slots all be OAF. You will save a few points. Increase your DEX to superhuman levels 20+ with the points you saved Drop the +1 with HtH, you are going to use that MP more. Apply the points either to a 3 pointer for the MP or all ranged. Buy the Glider as a vehicle. You will save some points. And like JmOZ said drop the Real Weapon limitation it has no place on a Superheroic PC. Buy Weaponsmith you need that and Inventor if you canonically want to have developed your weaponry by yourself. All in all good PC, I have done the Goblin as a PC before too. It is great fun! Hawksmoor
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