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Hawksmoor

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Everything posted by Hawksmoor

  1. Re: Warning silly question, serious players beware EDM with the addition of Fixed and Floating Teleportation Locations. You are right a silly but extremely powerful ability. On second thought not so siilly. Doesn't Trance from Andromeda have this power? With a horticultural focus? Hawksmoor
  2. Re: Regeneration Absolutely correct. Just because a power construction is most expensive *should* not mean that you have to buy it that way. Overpayment is just as bad as underpayment. Why? Because no matter what some players might say or do We are still limited to the points provided in the system. That system must work logically and consistently, otherwise we are back to a game of Shogun Warriors running around the park and screaming "No! I hit you with Grandizer's Rainbow Beam. You have to be injured!" Hawksmoor
  3. Re: A Thread for Random Musings Only one week to go before I pack up the kids and head back to DC for a month. The Exalted game is going into email mode for Ryan who is likely never returning from Baghdad in the near future. Although my wife loves the idea of getting her GM back all to herself. She never really clicked with Ryan. I wonder what the chances are of gaming some champs a couple of nights during May? I am going to be at the Residence Inn in Greenbelt, MD. Hawkmoor
  4. Re: New Character It is a points issue. If I let HD do its funky math I saved points...illegally. I know by my spreadsheet it should take 16 CP to raise Seraph's speed from 2.4 to 4, however once I get Characteristics as powers the calculation changes and I get a 3/7 split. To fix it and get the bleeding thing to calculate correctly I had to buy SPEED as a power, which meant that I had to use the custom adder to scale back by -4. It really is wonky. That is I suppose why Ben updates. Oh! Wow! Upon updating to V2.3 from HD1.0 all my little problems went away. Thanks Mike! Hawksmoor
  5. Re: Answers & Questions Q. What are Ice Capades. A. Tastes Great...Less Filling
  6. Re: Answers & Questions Q. Did Mighty Bec get his shots? A. :Crash: Hawksmoor (Give me a break guys it is my first Q&A Thread)
  7. Re: New Character Thanks Doc. If you change Characteristics as Powers to Adds to Secondary Total you can have Norm and Powered up forms on the same sheet. My issue was that in the Characteristics section if I put points in it made Seraph's SPEED wonky. To amend it I had to resort to those clunky SPEED Modifications. Hawksmoor
  8. Re: Psi Amplification Collar To do it correctly you have to use the Naked Power Advantage mechanic. The active points of this power would be the points you saved on the Limited power. You can then apply the OIF modifier for the device. Another way to do it is to simply make all your powers as Compound Powers with one section OIF. That is the simplest way to go. Hawksmoor
  9. Re: New Character Z-man Plasma Construct Duplicates Player: Val Char Cost 30 STR 20 11 DEX 3 20 CON 20 10 BODY 0 10 INT 0 8 EGO 16 10 PRE 0 10 COM 0 2/4 PD 0 2/4 ED 3 3 SPD 9 10 REC 0 40 END 0 6" RUN02" SWIM06" LEAP0Characteristics Cost: 71 Cost Power END 45 Just a Plasma Construct: Automaton (Takes No STUN (loses abilities when takes BODY)) 0 18 Plasma Body: Armor (2 PD/2 ED) 0 20 Plasma Flight: Flight 10" 2 3 Plasma Fists: HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1 Powers Cost: 86 Cost Skill 3 Teamwork 11- Skills Cost: 3 Total Character Cost: 160 Val Disadvantages 10 Distinctive Features: Glowing Men made of Energy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Capture) 10 Physical Limitation: Inhibited Senses (No Smell, Taste, inhibited Touch) (Frequently, Slightly Impairing) 15 Psychological Limitation: Code vs. Killing (Common, Strong) 10 Social Limitation: Not a real being, and people know it (Occasionally, Major) 0 Susceptibility: If not recombined, Feild Degradation, 2d6 damage per Day (Uncommon) 20 Vulnerability: 2 x Effect Drains, Transfers and Supress Effects (Common) Disadvantage Points: 85 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  10. Re: New Character One of my favorite PCs updated to 5th Ed ruleset I give you The Z-Man Player: Hawksmoor Val Char Cost 15/50 STR 5 14/28 DEX 12 13/33 CON 6 11 BODY 2 13 INT 3 14 EGO 8 15/25 PRE 5 16 COM 3 8/35 PD 5 8/35 ED 5 3/6 SPD 6 6/17 REC 0 26/106 END 0 26/54 STUN 0 10" RUN82" SWIM03"/10" LEAP0Characteristics Cost: 68 Cost Power END 43 Plasma Energy: Multipower, 75-point reserve, (75 Active Points); all slots OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 4u 1) Plasma Bolts: EB 15d6 (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 4u 2) Diffuse Plasma Bolts: EB 10d6, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 4u 3) Hard Plasma Bolts: RKA 5d6 (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 4u 4) Hardened Plasma Coil: Entangle 7d6, 8 DEF (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 4u 5) Plasma Burst: Sight Group Flash 15d6 (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 4u 6) Plasma Barriers: FW (13 PD/13 ED; 6" long and 1" tall) (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 1u 7) Plasma Constructs: Sight, Touch and Radio Groups and Active Sonar Images 1" radius (25 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 2 3u 8) Plasma Constructs: Duplication (creates 4 75-point Duplicates), Easy Recombination (Zero-Phase Action at Full DCV), Altered Duplicates (100%; +1) (70 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 4u 9) Plasma Constructs: Telekinesis (50 STR) (75 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 4u 10) Plasma Constructs: Telekinesis (35 STR), Affects Porous, Fine Manipulation (73 Active Points); OIHID (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 7 34 Cosmic Power Manipulation: Variable Power Pool, 20 base + 14 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (45 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) The Zenith Effect - Both Powers must be used together (effectively a three power linked) 21 The Zenith Effect: Major Transform 5d6 (Anything into 1 DEF normal body Sculpture) (75 Active Points); 3 Charges (-1 1/4), Linked to Plasma Bolts (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), OIHID (-1/4) [3] 17 Large Feild of Damaging Energy: RKA 2d6, Personal Immunity (+1/4), Area Of Effect Accurate (One Hex; +1/2), Penetrating (+1/2) (67 Active Points); 3 Charges (-1 1/4), No Range (-1/2), Linked to Plasma Bolts (-1/2), OIHID (-1/4), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) [3] 31 Ultra-Flight: Multipower, 55-point reserve, (55 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 3u 1) Combat Flight: Flight 25", Position Shift (55 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 5 3u 2) Noncombat Flight: Flight 13", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (52 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 5 3u 3) Cosmic Level Transportation: FTL Travel (4 Light Years/minute) (52 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 0 102 Ultraform: (Total: 180 Active Cost, 102 Real Cost) +35 STR (35 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 20) plus +14 DEX (42 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 24) plus +20 CON (40 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 23) plus +10 PRE (10 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 6) plus +2 SPD (20 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 11) plus +40 END (20 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 11) plus +5 PD (5 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 3) plus +8 ED (8 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) (Real Cost: 4) 3 22 Force Feild: Armor (15 PD/15 ED) (45 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4), Visible (-1/4) 0 12 Ultrabands Environmental Protection: LS (Eating Character only has to eat once per week; 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) (21 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 0 5 Ultrabands Communications: HRRP (Radio Group) (12 Active Points); Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 1 5 Vanguard Training: Mental Defense (8 points total) 0 Powers Cost: 337 Cost Martial Arts Maneuver Savate 4 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 12d6 Strike 3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 / 11d6 Strike, Target Falls 5 3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 / 10d6 +v/5; FMove 4 4) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 12d6 Strike Martial Arts Cost: 16 Cost Skill 4 +2 with any single attack 5 +1 with Ranged Combat 3 +1 with Martial Maneuvers 3 Acrobatics 12- (15-) 3 Combat Piloting 12- (15-) 1 TF: Combat Aircraft, Small Planes 3 Systems Operation 12- 3 Criminology 12- 3 Deduction 12- 3 Acting 12- (14-) 3 Disguise 12- 3 High Society 12- (14-) 3 Persuasion 12- (14-) 3 PS: Actor 12- (14-) Skills Cost: 43 Cost Perk 9 Contact (Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11- 7 Follower 7 Vehicles & Bases 15 Vehicles & Bases 5 Money: Well Off Perks Cost: 43 Cost Talent 2 Absolute Range Sense (3 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4), Concentration (1/2 DCV; -1/4) 2 Absolute Time Sense (3 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) 1 Environmental Movement (no penalties on Zero G movement) (2 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), OIHID (-1/4) Talents Cost: 5 Total Character Cost: 512 Val Disadvantages 20 Hunted: The Marshals 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: The Scarab 8- (As Pow, Harshly Punish) 15 DNPC: Wendy Garrett and Wyatt Hamilton (her son) 8- (Normal; Group DNPC: x2 DNPCs) 15 Psychological Limitation: Code vs. Killing (Common, Strong) 10 Psychological Limitation: Overconfidence (Common, Moderate) 10 Psychological Limitation: Fear of Ryder (Uncommon, Strong) 15 Social Limitation: Secret Identity (Frequently, Major) 15 Dependence: Ultrabands Takes 1d6 Damage (Very Common, 5 Minutes) Disadvantage Points: 130 Base Points: 225 Experience Required: 157 Total Experience Available: 157 Experience Unspent: 0
  11. Re: Galactic Champions, how will you use it? The Legion Mark 594 Cruiser looks great as well. I did something very similar...spookily...similar in my pen and paper days. Computers are so much more champons friendly. Oh, and my other favs are the Subs. Especially Stone Boy/Dag Wentim. "Nura" Say what you want about the Giffen run, it was stylish and cool, plus the S.U.B.s became a real force under Jacques. Hawksmoor
  12. Re: Galactic Champions, how will you use it? Interesting... That is certainly a way to do that. The +5 additional item mechanic. And a flight ring as a vehicle? That's 30th Century Technology for you! Hawksmoor
  13. Re: Galactic Champions, how will you use it? Spill! I was very curious! Hawksmoor
  14. Re: Galactic Champions, how will you use it?Champions Thread about ten down from here.Thread NamedNew CharacterI do not know how to link a thread. YET!!!So I'll just insert him here:Matter Eater LadPlayer: Anyone Zany Enough Val Char Cost 15 STR 5 18 DEX 24 18 CON 16 18 BODY 16 18 INT 8 14 EGO 8 15 PRE 5 14 COM 2 8 PD 5 8 ED 4 4 SPD 12 7 REC 0 36 END 0 35 STUN 0 9" RUN64" SWIM23" LEAP0Characteristics Cost: 113Cost Power END 8 LS (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only if eaten; -1 1/2) 0 128 Major Transform 10d6 (Anything into edible matter), Reduced Endurance (0 END; +1/2) (225 Active Points); No Range (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work on Magnozite; -1/4) 0 15 Luck 3d6 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 Powers Cost: 275Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm Martial Arts Cost: 28Cost Skill 3 +1 with Martial Maneuvers 3 Combat Piloting 13- 3 Bureaucratics 12- 9 Persuasion 15- 3 Seduction 12- 14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13- 1 TF: Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Military Spacecraft, Personal Use Spacecraft Skills Cost: 36Cost Perk 30 Advanced Tech 10 Computer Link 2 Vehicles & Bases 13 Vehicles & Bases 9 Fringe Benefit: Interstellar Police Powers, Starship License 9 Fringe Benefit: Membership 7 Fringe Benefit: Security Clearance 2 Reputation: Member of the Legion of Superheroes (A large group) 11-, +1/+1d6 Perks Cost: 82Cost Talent 18 Combat Luck (9 PD/9 ED) 4 FTL Pilot Talents Cost: 22Val Disadvantages 25 Hunted: EarthGov 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Hunted: Fatal Five 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Psychological Limitation: Code vs. Killing (Common, Strong) 15 Psychological Limitation: Irreverent Wisecracker, hardly takes anything seriously (Very Common, Moderate) 10 Susceptibility: Magnozite , 1d6 damage per Turn (Uncommon) 15 Social Limitation: Public Identity (Frequently, Major) 5 Distinctive Features: Legionaire (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 251 Legionaire Training and Equipment Bonus Disadvantage Points: 356Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 556 Height: 1.81 m Hair: Brown Weight: 78.00 kg Eyes: Brown Appearance: Personality: A fun loving wisecracking guy.Quote:Trust me. I'm a Senator.Background: Matter EAter Lad, from the planet Bismoll, can eat any substance but magnozite.Powers/Tactics: Try not to get into combat, if you do use your Legion combat training. If the bad guy has a bomb, gun, vial of bad stuff...eat it.Campaign Use: Hawksmoor
  15. Re: Galactic Champions, how will you use it? Dr. Anomaly check out my New Character Thread for *my* version of MEL. Hawksmoor
  16. Re: Hero A Day...Sorta... Good points. But remember even Ice Slides can be reformed on the PCs next phase, so no harm no foul. Plus as a quasi real object a disarm could very easily *temporarily* remove his hammer leaving him without flight and other Brick tricks. Also entangles could *stop* it from being used effectively. He has some sort of limitation implied by the concept. WH could have his hammer taken away even though *pop* it returns to his hand his next phase as he summons it. -1/4 is a small limitation, and thus only slightly limiting. If it messes with him one phase every two combats he is more than getting the points for it, because in the intervening segments he lacks a major asset. But all that aside you do good work! Hawksmoor
  17. Re: Character Concept Question: Jack Hawksmore? Well he was *my* favorite. Although Midnighter and Jenny Sparks had all the good lines. Hawksmoor
  18. Re: Galactic Champions, how will you use it? Right Rayoman, hence Captain Marvel (the Big Red Cheese). Hawksmoor -The Wisdom of Soloman and the Sex Appeal of Dionysis
  19. Re: Hero A Day...Sorta... Enforcer, would Physical Manifestation not be a good limitation for his Hammer? Not quite a OIHID and not quite a focus. Returns to his hand, no one else can weild it, and he can have it *out* of costume. Hawksmoor -putting his two dubloons in
  20. Re: New CharacterOne of my all time FavoritesMatter Eater LadPlayer: Anyone Zany Enough Val Char Cost 15 STR 5 18 DEX 24 18 CON 16 18 BODY 16 18 INT 8 14 EGO 8 15 PRE 5 14 COM 2 8 PD 5 8 ED 4 4 SPD 12 7 REC 0 36 END 0 35 STUN 0 9" RUN64" SWIM23" LEAP0Characteristics Cost: 113Cost Power END 8 LS (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only if eaten; -1 1/2) 0 128 Major Transform 10d6 (Anything into edible matter), Reduced Endurance (0 END; +1/2) (225 Active Points); No Range (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work on Magnozite; -1/4) 0 15 Luck 3d6 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 Powers Cost: 275Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm Martial Arts Cost: 28Cost Skill 3 +1 with Martial Maneuvers 3 Combat Piloting 13- 3 Bureaucratics 12- 9 Persuasion 15- 3 Seduction 12- 14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13- 1 TF: Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Military Spacecraft, Personal Use Spacecraft Skills Cost: 36Cost Perk 30 Advanced Tech 10 Computer Link 2 Vehicles & Bases 13 Vehicles & Bases 9 Fringe Benefit: Interstellar Police Powers, Starship License 9 Fringe Benefit: Membership 7 Fringe Benefit: Security Clearance 2 Reputation: Member of the Legion of Superheroes (A large group) 11-, +1/+1d6 Perks Cost: 82Cost Talent 18 Combat Luck (9 PD/9 ED) 4 FTL Pilot Talents Cost: 22Val Disadvantages 25 Hunted: EarthGov 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Hunted: Fatal Five 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Psychological Limitation: Code vs. Killing (Common, Strong) 15 Psychological Limitation: Irreverent Wisecracker, hardly takes anything seriously (Very Common, Moderate) 10 Susceptibility: Magnozite , 1d6 damage per Turn (Uncommon) 15 Social Limitation: Public Identity (Frequently, Major) 5 Distinctive Features: Legionaire (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 251 Legionaire Training and Equipment Bonus Disadvantage Points: 356Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 556 Height: 1.81 m Hair: Brown Weight: 78.00 kg Eyes: Brown Appearance: Personality: A fun loving wisecracking guy.Quote:Trust me. I'm a Senator.Background: Matter EAter Lad, from the planet Bismoll, can eat any substance but magnozite.Powers/Tactics: Try not to get into combat, if you do use your Legion combat training. If the bad guy has a bomb, gun, vial of bad stuff...eat it.Campaign Use:
  21. Re: Is this overkill? Mock run the battle. Assume 11's are rolled on all required actions (Activations/Enraged/OCVs/Blocks etc;) If he is Stunning or KOing characters left and right and has ping damage only getting through his defenses, you have an issue: 1) He is *too* powerful for the intention as it is unlikely he will ever be defeated by the PCs 2) He is *too* powerful for them to go head to head with and win. They have to attack his weaknesses and hope for the best. I would suggest having him crush the PCs in the first encounter, and only later after they have licked their wounds learn from the encounter and devise a way to beat him. After all even Dr. Destroyer loses...sometimes... of course that only furthers his Master Plan! Hawksmoor
  22. Re: Tornado Building Heck Berserk! 14-8- (When Summoned) Fire and forget! Oh no not the FARM! Plus you could go cheesy and have EDM. Hawksmoor -Somewhere over the rainbow!
  23. Re: Your Character's Greatest Fear? The Z-Man is desperately afraid that Ryder will return. Ryder is/was an extradimensional killer with RKA bought Extradimensional Penetrating x3. Vangaurd faced him once and lost, leaving the group to temporarily split up and each PC went to an isolated spot without humans. Why because Ryder always left one victim alive! The Crimson Seraph is afraid that his faith is not enough, that he is just a mutant with a messanic complex, and further that heaven does not exist. Why? Because that means he will never see his wife Jospehine again. Caress is afraid of being uncool, ingored and unpopular. She is afraid of her powers. She is afraid of what others think of her. She is afraid of Horror films, snakes, and getting fat. She is just your typical teenager. Hawksmoor
  24. Hawksmoor

    Opinion poll

    Re: Opinion poll I think that Nexus has a real point. True a Dumpster is less hard than the Hulk or the Thing, but that is not the point. The point is not that an object be durable but that it is *more* damaging to be hit with it. Bricks use objects of opportunity all the time. They disable Helicarriers with a roll of quarters, hurl manhole covers like erormous discusi, and swing greyhound busses at each other. It is genre. Now how to make it a part of the game without paying points. My fix is to add (DEX+BODY/2) in DCs to an attack using a weilded object. These dice are added to swung or thrown items used by the brick. I would like a rule like this because strength tricks are nice *but* experience in HERO is too skimpy to truly expect a Brick to have a VPP or Large MP for every little Trick in his bag. My thoughts. Hawksmoor
  25. Re: Tornado Building You don't actually need a transform. You could just buy Negative Skill Levels for Characteristic rolls and All Combat UAO UAA.That way there is no annoying rolling the effect. EVERYONE gets dizzy. Also the Change Environment should not be used to simulate the Tornadoes path of destruction, the TK AE with Linked EB or RKA should do that just fine. You might want to use it to create areas of low pressure, increased winds and reduced visiblity though. I totally agree this is a cool concept. Post it once you have it stated up fully. Hawksmoor
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