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fbdaury

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Posts posted by fbdaury

  1. Re: Sniper

     

    Neither was Batman in JLU.

     

    Seriously, though . . . Oh, wait, I am serious! :eg:

     

    Now all I have to do is build the Sniper Rifle. You see, I don't know how much the range should be realistically, or how to build the sight. I presume that it should cover the same range as the max range of the rifle, but beyond that, I'm not sure how to build it. Any suggestions?

     

    Well, using the Rifle I stated in my above post, the range of that power would be 75 (AP)x5"= 375" (or 750 meters)

    Add the Headshot on top and the range becomes 1500 meters, with no range penalties.

  2. Re: Sniper

     

    OK. Exactly how do I build these things? I've been trying for a month now, but no luck.

     

    I is :confused:

     

    2d6 rka(physical) Armor Piercing (+1/2) +2 stun X (+1/2) No Range Penalties (+1/2), OAF (-1) Real Weapon (-1/4) Beam (-1/4) 2 clips of 4 charges each (-3/4)

    Cost: 75 AP/23 Real Cost

     

    Head Shot!

    +2d6 rka (physical) AP (+1/2) +2 stun X (+1/2) No Range Penalties (+1/2), OIF (Any Sniper rifle, -1/2) Beam (-1/4) Extra time:Full turn (-1 1/4)

    Cost: 75 Active Points/25 Real Cost

     

    That work for you?

  3. Re: How to explain healing effect?

     

    Go with the solution/SFX that was offered in Coils of the Serpent for the powers of Marcus Churchward- the teleportation works as a breaking down and rebuilding of the body at the molecular level, most likely to a "set" healthy template, so each teleportation therefore causes regeneration of the damaged body to this default template.

  4. Re: Club 400 Mirth

     

    According to Ultimate Brick the bench press amount is 75% of lifting amount, so your Club 400 players would be in the 18 or higher Str range. To deal with Martial artists or others with incredible muscle efficiency- able to hit harder and jump higher than their Str would suggest (and with improved Str rolls), I buy extra Str at 0 end cost with the limitation Does Not Increase Lift amount which I would class as -1/4 or -1/2, depending on how important that extra lift capacity might be. In 5th Ed you could then also add DNAFC for another -1/2 if you don't want the extra figured Characteristics.

  5. Re: Black Steel

     

    Been a while since I posted anything worthwhile, so I give you this:

     

     

    BLACK STEEL

    (Brian Chapman)

     

    218 Black Steel Body, all Slots OIHID (-1/4)

    24 1) Enhanced Strength: +42 STR (42 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4) (9 END)

    16 2) Enhanced Toughness I: +20 PD (20 Active Points); OIHID (-1/4)

    16 3) Enhanced Toughness II: +20 ED (20 Active Points); OIHID (-1/4)

    9 4) Enhanced Toughness III: +8 BODY (16 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4)

    16 5) Enhanced Toughness IV: +20 STUN (20 Active Points); OIHID (- 1/4)

    8 6) More Impressive: +10 PRE (10 Active Points); OIHID (-1/4)

    16 7) Increased Recovery: +10 REC (20 Active Points); OIHID (-1/4)

    8 8) Increased Endurance: +20 END (10 Active Points); OIHID (-1/4)

    54 9) Skin of Black Steel I: Armour (18 PD/18 ED), Hardened (+1/4) (81 Active Points); Visible (Obvious metallic body; -1/4), OIHID (-1/4)

    8 10) Skin Of Black Steel II: Lack Of Weakness (-8) for Resistant Defenses, Hardened (+1/4) (12 Active Points); Visible (Obvious metallic body) (-1/4), OIHID (-1/4)

    10 11) Black Steel Form: LS (Immunity: Blistering Agents; 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) (13 Active Points); OIHID (-1/4)

    13 12) Corrosion Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Against Corrosion Based attacks (-1), OIHID (-1/4)

    13 13) Electrical Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Against Electricity-Based Attacks (-1), OIHID (-1/4)

    13 14) Temperature Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Against Temperature-Based Attacks (-1), OIHID (-1/4)

     

    Designer's Notes: Basically an American, ex-footballer version of Colossus.

     

    I don't understand the reasoning behind placing DNAFC onto his increased STR and then turning around and paying for all of the normally figured stats- PD, REC, Stun seperately- why not just pay the 34 points for the Str and then save the 25 points off the Figured Chars, for an overall savings of 17 points- 18 if you then sell back the extra point of stun from Str. Factor the Body into this as well and ou are looking at an additional savings of 4 points by selling back the extra Stun from the body.

     

    In addition, with your odd purchasing of the Resistant Energy Damage Reduction power multiple time, you pay MORE than the normal cost of the power to have a limited form of it- why not just buy it once with the Limitation: Only vs. Corrosion, Electricity, and Temperaturre-based attacks (-1/4) total cost:20 points, for a savings of 19 points over the current build? I understand not min-maxing a character for every advantage but to pay more points for less overall seems odd. with the 41 saved points you could have either fleshed the character out more or reduced the overall cost of the character, since you have a character built on over 50+ experience points that is much closer in level to a starting character.

     

    Were there specific design reasons that you bult the character the way that you did that I am not seeing?

  6. Re: The Incredible Hulk

     

    One point that I noticed- his regeneration. Joe Fixit grey Hulk and even one or two iterations of the green Hulk had much faster regeneration than per hour- only other thing is to comment that Joe Fixit definitely should have a dirty fighting sort of MA even if the others do not, to reflect how he still fought people he had when much stronger but fought them with cunning and underhandedness.

  7. Steve, are there any plans of continuing the Dark Champions line into 6th edition and if so, will we ever actually get any of the story on who the HOJ is and what prompted his war on crime? I know he was originally a Champs character you played ongoing for years so what was his actual story- it would be nice to get a pek behind the curtain and see what Oz really looks like, so to speak.

  8. Re: The Cape - What do you think of it so far?

     

    The web episode didn't exactly finish things.

     

    It did for Chess- he still controls Palm City, he's rid of the sometimes defiant (ie trying to do his job) Chief of Police, no one is left alive that can clear Vincent's name, Scales is firmly in prison, and his daughter is clearly having the breakdown that will most likely bring her to his side. For the Cape, not so much...

  9. Re: Zero-Point Energy Field Manipulator

     

    Shouldn't the Throw be 22 points? I mean' date=' it's telekinetic strength, right? So it has a base cost of 60 points, not 40.[/quote']

     

    I read it to mean you zap target, putting them into Zero Point field and then you physically throw them yourself, but this could be wrong...

  10. Re: Quick Questions about speed scores (5th ed question)

     

    3450 kph. Not that fast. . . it's just over four and a half times the speed of sound.

     

    Most of the "+X SPD" Powers I've seen Cost END, too.

     

     

    6,912,000" per hour = 13,824,000 metres per hour= 13,824 KMPH or 44,928,000ft per hour= 8,509.09 MPH, or Mach 11.08. How did you come to the number 3450 KMPH?

  11. Re: Character and Gameworld Concept

     

    Well, good point- I was basing the complication on a combination of professionalism, pride, and more than a little bit his need to prove himself better than other Protection agents but then I guess that could still leave some room for him to walk away from a really fubar'd situation, I just can't picture the character dong that in most cases though. Thanks for the critique.

  12. Thinking about an old Batman comic I read where Poison Ivy uses a plant based drug in her lipstick to convince various rich men to sign their fortunes over to her got me thinking: In a world where Mental Powers are a known variable, what sorts of special consulting services and Counter Psionic-Espionage (CPE) tactics would be in place for corporate and military/political personnel?

     

    This got me to thinking about the possibility of specially trained (and possibly specifically empowered/engineered) agents whose sole goal to is guard the minds of their 'clients' as opposed to (or in addition to) standard bodyguards.

     

    This led me to create the following Character- my first 6th edition character, in fact. Let me know if the numbers are all right and what you think. Thanks.

     

    Codename: Mindguard

    Real Name: Andrew Sinclair

    Occupation: Personal Psionic Protection Agent

     

    Str 15 (5) Damage: 3d6 Lift: 200kg Roll: 12- End: 1

    Dex 15 (10) Roll: 12-

    Con 20 (10) Roll: 13-

    Int 23 (13) Roll: 14- Perception Roll: 16-

    Ego 25 (15) Roll: 14-

    Pre 20 (10) Pre Attack: 4d6 Roll: 13-

    OCV 6 (15)

    DCV 6 (15)

    OMCV 5 (6)

    DMCV 10 (21)

    Spd 4 (20) Phases: 3,6,9,12

    PD 6 (4) 7rPD/13 PD

    ED 6 (4) 7rED/13 ED

    Rec 8 (4)

    End 40 (4)

    Body 15 (5)

    Stun 40 (10) Total: 171pts.

     

    Cost: Powers: 25 Advanced Mental Awarenes- Detect Psionic Powers, Sense, Discriminatory,360 arc of perception, Targeting

    40 Psionic Shielding- 20 Mental Defense, Resistant (+1/2), UOO (Himself and 1 other at same time, he controls totally, no range to grant, must remain within 10m to

    maintain power, +1/2)

    37 Sensing Danger- Danger Sense (no 1/2 phase), all dangers, immediate vicinity

    6 Trained Observer- +2 to all perception rolls (16-)

    Standard Gear:

    9 Glock 20 pistol (Page 72 Equipment Guide)

    10 Tailored Type II Soft Armor Full Suit (IIF instead of OIF but otherwise same as on

    Page 242 of Equipment Guide)

    Cost: Skills/Talents/Perks:

    3 Acting 13-

    3 Breakfall 12-

    6 +3 OCV with Glock 20 (OCV 9)

    8 +4 OCV with Block (OCV10)

    3 Concelament 14-

    3 Conversation 13-

    3 Deduction 14-

    5 Defense Maneuver II

    3 Disguise 14-

    5 Fast Draw (Small Arms) 13-

    3 Gambling (Card Games, Chess) 14-

    3 High Society 13-

    3 KS: Psionic Powers 14-

    3 KS: Psionics' World 14-

    3 KS: Mercenary/Military/Terrorist World 14-

    6 Languages (English is Native)

    Arabic (Completely Fluent with Accent)

    French (Completely Fluent with Accent)

    3 Paramedics 14-

    3 Persuasion 13-

    3 PS: Personal Psionic Protection Agent 14-

    3 PS: Play Piano 14-

    2 PS: Waiter 10-

    5 Shadowing 15-

    3 Sleight of Hand 12-

    5 Stealth 13-

    3 Streetwise 13-

    3 Favors- Currently has 3 favors owed in various fields (previous clients)

    2 Concealed Carry Permit

    1 Fringe Benefit: Passport

    3 Wealth: Well Off ($300k per year)

     

    Value: Matching Complications:

    10 Dependent NPC: Current Client (normal, useful Noncom position or skills) Frequently

    10 Distinctive Feature: Psion (Not Concealable, Always Noticed- only with Unusual senses or specialized medical tests)

    20 Protects Client (Common/Total- although he is hired to mentally defend his clients,

    if everything goes pear-shaped, he's been required to act as a standard bodyguard to

    safeguard his client)

    15 Reluctance to Kill (Common/Strong)

    10 Rivalry: Other Personal Protection Agents (Professional, Inferior due to number of other PPAs out there)

    10 Vulnerbility: Takes x2 Stun from Sonic Attacks (uncommon) due to the disruption of

    his delicate neural pathways

     

    **Sorry about the screwy format- couldn't get the formatting to work properly. :ugly:

  13. Re: Medusa of Psi in Practice

     

    I need to point out a few errors on your post in regard to how these situations would play out:

    By way of comparison, I've compared this entangle against three mentalist / mystic characters that would be expected to be able to stand up against her without too much issue.

     

    Mentalla 25 EGO, 15 MD (7D6) - 657 pts

    Overbrain 30 EGO, 15MD (6D6 Mental Blast) - 905 (skill heavy) pts

    Dark Seraph 20 EGO, 10 MD (alt 9D6 Mental blast if allowed by SFX) - 927 pts

    Except:

    25 Ego +15 Mental Defense = 40, which equals 8d6 roll to break free

    30 Ego +15 Mental Defense = 45, which equals 9d6 roll to break free

    20 Ego +10 Mental Defense = 30, which equals 6d6 roll to break free

     

    The result, without pushing and average rolls, is:

    Mentalla would never be able to break out of the mental paralysis

    Overbrain 6 phases to break out

    Dark Serpah never based on EGO + MD and if an "Agony" sfx were allowed against the entangle 6 phases

    An average hero with 20 Ego would never be able to get out.... even with pushing.

     

    Except that, even if your original numbers had been correct, when you roll the Ego, a roll of 6 on d6 produces a 2 Body instead of 1- so any one of these charactes would be able to overcome the defense of the Mental Paralysis with high enough rolls even before pushing their Ego.

     

    I realize that you did mention average rolls but basing a character never getting out of an entangle on average rolls is loading the dice to make your point- fact is, how often does someone roll all 3's and 4's on any roll?

     

    Even if you averaged a result of 3.5 per die, some of those numbers rolled might be 1 or 6, modifying the number of Body accrued in the roll, for example, to use Mentalla as the victim in question (even basing her on 7d6, instead of the proper 8d6), when the entangle goes off, she rolls 7d6 to break free, with results of 6,6,2,2,2,3,3 = 24 Stun (average roll figures at 3.5/die= 24.5 on 7d6) and 9 Body- meaning it would be hard but yes, Mentalla would be able to get out of the Mental Paralysis effect without using any of her Powers or pushing- with the actual 8d6 she has to roll it becomes even more likely.

     

    Dangerous and likely to tie target up for awhile? Sure. Unstoppable? No. And for a 181 active point power, there are a lot more dangerous ways to have built that effect- like 5d6 entangle with 10 Def instead of 6d6/Def 8.

  14. Re: Master List Of Limitations new home

     

    Also, to make sure that this is really a disadvantage that will come into play, maybe add Reputation:So Hot she must be Dumb 11 or less (large group) for an extra 10 points and to insure that every so often someone will say something that rubs her the wrong way.

  15. Re: Have a player wanting a Peter Petrelli Like character

     

    Using VPP you could go either the Multiform VPP route or just dump the majority of the character's points into a mimic- like VPP that only allows the character to assimilate the inherent powers of another superhuman in close proximity (like within 5 ft or so) and then, because the character is new at this they could also have the Accidental Change Complication (I have 6th ed but have not read yet, is there still accidental change?) as the character may subconciously absorb the powers of someone in his area- this can later be bought off with experience and the character could also use experience to buy Power Skill: (Whatever term your going to use in your game to define the ability)- this would reflect Peter gaining experience and control over his ability and learning from Claude how to "pull up" powers that he's experienced in the past.

  16. Re: Standard Military Gear circa WWII

     

    Oh, I know about a rifle, there are just so many options that were available that I have not yet gotten down to the task of writing what was avialalble, and to whom- thanks for the raingear- it had slipped my mind. And yes, officers would have sidearms where soldiers would not automatically, but at least for the super soldiers templates that I wrotte they start with military rank of at least 3, so they would be issued sidearms I believe. Satchel Charges, thermite, etc.- these would be provided when the mission requires them but not on a normal basis. Thanks for the comments and suggestions.

  17. Re: Standard Military Gear circa WWII

     

    So, up to this point I have the following as pretty much standard for all forces (with some variations):

    Combat Knife (Various makes and models)- 1d6-1 KA, 0 End Cost Str Min 6 Body 3 Def 5 Weight 0.8kg Can be Thrown (OAF, Real Weapon, Range based on Str)

    (+1 DC of damage per 6.25 Str above min)

     

    Trenching Tool- Tunneling 1", increased time: 5 minutes Str Min 6 Body 4 Def 5 Weight 1.5kg (OAF)

    can also be used as: 2d6N damage, 0 End cost (+1 DC per 5 Str above min) (OAF, Real Weapon)

    And Also: 1/2d6 KA, 0 End Cost; No Str Adds (OAF, Real Weapon)

     

    Fragmentation Grenades- 1d6+1 KA Explosion (-1DC/1"), 1d6-1 stun X; Range Based on Strength, 2 Charges (OAF) Weight 0.4kg

    Concussion Grenades- 6d6N Explosion (-1DC/1"); Range Based on Strength, 2 Charges (OAF) Weight 0.4kg

    (Gets a total of two grenades from the two types provided, players' choice)

     

    Combat Helmet (various Designs and models but pretty standard protection)- Def 8 Covers Locations 3-5 Weight 0.9kg

     

    Personal Dressing- 1/2d6 healing 6 Charges (mostly to stop further damage from blood loss) (OAF)

     

    Compass- Absolute Direction Sense (OAF)

     

    Gas Mask- Immunity:Airborne Gases/Toxins (1 Hour Fuel Charge) and 6 pts sight group Flash Defense (only vs irritant/airborne particulate effects) (OIF)

     

    Uniform, Boots, Shelter, Mess Kit/Rations, Canteen, Belt with Ammo pouches/sheath for knife/holster for sidearm

     

    There are many variations possible for rifle and sidearm, so many so that choosing anything standard might be tough unless one went through and listed all the various makes and calibres in use by the various countries.

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