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jonstryder

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  1. Re: Power Armored Heroes on 350pts 1) I'd prefer the OIF as it saves me on points...considering most power armors can run pretty high on points fast. I figured that the armor could be either autonamous, acting in a body guard fashion until he can put the suit on, or it pulls an "Iron Man" and folds up into a compact robotic suitcase that follows him around. 2) Well the increase in STUN from the figured stats I could quip to being from the armor's own ability to absorb some damage. But I wouldn't be able to rational increases in the PC's END pool as the suit would run off of an END Reserve. I suppose putting a -1/4 limitation on CON "Does not figure into END" might be allowable by the GM, this would allow it to still add to STUN. 3) The main attacks I was planing on puting into a Mutlipower. There would be three basic attacks. Energy Blast (Blaster Cannon), HKA (energy sword), and HA (Knuckle Buster...no END attack). I can't justify an entangle for this character through his basic attacks. I suppose that what I could do for the Emulation system is build a "Variable Advantage" Naked Advantage Power. It might be a bit spendy though. But the idea of the emulation power is that if the PC gets his hands on a gun, that does Drain he could copy and use that power to some capacity/effect, not just a genaric EB with Variable Advantage and Variable Effects on it. Its almost like a mimic ability. I'd even go so far as saying that his system can only hold these mimced powers in its buffer for only so long before the suit purges the mimced effect. To simulate this I guess I could use a sort of countdown activation roll thing. The first time its used, you don't make a roll. After that its activation roll kicks in at 15-, and counts down until the roll fails, at which point the power is kicked form the suits buffer. This would ensure that the PC doesn't decide to keep a power in the buffer forever, every time its used, it kicks off the chance of being scrubbed. And after a certain length of time out of combat if its not used the suit automaticly scrubs the data. As for the "out of armor" stats. 1) INT I knew would have to be over 20. I was almost thinking of puting him at 30, and buying his Background skills as INT based. The other stats are the big question. He's a guy who would keep in fairly good shape. Decent strength of will. I guess I see him as being sort of a little like "L" from Death Note. A little excentric, a genius, but an oddball who seems to be lazy. I don't know whats in the "Top Man" Perk though other wise I'd take a look at it. 2) SS skills are a must, I'd even go and get him the Skill Enhancer Scientist. 3) For combat skills, I'd almost be willing to give him some martial arts, just a few basic moves like Fast Strike, Legsweep, and Martial Dodge. His CSL's I'd put mostly towards the suits weapons. Some PSL's on range with ranged attacks would be great as well.
  2. Re: Power Armored Heroes on 350pts I got only 2 books, the standard 5th Edition revised core rule book, and ultimate martial arts. Soo I'm a bit stuck.
  3. Ok, so I've been racking my head for a while on this one. Our campaign is 350 total points, 100pts on Disadvantages. Now while I already have a character for this game, I'm one to build a back up character or two just incase my main PC bites the big one. It saves me and the GM time on waiting until the next game session to try and bring the PC in. So I want to do up a power armored guy. I'll outline the concept and hopefully folks here will be able to help me build this guy. ------------------------------------------------------- The PC is more or less a normal guy, no super powers on his own, but he does possess genius level intelligence. He owns several patents that are under use by the government, as such he is quite rich. The armored suit is a combination of alien technology and earth bound tech. Somehow he is able to figure out the alien aspects of the tech involved and has fashioned a suit of power armor...mostly becuase he's board and thought it'd be fun. The suit is ment to have a couple of basic weapons, it can reconfigure parts of itself to form a blaster cannon on the arm, or an energy sword that projects a soldi light blade (heavy blade). The suits defining system is its "emulation" system. This allows the user to scan mechanical weapons and other tech, and then it can reconfigure its armament to allow the PC to use his enemies weapons/powers/tech against them. (Sort of like Megaman.) The suit of course has to have flight capabilities to get around. ----------------------------------------------------------------------- The only restriction is that I can't use the Vehicles/Bases perk to create the suit. Now I want to doo up a cool suit of power armor with these things in mind as well as being able to still have many of the same things that a suit of power armor should have. So hopefully someone who is a marvel with developing power armored PC's can help me out.
  4. Re: Superhero Images I seriously can't wrap my head around how photoshop works. But I found this cool pic of Superman in an alternate costume and used "paint" to create my own picture by tracing the main elements. Here is the pic of my character Torrent. I've done this on a regular basis for alot of pictures and for coming up with looks for characters relating to my Star Wars character. For example, for a villian dark jedi chick I used this picture: I then altered it into this one below (yes that is a Blaster-saber). I also used this pic of Captain America... ...to create this psycho.
  5. Re: Trying to build a pair of Iron Man suits but not Tony From what I see of Ironman, Tony wears a body suit under his armor. this suit is what is stored in the hollows of his bones, and not the armor itself. This "interface" suit essentially allows Tony to don the armor with greater speed in addition to being able to mentally access computer systems and such that he has set up to do so. So out of the armor he's still relatively normal, save for enhanced recooperative abilities, man-machine interface with the armor, and boosted reflexes. Then the rest are apart of the armor. Personally I'm trying to figure out how to build a 350pt armored hero. with the skills needed to build the armor.
  6. Re: Trying to build a pair of Iron Man suits but not Tony Here is what the Marvel Wiki denotes about the armor. Powers Iron Man employs his repulsors.Direct Cybernetic Interface: Extremis has fused Stark's armor to his body, allowing him to store the inner layers of the Iron Man armor in the hollows of his bones as well as control it through direct brain impulses. He has direct control over the communication devices, scanning equipment, and recording devices located in his helmet. Wireless Communication: He is also able to remotely connect to external communications systems such as satellites, cellular phones, and computers throughout the world. Improved Response Time: Because the armor's operating system is now directly connected to Stark's nervous system, its response time has been significantly improved. Superhuman Reflexes: The Extremis armor grants him superspeed reactions. Regenerative Systems: He has ability to heal himself and repair the armor. Crystallized Iron Armor: The armor has evolved from a bulky iron suit to a molecularly aligned matrix of crystallized iron enhanced by magnetic fields over layers of other metals like titanium, creating a shell that is pliable, yet capable of amazing resilience and protection. Flight: The armor can reach speeds in excess of Mach 8. This occurred in the comic "Iron Man Program Execute". Power Cells: The suit is powered by a combination of solar converters, electrical batteries and an on-board generator that uses beta particle absorption as a fuel source. Energy Conversion Power Recharge: The suit is also able to convert nearby energy sources, such as heat or kinetic energy into electricity, or even drain electrical energy directly into the batteries for recharge. Self-Contained Life-Support System & Environmental Protection: The suit can be completely sealed for operations in vacuum or underwater, providing its own life support, and is shielded against radiation. The weapons systems of the suit have evolved over the years, but Iron Man's standard offensive weapon has always been: Repulsors: Concussive force that are fired from the palms of his gauntlets. Other weapons built into various incarnations of the armor include: Unibeam: Emits various types of light energy. Lasers Magnetism Pulse Bolts: Concussive force blasts that pick up kinetic energy along the way, so that they hit harder the farther they have to travel. Energy Shield Abilities Quite apart from the powers granted him by the suit, Stark is an inventive mechanical engineering prodigy, constantly creating new technology and looking for ways to improve it. Furthermore, this extends to his remarkable ingenuity dealing with difficult situations such as difficult foes and deathtraps where he is capable of using his available tools like his suit in unorthodox and effective ways. He is also extremely well-respected in the business world, able to command people's attentions when he speaks on economic matters by virtue of the fact that he is savvy enough to have, over the years, built up several multi-million dollar companies from virtually nothing. He is known for the loyalty he commands from and returns to those who work for him, as well as his impeccable business ethics. He also strives to be environmentally responsible in his businesses, and in one case, immediately fired an employee who made profitable (but illegal) sales to Doctor Doom. When Stark was unable to use his armor for a period of time, he asked for some combat training from Captain America and has become quite physically formidable on his own when the situation demands it. As evidenced by his two serious bouts with alcoholism and subsequent recovery, Stark is possessed of tremendous strength of will, never giving up and often emerging from defeat even stronger. It is arguable that the true "iron man" is not the armor, but Stark himself. Strength level Without his armor Tony Stark possesses the normal strength of a normal human man his age, height, and build who engages in moderate regular exercise. The armor magnifies Stark's strength to superhuman levels, enabling him to lift (press) roughly 90 tons. If sufficiently powered by an outside source, the armor can achieve Class 100 strength. Paraphernalia Equipment: Iron Man wears a sophisticated suit of body armor containing various offensive weaponry. He has a number of suits aside from the current model. Some are mission-specific or prototypes for testing, others are older models kept for nostalgia or for research. As the multi-billionaire head of a global corporation, director of a global law enforcement/espionage agency, and a genius-level inventor, Stark can procure or develop additional technology as needed. Posesses the Reality Gem. Formerly, Avengers Identicard He has developed a special briefcase to carry his armor in. A few models are too big for the case and require a separate module. Transportation: When not traveling in his armor or using a Quinjet as an Avenger, Stark owns a number of vehicles. Some of them have been modified, such as a Ferrari capable of flight. Weapons: Varies depending upon armor specifications. -------------------------------------------- Extremis was developed to create new super-soldiers. It uses bioelectrics and nanites to force the body to rebuild itself into a more powerful form. Extremis is administered via injection. It was leaked to domestic terrorists. Mallen took a dose and became a killing machine. Iron Man (Tony Stark) investigated and was severely injured. He then took a modified dose. Although Extremis for reasons of simplicity is referred to as "a virus", it is not. The Extremis process involved injecting several billion microscopic nanotubes, which act as information carriers, into the brain. The brain is then partly reprogrammed; the so-called "repair center", that part of the brain which maintains an "integrity map" of the body, is told that the body is wrong. The physical reaction is that the entire body regrows itself, remaking itself per the Extremis instructions. Extremis itself, the original information package, is not involved; neither are "nanobots". Depending upon the information programmed into the Extremis,it grants the user the defined catalogue of powers.
  7. Re: Armored Suit Question, I noticed on Killer shrike's web site has a cahracter named Mr. Goodspeed. The character has not only got 100pts in vehicles but he has built power armor in his vehicle pool. Is this viable?
  8. Re: Armored Suit My GM gave me some advice on powered armor, so here is what I was able to come up with for a modular styled armor. Giga Armor) Basic Chassis [16] Armor: 10 PDr / 10 EDr; Hardened (+1/4); OIF (-1/2); Half Mass (-1/2); Extra Time (Full Round to activate only, -1/4)---AP 37 [8] Full Metal: Density Increase: +400kg; +10 STR; -2 KB; +2 PD & ED; Zero END (+1/2); OIHID (-1/4); Always On (-1/2)---AP 15 [6] Mechanical STR: +10 STR; Not Figured (-1/2); OIHID (-1/4)---AP 10 [6] Mechanical Reflexes: +1 Speed; OIHID (-1/4)---AP 10 [6] Life Support: Safe Environment) Intense Heat/Cold, Radiation, Pressure [7]; OIHD (-1/4)---AP 7 [20] Sensors & Comm.: Radar [15]; Radio Perception/Transmission [10]; OIHID (-1/4)---AP 25 [14] Power Supply: 180 END Reserve; OIHID (-1/4)---AP 18 [5] Power Supply Recovery: 8 Rec.; Takes 1 Minute (-1/4); OIHID (-1/4)---AP 8 TOTAL = 81 Giga Modular Systems [60] MultiPower: 120pts; OIF (-1/2); Power layout on armor can only be altered at base (-1/2)---AP 120 Power layout can only be altered at base acting as a control factor to limit a character from suddenly switching out the structure of their multipower on the fly. Once a layout is selected it is locked in until PC changes it. [2u] Arm Blasters: Energy Blast) 12d6; Common Limitations (-1); Restrainable (-1/2); Beam (-1/4); No Bounce (-1/4)---AP 60 [1u] Knuckle Breaker: HA) +4d6; Double Knockback (+3/4); Common Limitations (-1); Restrainable (-1/2); Hand to Hand Only (-1/2)---AP35 [1u] Particle Rifle: Energy Blast) 8d6; Armor Piercing (+1/2); Common Limitations (-1); Beam (-1/4); No Bounce (-1/4); STR Min 16- (-3/4); No Knockback (-1/4); Restrainable (-1/2)---AP 60 [1u] Micro Missiles: RKA) 1d6; Double Knockback (+3/4); Explosive (+1/2); AutoFire (3 Shots, +1/4); Charges (16 missiles, +0); Common Limitations (-1); No Bounce (-1/4)---AP 37 [2] Electro-Field: Drain) 2d6 DEX; Continuous (+1); Damage Shield (+3/4); Common Limitations (-1)---AP 55 [1u] Average Flight: 8”; NCM x4; Noisy (-1/4); Common Limitations (-1)---AP 21 [1u] Combat Flight: 10”; Noisy (-1/4); No Non-Combat movement (-1/2); Common Limitations (-1)---AP 20 [1u] Non-Combat Flight: 4”; Mega Scale (1” = 1 Kilometer, +1/4); Noisy (-1/4); Non-Combat Movement only (-1/2); Common Limitations (-1)---AP 10 [1u] Defense Pack I: Force Field) 10PDr / 10EDr; END to Activate (+1/4); Hardened (+1/4); Common Limitations (-1)---AP 30 [1u] Defense Pack II: Force Field) 5PDr / 5EDr; Zero END (+1/2); Hardened x2 (+1/2); Common Limitations (-1)---AP 20 [2u] Defense Pack III: Force Field) 12PDr / 12EDr; END to Activate (+1/4); Hardened x2 (+1/2); Common Limitations (-1)---AP 42 TOTAL = 14+60 = 74
  9. Re: Post Your Character Here!!!! Well the last posting there was back in 2005. Which might explain why I couldn't find it when I did a search. But thanks for the link.
  10. Re: Post Your Character Here!!!! :bump:
  11. Re: Asp - Marvel Universe. Here is the official info from the Marvel website. Asp (Cleo Nefertiti) Little is known of Cleo Nefertiti, the Asp, including her origins and nature of her powers. She was recruited by the villain Sidewinder in becoming a founding member of his newly-formed criminal team, the Serpent Society. As Asp, she stayed with the Serpent Society for its entire tenure, often clashing with Captain America. At one point, the Asp, fearing the repercussions of the Mutant Registration Act contemplated by the U.S. Congress, fled into Canada. Her presence was noticed by members of the Canadian team Alpha Flight, who assembled to fight her and other villains who similarly arrived. Unknown to all, however, the villains were subconsciously controlled by the evil Llan the Sorcerer, who used the resulting violence of the confrontation to help him create a mystical convergence. During her time in the Serpent Society, the Asp became great friends with her teammates Black Mamba and Diamondback. In fact, when Diamondback began dating Captain America, the others defeated many villains and diffused many trouble spots behind the scenes to ensure the success of the pair's first date. However, Diamondback was ultimately put on trial by the Society because of the relationship, and the Asp and Black Mamba had to contact Sidewinder to rescue her. The Society in turn imprisoned the Asp and Black Mamba, and in was Diamondback’s turn to rescue them, this time with the mercenary Paladin and Captain America. The three women split from the Serpent Society, forming their own team with an acronym of their names: B.A.D. Girls, Inc. Almost immediately, the three were contacted by Superia to join her team of Femizons, but they ultimately sided with Captain America and Paladin to overthrow her. They also tried to help Diamondback overcome her greatest fear, the villain Snapdragon, during which time they stole a Serpent Saucer from the Society’s old headquarters, fought Sersi, and with their friend Impala, overthrew Superia during a weapons expo organized by A.I.M. Despite their successes, the mercenary team drifted apart and never worked very closely for very long. The Asp rejoined the Serpent Society with Black Mamba when King Cobra again targeted Diamondback, but this proved to be only an LMD android. However, the BAD Girls, Inc. was nevertheless reunited. They were most recently hired by Cable to battle Deadpool over purloined new computer technology, but they joined forced to defeat the true thief, the Cat. Real Name Cleopatra "Cleo" Nefertiti Aliases The Temptress (her stage name) Identity Secret Occupation Professional criminal, mercenary, exotic dancer Citizenship Egypt Place of Birth Tanta, Egypt Known Relatives Unrevealed Group Affiliation B.A.D. Girls, Inc.; formerly Secret Avengers, Femizons, Serpent Society Education Unrevealed Height 5'9" Weight 115 lbs. Eyes Brown Hair Black Powers The Asp possesses the ability to generate and project an unknown form of radiant energy which causes paralysis in those exposed to it. Her body constantly produces this energy, which upon exceeding her body's storage capacity, discharges itself in minute amounts through her skin. (Prolonged physical contact with the Asp is fatal to human beings.) By tapping her body's total store of energy, she can emit directed, visible, lightning-like discharges she call her "venom bolts." She generally projects them from her fingertips. At maximum strength, these venom-bolts can kill an average size man standing six feet from her. The energy causes a rapid paralysis of its victim's nervous system. A non-fatal discharge will retain its potency for about four hours, depending upon the strength of the blast and the strength of the nervous system of the victim. The venom-bolt has effects on anything other than living organisms. After discharging her body's total store of energy, it takes the Asp about one half hour to regenerate her power to peak levels. She can recharge her body's store of energy faster by accelerating her metabolic rate through physical activity. She generally rebuild her energy level by making swaying and undulating motions with her torso and arms. An accomplished dancer with superb muscular control, the Asp moves in a manner that is almost hypnotic in its provocativeness. Engaging in her "snake-dance," the Asp can regenerate her energy to peak capacity with in ten minutes. Abilities The Asp possesses the normal human strength of a woman of her age, height, and build who engages in intensive regular exercise. She possesses the skill, grace, coordination, and muscle control of an accomplished dancer. Deploring violence, she has never learned traditional methods of hand-to-hand combat. Weapons None Paraphernalia None
  12. Re: Post Your Character Here!!!! Well it looks like its up to me to kick it off. ------------------------------------------------- Name: Torrent Real Name: Jason Greyholme Base Pts: 250 Disadvantages: 100 Total Pts: 350 STR: 20---10pts DEX: 20---30pts CON: 25---30pts BOD: 16---12pts INT: 14---4pts EGO: 10---__pts PRE: 14---4pts COM: 14---2pts PD: 10---6pts ED: 10---5pts SPD: 5---20pts----Phases: 3,5,8,10,12 REC: 12---6pts STUN: 40---1pt END: 50---__pts (TOTAL = 130) Noncombat Skills (Total = 30) Uses "Modern" everyman skill list. Has pts in the following skills. [3] Deduction 12- [2] Paramedics 11- [3] Persuasion 12- [3] Streetwise 12- [3] PS: Detective 12- [3] Criminology 12- [3] Forensic Medicine 12- [3] Interrogation (not torture) 12- [3] KS: Super-Criminals 12- [2] Criminal Law 11- [2] FBI Procedures 11- Combat Skills (Total = 20) [3] Stealth 13- [3] Acrobatics 13- [2] WF: Small Arms [4] PSL: Range w/Powers +2 [2] CSL: Force Blast +1 OCV Talents/Perks (Total = 7) [3] Federal/National Police Powers [3] Lightning Reflexes [1] Security Celarance (FORCE) Powers (Total = 171) [10] Increased Molecular Density (Damage Resistance): 10 PDr / 10 EDr---AP 10 [5] UV Vision---AP 5 [2] Safe Environment: High Radiation---AP 2 [60] Energy Manipulation (Multipower): 75pt; Activation Roll 15- (-1/4)---AP 75 ---[6u] Force Blast (Energy Blast): 12d6; Half END Cost (+1/4); Activation Roll 15- (-1/4)---AP 75 ---[6u] Vari-Blast (Energy Blast): 8d6; Variable Special Effect (+1/2); Half END Cost (+1/4); Activation Roll 15- (-1/4)---AP 70 ---[3u] Charged Punch (H-to-H): +8d6 (12d6 w/STR); Zero END (+1/2); Only in Hand to hand (-1/2); Activation Roll 15- (-1/4)---AP 60 ---[3u] Energy TK (TK): 40 STR; Affects Whole Object (-1/4); Gestures (-1/4); Visible (-1/4); Activation Roll 15- (-1/4)---AP 60 ---[4u] Hyper Charge (Aid): 7d6 to END (42 max); Self Only (-1/2); Activation Roll 15- (-1/4)---AP 70 ---[1u] Minor Mater Control (Transform, Cosmetic): 3d6; Improved Results (Anything, +1); Zero End (+1/2); Non Living/inorganic objects only (-1/2); Full Phase Action (-1/2)---AP 37 [19] Energy Control (Elemental Control): 37pts ---[18] Flight: 15”; Half END Cost (+1/4)---AP 37 ---[18] Force Field: 15 PDr / 15 EDr; Hardened (+1/4)---AP 37 ---[14] Absorption (Energy): 6d6 to END & END Rec. (36 max); Variable Effect (50/50, END pool & END Recovery, +1/4); Reduced Fade (5/min +1/4); END to Activate only (-1/4)---AP 37 Disadvantages (Total = 100) [10] Distinctive Feature: Constantly emits low grade energy emissions when not actively using his powers, when using his powers the grade jumps to high levels. Not Concealable [15]; Can cause a reaction [+5]; Detectable only with specialized equipment or senses [-10] [10] Distinctive Feature: Silver shoulder length hair, Glowing blue eyes. Concealable [10], Cause a reaction [0], Detectable with normal senses [15] Psychological Limitation: Honorable; Common [10], Strong [+5] [15] Psychological Limitation: Hunts Drug Dealers. Very Common [15]; Moderate [0] [15] Psychological Limitation: Over Confident; Very Common [15], Moderate [0] [10] Hunted: Graff) Graff is a powerful super villain and Torrent’s nemesis. Torrent is the only one whom Graff fears and the two have clashed several times, each time with Torrent being the victor. Graff seems to have a weakness toward Torrent’s powers…even if it is minor, but still very effective. Graff calls himself the plotter of destinies and claims to be behind some people coming into power or gaining powers. Hunter is as powerful than PC [ 10]; Occasional Appearance 8- [0]; Wants the PC dead [0] [15] Hunted: GenCo Research) A multi national corporation. Torrent initially gained his powers through a fight in one of their buildings when chasing after a suspect. The company wants Torrent for medical experimentation to see how it was possible that he acquired his powers from those chemicals when no others did. Does work for the US government and has gotten in trouble with the law on a couple of occasions. More Powerful [15]; Extensive NCI [5]; Occasional 8- [0]; Capture & Test[-5] [10] Social Limitation: Subject to orders) Occasional 8- [5]; Major [5] BACkGROUND [b]Hair:[/b] Silver, shoulder length, tied back [b]Eyes:[/b] Glowing Blue (just the irises, not the whole eye) [b]Height:[/b] 6’ [b]Weight:[/b] 185lbs [b]Appearance:[/b] When not as a hero, Jason typically wears a black long- coat with a white shirt, black slacks, and a red tie. He wears a pair of sleek/stylish sunglasses over his eyes. As Torrent, His uniform appears as a red and black padded suit (not actual armor), a star/sunburst emblem of yellow white adorns his chest. His sunglasses are typically worn as well. When actively using his powers, his eyes glow more brightly/intensely and electricity crackles occasionally around his body (harmlessly). He generally keeps his bright silvery hair tied back in a tail. [b]Profession:[/b] Jason was initially a detective for the Santa Clara police force. Since becoming a super-hero Torrent has moved to Seattle where he acts as a “licensed” super-hero, he still works with the police as a detective on occasions, but is technically a government employee working for FORCE. Torrent does not maintain a secret identity at this time. [b]Powers: [/b] Jason is capable of manipulating pure energy. This is neither electrical, magnetic, heat/fire, kinetic, or plasma, but is a sort of combination of all of these in some aspect or another. Jason constantly emits low wave energy pulse that is only detectible with special equipment. When he is actively using his powers this energy pulse increases drastically. The growth of his powers is often considered to be nearly unlimited. Machines that have tried to chart his levels of power have all shorted out or exploded. [b]Nemesis: [/b] A powerful villain named Graff, the self professed plotter of destinies. He is typically garbed in black with a wide brimmed hat (or hood on occasions) on his head and a black cloak over his shoulders. Graff’s face is either covered with a scarf or uncovered revealing a metallic face with almost skull like features, his eyes are solid white. Torrent has displayed that Graff has some sort of a weakness to his powers…although it is minor. Graff claims to have given actual super powers to individuals, or given power to individuals in positions of authority. His age is unknown, but he has appeared time again throughout history according to rare journals and records. His existence was mostly myth up until Torrent met him. Graff desired Torrents power and even offered Torrent other powers in exchange for his own. Torrent refused and the two fought. They have met time and again each time with Torrent succeeding in foiling his some plot or another of Graff’s. [b]Villains Gallery:[/b] Graff the Plotter of Destinies (Nemesis); Drug Lord Silencer and his thugs; [b]-Family-[/b] Jason is the older son of Lisa & Bill Greyholme. He had a younger brother (by 2 years) named Jesse. Jesse was the black sheep of the family, and lived up to that title. The brothers got along well for several years, that is until Jesse hit his teens. Jesse went to a party, and did drugs for the first time. Jesse changed after that, becoming the family black sheep. Jesse’s personality became steadily more and more unstable as the year wore on. He joined a gang near the end of his 2nd year in Jr. High. Jason tried to speak to his brother about it, having gone on a few ride along’s with a police officer for carrier week in high school. Jesse’s reaction was typical for a younger brother, he yelled and screamed at Jason. And when Jason took a swing at his brother, clocking him. Jesse pulled a knife and threatened to kill him. Jason called the police and Jesse was arrested. They found his rather large stash of drugs in his room under a floor board. More things about Jesse came to light after this during his trial. Jesse, aside from being in a gang, was dealing drugs here and there. He was violent in school toward students. And since he was in custody, those students were a bit braver to come forward. Jesse was sentenced and taken to juvenile hall. Initially his sentence was two years…however his violence in juvenile hall toward other prisoners only added another year to his sentence. Jesse got out of juvenile hall as Jason was exiting his senior year. He was already taking collage classes necessary to get into police work and become a detective. Jesse’s personality didn’t change. He refused to speak with his brother when he came home, and when he was able to leave home, he was rarely home. Jason went to collage. Jesse took lessons of a different sort, learning how to manufacture meth. Jesse was a bit wiser now, but his personality only grew more unstable as his addiction to drugs grew to include meth. He continued in the gang, and his parents quickly found their home turned into a haven for gang-bangers. Jesse controlled his parent’s activities, monitoring them so that they wouldn’t rat him out again. While Jesse was a way, a rival gang arrived at his home, bust in and demeaned to know where Jesse was and where his operations were. His parents were there, alone and didn’t have answers for them. They gunned down his parents and set house on fire. Jason got out of the academy at this point. He spent a month on his own time and dime looking for his brother. Eventually he set up his brother ambushing him, alone where he thought someone was looking to score some meth. Jason greeted his brother with a right cross. There argument quickly degraded into a brawl. Although he learned to fight on the streets, he was no match for Jason, whom had received more stringent hand to hand training and was in far better shape, unlike Jesse whose body was ravaged by meth. Jesse managed to get away, telling Jason nothing about what he did to get their parents murdered. Jason spoke to narcotics and arranged a sting on his brother. While he could have no part in the investigation, he did pass on what he had uncovered on his own. Jason’s only request, was to be in the precinct when he was brought in. The captain was not happy with Jason’s actions, but since he wasn’t exactly on the clock…nor was he exactly hired at that point, he was suitably impressed with Jason’s solo actions. Jason was there when his brother was brought in, battered and with a broken nose that Jason had given him the day before, while Jason himself nursed a pair of bruised ribs and a sore groin. Jesse had killed three police officers before he was taken into custody, deliberately surrendering knowing that police could not shoot a surrendering suspect. Jesse of course was still rather delusional at that point having done his share of meth prior to the raid. He was of course very sober come his trial and sentencing. In addition to capital charges for manufacturing and dealing meth, (as he was a major meth manufacturer), the 3 murder 1 charges for the police officers, and around twenty other charges, his lawyer was however able to plead his sentence form a death sentence to multiple life sentences with no possibility for parole. Jesse became enraged at the sentence, and turned on Jason, lunging at him in the court room. As he was bodily carried away by the officers, Jesse vowed that he’d get even with Jason, he would find a way. Upon leaving court Jason was asked his feelings on his brother being convicted. Jason’s answer was simple, the brother he knew was dead, killed years ago. This man was not his brother. [b]-Origin-[/b] Jason Greyholme’s carrier as a police detective started after his arranging a police raid on his brother’s gang and drug operation. As a detective, Jason was brought into narcotics which he showed a passion for dealing with due to the incident with his brother and the loss of his family to drugs. He was able to spend two years in narcotics when a new incident would change his life. During an investigation in drug trafficking, a new drug suddenly popped up on the market. The team shifted tactics, needing to split people and resources. Being the junior of the team, Jason was put on the case investigating this new drug, while the veterans would deal with the drug trafficking case. Jason spent time doing stakeouts, he followed suspects, he brought suspects in for questioning. (With a partner of course.) Leads were few and far between. The suspects arrested refused to rat out where they got their supplies. Lab analysis of samples of the drug came back after a long time. The drug was a tailored one. The intricacies of the drugs manufacturing was not something one would find in some garage laboratory. A full lab was needed to make the drug. And no two samples of the drug were ever completely the same. It was like it was still being refined. When tested, the chemical seemed to give an extreme euphoric high in the lab animals it was tested on. However it was extremely addictive, and in some cases it resulted in such a high that the persons metabolic state would slow to dangerous levels resulting in death. Jason’s investigation continued, and eventually he and his partner were able to track down a dealer who was more than willing to roll on the man he got his stuff from. The drug, called Green Sparkles, was gotten from “some dude who works at a lab.” He gave a very detailed description of the man, but had little else to offer them to go on. The pair split up visiting area labs where the chemical could be manufactured. Jason lucked out and ran into the suspect as he was leaving the building. Jason identified himself. The suspect grabbed a security officer’s side arm and opened fire on Jason. A moving gun fight ensued as Jason was backed up by building security, but the man, proving to be either lucky or good, managed to killing or wounding several more security officers taking their weapons to supplement his dwindling ammunition. Eventually the gun battle led to a restricted area. The security guards tried to stop Jason, but as a police officer they couldn’t stop him from entering restricted space. Of course they were trying to stop him for his own safety as there was a hazardous material being stored in there and there was only one way in or out of that room. The suspect however was not one for surrender, and opened fire on Jason as soon as he entered the room. Jason took cover, but checked his fire as their were people in the room. The two circled each other with the suspect shooting anywhere he thought Jason was. Jason poped up and shot him in the shoulder. The suspect spun around and fire two shots wildly at Jason. Both slugs managed to hit him in the chest, throwing him back into a wall of tubes filled with a glowing blue liquid. The particle containment field that normally protected the tubes had been damaged by the suspects errant fire. The liquide tubes shattered and crashed around Jason. Fire burned through him, but he was conscious long enough to see the suspect attempt to flee out the way they had come in, only to be mercilessly gunned down by security. Jason awoke weeks later in the hospital. Although he didn’t feel like someone who had been injured or out of it for over a week. He felt charged, energized. Heck he looked fine…except for that streak of silver hair…and why were his eyes blue; normally they were grey. The streak of silver and the blue eyes were only the beginning. Over the next few days, his hair only grew more and more silver, until it was completely silver. His eye color only grew in intensity until they seemed to be glowing, not exactly casting light, but you could still see them clearly during the day, and in a pitch dark room as well. Finding nothing wrong with him, the doctors released Jason. The only oddity was his bodies elevated bio-electrical levels, which only continued to grow with each day…that and his bodies physical density seemed to be increasing. However he was other wise in no pain, and physically he was as healthy as an ox. Upon leaving the hospital Jason and his partner were stopped by a pair of lawyers. They were representatives of GenCo and wished for him to come with them for testing. They felt and could clearly see that the chemicals he was exposed to were having adverse health effects and that it was in his and everyone’s best interest if he came with them. Jason of course felt fine, better than he had in years. The lawyers though cited that it was impossible for him to know that, and that only they had the equipment and expertise to diagnose him. The scientists, who were in the room all died from exposure the chemical when its protective containers were broken, everything living exposed to the chemical in their tests died. Jason of course still refused, if the doctors in one of the cities best hospitals couldn’t find anything wrong with him after their tests, then he doubted that they would as well. Jason’s physical change was startling for his coworkers, and he was moved to a desk position for the time being. Mean while GenCo moved to have Jason’s mental condition evaluated and they felt that the chemicals were altering his perceptions and mind…in addition to gaining custody and guardian ship of him for his own safety and well being. However the police psychiatrist could find nothing at all wrong with Jason. The Lawers tried to refute that and wanted their own expert to examine Jason. However the Judge was not impressed with their grand standing and insulting of one of the cities best police psychiatrists. After the trial, and when he was alone in the rest room, a man approached Jason after checking the stalls of the room to ensure no one else was present. He laid out that what was said in there would never be provable. They would not give up on him. He never said who “they” were, and left without further explanation. Jason was barely out of the court room when a man in a black suit…along with several other suits approached Jason, one of which was holding a electronic device similar to a giagar-counter approached Jason. The flashed their badges as being members of FORCE. They wanted Jason to come with them for a unique opportunity. Jason was putting out oddly high levels of energy, not radiation or electromagnetic. This level was detectable on certain monitoring equipment. FORCE agent, “Psi-Burner,” wanted to test Jason of the presence of super human abilities. And if he possessed them, he wanted to offer Jason a position in FORCE. Agent Burns told Jason that he could continue to work with the police, and could continue his pursuits against drug dealers when working with the police, but as a FORCE agent his responsibilities would be far greater than dealing with a back street drug dealer. They took on drug lords, as anymore these days they incorporated super-humans into their ranks. Jason didn’t see or find any fault in changing up. The pay was better, as were other benefits…of course it all hinged on him actually having super powers. Six months of training later, and Jason was code named Agent Torrent by FORCE. Like some of the more powerful agents of FORCE, Torrent was given a costume to go with his new identity…as well as a very nice black suit (its stain and wrinkle resistant). Of course with his new found ability to alter mater, any suit of clothing could become his costume or that nice suit…but he kept them anyway. Jason was assigned to the Seattle FORCE office. After a few more months of local training and orientation, Jason was officially a field agent. [img=http://i177.photobucket.com/albums/w220/jonstryder/Torrent.jpg] [img=http://i177.photobucket.com/albums/w220/jonstryder/Torrent---streetcloths.jpg] [img=http://i177.photobucket.com/albums/w220/jonstryder/Torrenttemplate-3.jpg] ...
  13. Re: The Official Handbook of the Marvel Bunnyverse Being an avid reader of Wolverine, I gotta chime in. Wolverine has been around for well over 100 years. He was originally born under the name James Howlett, the 2nd son of some wealthy land owners in Canada. Originally he was sheltered and sickly. He even hand a brother who died years before in 1897. Logan's healing factor worked on more than just a physical level, and could heal over emotional damage as well to some degree. Department H, when they eventually entered the picture, found out about this and used it to their advantage to brain wash Logan. They did this for years, longer than anyone would have thought starting well back during WWII, up until the Weapon X project. It wouldn't be until the "House of M" debaticle that the Scarlet Witch's powers would fully restore all of Logan's memories. One the world was restored, Logan would retain these memories and this in turn would lead him on a violet trek in hunting down and confronting everyone who had some part to play in what was done to him. Along the way you get to see characters like Captain America & Bucky from a different point of view. Cap is still Cap and impresses Logan. Bucky...well there was alot more to bucky than some teen sidekick. It turns out Bucky was in the same business as Logan, espionage. You also learn that some time during WWI Logan fought and defeated the angel of death Azreil. This earned Logan a special treat where every time he would normally die he would get a chance to fight for his soul and to live again. Cap's memories of Logan are intact, but Cap kept silent about them for years, never talking to Logan about what he knew of him as it was obvious that Logan was no longer the man he had known back in WWII. SPOILER (If you are not up on current events of the X-Men).... . . . . . . Bishop it turns out was out of his gord. He tried to kill a baby that was the future of mutant kind and lied to the X-Men. he lost an arm, but shot Xavier in the head. Gambit is a villian too now; Rogue more or less hates the guy now, he's betrayed the team one too many times. Cable is the sole protector of this future mutant infant. And while it seemed that he initially was a traitor...he managed to convince Xavier that what he was doing was right, and intern Cyclops after letting him hold the infant for only a moment. (Bishop went ape...stuff after the child was handed back.) The X-Men disbanded...supposidly...although Cyclops formed a new X-Force lead by Wolverine who are tasked with "tying up loose ends" using very sharp impliments.
  14. Well we have this thread at the Wizards of the Coast, Star Wars Message board, and I didn't see one here, so I figured I'd start one up So here's what you do: Post your Character...Thats it. Stats, background if you got it, (but keep it short, we don't want to take up too much room), and pictures if you got them (keep them clean of course). Have fun.
  15. Re: CKC Dr. Destroyer pic Yeah, if he suddenly wanted to dress as a clown, or in a red & white pock-a-dot suit, are you going to stand there and tell him he looks rediculous or are you going to take 5 steps away from the guy who said it and say "he's not with us--I'm going to stand over here now; you do what ever you like."
  16. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. Here's probably a stupid question, but normally you can't put a power structure into power structure...but what about VPP's? Could you put a multipower representing a weapon into a VPP? Let say you have a Gadget Pool, and one of the items there in is going to be an energy rifle with different firing settings. Normally this is done with a multipower on its own, but if ithe weapon is supposed to be part of your gadget pool, what then?
  17. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. No I don't find it arguing. I'm trying to get back into playing Hero System and seeing different points of view is all part of it.
  18. Re: CKC Dr. Destroyer pic The way my GM put it, Dr. Destroyer can dress however he wants. If he suddenly wants to dress like a little school girl, that will not change the fact that he can end your life on a whim.
  19. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. Technically, powered armor are a form of mecha. I guess I could give other examples beyond the Ultimate Ironman character. Bubblegum Crisis. The girls in the series, both the original and the revamp they did, wore powerful armor called hardsuits. Each suit had different capabilities and vastly enhanced their own natural abilities (strength, agility, etc.). Macross. One of the later series introduced the Cyclone cycle. The rider would wear a suit of armor and then have the cycle convert into a robotic suit of armor. Bio-booster Armor Guyver. I really like the resent remake they did which follows the manga alot more closely. But this is a powerful armor that is organic in nature...not ot mention alien. While in the bio-boosted form, all aspects of the user are enhanced not to mention possessing incredible combat powers like the mega smasher (a particle laser with a range of several miles). Later on in the series, an upgrade is sort of acquired called the Ggigantis Unit, this encases the bio-boosted form in yet another form. This form is vastly more powerful than the original. Although the guyver form is an "Only in Heroic Identity" thing, the Gigantis unit is more of an item. The down side of the unit is that other Guyvers can summon it as well, it responds to the person who excersies the strongest will over it. (But I'm not going this rout with the idea I had.) Appleseed. The new computer generated movies show of robotic combat suits that are used by the cities defender's E-SWAT. Their large enough that I would say that they may well be vehciles more than powered armor but could fit into either catagory. Giant robots do technically constitute being vehicles, But these suits of armor I was thinking of are powered armor like the Ultimate Ironman suit introduced in Ultimate Avengers. Tony commented that one of the reasons he likes to have a high-ball before going on a mission was that if you had to strap an F-16 to your body, you'ld like to get liquired up too. (Or something like that.) But the Ultimate Ironman was an almost animeish looking usit of power armor. Tony had to be coated in cooling gell, and have techs help him into the armor. I was thinking of a similar approach where he has some techs who operate systems to get the suit on him. The suits I figured would break down into 4 seperate suits. The 1st suit is the basic suit with balanced capabilities. The 2nd suit is a high mobility suit, usuable in any envirnmental conditions like underwater, space, etc. It looses out in combative stats. The 3rd suit is a heavy assault suit for those stuborn opponents. But it looses out in maneuverability. The 4th suit...haven't decided yet. I was thinking of an actual Giant Robot sort of thing for those pesking, larger than a bus monsters. (Actually my GM has said that Godzilla and other such super monsters do exist in his setting. They are however clasified as walking natural disasters. But I'm not looking to make Mecha Godzilla...too close to Power Rangers and the jokes just won't end from there.) But yea the suits are not the sleak form fitting Ironman suits, but bulky...looking like minuture Gundams I guess you can say.
  20. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. Yes old, shell head did store a suite in a brief case...but I'm not going for that. This armor is bulky, and is like climbing into an F-16...sort of like the Ultimate Ironman version of the armor. I can see what your saying about the OIF & OIHID. I guess it depends on the nature of the armor and the character. For armor that you can't just put on like clothing (the brief case Ironman suit), or telepathicly command to put on (Tony's new Extremis Armor) I'd say that OIHID would work. But the armor I'd go for with this isn't something he can pack around in a brief case. He'd need a truck or some other sort of delivery system to get it to him. Something like that I would think would be OIF. But going along the lines of the multiform, I could build up a base & operations team to assist him in getting his armor on. And since it's real, it needs constant maintenance after every battle. Eventually I guess I could work him into attaining a more powerful armor that would be OIHID with variable aspects to it. But I think something like multiform might be an excelent way to show someone just starting on the road of being an armored hero.
  21. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. But along the lines of the multiform/Armor Library thing, I'm thinking that something like this may work: [44] Power Armor Library: Multiform: 500pts, 4 Forms; OIF (-1/2); Real Equipment (-1/4); 1 Turn to Change between Armors (-1/4); Can only change armors at Base of Operations (-1/4)---AP 100 NOTE: The Points for multiform include that of the character out side of his armor. Points spent on the base character, must also be reflected in Mutliform, thus when the player spends XP they must spend XP in Multiform to reflect increases in the base form’s stats.
  22. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. I used dispel because it seemed to fit with how the ability should work. Its continous and its effects on a person would go away as soon as the effect ends. It lasts until the PC runs out of END essentially, which they would go through rather fast. Dimensional Shift I don't think works for freezing time. I kind of looked at the effect as sort of an "anti-magic" zone effect. But that's the general idea. The dimensional shift is a travel power, so I can't see it being used proactively on the world around you to slow everyone down. Now if I could do a Change Environment effect that attacks people's DEX scores I'd be all for that...but I don't think that's how the power works. And I got only the 5th edition. I can't buy new books...I don't have the money, and I'm saving for a wedding. I will however willingly accept free books or even PDF's. The variable combat modes isn't my attempt to push for more lims...although when your restricted to 350pts, there's only so much you can work with. But the idea is that each combat mode offers its own unique capabilities. Sort of like being a shape shifter...minus multiform which I would not be able to justify for this. So there are 3 battle forms, each unique. One is a general purpose form, the other is high movmement with enhanced ranged abilities, and the other is a heavy artilery type. I suppose, now that I'm thinking about it, that a VPP might be appropreate as well for this. I really don't like the idea of Only In Heroic Identity for power armor. It just doesn't sit right with me. Donald Blake turning into Thor would be this...but I really cann't see this as appropreate for a powered armor user. I'm more fond of the OIF because it can be taken away/destroyed and need to be repaired/replaced which makes it an item. (Or even ripped apart in the middle of battle.)
  23. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. I figured I'd post my one complete & ready characte for my upcoming game here. I can't see any real ways to improve on him...aside from getting xp. The GM has no problem with him as he is a revamp of a previous character, but different points of view on what I can do now or later witht he character are appreciated. Name: Torrent Real Name: Jason Greyholme Base Pts: 250 Disadvantages: 100 Total Pts: 350 STR: 20---10pts DEX: 20---30pts CON: 25---30pts BOD: 16---12pts INT: 14---4pts EGO: 10---__pts PRE: 14---4pts COM: 14---2pts PD: 10---6pts ED: 10---5pts SPD: 5---20pts----Phases: 3,5,8,10,12 REC: 12---6pts STUN: 40---1pt END: 50---__pts (TOTAL = 130) Noncombat Skills (Total = 30) Uses "Modern" everyman skill list. Has pts in the following skills. [3] Deduction 12- [2] Paramedics 11- [3] Persuasion 12- [3] Streetwise 12- [3] PS: Detective 12- [3] Criminology 12- [3] Forensic Medicine 12- [3] Interrogation (not torture) 12- [3] KS: Super-Criminals 12- [2] Criminal Law 11- [2] FBI Procedures 11- Combat Skills (Total = 20) [3] Stealth 13- [3] Acrobatics 13- [2] WF: Small Arms [4] PSL: Range w/Powers +2 [2] CSL: Force Blast +1 OCV Talents/Perks (Total = 7) [3] Federal/National Police Powers [3] Lightning Reflexes [1] Security Celarance (FORCE) Powers (Total = 171) [10] Increased Molecular Density (Damage Resistance): 10 PDr / 10 EDr---AP 10 [5] UV Vision---AP 5 [2] Safe Environment: High Radiation---AP 2 [60] Energy Manipulation (Multipower): 75pt; Activation Roll 15- (-1/4)---AP 75 ---[6u] Force Blast (Energy Blast): 12d6; Half END Cost (+1/4); Activation Roll 15- (-1/4)---AP 75 ---[6u] Vari-Blast (Energy Blast): 8d6; Variable Special Effect (+1/2); Half END Cost (+1/4); Activation Roll 15- (-1/4)---AP 70 ---[3u] Charged Punch (H-to-H): +8d6 (12d6 w/STR); Zero END (+1/2); Only in Hand to hand (-1/2); Activation Roll 15- (-1/4)---AP 60 ---[3u] Energy TK (TK): 40 STR; Affects Whole Object (-1/4); Gestures (-1/4); Visible (-1/4); Activation Roll 15- (-1/4)---AP 60 ---[4u] Hyper Charge (Aid): 7d6 to END (42 max); Self Only (-1/2); Activation Roll 15- (-1/4)---AP 70 ---[1u] Minor Mater Control (Transform, Cosmetic): 3d6; Improved Results (Anything, +1); Zero End (+1/2); Non Living/inorganic objects only (-1/2); Full Phase Action (-1/2)---AP 37 [19] Energy Control (Elemental Control): 37pts ---[18] Flight: 15”; Half END Cost (+1/4)---AP 37 ---[18] Force Field: 15 PDr / 15 EDr; Hardened (+1/4)---AP 37 ---[14] Absorption (Energy): 6d6 to END & END Rec. (36 max); Variable Effect (50/50, END pool & END Recovery, +1/4); Reduced Fade (5/min +1/4); END to Activate only (-1/4)---AP 37 Disadvantages (Total = 100) [10] Distinctive Feature: Constantly emits low grade energy emissions when not actively using his powers, when using his powers the grade jumps to high levels. Not Concealable [15]; Can cause a reaction [+5]; Detectable only with specialized equipment or senses [-10] [10] Distinctive Feature: Silver shoulder length hair, Glowing blue eyes. Concealable [10], Cause a reaction [0], Detectable with normal senses [15] Psychological Limitation: Honorable; Common [10], Strong [+5] [15] Psychological Limitation: Hunts Drug Dealers. Very Common [15]; Moderate [0] [15] Psychological Limitation: Over Confident; Very Common [15], Moderate [0] [10] Hunted: Graff) Graff is a powerful super villain and Torrent’s nemesis. Torrent is the only one whom Graff fears and the two have clashed several times, each time with Torrent being the victor. Graff seems to have a weakness toward Torrent’s powers…even if it is minor, but still very effective. Graff calls himself the plotter of destinies and claims to be behind some people coming into power or gaining powers. Hunter is as powerful than PC [10]; Occasional Appearance 8- [0]; Wants the PC dead [0] [15] Hunted: GenCo Research) A multi national corporation. Torrent initially gained his powers through a fight in one of their buildings when chasing after a suspect. The company wants Torrent for medical experimentation to see how it was possible that he acquired his powers from those chemicals when no others did. Does work for the US government and has gotten in trouble with the law on a couple of occasions. More Powerful [15]; Extensive NCI [5]; Occasional 8- [0]; Capture & Test[-5] [10] Social Limitation: Subject to orders) Occasional 8- [5]; Major [5]
  24. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. So its safe to assume that one could more or less build psionics in the same way one can mages? And from another thread I picked through, For a power armor type character, Multiform with OIF is a good bet, where the character is built off of a large number of points, save for some set aside for the Multiform which represents having one or more super powered suits of armor. I suppose other ways would be like building a cyborg...only everything that is apart of the armor would gain an OIF.
  25. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. I also did some other tinkering with the whole modular thing. I liked the idea of variable combat modes that the cyborg could switch between. So...I think that this might be covered by a multipower......but I'm probably wrong. But the basic idea is this: [57] Variable Combat Modes: Multipower) 115pts Fixed Slots; Limited (Cyber Combat Modes, cannot mix powers from one mode with that of another, all powers change at the same time, -1/2); Visible (-1/4); Full Phase Action only to switch between modes (-1/4)---AP 115 Essentially the cyborg is fitted with variable technology that allows its body to adapt on the fly. It uses a type of digital/molecular control technology that allows data on weapons/equipment to be used to molecularly reconstruct parts like weapons and things for the body out of the molecules around the cyborg. The process generates alot of light, and parts and spaces shift and move on the cyborg. I doubted that this would work as a multiform as only certain aspects of the cyborg change. It would have a base "Default" set up and then 2 additional combat modes, Flight & Assault modes. I really can't think of a better way other than multiform to do something like this...but can't justify the need to use multiform. Basicly what I wrote up is this: [30] Armor Plating (Armor): 10 PDr / 10 EDr; Hardened (+1/4); Visible (-1/4)---AP 37 [11] Damage Resistance: 12 PDr / 10EDr---AP 11 [11] Sensor Suite: +2 PER rolls w/all senses; Infrared---AP 11 [11] Flash Defense: +10 Def---AP 10 [10] KB Resistance: -5”---AP 10 [10] Life Support 1: Self Contained Breathing; Fuel Charges (1 charge = 2hrs, +1/4)---AP 10 [6] Life Support 2: Safe Environment) Intense Heat & Cold, & Radiation---AP 6 [6] Psi-Protection (Mental Defense): 6 Def; Restrainable (-1/4)---AP 6 [10] Improved Reaction Time: +1 Speed---AP 10 TOTAL = 105 [57] Variable Combat Modes: Multipower) 115pts Fixed Slots; Limited (Cyber Combat Modes, cannot mix powers from one mode with that of another, all powers change at the same time, -1/2); Visible (-1/4); Full Phase Action only to switch between modes (-1/4)---AP 115 * = Powers are always active, Powers with out can be switched with others in same Cyber Combat Mode group. NOTE: Combat Shield & Kinetic Rifle are out, he can only attack with the shield or rifle. The shield is large enough that it is considered a full shield, and when used defensively keeps him from bringing his rifle to bear or make an attack with the shield. --Default Mode-- [2u] Arm E. Blasters (Energy Blast): 8d6; Half END (+1/4); No Bounce (-1/4); Beam (-1/4); Common Limitations (-1)---AP 50 [2u] Arm E. Blades (Energy Blast): 6d6; Zero END (+1/2); No Range (-1/2); Common Limitations (-1)---AP 45 [1u] Jump Jets (Flight):* 6”; Position Shift; Common Limitation (-1)---AP 17 [1u] Computer Interface (Mind Link)*: Link with any computer; One computer at a time; +3 to all appropriate skill rolls relating from this; Common Limitations (-1); Flashed as Data, not Mental Group (-1/2)---AP 25 [1u] Power Recovery*: +11 END Recovery Common Limitations (-1)---AP 22 --Striker Mode (Flight mode)-- [1u] Venire Thrusters (Flight)* 14”; NCM x4; Position Shift; Common Limitations (-1)---AP 38 [1u] Combat Shield 1 (HA) +6d6; Zero END (+1/2); Hand to Hand only (-1/2); Common Limitations (-1); OIF (-1/2); STR Min 16- (-3/4)---AP 45 [1u] Combat Shield 2 +3 DCV; Common Limitation (-1); STR Min 16- (-3/4); OIF (-1/2)---AP 15 [1u] Kinetic Rifle (Energy Blast) 7d6 Kinetic; Armor Piercing (+1/2); Half END (+1/4); Common Limitations (-1); OIF (-1/2); Beam (-1/4); STR Min 16- (-3/4)---AP 61 [1u] Hawk Eye Targeting System* +2 OCV; +2 PSL vs. Range; Common Limitations (-1); Delayed Phase (-1/4)---AP 20 --Assault Mode-- [1u] Density Increase*: +20 STR, -4 KB, +4 PD & ED; Zero END (+1/2); -1 Speed; Common Limitations (-1)---AP 15 [1u] Increased PD & ED*: +8 PD / +4 ED; Common Limitations (-1)---AP10 [1u] Damage Resistance*: 12 PDr / 8 EDr; Hardened (+1/4); Common Limitations (-1)---AP 10 [2u] Laser Vulcan Cannon (Energy Blast): 8d6; AOE (2”/10 AP, Any, Line/Cone only, +1); One & half handed (-1/4); No Range (-1/2); STR Min 20- (-1); OIF (-1/2); Common Limitations (-1), No Bounce (-1/4)---AP 80 [2u] Micro Missile Launchers (Energy Blast): 5d6; Explosive Radius (-5 AP/1”, +1/2); Autofire (5 shots, +1/2); Recoverable Charges (32 Missiles, regains 2 missiles every hour, +3/4); No Bounce (-1/4); Full Phase Action (-1/2); Common Limitations (-1)---AP 69
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