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jonstryder

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Everything posted by jonstryder

  1. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. So it seems that cybernetics are more or less covered. Unless there's anything else someone would like to hit on. Magic...so here we're looking at probably: A) Gestures & Incantation limitations are staples of magic use, but not always nessesary. VPP is the chosen power structure for spell casters, but is not nessesary. Multipower can be used for combative abilities. Elemental Control for movement & defensive aspects like flight & force fields. C) Increases in END cost and time taken to activate also work well for spells. D) Disadvantages relating to magic are not needed but can imply where one gains their powers from (IE. demonic/divine sources), or that one constantly radiates a mystic power. Thats about all I got for magic...anyother suggestions?
  2. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. Ok, so what I have here is the idea for a "time controling" cyborg. I made some alterations to the "Tic-Toc" thing from before which should make it more presentable. It is based on the game "Time Shift" althought that was a suit and not cybernetics. Time InCursion Tactically Optimized Combatant (TIC-TOC) This is a modular unit inside of the body. It is roughly the size of a computer hard drive. It will not work with out an appropreatly adapted cybernetic frame or possibly vehicle. [77] Tic-Toc: Multi Power (96pts); IIF (-1/4)---AP: 96 [2u] Slow Time Part 1: Speed (+4 speed); Uses END (-4 END per Round, -1/2); IIF (-1/4)---AP: 40 [1u] Slow Time Part 2: DCV (+3 DCV); IIF (-1/4)---AP: 15 [1u] Slow Time Part 3: OCV (+3 OCV); IIF (-1/4)---AP: 15 [5u] Pause Time: Dispel) 8d6 Dexterity; Continuous (+1); AOE (1 hex, +1/2); Personal Immunity (+1/4); Megascale (1hex = 1 kilometer, +1/4); NND (Time displacement technology protects = similar powers/gear as that of the Tic-Toc, +1); END x2 (-1/2); IIF (-1/4)---AP: 96 [3u] Reverse Time: Extra-Dimensional Movement (Any physical location corresponding to physical location in current dimension, Travel backward in time by up to 5 minutes); Trigger (Defined with each use, Zero Phase activation, Half phase to reset, +1/2); END Cost x2 (-1/2); Limited (END must be paid for every phase that the PC moves backward in time from the activation, the maximum possible time jump backwards is still 5 minutes, -1/2); Limited (Time is rewound in real time, undoing and redoing effects that have taken place—including damage to others, but not self, the PC retains all memories of what has happened but no one else does, this allows them to redo some things to change an outcome, the PC physically moves back to a previous moment of time, reoccupying the space, there is no alternate version of himself there, -0); IIF (-1/4)---AP: 72 TOTAL = 89 [10] Artificially Enhanced Strength: Characteristic (+10 STR); Not Figured (-1/2)---AP: 10 [30] Armored Body: Armor (12 PDr / 8 EDr); Hardened (+1/4); Visible (armor plating, -1/4)---AP: 37 [9] Reinforced Body: Damage Resistance (10 PD / 8 ED are resistant)---AP: 9 [30] Power Reserve: END Reserve (150pts / 15 Rec)---AP: 30 [9] Enhanced Perceptions: Enhanced Senses (+3 all groups)---AP: 9 [11] Life Support: Safe Environment (Intense Heat, Cold, High Radiation, Low Pressure/Vacuum); Extended Breathing (1 END every 5 minutes)---AP: 11 Cyber-Weapons: Weapons possess a cybernetic safety instead of a regular safety. They cannot be fire by anyone not adapted with the appropreate cybernetics. They are stored inside of the body. As a safety, a weapon cannot be drawn unless one is returned. If disarmed, a signal loss is detected and optional weapons can be drawn. Possesses 2 blasters located in the legs, one on each leg. 2 beam sabers located on the back. All come out of compartments extending up/out to be drawn. [27] Multi Power (61pts); OIF (-1/2); STR Min (8, -1/2); No Knockback (-1/4)---AP: 61 [2u] Blaster Pistols: Ranged Killing Attack (2d6, Energy); Dual Pistols (+5 adder); Auto Fire (1-3 shots, +1/4); Zero END (+1/2); OIF (-1/2); STR Min (8, -1/2); No Knockback (-1/4); Beam (-1/4); No Bounce (-1/4)---AP: 61 [2u] Beam Sabers: HKA (2d6+1, Energy); Dual Blades (+5 adder); Zero END (+1/2); OIF (-1/2); STR Min (8, -1/2); No Knockback (-1/4); One-Half-Handed (-1/4); AP: 60 TOTAL = 31pts
  3. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. Soo just to cover my grasp on cybernetics... A) No Multipower unless used for modular aspects, such as weapons. "Does not work in intense magnetic fields (-1/4)" is an approrpreate limitation for some cybernetic aspects. C) "Restrainable (-1/4)," not appropreate for most cybernetic aspects. An IIF (-1/4) would be acceptable for some cybernetics. D) Use Disadvantages to provide better "flavoring" for cybernetics and their limitations. So a more amicable cybernetic body would be something like: [8] Artificially Enhanced Strength: Characteristic (+15 STR); Not Figured (-1/2); Does not work in intense magnetic fields (-1/4)---AP: 15 [30] Armored Body: Armor (12 PDr / 8 EDr); Hardened (+1/4); Visible (armor plating, -1/4)---AP: 37 [9] Reinforced Body: Damage Resistance (10 PD / 8 ED are resistant)---AP: 9 [12] Enhanced Perceptions: Enhanced Senses (+4 all groups)---AP: 12 [11] Life Support: Safe Environment (Intense Heat, Cold, High Radiation, Low Pressure/Vacuum); Extended Breathing (1 END every 5 minutes)---AP: 11
  4. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. This is all helpful stuff and is just what I'm looking for in feedback/help. Luckily I do have a regular super-hero character I'm being allowed to play for the game that I used back when our group had a different GM and primarily played Hero System. He was about 268pts but is now 350pts. He works, only because most of the work was already done years ago...and he is very simple. But I often like more complex things and I can't do "simple" all the time. So working things out now helps me for later. I added the Restrainable (-1/4) limitation to show that if the PC were to be restrained, the cybernetics could be forcefully removed. Maybe another limitation would be more appropreate for expressing the fact that if restrained properly one could remove the cybernetics either with surgery or power tools. But this all helps alot.
  5. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. Ok, this is something I was tinkering around with after playing the game Time Shift. I tossed the idea aside for a while but spent an little while today looking over it since starting this thread. This is the mess I have done up: Time InCursion Tactically Optimized Combatant (TIC-TOC) Multi Power (108pts)---AP: 108 [4u] Slow Time Part 1: Speed (+6 speed); Uses END (-6 END per Round, -1/2)---AP: 60 [2u] Slow Time Part 2: DCV (+5 DCV)---AP: 25 [2u] Slow Time Part 3: OCV (+4 OCV)---AP: 20 [5u] Pause Time: Environmental Control (1”, -5 DCV—20, -12 Speed--60); Mega Scale (1 kilometer, +1/4); Self Only (-1/2); END Cost x2 (-1/2)---AP: 100 [5u] Reverse Time: Extra-Dimensional Movement (Any physical location corresponding to physical location in current dimension, Travel backward in time by up to 5 minutes); Trigger (Defined with each use, activation takes no time, auto-reset, +1 1/4); END Cost x2 (-1/2); Limited (END must be paid for every phase that the PC moves backward in time from the activation, the maximum possible time jump backwards is still 5 minutes, -1/2); Limited (Time is rewound in real time, undoing and redoing effects that have taken place—including damage to others, but not self, the PC retains all memories of what has happened but no one else does, this allows them to redo some things to change an outcome, the PC physically moves back to a previous moment of time, reoccupying the space, there is no alternate version of himself there, -0)---AP: 108 TOTAL = 126 Now if I wanted to refine this particular cybernetic system, what should I do? Another thing I was messing with was this, but its a bit more refined...I added Restrainable to it to possibly reflect the nature of the cybernetics, but am not sure if it would be appropreate to place such a thing on the above one: Advanced Full Body Cybernetics: Multipower) 92pt Fixed Slots [2u] Armor Plating (Armor): 10 PDr / 10 EDr; Hardened (+1/4); Visible (-1/4); Restrainable (-1/4)---AP 37 [1u] Damage Resistance: 12 PDr / 10EDr; Restrainable (-1/4)---AP 10 [1u] Sensor Suite: +4 PER rolls w/all senses; Infrared; Restrainable (-1/4)---AP 17 [1u] Flash Defense: +10 Def; Restrainable (-1/4)---AP 10 [1u] Metal Fists (HA): +3d6 N; No END Cost (+1/2); Hand to Hand only (-1/2); Restrainable (-1/4)---AP 22 [1u] KB Resistance: -5”; Restrainable (-1/4)---AP 10 [1u] Life Support 1: Self Contained Breathing; Fuel Charges (1 charge = 2hrs, +1/4); Restrainable (-1/4)---AP 10 [1u] Life Support 2: Safe Environment) Intense Heat & Cold, & Radiation; Restrainable (-1/4)---AP 6 [1u] Psi-Protection (Mental Defense) 6 Def; Restrainable (-1/4)---AP 6 [1u] Power Defense: 6 Def; Restrainable (-1/4)---AP 6 [1u] Improved Reaction Time: +1 Speed; Restrainable (-1/4)---AP 10 TOTAL = 85
  6. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. The multipower for cybernetics is one thing I was thinking of. Lets say that you have 90pt Fixed slot structure. You add armor up to, lets say roughly 50 AP, and then say increase in STR, Speed, Life Support, Optics, etc. This all totals up to 90 AP of points (lets just say). Is this a viable way of doing say a Full Conversion cyborg, ala a Robocop like character? And if that is a workable case, what sort of Limitations would one place upon the structure? I'll post some stuff here too that I come up with. As for my GM, he's pretty open minded and fair. If something is reasonable then he'll most likely allow it.
  7. Re: Super Powers, Cybernetics, Magic, etc....getting back into the swing of things. My bad...although your info is a good start for me. I guess things I'm looking for are Power Frameworks (what should go/belong in where); Limitations (appropreate for different power structures). And maybe just some general guide lines for different generic character concepts like Bricks, Speedsters, Time Manipulators, Mages, etc.
  8. Hi everyone. Well its been a really long time since I've had need to post a question or two here. But here is the skinny of it... For the past few years my group has more or less taken a break from Hero System. We've been playing Mutants & Masterminds, and Star Wars. However we're jumping back to Hero System again for a Champions game. Now I'm one to admit that I'm not the greatest with numbers and haven't played the game system as much as the other guys in my group. So asking for some help every now and then is called for. So what I'm looking to do is essentially create a document for myself that is essentially a "what I need to do/use" to create one thing or another. (BTW we are running 350pts, 100 Disadvantages.) General Super Powers isn't an issue. Thats pretty easy for me, but I will always take suggestions on things I can do to optimize super powers for a character. Psionics can be a little problematic as its one of the more powerful super power groupings one can wheel out. Cybernetics are also problematic. For example, if your building a full conversion cyborg, do you put all of his powers into a Multipower, or do you just buy each individually and hope you got the points for it? Magic is another big one. What sort of limitations would you commonly apply and that sort of thing? So any helpful suggestions and write ups would be appreceated.
  9. Ok, I saw this trailer from the anime series Basalisk. There's this dud in it that uses wires to fight with, he can entange with them as well as use them in a whip like fashion. In the scene I saw he sliced through a boulder with them. Now the thing is I want to work this out into some sort of special power for a character like in the anime. But, how to work this out in terms of rules is the question. I was thinking of it as some sort of HKA with an Entangle linked to it. But I'd like some second opinions on this and how it might be worked out.
  10. Re: FF7--Dirge of Cerberus I won't give any big spoilers away or anything, but here is the jist of it. The story as we all know centers on Vincent Valentine. The game goes through and reveals everything you wanted to know about Vincent's past. The cut scenes and story are good. Although you might find the constant gun play a little confining. The game is allows for a sort of over the shoulder 3rd person view and a 1st person "shooter" view. The controls are fairly easy to use as well. If your a FF collecter like I am, then the game is a must have although it's replay value depends upon whether or not you have finished the game and unlocked the extra missions. In all I was entertained by the game and its probably at least worth renting, play it for a few hours, and if you don't like it you can always take it back and exchange it for a different rental. (Most places will let you exchange a game during the day that you rented it, with out charging you extra.) But I thought it was a good game and they leave it open for a sequal.
  11. Re: Backup Characters Please tell me your trying to be funny.... A backup character is a character you make just in case your main character gets themselves turned into a gooy mess. This way your not wasting time and some GMs can look over these back up charactes and drop them in immeidatly if you go them ready and on hand. Anything exta like back grounds and such can be explained a bit later. Basicly any additional characters you make for a game that replace the original character you were playing is a backup character.
  12. Re: FF7--Dirge of Cerberus I'll kind of flesh him out in how he is played/Viewed in the game. Actualy though I was hoping to get a version of him that isn't 160pts initially (that's crazy talk right there). After I get a full blown, high pt version of him I can whittle him down to something more respectable. Or use him as a template for other characters. Basic Abilities: Marksmanship---Never misses a shot, seemingly. Dexterity---He is extremely agile...peak human I'd say, possibly a little more so. He can do a double jump in the game that doesn't have him leaping too high (3-4 Hexes in game), but in the movie and cut scenes in the game he is often leaping several stories with ease and landing on the ground with out harm. Strength: He's gretty strong phsyically. He carries a long triple barrled pistol that holds 18 shots. Fires 3 bullets at a time. Its called Cerberus. Regeneration: There is a point in the game where something happens to Vincent and he survives the incident...infact the wound heals very quickly as is pointed out by a cast member. Limit Breakers: In the original game Vincent had 3 forms. In FF7--DoC he has only 2: the Gallian Beast Form and Chaos. You have control over the Gallian beast which is strong, tough, has claws and throws fire balls. Chaos is not a controlable factor (until the very end). Vincent has never been able to control chaos, the form just takes over on occasions to protect Vincent. It is tough, allows flight, provides alot of immunities/defenses, increased speed, and can generate a 4 barreled "blaster" that fires something more akin to that of a beam of dark energy than a bullet; it does massive damage, but is slow firing. A single shot can take out multiple enemies in 1 hit if they're lined up properly. I think it was called "Death penalty" or somthing like that. Without Death Penalty, in the "berserker rage" it comes into play in, it does an AOE attack, or fights with hand claws. The appearances of the transformed states have passing resembalences to Vincent, but over all appearance is drasticly changed. I'm not concerned about the whole Materia thing. The game keeps it simple in that you can only equip 1 type of Materia or Booster Materia to the weapon at a time. You got 3 magic Materia's and 2-3 booster types (damage boost to the weapon, defense boost, etc.) Cerberus: This is a pistol with a barrel over a foot long, and is made up of 3 barrels to-boot. It uses cylinders to hold the bullets allowing for a total of 18 shots to be held in the weapon, 6 shots per barrel. Cerberus can be upgraded with longer or shorter barrels. The shorter barrel allows for higher rate of fire, while the longer barrel grants greater range. There is an alterative rifle stock attachment and a sub-machine gun attachment that hold ammo differently in relation to the barrels that are used. Sub-machinegun holds alot of ammo but has low stopping power in favor of higher firign rate. Rifle has better stoping power, but slow firing rate and a smaller supply of ammo that the weapon can hold. (At the level I finished the game, Cerberus shots were averaging 900-1,000 for the pistol and the rifle. Sub machine gun damage varied, starting low and then climbing higher based upon how many shots you have subsitently landed upon the target--50 to 130 to 300 to 600 and so on as long as you maintained a a lock on the target. Death Penalty did a flat 2,000 pts of damage with each shot.) ------------------------------------------ Sorry if I sounded like I was gripping. In the past I've normally posted at the Wizards web site for d20 games. But since I'm playing Hero now, I'm hardly ever over there. And over there I usually get a response to questions and comments I post with in hours or in a day.
  13. Re: Backup Characters Ok, I'll post the current versions of his spells that I have. HELPFUL thoughts, and comments would be appreciated on squeezing every point I can. -------------------------------------------------------------------- Spirit Sword The PC has a rod like object that is the hilt of the weapon. It is empowered with their chakra as needed and when called upon, they can summon forth a blade of pure chakra energy. The blade is often blue in color and actually appears to be solid. The color can vary based upon the emotional state of the person. The blade is 2 inches wide from base to where it forms the tip and the blade is roughly 4ft long. The blade itself is not actually connected to the hilt or appears to be projected, it simple always appears to be half an inch from the hilts top. The blade is equally capable of harming the living as it can harm spirits making it versatile. 2d6 HKA +1/2.....Armor Piercing +1/2.....Affects Desolidified -1/2.....STR does not Add/Subtract damage +0.....Continuing Fuel Charge: END Empowered (6 END to empower), lasts for 1 hour of constant use -1/2.....OIF: Personally Hand Crafted Hilt or other hilt (See Unique Limitation below) -1/4.....Unique Limitation: The PC may use any other hilt like object (must be missing its blade or most of its blade) as the focus for the weapon but empowering the weapon with END will cost x2 the normal END. -1/2.....Requires a Skill Roll -1.....Side Effects (on failed Skill Roll) See Standard Spell Side Effects Table -1/4.....Noisy: Any magic user with in line of sight will automatically know a spell is being cast. Any magic user not in line of sight will take a Perception Check with normal range modifiers and situation modifiers to know a spell is being cast along with the direction and range to spell. The sensing mage gets a bonus to his perception check equal to +1 per 10 active points in the spell. -1/4.....One & a Half Handed AP/FC/RC: 60/14/7 NOTE: The hilt focus item can be taken away and/or destroyed, however a new focus can be made (with either the use of PS: Wood Carving or PS: Metal Working….or a combo of both to craft a unique hilt. Banish/Send to the Next Plane This spell allows the PC to banish spirits & ghosts to the next plane of existence (heaven/hell/purgatory/spirit plane/etc). Extra Dimensional Movement: Able to travel to a single location in a group of locations; the individuals intended destination in the after life; the spirit realm; hell; purgatory; send to Amba; etc. [25] +1.....Usable as Attack +1/2.....AOE: One Hex Accurate +1/2.....Affects Desolidified -1/2.....Requires a Skill Roll -1.....Side Effects (on failed Skill Roll) See Standard Spell Side Effects Table -1/4.....Noisy: Any magic user with in line of sight will automatically know a spell is being cast. Any magic user not in line of sight will take a Perception Check with normal range modifiers and situation modifiers to know a spell is being cast along with the direction and range to spell. The sensing mage gets a bonus to his perception check equal to +1 per 10 active points in the spell. -1/2.....Others Only -2.....Only on Spirits & Ghosts (& similar beings) -1/4.....Concentration: Half DCV -1/2.....Extra Time: Full Phase -1/4.....Variable Disadvantage (-1/2 with the 3 following options): _______1) -1/4 Gestures & -1/4 Invocation _______2) -1/2 END X2 _______3) -1/2 OIF (Specially prepared Item) AP/FC/RC: 75/12/6 Exorcists Armor This spell bestows the caster with strong defenses against attacks from both the living and those from Spirits. This spell is a must have for any exorcist who deals with harmful spirits. The protection is not visible either. The armor though is more effective against energy based attacks than it is against physical attacks (as most spirits and such can only deal energy based damage, namely drains). The power remains active for 6 hours. Many exorcists use this to get some amount of sleep and remain protected during times when they may have to wait until a specific time for a spirit to show itself. Multi-Power: 49pts ---[37/1] Armor: 6PDr / 8EDr; Affects Desolidified (+1/2); Hardened (+1/4) ---[12/0] Power Defense: 10 Def; Hardened (+1/4) Common Advantages/Limitations -1/2.....Requires a Skill Roll -1.....Side Effects (on failed Skill Roll) See Standard Spell Side Effects Table -1/4.....Noisy: Any magic user with in line of sight will automatically know a spell is being cast. Any magic user not in line of sight will take a Perception Check with normal range modifiers and situation modifiers to know a spell is being cast along with the direction and range to spell. The sensing mage gets a bonus to his perception check equal to +1 per 10 active points in the spell. -1/4.....END to Activate Only -1/4.....Variable Disadvantage (-1/2 with the 3 following options): _______1) -1/4 Gestures & -1/4 Invocation _______2) -1/2 END X2 _______3) -1/2 OIF (Specially prepared Item) AP/FC/RC: 49/15/7 *Spell remains active for 6 hours before it must be maintained/recast. Spirits Grasp This spell is capable of binding beings who are either physical or non-physical. This makes it quite difficult for them to escape the entanglement. Entangle: 2d6 Body / 4 Def +1/2.....Affects Desolidified +1/4.....No damage from Physical Attacks (Energy Attacks affect it) +1/4.....END to Activate -1/4.....Cannot Form Barriers -1/2.....Vulnerable to Fire -1/2.....Requires a Skill Roll -1.....Side Effects (on failed Skill Roll) See Standard Spell Side Effects Table -1/4.....Noisy: Any magic user with in line of sight will automatically know a spell is being cast. Any magic user not in line of sight will take a Perception Check with normal range modifiers and situation modifiers to know a spell is being cast along with the direction and range to spell. The sensing mage gets a bonus to his perception check equal to +1 per 10 active points in the spell. -1/4.....Variable Disadvantage (-1/2 with the 3 following options): _______1) -1/4 Gestures & -1/4 Invocation _______2) -1/2 END X2 _______3) -1/2 OIF (Specially prepared Item) AP/FC/RC: 60/16/5 Spirit Sight The PC was born with this unique power. Over time he has learned to use it with greater skill than he did as a child. This sensory enhancement power allows him to see the flow of spiritual energy (or Chakra or Ki/Chi if you prefer) in the world around him. Since spiritual energy is an inherent part of all things he is able to see its patterns and flow around objects and beings as well as its flow with in beings, a helpful effect of this is that it allows him to see in the dark. It also allows him to see things like ghosts and spirits that would normally not be seen by the naked eye as they still emit spiritual energy. His sense with this is sharp enough that he is able to glean a great deal of information about a person just by looking at their flow of chakra. He can tell if a person is possessed, or if they have an aptitude for magic, or just how strong of a person they are, or if they are undead. Also his perception of sight is greatly enhanced. When in use, his irises become a solid color, (gray), his pupil is not visible at all. Detect: Spiritual Energy Flow/Patterns (Large Class) [10]; Detect: Spirits/Ghost/Etc. [5]; +4 to PER rolls (Sight Group) [8]; Sense [2]; Discriminatory [5]; Targeting Sense (Sight) [10] -1/2.....Requires a Skill Roll -1.....Side Effects (on failed Skill Roll) See Standard Spell Side Effects Table -1/4.....Noisy: Any magic user with in line of sight will automatically know a spell is being cast. Any magic user not in line of sight will take a Perception Check with normal range modifiers and situation modifiers to know a spell is being cast along with the direction and range to spell. The sensing mage gets a bonuses to his perception check equal to +1 per 10 active points in the spell. -1/4.....END to Activate Only -1/4.....Variable Disadvantage (-1/2 with the 3 following options): _______1) -1/4 Gestures & -1/4 Invocation _______2) -1/2 END X2 _______3) -1/2 OIF (Specially prepared Item) AP/FC/RC: 40/12/4 *Will remain active for 1 hour before turning off / needing to be maintained. Spirits Requiem This is a spiritual healing spell that accelerates a persons natural healing for a time, however as a side effect the person not only has to be willing, but the spell puts them into a sleep like trance while it works. The spell can heal poisons and diseases, but it can not re-grow limbs and organs. Healing: 2 Body Regeneration +1/2.....Persistent +1/4.....END to Activate only* +1/2.....Heals Poisons & Diseases -11/2.....Extra Time: 15 minutes to Heal 2 Body -1/2.....Extra Time: 1 Minute to cast spell -1/2.....Requires a Skill Roll -1.....Side Effects (on failed Skill Roll) See Standard Spell Side Effects Table -1/4.....Side Effect: Automatically renders target unconscious for 1 hour, during time they can not be awoken at all. Also spell will not work on an unwilling target, (unconsciousness is a consenting/willing condition for this spell). -1/4.....Noisy: Any magic user with in line of sight will automatically know a spell is being cast. Any magic user not in line of sight will take a Perception Check with normal range modifiers and situation modifiers to know a spell is being cast along with the direction and range to spell. The sensing mage gets a bonuses to his perception check equal to +1 per 10 active points in the spell. -1/4.....Variable Disadvantage (-1/2 with the 3 following options): _______1) -1/4 Gestures & -1/4 Invocation _______2) -1/2 END X2 _______3) -1/2 OIF (Specially prepared Item) AP/FC/RC: 45/8/3 * NOTE: Spells effects last 1 hour. NOTE: AP= Active Points FC= Figured Points (After Limitations) RC= Real cost (final cost to purchase the spell/power after dividing the FC by 2.) ---------------------------------------------------------------- Ok, so this is what I got for now. I can't think of any way to further refine them with out loosing out on what I want them to do, and so that the final cost in points for them is less than what is listed above for them.
  14. Re: FF7--Dirge of Cerberus Ok, so nothing helpful so far...
  15. Re: Backup Characters So no one can help me with spells for this guy? The reason I ask for help is because I've gone through about 2-3 versions of each spell but can't hammer out some working versions that won't cost too much in their final cast, but won't be useless either.
  16. Re: combat luck and armor........ In our game, our GM rules that armor does not stack, except under special conditions. Natural Armor: as part of a racial trait or similar effect may stack with body armor (like Field Plate), but you may only apply half of the armor rating from the natural armor. (This is with the Armor power.) Now Combat Luck, he rules, does not stack. Now if your GM is willing to do this, he can allow half of Combat Luck to stack with your worn armor. you get the full benefit of it if your out of armor but beyond that you don't get a big a benefit from it if you wear armor. In some rare cases he allows magic items to stack their effects with worn armor, but may apply a +1/2 advantage to the item to allow it to do so. OR an Aid to armor power would work as well but would be expensive.
  17. Re: Storn's Art & Characters thread. Man, if I only had the 45 bucks it costs to get you to draw a pic of my Star Wars character and his ship.
  18. Alecard (Alec) Davins The human exorcist Name: Alec or Alecard.....Real Name: Alecard Davens VAL.....STAT.....BASE.....COST 15.....STR.....10.....5 17.....DEX.....10.....21 13.....CON.....10.....6 15.....BODY.....10.....10 13.....INT.....10.....3 10.....EGO.....10.....X 10.....PRE.....10.....X 14.....COM.....10.....2 7.....PD.....2.6.....4 3.....ED.....2.6.....X 3.....SPD.....2.7.....3 6.....REC.....6.....X 30.....STUN.....28.....2 TOTAL:.....56 Non-Combat Skills COST:.....SKILLS:..............................ROLL: E.....Acting........................................8- E.....Shadowing..................................8- 1.....Climbing......................................8- 3.....Inventor (Spell Research)...............12- E.....Conversation................................8- 2.....KS: Arcane & Occult Lore...............11- E.....Deduction....................................8- 4.....KS: Spirit Lore..............................14- E.....AK: Home Area..............................8- 2.....KS: Undead Lore............................11- 1.....Lang: Wood Elf- Native, Literate.......--- 2.....PS: Wood Carving..........................11- 1.....Lang: Trader- Native, Literate..........--- 2.....PS: Metal Working..........................11- 3.....Healing.........................................12- 2.....Lang: Ki-Nor Dwarf- Basic, Literate....--- 2.....Persuasion....................................11- Combat Skills COST:.....SKILLS:..............................ROLL: 2.....Stealth........................................11- E.....WF: Stick, Baton/Shillelagh, Club......--- 19.....Magic: Spirit/Chakra.....................20- 2.....WF: Common Melee Weapons...........--- 2.....CSL: Spirit Sword...........................+1 OCV 1.....WF: Thrown Weapons.....................--- 1.....Break Fall......................................8- 3.....CSL: Blades...................................+1 OCV COST:..........POWERS / PERKS / TALENTS: 3.....Strong Spirit: 5 Def, Power Defense; Hardened (+1/4); Only against attacks from Ghosts/Spirits/etc. and attacks that are similar in nature to those exhibited by ghosts/spirits (-1) 4.....Exorcists Will: +2 to Ego Rolls 3.....Fortified Mind: 5 Def, Mental Defense; Hardened (+1/4); Only against attacks from Ghosts/Spirits/etc. and attacks that are similar in nature to those exhibited by ghosts/spirits (-1) VAL: Disadvantages: 15.....Distinctive Feature: Genki-Tenkai’s Presence: The PC has a very unique presence that can be felt. Not Concealable [15]; Cause a Major Reaction [5]; Special Senses (magic/psionic/spirit, or being a spirit/ghost/etc) to sense [-5] 15..... Psychological Limitation: Protective: The PC is very protective with his friends and comrades. He will got to what ever lengths are necessary to save some one he cares about. Common [10]; Strong [5] 10.....Social Limitation: As one of the Genki-Tenkai (Spirit Warriors) the PC holds a degree of awe and intrigue amongst people, but they are also constantly hounded by people who believe their homes are haunted and know that the Genki-Tenkai are capable of banishing these ghosts. Most of the time there are no ghosts or even residual chakra from a ghosts presence. Frequently 11- [10]; Minor [0] OK, now my dilema are his spells/powers Know I got a very particular idea for him. Spirit Sight: Allows him to see the flow of chakra in the world around him and allows him to see the spirits of people and beings in the form of their auras. actual spirits are seen as they are. The power would allow him to see in the dark and invisibility is uslesss against this power as invisibility would have to affect the ability to see spirits/chakra. Spirit Blade: If you've seen the anime Tenchi Muyo! then the sword Tenchi uses in the anime is what the pc has. Its a wooden hilt or personally crafted hilt that is a focus item for the weapon. The PC pumps power into it like a fuel allowing him to summon forth the blade with out having to by END every time he needs to create the blade. Spiritual Healing: Sor of like a divine healing spell only you can't regenerate limbs, it nearly a fool proof healing spell that differs from a "Fuse Wounds" spell that can create other problems fo the recipient (Like a rib fused with a lung). Spiritual Armor: Sort of a force field like power that is akin to armor, its activated only once and remains active with out any maintinance cost. Banish Spell: Some sort of spell that banishes spirits/ghosts and such beings to what ever plain they are intended for. Spirits Grasp: A binding/entangle spell that can hold any spirit/ghots/etc fast and it affects the living as well. Now while Mark, my GM is pretty open minded with some spells and how they work, he does have some stipulations. All spells must have: -1/2.....Requires a Skill Roll -1.....Side Effects (on failed Skill Roll) See Standard Spell Side Effects Table -1/4.....Noisy: Any magic user with in line of sight will automatically know a spell is being cast. Any magic user not in line of sight will take a Perception Check with normal range modifiers and situation modifiers to know a spell is being cast along with the direction and range to spell. The sensing mage gets a bonus to his perception check equal to +1 per 10 active points in the spell. Now the Final Cost to the Character in points is determiend by taking the determined point cost after limitations and dividing that number by 2. The character has to be under 160pts though. (Roughly around 157 if possible.) Also he has a list of "must choose 1 of the following" that we need to select from. But most of those options are easily acounted for with this: And END reserves are needed for powers as well. The Recovery for END Reserves must take the following limitations: -1 Only works when Sleeping, Meditation, or at Complete Rest -2 Extra Time: Hour So if anyone can help me out with refining this guy and his spells I'd appreciate it.
  19. Tormal the Grim Mountain Dwarf Martial Artist Ok, here is the my second back up character...to be followed by the first one. Name: Tormal (“Torm-All”) Real Name: Tormal Grallherst Nordhail VAL.....STAT.....BASE.....COST 16 (30).....STR.....10 .....6 17.....DEX.....10.....21 14.....CON.....10.....8 15.....BODY.....10.....10 13.....INT.....10.....3 10.....EGO.....10.....X 10.....PRE.....10.....X 12.....COM.....10.....1 9.....PD.....3.2.....7 4.....ED.....2.8.....1 3.....SPD.....2.5.....5 7.....REC.....6.....2 30.....STUN.....30.....X TOTAL: 64 *We don't use END as it bogs down the game...just END Reserves for magic. **Max Characteristic rules are being used...with some exceptions. Non-Combat Skills *We are required to have 25pts in NCS. COST:.....SKILLS:...................................ROLL: E.....Acting..............................................8- 2.....Climbing...........................................11- E.....Conversation.....................................8- E.....Deduction.........................................8- E.....AK: Home Area...................................8- E.....Lang: Grim Death- Native....................--- E.....Lang: Trader- Native..........................--- 5.....Healing.............................................13- E.....Persuasion.........................................8- 1.....Literate............................................--- E.....Shadowing.........................................8- 6.....KS: Legendary Fist Martial Art...............15- 4.....KS: Anatomy......................................13- 4.....KS: Herbalism & Healing Lore..................13- 3.....Survival: Mountains..............................12- *"E" denotes an Everyman Skill Combat Skills *We have a predefined listing of what is a Combat Skill. COST:.....SKILLS:...................................ROLL: 2.....Stealth.............................................11- E.....WF: Stick, Baton/Shillelagh, Club...........--- 3.....Break Fall..........................................12- 5.....Analyze: Fighting Techniques................13- 3.....CSL: Martial Arts................................+1 OCV 2.....WF: Common Melee Weapons...............--- 7.....Defensive Maneuvers: 1, 2, 3, _...........--- 2.....Armor Familiarity: Light........................--- 18.....Martial Arts: Legendary Fist................--- Cost.....Name...............OCV.....DCV.....Notes 5.....Balanced Strike..........+2.....+2.....STR +1d6 Strike 4.....Weaving Strike..........+0.....+2.....STR +2d6 Strike 4.....Nerve Strike.............-1.....+1.....2d6 NND (Rigid PD on Vital areas or Lack of Weakness) 5.....Take Away...............+0.....+0.....Grab Weapon, +10 STR to take weapon away Free.....WE: Unarmed **Any skill that can be used in combat is a Combat skill with the exception of Analyze magic or any similar skills that are based upon ones knowledge and such. COST:..........POWERS / PERKS / TALENTS: 5.....Dark Vision: Thermo Graphic Vision: Infrared Vision 4.....Dwarven Elder: 1600 2.....Survival: Mountains 1.....Accustomed to thin mountain/cave air: Expanded Breathing-Thin Air 1.....Artic Environment: Safe Environment: Extreme Cold; -1/2 Doesn't work if wearing metal armor or caring a metal shield 3.....Rock Hard Dwarven Fists: +1D6 Hand to Hand; -1/2 Only in Hand to Hand 3.....Martial Body Training: 4PDr / 2EDr Damage Resistance COST:..........Penalties: -2.....Short Legs: Running-1 -1.....Short Legs: Swimming-1 VAL:..........Disadvantages: 5.....Distinctive Features: Dwarf 10.....Psychological Limitation: Metal Armor is a crutch of weak fighters, will not ware Metal Armor 10.....Psychological Limitation: Refrains from using weapons. The PC has no overt desire to kill and refrains from using weapons although he is skilled in the use of a small group of weapons devoted from his martial arts style. He will use his own power and skill before picking up a weapon, which is an act of desperation. Uncommon [5]; Strong [5] 10.....Distinctive Features: Mystic Aura: As a martial artist of great skill, his aura is stronger than that of a normal beings. Not Concealable [15]; Detectable only with unusual senses [-5] 10.....Psychological Limitation: Grim Death Dwarves conviction: While not stern and dour, as a Dwarf of the Grim Death he takes pride in his accomplishments and deeds as well as his way of life. As such he will not lie if it can not be helped, and he will never betray a friend/comrade. Common [10]; Moderate [0] Legendary Fist Special Techniques Waking Strength The PC spends 1 hour every time they wake up (or anytime they have a free hour) meditating. Once they are done they are able to display incredible feats of strength through out the day or until they lose consciousness; they may reactivate this ability when they awaken if they have the time. +14 STR -3/4.....Concentration: Zero DCV; Totally unaware of near by events -1/2.....Not Figured -1/4.....Requires a KS: Legendary Fist Skill roll (-1 to Roll) -11/2.....Extra Time: 1 Hour to Activate Only -1/2.....Power Deactivates if PC falls asleep or is rendered unconscious or looses all STUN. AP/RC: 14 / 3 Resplendent Fist This is a combat technique allowing a skilled martial artist to land several strikes in a space of only a few seconds. The strikes are so fast that each strike blurs together to appear as a singe strike that seems to have a slight sheen to it, this is in fact the blur of each attack moving so quickly. In truth, kicks or punches can be delivered with this. Martial Arts strikes may be used with this. The attack is devastating and meant as a finishing move. HA: +1d6 +1/2.....Auto-Fire: 5 Strikes +1/2.....AOE: 1 Hex Accurate +1/2.....Armor Piercing (more inline with what I have in mind for the ability) -1/2.....Hand-to-Hand (unarmed only, martial arts apply, only the strike from last phase that was used.) -1/2.....Extra Time: Full Phase -1/4.....Requires a KS: Legendary Fist Skill roll (-1 to Roll) -3/4.....Charges: 6 uses per day, 1 use allows 5 strikes to be made. -1/2.....Damage Loss: Every subsequent punch after the 1st looses 2 die of damage from its total to no less than 1d6 of damage. AP/RC: 12 / 3 Stop the Flow This technique stops anyone from using any sort of reserve of energy. For mages they suddenly find the flow of mana from or to their body empty. For those with divine power the same applies. For Psychics, they find their mental energy depleted. This technique is one feared by all mages…that is if they survive the encounter with the martial artist. Dispel: 3d6 END Reserve +1/2.....Cumulative -1/2.....Hand-to-Hand -1/4.....Gestures (Similar to Nerve Strike, 2 fingers extended on striking hand) -1/2.....Extra Time: Full Phase -1/4.....Requires a KS: Legendary Fist Skill Roll (-1 to Roll) -3/4.....Charges: 6 uses per day AP/RC: 13 / 4 *We normally divide the spell cost by 2 to get a final point cost but since these are not magic spells that is not down here. **Also we have to spend 5pts on a talent called Unusual Backgroud if we mix thinggs like Magic and Martial Arts, or steampunk cybernetics (Demon-Tech & Rune-Tech). This is per every 1 thing in addition to the base selection. So that's my dwarf. I'll post the exorsist next. When commenting on the Dwarf please note in you title if its the Dwarf Martial Artist or the exorsist.
  20. Tormal the Grim Mountain Dwarf Martial Artist Ooops
  21. Ok, now although I know my GM, Mark hits these forums every so often, I'll throw this out anyway and and see what happens to me next game...or in the next round of e-mails. Ok, here is the run down. We are running a 150-160 pt base characters. (We're at about 180pts now.) Anyway, we are nearing one of our main objective of this game, recovering the Stone Hammer, a powerful dwarven artifact. Problem is a bunch of minators have the hammer and are using it to tunnel their way into the dwarven fortress with great ease I might add. So we engage these mooks per our usual idium. Well we went into this knowing that we might die considering the artifact they got. Now we did good against them. In all I was a lucky bastard and kept getting missed by attacks. One player was less lucky and ended up being forced to roll for cover constantly, and eventually he got his head squished by the hammer only because he hit the guy with 2 large energy attacks. Our other guy, the gnome and our alchemist and only source of healing...becuase my Sorcerer got changed into a troll (Blade mage, heavy fighter and casted buffing spells) and lost all his magic abilities to pay for the troll benifits. Anyway our gnome was playing the invisible trouble maker, had his invisibility dropped on him and he was sent flying into a wall where he went to sleep. Well we killed the hammer guy and the hammer fell from his grasp and hit the ground just barely causeing an ever widenig/depening hole to appear. Well we lost the gnome and the body of our already dead friend into the hole, nothing to be doen for it. But in all the battle was really close, we all were down to about 5 or less body in this fight. A few good rolls against us and we would have been lunch meat. So in light of our near demise, the backup character became a more fervent topic of discusion. Now I have 2 possible back up characters in mind...one I need help on. The other is cool, but probably could use a second opinion here or there. Ok my 1st character idea is an exorsist, more along the lines of something from an anime than anything else. But I'll get to him in a second. So I'll post my second character idea and follow it up witht he 1st one I had.
  22. Ok, I just got done playing this game, and we finally see just how powerful/skilled Vincent is...not to mention his origin. So who else has played this game through to its end? If you have and got some talent for converting characters I'd like to see Vincent in a couple of different forms if anyone could help. First could someone do him up as how he would translate from the game? Second could someone do up a variation of him for Fantasy Hero at 160pts...(our GM is nice and does not make us spend pts for weapons in this setting, and we don't have to buy a VPP either.) I'm mostly curious about him and might get an idea for characters based upon what I see for stats on him. Thanks for the help.
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