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Ozymandias

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Everything posted by Ozymandias

  1. I'm in the process of building a character who is a "technical pacifist" in that, he won't kill or do irreparable harm to his enemies, but he's not so much a pacifist that he won't fight: if he needs to incapacitate them, he'll do so. He's skilled enough to be able to shoot the helmets of his foes, or use the environment to do damage, instead of direct weapon damage (for those of you who have seen/read Trigun, think some of the trick shots Vash does). So basically, I need to turn Killing attacks he makes into normal stun attacks. I originally made a build of: Blast 12d6, OIF (-1/2; Firearms of opportunity), DC is limited to the DC of the focus (-1/2), Charges: Based on Focus (-0), Must be aimed at Appropriate Location (-3/4) [60 active points, 22 real cost] But that was a bit expensive, and I remembered Club Weapon, which did what I was looking for, for HTH weapons. Unfortunately I didn't see an option for ranged attacks (apart from the bit, of using the gun as a Club, but that doesn't really apply here). So I'm wondering, what would you cost a talent or Ranged Martial art that allows Club Weapon at range?
  2. Re: Destroy Your Geek Cred!! With rare exceptions, anything Star Trek bores me. The only barely tollerable thing I can think of is Khan's recitations of Moby Dick quotes, but even Star Trek II, I didn't like that much.
  3. Re: Damage Die Type Modifiers Well, I'd be hesitant to allow this, since this seems that it would cause some pretty bad balance issues, but purely statistically, a d2 has an average of 1.5, which is approximately half the average of a d6, which would put it at somewhere like -1 or -1.25. A d3 averages 2, and would thus be about a -3/4. A d4 averages 2.5, so it would be worth about -1/2 or -1/4. A d8 would average 4.5, and thus would be worth approximately +1/4. A d10 averages 5.5, and would be worth approximately +1/2 or +3/4. A d12 averages 6.5, and would be worth a +1. A d20 would average 10.5, and would be a +2. A d100 averages 50.5 and should be +13.5. For any preservation of game balance, These numbers would need to be done separately from the active cost, as a second round, ie (Base cost/rank*rank)*(1+Die Type advantages)*(1+Other advantages)= Active points. Active Points/[(1+Die Limitiations)*(1+Other Limitations)] = Real cost. Now body damage would be tricky. I'd say on a d2, d3 or d4, a 1 deals 0 BODY, and anything else deals 1 BODY. On anything above d6, is trickier. A d6 averages 1 BODY; a d8 costs 5/4 of a d6, so it should deal about 5/4 BODY on average, so a 6, 7 or 8 should deal 2 BODY, 1 deals 0 BODY, and everything else deals 1 BODY. A d10 is worth either 3/2 or 7/4 a d6, depending on which cost seems appropriate. The munchkin basher in me says a +3/4 is appropriate, so I'll go with that for this purpose. As a result, it should deal about 7/4 BODY on average. For that, I'd say a 1 is still 0 BODY, a 2 through 5 is 1, a 6 or 7 is 2, an 8 or 9 is 3, and a 10 is 4. Alternatively, if you go the +1/2 route, it should go like: 1 is 0 BODY, 2-6 is 1, 7-8 is 2, and a 9-10 is 3. For a d12, it should average 2 body, so I'd go: 1-2 is 0 body, 3-5 is 1 body, 6-8 is 2 body, 9-10 is 3 body, 11 is 4 body and 12 is 5 body. For a d20, it's 3x the cost, so it should average 3 body. 1-3 is 0 Body, 4-6 is 1 body, 7-9 is 2 body, 10-12 is 3 body, 13-15 is 4 Body, 16-17 is 5 body and 18 is 6 body, 19 is 7 body, and 20 is 8 BODY, and d100, lastly should average 14.5 BODY per die. I'm not even going to begin trying to work that one out. Anyway, this is all statistics, and relying on the law of large numbers to sort it out, which I doubt would work out as planned. When static modifiers, like defenses, are added, this all goes to the crapper. But yeah. I would not do this, unless you're running an online game (ie maptools), and even then, it would be pretty bad. d6s are fairly common, so rolling 12d6 isn't so much of a problem. Having someone roll too many d8s or d12s or the like would be torture to players who may only have a couple lying around. Even in an online game, this could get confusing, since everyone knows a DC 12 blast is 12d6 and a DC12 RKA is 4d6, but when you get into xd12s and yd4s, it's just confusing for no real reason. You have to ask yourself what the reason for this design is. To be honest, I don't see any, and would not use it. Even cost balanced as best as I can make it, It still cries min-max, and if a player uses this rule, I'm pretty sure the rest of the table will too.
  4. Re: The value of Critical Hit rules (and the toolkitting thereof)
  5. Ozymandias

    The Question

    Re: The Question If I remember, it wasn't the 80s series, since I only remember Sage having contact with Richard Dragon, Lady Shiva, Green Arrow (In a two-parter and a Annual) and the Riddler (In either an Annual or a regular issue) and no one else from the rest of DC continuity, in that series. However, I wouldn't say he's near Batman's level either. He's good enough to deal with mooks and occasionally higher level foes, but he's not up to batman's level in martial arts. I would probably put him at higher CVs than that, and I'm not sure if I'd have Offensive Strike, since I think I remember an issue where he started doing more intimidation and offensive fighting, after reading Watchmen, and he got his butt kicked. It's been a while since I read the O'neil series, but I'd feel more comfortable with Martial strike replacing offensive strike. (I'd possibly argue defensive strike as well, if he had more points, but as it stands, he's fine without it.)
  6. Ozymandias

    8-ball

    Re: 8-ball Ok, I dropped the SPD to 4, though that may be too low (It's 250 pts, so it might be fine), I shifted around some points in Characteristics, and made the Multipower OIF, and the Slots OAF. I halved the Number of Billiard balls he carries, and made two clips. The second clip requires an Hour to reload, representing having to go back home, and refill his supply, possibly even having to craft more, which makes more sense, because he has the ability to pick more up, but only outside combat, and in combat, he might only have a couple of any one ball. 8-Ball Val Char Cost 15 STR 5 23 DEX 39 13 CON 6 10 BODY 0 13 INT 3 11 EGO 2 20 PRE 10 14 COM 2 6/10 PD 3 6/9 ED 3 4 SPD 7 9 REC 6 30 END 2 30 STUN 5 7" RUN 2 2" SWIM 0 3" LEAP 0 Characteristics Cost: 97 Cost Power 7 Body Armor: Armor (5 PD/4 ED) (11 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 8 Telescopic Pool Cue: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 4 Grappling Cue: Swinging 11" (11 Active Points); OAF (-1), Locks out Telescopic Pool Cue (-1/2) 20 Billiard Balls: Multipower, 60-point reserve, (60 Active Points); OIF (-1/2), Range Based On Strength (-1/4); all slots Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 1) 8-Ball: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); 2 clips of 8 Charges (Increased Reloading Time: 1 Hour; -1 3/4), OAF (-1), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 2) Cue Ball: Energy Blast 12d6, STUN Only (+0) (60 Active Points); 2 clips of 8 Charges (Increased Reloading Time: 1 Hour; -1 3/4), OAF (-1), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 3) 7-Ball: Sight Group Flash 8d6, Explosion (+1/2) (60 Active Points); 2 clips of 4 Charges (Increased Reloading Time: 1 Hour; -2 1/4), OAF (-1), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 4) 2-Ball: (Total: 57 Active Cost, 12 Real Cost) Drain BODY 3d6, Range Based On STR (+1/4) (37 Active Points); 2 clips of 4 Charges (Increased Reloading Time: 1 Hour; -2 1/4), OAF (-1), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Linked (Energy Blast; -1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) (Real Cost: 8) plus Energy Blast 4d6, STUN Only (+0) (20 Active Points); 2 clips of 4 Charges (Increased Reloading Time: 1 Hour; -2 1/4), Linked (Drain; -1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) (Real Cost: 4) 1u 5) 12-Ball: Darkness to Sight Group 4" radius (40 Active Points); 2 clips of 4 Continuing Charges lasting 1 Turn each (Increased Reloading Time: 1 Hour; -1 3/4), OAF (-1), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 6) 9-Ball: Suppress END 12d6 (60 Active Points); 2 clips of 4 Charges (Increased Reloading Time: 1 Hour; -2 1/4), OAF (-1), Costs Endurance (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 7) 3-Ball: Entangle 6d6, 6 DEF (60 Active Points); 2 clips of 3 Charges (Increased Reloading Time: 1 Hour; -2 1/2), OAF (-1), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Form Barriers (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) Powers Cost: 44 Cost Martial Arts Maneuver Bar Fighting 1 1) Weapon Element: Staffs 3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls [8d6 with Pool Cue] 4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike [9d6 with Pool Cue] Billiard Ball-Fu 4 1) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm [11d6 with 8-ball] 4 2) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC [12d6 with 8-ball] 4 3) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC [10d6 with 8-ball] Martial Arts Cost: 24 Cost Skill 3 Acrobatics 14- 3 Acting 13- 3 Breakfall 14- 3 Concealment 12- 3 Deduction 12- 3 Disguise 12- 2 Gambling (Other (General) Pool/Billiards/etc) 12- 3 Interrogation 13- 3 Inventor 12- 4 CK: New York 13- 3 CuK: Organized Crime 12- 4 Penalty Skill Levels (Billiard Balls): +2 vs. Throwing modifiers with a tight group of attacks 0 PS: Bartender 8- [Notes: 11- Roll] 2 SS: Chemistry 11- 3 Security Systems 12- 3 Seduction 13- 3 Shadowing 12- 20 +2 Overall 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 13- 2 Weaponsmith (Muscle-Powered Ranged) 12- Skills Cost: 79 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Total Character Cost: 250 Pts. Disadvantage 25 Hunted: Mafia 11- (Mo Pow, NCI, Harshly Punish) 30 Dependent NPC: Bar Regulars 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x8 DNPCs) 20 Psychological Limitation: Code versus Killing (Common, Total) 10 Reputation: Mob Target, 11- (Extreme; Known Only To A Small Group) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  7. Re: Create a Villain Theme Team! Doc Hollis Dan Hollis was admitted to the Peaksville Asylum for the Criminally insane, after the brutal murder of six year old Anthony Freedman. Dan was diagnosed with Paranoid Schizophrenia, and he claimed that the murder was self defense; he said that Anthony was a demon, who was trying to send him to the "Cornfield". Despite the murder, Dan was constantly afraid that Anthony was still alive, trying to kill him. One day, Dan killed an orderly, and escaped, trying to flee from Anthony. He made it to a nearby town, and got a room at a motel. As the days of his escape continued, people in the hotel began to disappear into the cornfield. He swore Anthony was near him, taunting him. Hollis ran from the Motel as fast as he could, and eventually made it back to his home town, and found his wife, who had remarried. At this, he became enraged, and with a bad look, his wife, her husband, and his daughter disappeared into the cornfield. He suddenly realized that Anthony never sent anyone to the cornfield. He couldn't even be sure Anthony had ever existed. He had the powers he attributed to Anthony, and it was possible that Anthony, himself, was a figment of this power. His already fractured mind began to crack more, and he fled from society all together. Whenever he'd meet someone, anything that they'd do that would annoy him would send them to the cornfield. Based on "It's a Good Life"
  8. Ozymandias

    8-ball

    Re: 8-ball Ok, so I tried to work things around to make a 8-ball v2. I had to put a lot of limitations on the powers, but I'm pretty sure nothing is exactly illegal, as written. 8-Ball Val Char Cost 13 STR 3 23 DEX 39 13 CON 6 13 BODY 6 13 INT 3 10 EGO 0 18 PRE 8 14 COM 2 6/9/12 PD 3 6/9/12 ED 3 5 SPD 17 9 REC 6 30 END 2 32 STUN 5 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 103 Cost Power 4 Body Armor: Armor (3 PD/3 ED) (9 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 8 Telescopic Pool Cue: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 7 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) 4 Grappling Cue: Swinging 10" (10 Active Points); OAF (-1), Locks out Telescopic Pool Cue (-1/2) 15 Billiard Balls: Multipower, 60-point reserve, (60 Active Points); Range Based On Strength (-1/4); all slots OAF (-1), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 1) 8-Ball: Energy Blast 8d6, 16 Charges (+0), Penetrating (+1/2) (60 Active Points); OAF (-1), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 2) Cue Ball: Energy Blast 12d6, STUN Only (+0), 16 Charges (+0) (60 Active Points); OAF (-1), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 3) 7-Ball: Sight Group Flash 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 4) 2-Ball: (Total: 57 Active Cost, 12 Real Cost) Drain BODY 3d6, Range Based On STR (+1/4) (37 Active Points); OAF (-1), 8 Charges (-1/2), STR Minimum 7(-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Linked (Energy Blast; -1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) (Real Cost: 8) plus Energy Blast 4d6, STUN Only (+0) (20 Active Points); OAF (-1), Linked (Drain; -1/2), 8 Charges (-1/2), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) (Real Cost: 4) 1u 5) 12-Ball: Darkness to Sight Group 4" radius, 8 Continuing Charges lasting 1 Turn each (+0) (40 Active Points); OAF (-1), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 6) 9-Ball: Suppress END 12d6 (60 Active Points); OAF (-1), 6 Charges (-3/4), Costs Endurance (-1/2), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) 1u 7) 3-Ball: Entangle 6d6, 6 DEF (60 Active Points); 4 Charges (-1), OAF (-1), STR Minimum 7 (-1/2), Restrainable (-1/2), Cannot Be Used With Rapid Fire, or Blazing Away (-1/2), Range Based On Strength (-1/4), Cannot Form Barriers (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) Powers Cost: 38 Cost Martial Arts Maneuver Bar Fighting 1 1) Weapon Element: Staffs 3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls 4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike Billiard Ball-Fu 4 1) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm 4 2) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 4 3) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC Martial Arts Cost: 24 Cost Skill 3 Acrobatics 14- 3 Acting 13- 3 Breakfall 14- 3 Concealment 12- 3 Deduction 12- 3 Disguise 12- 2 Gambling (Other (General) Pool/Billiards/etc) 12- 3 Interrogation 13- 3 Inventor 12- 4 CK: New York 13- 3 CuK: Organized Crime 12- 4 Penalty Skill Levels (Billiard Balls): +2 vs. Throwing modifiers with a tight group of attacks 0 PS: Bartender 8- [Notes: 11- Roll] 2 SS: Chemistry 11- 3 Security Systems 12- 3 Seduction 13- 3 Shadowing 12- 20 +2 Overall 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 13- 2 Weaponsmith (Muscle-Powered Ranged) 12- Skills Cost: 79 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Total Character Cost: 250 Pts. Disadvantage 25 Hunted: Mafia 11- (Mo Pow, NCI, Harshly Punish) 30 Dependent NPC: Bar Regulars 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x8 DNPCs) 20 Psychological Limitation: Code versus Killing (Common, Total) 10 Reputation: Mob Target, 11- (Extreme; Known Only To A Small Group) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  9. Ozymandias

    8-ball

    Re: 8-ball General Archetype would probably be something along the lines of weaponmaster. He's Kind-of along the lines of a Green-arrow type character, with Billiard balls replacing arrows. He uses HTH combat more than GA though, but on the whole, that's still his back up. So, I should Bump up Characteristics, instead of Skill rolls. What about the DC of the powers? They seem a bit low, but are they significantly low? I Built a bigger Multipower array, if I need it, but I'm a bit hesitant to do so, because I'm not sure if the Limitations I have on it are legal: 60 Active point Multipower Billiard Balls, OAF (-1), STR Minimum 7 (-1/2), and Range based on STR (-1/4) [not added to slots with no natural range] on Multipower and all slots, 22 Real cost 2u 8-Ball: Energy Blast 6d6, +1/2 worth of Variable Advantages (+1), 16 Charges (-0) 2u Cue Ball: Energy Blast 12d6, Stun Only (-0), 16 Charges (-0) 2u 9-Ball: Drain END 3d6, Ranged Based on Strength (+1/4), NND (defense is LS: No NEED to Breathe, +1/2), 6 Charges (-3/4) 1u 3-Ball: Entangle 6d6, 6 Def, Cannot form Barriers (-1/4), 4 Charges (-1) 2u 7-Ball: Visual Flash 8d6, Explosion (+1/2), 8 Charges (-1/2) 2u 2-Ball: Drain CON 3d6, Range Based on Strength (+1/4), 8 Charges (-1/2), Linked to Lesser Power (-1/4); Linked to Energy Blast 4d6, Stun Only (-0), 8 Charges (-1/2), Linked to Greater Power (-1/2) 1u 12-Ball: Visual Darkness 4" radius, 8 Continuing Charges lasting 1 Turn Each (removed by wind or Rain -0) For a total of 34 points, As opposed to the 35 real point Multipower in my below build. The problem is I'm not sure if STR Minimum is a legitimate Limitation (Especially when combined with Range based on STR), especially since it only really effects him if he's STR drained. As a last thought, Should I have Martial Arts on him, or is that really more for Martial Artist Characters? I like some of the Maneuvers, both flavor and Combat wise, but it requires a minimum investment of 10 points, and I'm already over. Also, How do Skill Levels, and Combat Skill Levels work? They look like they could cut down my point costs a lot, but I'm afraid of using them wrong. (The 8 or 10 levels could cut about 44 points, if my math is right, and they work like I think they do)
  10. Ozymandias

    8-ball

    Just to preface, so you know where I'm coming from, I'm a long time (well, relatively long time) Mutants & Masterminds player. I wanted to get into the Hero system, but it always seemed incredibly complicated, just based on flipping through the book in the store (Mainly the fractional stuff, the number of Characteristics, and some other stuff). Well, for Christmas, one of my gaming buddies bought me the 5e rulebook, and I've been reading through it, and getting the hang of it, and a lot of what seemed complicated is beginning to make a bit of sense. The problem is, I've still haven't totally got the hang of it. I tried converting a M&M character of mine, and perhaps it's that I'm not picking up on all the disadvantages I should have, or perhaps it's that I'm spending way to many points, on effects I should be buying at a lower rank, but the character that I'm trying to convert is a PL10 Street-level character, who should be Low-Superhuman (I'm guessing. He's not Super-powered, but he's about the level of someone like Nightwing, or other Badass-normals), but I can't get him there, point wise, and I'm still not sure If he's even up to scratch with what a Low-Superhuman should be, or if I'm overlooking important stuff. So could I get a look over of this, for stuff I'm missing, and what seems like it could be cut. 8-ball STR 14 (Lift 174kg, 2.5d6, 2 3/4" leap) [strength damage/leap/lift estimated based on table, as there is no spot for 14] Roll: 12- DEX 18 (CV 6) Roll: 13- CON 13 Roll 12- BODY 13 Roll 12- INT 12 Perception: 11-; Roll: 11- EGO 14 (ECV: 5) Roll: 12- PRE 18 (Presence Attack 4d6) Roll: 13- COM 14 Roll: 12- PD 13 (6r) ED 12 (6r) SPD 4 REC 10 END 30 STUN 33 Total Characteristic Cost 95 Skills 5 Acrobatics 14- 5 Acting 14- 3 Breakfall 13- 5 Concealment 12- 5 Conversation 14- 5 Deduction 12- 5 Demolitions 12- 5 Disguise 12- 7 Gambling (Pool, Billiards and derivative games) 13- 5 Interrogation 14- 5 Inventor 12- 5 CK: New York 14- 4 CuK: Organized Crime 13- 5 PS: Bartender 14- 5 PS: Pool 14- 3 SS: Chemistry 12- 5 Security Systems 13- 5 Seduction 14- 5 Shadowing 12- 5 Stealth 14- 5 Sleight of hand 14- 5 Streetwise 14- 5 Weaponsmith (Muscle-Powered Ranged) 12- Talents: Combat Luck Resistance 2 (14- Roll to resist questioning/interrogation) Total Talents/Perks/Skills Cost: 120 Powers: Body Armor: Armor (3PD/3ED), OIF (-1/2), Real Armor (-1/4) 5pts Telescoping Pool Cue: HA +4d6, No END Cost (+1/2), OAF (-1), HTH Attack (-1/2), STR Minimum 8 (-1/2) 10 pts Grappling Cue: Swinging 10," OAF (-1) 5pts 45 Active point Multipower Billiard Balls, OAF (-1), STR Minimum 8 (-1/2) 18 Real cost 3u 8-Ball: Energy Blast 4d6, +1/2 worth of Variable Advantages (+1), 12 Charges (-1/4) 3u Cue Ball: Energy Blast 9d6, Stun Only (-0), 8 Charges (-1/2) 2u 9-Ball: Drain END 2d6, Ranged (+1/2), NND (defense is LS: No NEED to Breathe, +1/2), 4 Charges (-1) 2u 3-Ball Entangle 5d6, 4 Def, Cannot form Barriers (-1/4), 4 Charges (-1) 2u 7-Ball: Visual Flash 6d6, Explosion (+1/2), 4 Charges (-1) 2u 2-Ball: Drain CON 3d6, 4 Charges (-1), Linked to Lesser Power (-1/4); Linked to Energy Blast 3d6, Stun Only (-0), 4 Charges (-1), Linked to Greater Power (-1/2) 3u 12-Ball: Visual Darkness 4" radius, 8 Continuing Charges lasting 1 Turn Each (removed by wind or Rain -0) Range Based on STR (-1/4) Total Power Cost: 55 Total Cost: 270 [need to trim 20 pts down] ---------------------------------------- 150+ Disadvantages: Hunted: Mafia (Mo Pow, NCI, 11-, Kill, Capture) 25 pts DNPC: Bar Regulars (8-, Group of 8, Normal, Unaware of Secret Identity) 30 pts Psychological Limitation: Code versus Killing (Common, total) 20 pts Reputation: 8- Mob Target (Extreme) 10 pts Social Limitation: Secret Identity (Frequently, Major) 15 pts Total Disadvantage Points 100 pts ------------------------------------------ Background fluff: Oscar Haimes, a bartender at a dive bar on the lower east side, had his share of problems with drunken bruisers. He kept himself in shape, having to break up drunken brawls on semi-common occasion. He also was a master at pool, having a standing challenge for the pool players: If a pool player manages to win enough games, Oscar can be challenged to take their ego down a peg. If, by some miracle they were to win, they would get free drinks for a year, but if they lose, they have to buy the next round for their fellow drinkers. He would usually dismantle the opponent in such little time that it would barely interupt his ability to serve his customers. After Mafia Protection collecters came knocking, Oscar them up, using stuff he found around his bar, most notably, his pool cues, and billiard balls. Knowing that the mob wouldn't let up, he brought the fight to them, designing an arsenal of weapons made from hollowed out billiard balls, filled with alcohol (for explosives), and other chemicals. Masking his face with a mask made from a T-shirt, with a design of an 8-ball on it, he was ready to go. Leaving his bar to be run by a friend, he cought up with the runners of the protection racket, beating them up, and leaving them for the cops. Redesigning his costume to work better, and making more effective Billiard Ball weapons, and designing a Telescoping Pool cue. As time went on, he added to his arsenal, and, added a grappling shooter extention to his pool cue. ------------------------------------------ So, what I'm looking for in this is for him to be fairly strong, Tough, fast, Charismatic, and Mentally, above average. He'll use his Billiard balls primarily, but he'll go HTH if he's running low. Thanks for any advice you have.
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