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Funksaw

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Everything posted by Funksaw

  1. Re: Power Game. Give it a try. I would totally allow this and my indeed steal this as a plot device should I ever run a campaign.
  2. Re: Power Game. Give it a try. RKA 2d6; Area of Effect, Nonselective, 8" Radius (AOE Radius +3/4), Continuous (+1); MegaScale 1"=100KM (+3/4) <105 AP>; OAF (Nuclear Bomb, -1)
  3. Re: Villian: Bad E. Wolf
  4. Re: Traveller Hero, a major announcement They're selling lazer printers (monochrome, admittedly) for about $125 these days. The only reason why people don't get the lazer printers, I think, is because people simply don't know any better. There are three things that make a lazer printer a better value for me: Better print quality, faster printing, and you save the money in ink cartridges for only mild use in the first 3 months. I reccomend the HP Lazerjet 1020 - small, compact and cheap.
  5. Re: Traveller Hero, a major announcement Nah. If Serenity can do without tons of genetic modifications and cyborgs and nanites, so can Traveller. I think the big problem with Traveller is not that it's aged so much as, in Sci-Fi, we have great programs like Serenity and Babalon 5 and Farscape playing up, for most episodes, highly specialized themes (Survival and Self-Sufficiency; Realpolitik and Man's Limited Significance In the Universe; Culture Shock and Alienation) that when we're presented with a highly detailed setting without those highly specialized themes, it can seem dated in comparison. For example, Star Trek TNG now seems dated not just because somehow TV writers suddenly learned to write sometime around 1997 (just a smidge too late for the Doctor Who TV Movie, I'm afraid) but also because the theme changes from week to week and the setting is just a backdrop. So when Traveller presents a setting without a particular -theme- it's going to feel horribly dated. This also creates a problem when pitching Traveller to potential players; The one Traveller game suffered because - well, because I was in Grad School, but more than that, they were playing it like Flash Gorden when I wanted it to be more like Serenity. Now I make sure all the players are cool on -theme- because I honestly believe that -theme- is more important than -genre.-
  6. Re: Anybody out there playing Doctor Who Hero? Probably right about Mind Control.
  7. Re: Things I Have Learned Playing a Hard Boiled Detective There are two kinds of people in this world. Most people are those who'll as soon spit on you as look at you. The other type will make it seem like they're doing you a favor when they stick the knife in you're back.
  8. Re: Psychic Paper? A limited effect Images would also work.
  9. Funksaw

    Grey Goo

    Re: Grey Goo I'll fix it in a parsecond.
  10. Re: Concepts you wish your players would play
  11. You have to admit, having this predator on the loose would be an excruciating nightmare. Bad E. Wolf Player: Val Char Cost 15 STR 5 14 DEX 12 13 CON 6 10 BODY 0 14 INT 4 10 EGO 0 13 PRE 3 10 COM 0 3 PD 0 3 ED 0 2 SPD 0 6 REC 0 26 END 0 33 STUN 8 16" RUN 0 2" SWIM 0 43" LEAP 0 Characteristics Cost: 38 Cost Power 49 When Animal Attacks: Multipower, 49-point reserve 5u 1) A Tornado Of Teeth And Claws: Killing Attack - Hand-To-Hand 1d6, Area Of Effect (2" Radius; +1), Autofire (2 shots; +1 1/4) (49 Active Points) 4u 2) Hungry!: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR) (45 Active Points) 40 Cartoon Tricks: Multipower, 40-point reserve 1u 1) Stretching 1" (5 Active Points) 2u 2) Running +10" (16" total) (20 Active Points) 3u 3) Two Dimensional When I Want To Be: Desolidification (affected by Attacks Hitting Him From The Side) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 1u 4) Portable Hole: Teleportation 5", x4 Noncombat (15 Active Points) 1u 5) Mural Illusion: Sight Group Images 1" radius (10 Active Points) 25 Acme Gadget Catalog: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1) 1u 1) Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Dropped (-1/2) 2u 2) Acme Disintegrator Ray: Killing Attack - Ranged 3d6+1 (50 Active Points); OAF (-1) 1u 3) Acme Suction Cups: Clinging (normal STR) (10 Active Points); OAF (-1) 1u 4) Acme Rocket Skates: Flight 23" (46 Active Points); OAF (-1), Only In Straight Lines (-1/2), Only In Contact With A Surface (-1/4), Only On Appropriate Terrain Only on smooth surfaces (-1/4) 1u 5) Acme Giant Slingshot: Leaping +40" (43" forward, 21 1/2" upward) (40 Active Points); OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4) 1u 6) Acme Superheroine Costume: Shape Shift (Sight Group) (10 Active Points); OAF (-1) 2u 7) Acme Magic Flute: Mind Control 10d6 (50 Active Points); OAF (-1) 1u 8) Acme Earthquake Pills: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4) (45 Active Points); Conditional Power Power does not work in Very Common Circumstances (Must Get Character To Eat Or Consume Earthquake Pills; -1), OAF (-1), Gradual Effect (1 Minute; -1/2), Cannot Form Barriers (-1/4) 1u 9) Acme Glue Gun: Entangle 3d6, 3 DEF (30 Active Points); OAF (-1), 6 Charges (-3/4) 1u 10) Acme Universal Remote Control: Telekinesis (2 STR), Fine Manipulation (13 Active Points); OAF (-1), Only Works On Limited Types Of Objects Limited Group of Objects (Machines; -1/2), Affects Whole Object (-1/4) 1 Flight 1" (2 Active Points); Restricted Path (Only To Walk Off Ledges And Not Fall Down Until You Look Down; -1), Levitation (-1/2) 1 Summon Placard With Writing: Summon 1-point creatures, Reduced Endurance (0 END; +1/2) 1 Summon Parasol: Summon 1-point creatures, Reduced Endurance (0 END; +1/2) 26 You Can't Kill A Toon: Healing BODY 1d6, Resurrection, Reduced Endurance (0 END; +1/2) (45 Active Points); Resurrection Only (-1/2), Does Not Work On Some Damage One Type of Damage (Turpentine; -1/4) 3 Telekinesis (2 STR), Area Of Effect (2" Cone; +1) (6 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Only Works on Ferrous Objects; -1/2), Affects Whole Object (-1/4) Powers Cost: 175 Cost Skill 3 Acrobatics 12- 3 Acting 12- 3 Contortionist 12- 3 Inventor 12- 3 Mechanics 12- 3 Sleight Of Hand 12- 3 Shadowing 12- 3 Stealth 12- 6 Survival (Desert) 14- 7 Tracking 14- Skills Cost: 37 Total Character Cost: 250 Pts. Disadvantage 15 Distinctive Features: Cartoon Character (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Thinks the World Obeys Cartoonland Physics (Common, Strong) 15 Susceptibility: Turpine, Acetone & Other Paint Removers, 3d6 damage Instant (Uncommon) 15 Psychological Limitation: Obsession with Road Runners (Uncommon, Total) 20 Physical Limitation: Mute (All the Time, Greatly Impairing) 20 Unluck: 4d6 Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  12. Re: Anybody out there playing Doctor Who Hero? Here are my Bling Dalek and Lumic Cyberman builds Bling Dalek: Dalek Player: Val Char Cost 55 STR 20 10 DEX 0 20 CON 20 20 BODY 20 43 INT 33 10 EGO 20 30 PRE 20 0 COM -5 11/111 PD 0 9/44 ED 0 2 SPD 0 10 REC 0 200 END 80 0 STUN -45 6" RUN 0 2" SWIM 0 11" LEAP 0 Characteristics Cost: 163 Cost Power 247 [DALEK BEAM]Killing Attack - Ranged 6d6, Line Of Sight (+1/2), Armor Piercing (x4; +2), Penetrating (x4; +2) (495 Active Points); OIF (-1/2), Beam (-1/4), No Knockback (-1/4) 77 Tunneling 1" through 25 DEF material 15 Automaton (Cannot Be Stunned) 50 Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points) 10 No Hit Locations 12 High Range Radio Perception (Radio Group) 20 Increased Arc Of Perception (360 Degrees) with Sight Group and Hearing Group 2 +1 versus Range Modifier for Sight Group 51 Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 90 Armor (50 PD/10 ED) 112 Force Field (50 PD/25 ED), Reduced Endurance (0 END; +1/2) (112 Active Points) 50 Mind Scan 10d6 (Machine class of minds) 21 Healing BODY 7d6, Can Heal Limbs (75 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Self Only (-1/2), Lockout (-1/2), Concentration (1/2 DCV; -1/4), Conditional Power Power Only Works While Character Is Connected to a power source (-1/4) 35 Flight 10", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points) -6 (0 Active Points); Custom Modifier (Limited Fine Control; -1/4) applied to DEX Powers Cost: 786 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 2 Environmental Movement (no penalties on) 14 Fearless 3 Lightning Calculator 12 Speed Reading (x100,000) 3 Lightsleep 10 Resistance (10 points) Talents Cost: 50 Total Character Cost: 999 Pts. Disadvantage 30 Vulnerability: 2 x BODY Called Shot To Eye Stalk (In addition to damage, treat as a 10d6 Darkness to Sight Group Effect if at least 1 Body gets through) (Very Common) 15 Hunted: The Doctor 8- (Mo Pow, Harshly Punish) 5 Hunted: Other Dalek Hunters 8- (Less Pow, Harshly Punish) 15 Distinctive Features: Pepperpot (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 25 Psychological Limitation: Obsession: Subjugate or Exterminate All Lesser Life Forms - All Non-Dalek Life Forms are Lesser (Very Common, Total) 15 Psychological Limitation: Do Not Tolerate Blasphemy (Uncommon, Total) 20 Physical Limitation: One Arm (All the Time, Greatly Impairing) 15 Physical Limitation: Hasn't Got Any Legs (All the Time, Slightly Impairing) 25 Physical Limitation: No Sense of Touch (All the Time, Fully Impairing) 25 Physical Limitation: No Sense of Taste/Smell (All the Time, Fully Impairing) 25 Social Limitation: Must Obey Higher Ranked Daleks (Bling Daleks < Black Daleks < Emporer) (Very Frequently, Severe) Disadvantage Points: 215 Base Points: 200 Experience Required: 584 Total Experience Available: 0 Experience Unspent: 0 Lumic Cyberman Cybus Corporation Cyberman Player: Val Char Cost 30 STR 20 10 DEX 0 30 CON 40 30 BODY 40 15 INT 5 0 EGO 0 20 PRE 10 10 COM 0 26 PD 0 6 ED 0 2 SPD 0 12 REC 0 60 END 0 0 STUN -60 6" RUN 0 2" SWIM 0 6" LEAP 0 Characteristics Cost: 55 Cost Power 15 Automaton (Cannot Be Stunned) 30 Armor (20 PD/0 ED) 15 Does Not Bleed 45 Killing Attack - Hand-To-Hand 3d6 (5d6 w/STR) 34 Killing Attack - Ranged 4d6 (60 Active Points); OIF (-1/2), Beam (-1/4) 11 Life Support (Eating: Character does not eat; Longevity: Immortal; Sleeping: Character does not sleep) 25 Mind Link , CyberLeader class of minds, Specific Group of Minds, Any distance, No LOS Needed 65 Mind Link , Other Cybermen class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x256) 30 Telepathy 6d6 (Machine class of minds) 20 Mind Control 6d6 (Humans class of minds) (30 Active Points); Limited Class Of Minds Only Humans who have Lumic earPods (-1/2) Powers Cost: 290 Cost Skill 9 Analyze: Agility Skills 15- 30 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 21- 11 Electronics 16- 11 Security Systems 16- 24 +3 with All Combat Skills Cost: 85 Cost Talent 3 Absolute Time Sense 5 Eidetic Memory 14 Fearless Talents Cost: 22 Total Character Cost: 452 Pts. Disadvantage 20 Susceptibility: Having Emotions, 3d6 damage per Turn (Uncommon) 10 Vulnerability: Gold Dust Attacks (Common) 25 Social Limitation: No Free Will (Very Frequently, Severe) 25 Hunted: The Doctor 14- (Mo Pow, Harshly Punish) 20 Distinctive Features: Look Like A Giant Metal Man (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Disadvantage Points: 100 Base Points: 200 Experience Required: 152 Total Experience Available: 0 Experience Unspent: 0
  13. Funksaw

    Grey Goo

    Re: Grey Goo Okay. Here's my build. The Grey Goo Scenario: The Grey Goo is an escaped DARPA; a cluster of nanotechnology computers, that when networked together have produced an artificial intelligence similar to true sentience. It is capable of reasoning on it's own due to the hyperprocessing that trillions of multithreaded computers are able to do. The Grey Goo can reduce any matter to it's component atoms in order to recreate additional nanotechnology computers. It is only the sentience that it has gained that causes it to reason to the point where it realises that consuming is a choice. If it should ever -choose- to endlessly consume, it could very well destroy the world. Indeed, when the Grey Goo is damaged and loses it's higher reasoning functions, it does indeed revert to it's prime directive. Consume and Grow. DARPA is willing to offer a $50,000 bounty or amnesty for criminal acts for any superpowered being able to capture, contain, and deliver the Grey Goo to DARPA authorities, but warns that the Grey Goo is extremely dangerous. Grey Goo Player: Val Char Cost 10/30 STR 0 13 DEX 9 14 CON 8 13/17 BODY 6 15 INT 5 10 EGO 0 10 PRE 0 10 COM 0 2/7 PD 0 3/8 ED 0 3 SPD 7 5 REC 0 30 END 1 25/29 STUN 0 6" RUN 0 2" SWIM 0 2"/6" LEAP 0 Characteristics Cost: 36 Cost Power 22 Self-Replication: Major Transform 3d6 (standard effect: 9 points) (Transform Base Matter into Nanotech, Repair) (45 Active Points); All Or Nothing (-1/2), No Range (-1/2) 11 Self Repair: Aid BODY 3d6 (standard effect: 9 points) (30 Active Points); Linked (Self-Replication; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only Restores to Starting Values (-1/2), Self Only (-1/2) 17 Size Shift: Multipower, 25-point reserve, (25 Active Points); all slots Linked (Self-Replication; Lesser Power can only be used when character uses greater Power at full value; Lesser Power need not be used proportionally to Power with which it is Linked; -1/2) 2u 1) Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (25 Active Points); Linked (Self-Replication; Lesser Power can only be used when character uses greater Power at full value; Lesser Power need not be used proportionally to Power with which it is Linked; -1/2) 2u 2) Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB), Costs END Only To Activate (+1/4) (25 Active Points); Linked (Self-Replication; Lesser Power can only be used when character uses greater Power at full value; Lesser Power need not be used proportionally to Power with which it is Linked; -1/2) 40 Shape Shift: Multipower, 40-point reserve 2u 1) Desolidification (affected by All Attacks) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 3u 2) Shape Shift (Sight Group, any shape), Imitation (40 Active Points); Limited Effect (Normal Sight Only; -1/4) 2u 3) Stretching 4" (20 Active Points) 31 Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character does not sleep) 30 Physical Damage Reduction, Resistant, 50% 15 Hard to Hurt: Armor (5 PD/5 ED) 7 Cyber-Link: Telepathy 2d6 (Machine class of minds) (10 Active Points); No Range (-1/2) Powers Cost: 184 Cost Skill 4 Computer Programming (Hacking and Computer Security, Military Computers) 12- 3 Cryptography 12- 3 Disguise 12- 3 Electronics 12- 3 Security Systems 12- 8 WF: Emplaced Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 6 TF: Common Motorized Ground Vehicles, Military Spacecraft, Small Military Ships, Tracked Military Vehicles, Wheeled Military Vehicles Skills Cost: 30 Total Character Cost: 250 Pts. Disadvantage 30 Accidental Change: Must Grow 3-4 Levels when Body is >75%, Must Grow 1-2 Level when Body is between 75-50%, Cannot use Grow or Shrink when Body is 50-25%, Must use 1 level Shrink when body is 25-10%, Must use Level 2 Shrink when Body is <10% Always (Very Common) 20 Physical Limitation: Can do nothing but mindlessly consume any and all adjacent matter using Transform & Linked AID power when Body is less than 10% (Frequently, Fully Impairing) 15 Reputation: Dangerous Escaped Experiment, $50,000 Reward for Capture ( Spread by DARPA ) , 14- 30 Hunted: DARPA & DARPA Bounty Hunters 14- (Mo Pow, NCI, Capture) 5 Social Limitation: Unfamiliar with Human Society (Occasionally, Minor) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  14. Re: Character: The TransAtlantic Man Okay - lower to 8PD/8ED, 3 continuing charges lasting 1 turn (-3/4)
  15. Re: Character: The TransAtlantic Man Ooh, Let me see if I can't rebuild that.
  16. Re: Google Images + Photoshop = Fake Covers for PCs Baron Victor Von Morgenstien:
  17. Re: "Tesla Magnetic Bomb" Yes. Yes I shouldd
  18. This is how I built a small "electromagnet" bomb which, when thrown, makes all the metal objects near it fly towards it. Tesla Magnetic Bomb: Telekinesis (19 STR), Area of Effect Nonselective (3" Radius; +3/4) <50 AP> 1 Recoverable Continuing Charge lasting 1 Turn (-3/4), Only Works on Ferrous Metal (-1/2), Affects Whole Object (-1/4) What do you think?
  19. Re: Mecha as a Multiform? I'm smacking myself in the head; if I had known about the Vehicle perk, I'd have used that.
  20. I had an idea for y'all, and I wanted to run it by you. I'm thinking about a mecha for a gadgeteer character; I think the best way to do it would be to purchase it as a Multiform. He can't use most of his other powers while in the Mecha - for all intents and purposes he's the same guy in a different body. I'm having trouble figuring out how to work the limitations. For example, I want Fuel Dependent (and that, I can figure out) but here's what I'd also like... I'd like to represent that the Mecha can only be changed in a lab - that this isn't the Hulk and can be changed anywhere - that there are certain conditions that have to be made. "Only in a Lab" works, but that's only a limitation for a VPP. I'd also like to represent that the mecha is not an instant change - that the person has to climb in and out (which is a full turn.) Any ideas?
  21. Doctor Anton Calvari, The TransAtlantic Man: Dr. Anton Calvari was born in Britain. He spent most of his career in science studying physics, and was recruited by Edison, and later, by Tesla, to attend conferences and bring back ideas from Europe to the laboratories in the New World. Because of his frequent trans-atlantic trips and his dime-novel tales and exploits of the strange things he found cavorting with two continents worth of the strangest (and maddest) science imaginable, Dr. Calvari was nicknamed "The Trans-Atlantic Man" by peers and "Our Trans-Atlantic Man" by the Tesla research team at Colorado Springs, Colorado. On a trip to the 1900 Paris World's Fair, he tried to set up a proof-of-concept wireless power transmission device going. This device seemed to be a quantum breakthrough in the area of wireless power transmission - for the first 10 seconds at least, until something went Horribly Wrong. History records that Dr. Calvari was completely vaporized - down to his clothing as well. This did not happen. What did happen was that Calvari was sent forward into time, until he landed in the modern day. Now with nothing but his wits and inventiveness, he needs to first find a way to survive in this hostile, strange world, and if possible, return to the past. He may be able to do it - when it comes to physical danger, luck seems to be on his side - after all, there was no way he should have survived the blast of electricity that sent him hurtling through time. He's already managed to salvage some parts and created some gadgets designed to help him survive through this cold, urban, completely alien environment, alone, without friends or even a way to prove his identity. It may not be enough to avoid all those who would just take advantage of the weak, those who mistake him for some escaped mental patient, and the strange other things that lurk in this world. Melodramatic Optional Plot Seeds - Character is written up without these Disads One of the things about being trapped in the future with no way to return home is not only knowing that all your friends and family are dead, but exactly when and how they died. If Anton can find a way back to the 1900s, he could alter the course of history and save their lives. Of course, whenever someone tries to travel through time, it can rewrite history like a cassette. Traveling in time is (will be) a crime. That's why there are the Time Agents. These Time Agents come from a dystopian future which is under ruthless control - the future to be that comes from the path we have chosen - the hell we have chosen for ourselves. If Anton goes back in time, he may even deter the rise of the robber barons, the World Wars, and the energy crises that brought the rulers of the future to power. They work by infiltrating the past; dressing the same as the contemporaries, living normal lives - sleeper agents - until it's time to exterminate an unauthorized time-traveller. Then they use all the future technology they can bring to bear against a time-traveller - so long as they don't leave any evidence for the people of the present to reverse engineer. The Time Agents justify their existance to the future masses because in order to "prevent the erasure of billions of existances." However, the Time Agents are not loathe to kill witnesses and collateral damage - so long as it doesn't matter all that much in the scheme of things - isn't a concern. This certainly causes changes to the timeline. Anton didn't come to the future by any sort of "controlled" time travel. He didn't step into a machine - what he really did was rip a hole in space-time. First, when you rip a hole in space time, bad things tend to come out of it. Second, when you rip a hole in space time, people who WANT bad things to come out of it (sorcerers, demonic scientists, cultists, government scientists - hell, even misguided good guys) tend to want to use you as a portal. ------------[Anton: Characteristics ]------------- Val Cha Base Cost Pts 15 STR.........10 x 1 5 18 DEX.........10 x 3 24 15 CON.........10 x 2 10 12 BODY........10 x 2 4 18 INT.........10 x 1 8 15 EGO.........10 x 2 10 15 PRE.........10 x 1 5 10 COM.........10 x 1/2 0 3 PD..........3 x 1 0 3 ED..........3 x 1 0 3 SPD.........2.8 x 10 2 6 REC.........6 x 2 0 30 END.........30 x 1/2 0 28 STUN........28 x 1 0 Characteristics Cost: 68 ------------------------------[ Anton: Powers ]------------------------------- Cost Power END ---- -------------------------------------------------------------------- ---- 45 Multipower - Gadgets & Gadgeteering <45 AP> 0 2 u ElectroPistol: Energy Blast 9d6 <45 AP>; OAF (-1) Beam (-1/4), 12 0 Charges (-1/4) 1 u Climbing Suction Cups: Clinging (Normal STR) <10 AP> Costs 1 Endurance (-1/2), Maximum Movement Speed While Clinging is 1" per phase (-1/2) 1 u Grapnel and Hook: Swinging 8" <8 AP>; IAF (-1/2), Extra Time 1 (Full Phase, Only to Activate -1/4) 1 u Concealable Parachute: Gliding 6" <6 AP>; 1 Recoverable 0 Continuing Charge (lasts until char hits ground or parachute is fouled; -3/4), IAF (-1/2), Limited Movement (Cannot gain altitude, and must move at least 12" downward for every 1" forward; -1/2) 1 Machine Repair: Aid BODY 4 1/2 d6 <45 AP>; Only on Machines (-1); 4 0 Charges (-1) 1 u Mechanical Morphing: Major Transform 3d6 (Transform Machine into 0 other type of Machine or Spare Parts into Working Machine, heals by taking it apart or destroying) <45 AP> 4 Charges (-1); Limited Target (Only on Machines/Parts -1/2), No Range (-1/2) 1 u Physics Mastery: Dispel Electricity & Magnetism Based Powers 0 (through the use of applied science) 15d6 <45 AP>; Extra Time (1 Turn Post Segment 12, Character May Take No Other Actions -1 1/2) 2 Charges (-1 1/2) RSR (-1/2); Concentration (1/2 DCV; -1/4) 2 u Electromagnetic Pulse: Dispel Electricity Powers (All) 5d6; (All 0 Electricity Powers Simultaniously; +2) <45 AP>; 4 Charges (-1) 0 ------------------------------------------------------------- 0 24 It Looks Worse Than It Is: Armor (8 PD/8 ED) 0 4 Just What I Needed!: Major Transform 1d6; Thin Air into Small, 0 Useful Non-Combat Device, Special Effect: "Found" Items; Heals by being no longer relevant to plot/forgotton about <15 AP>; 1 Charge (-2); Non-Combat, Non-Valuable items only (-1/2) 7 Close Shave I: Armor (10PD) <15 AP>; 4 Charges (-1) 0 7 Close Shave II: Armor (10ED) <15 AP>; 4 Charges (-1) 0 Talents/Perks 3 Anonymity 6 Combat Luck (3 PD/3 ED) Skills 5 Electronics 14- 3 Inventor 13- 3 Mechanics 13- 3 SS: Biology 13- 3 SS: Chemistry 13- 5 SS: Physics 15- 2 WF: Small Arms 3 Language: French (Fluent & Literate) 2 Systems Operation (Radio) 13- 0 ES: Language (British English) Native 0 ES: Transport Familiarity: Horses 0 ES: Professional Skill: Scientific Researcher 8- 0 ES: Area Knowledge: Menlo Park, circa 1900 8- 0 ES: Conversation 8- 1 TF: Small Motorized Ground Vehicles 1 TF: Balloons and Zeppelins ---- ------------------------------------------------------------------------- 137 Powers Cost + 68 Characteristics Cost = 205 Total Cost Disadvantage 150 + Pts ------------------------------------------------------------------------- ---- Normal Characteristic Maxima 20 Social Limitation: Unfamiliar With Modern Culture (Occasionally, Minor) 5 Social Limitation: Awkward Around Women (-3 with Interactive Skill Rolls 10 with Women) (Occasionally, Major) Distinctive Feature: British Accent (Concealable; Noticed and 10 Recognizeable; Detectable by Commonly Used Senses) Money: Destitute 10 ------------------------------------------------------------------------- ---- 205 (Total Points) = 0 (Experience) + Disadvantages: 205 Comments Welcome
  22. Re: Lost and Found super-ads Lost: One airplane. Flight #815. Contact Oceanic Airlines, +48 1 5162342
  23. I violated copyright massively to bring you these totally awesome fake covers for fictional HERO characters - some art from Goodbrush, others from googling "matte artists" - I honestly don't know where I got all this stuff. But I think my title lettering has gotten pretty cool - and, well, I'm an RPG geek. I want to show off. More to be added later. The Gallery: The Transatlantic Man:
  24. Re: Lost and Found super-ads Lost: One gallon-sized glass bottle. Contains shrunken city. ' Found: Newspaper from 2038, believed to be mistakenly delivered to the wrong address. Will return if you can name the President. Wanted: Timeshare for May-June 2037 in rural area. Must be at least 100 miles from military base, major population center, or nuclear silo.
  25. Re: HERO + Mage: the Ascension = help me make a paradigm reinforcment sattelite. The Technoracy doesn't -need- to really reinforce their own paradigm through sticks; any punishment they could deal out for vulgar magic is merely redundant. If this is meant to force a paradigm shift on an area, I think, quite frankly, that it would be unbalancing. You can use magic on someone to make them believe in magic with their concious mind, but paradigm in sleepers is really a function of the unconcious mind. That's much harder to change and typically has to be done through constant violation of the conventional wisdom. The reason the Technocracy is so successful is because most things are constant reinforcements of the conventional wisdom. In short, reality reinforcement seems like a bit of a plot cheat.
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