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Posts posted by JmOz
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That's what I thought to. However redownloading them did not help. I uninstalled and reinstalled HD and it works now, so whatever...
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Anyone else having a problem with most export files where the skill names are not appearing? just the rolls with no indication of the skill?
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2 hours ago, phydaux said:
Been working on a Jedi, and the powers his Lightsaber gives him. One of them is Precognitive Block, bought as Hardened Armor with the special effect that he unconsciously interposes his Lightsaber between himself and any attack, absorbing some of the damage.
While thinking it over, I decided that it shouldn't work against AOE attacks.
How much of a disadvantage is that? 1/4? 1/2?
WAIT: Trick question, he asked how much of a disadvantage...the answer is NONE. 6th edition renamed them complications and even so you would use a limitation not a disadvantage/complication to do this....You had me sir, but I see through you now...
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Ripper is her name, killing pimps is her game. She is a genetically engineered cat human hybrid, bred for prostitution, but the first time she was to be put to work she scratched the eyes out of the John. Now she patrols the mean streats of campeign city putting an arrow through any pimp or john she can find...
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Night Vision? She does have a VPP
2 real reasons. First hte costume was originally green...did not like it. Second to contrast with the hair
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Actually I am working on a hall of champions produck about my home brewed world, and wanted to put a note in on it about being a separate dimension...
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So decided to work on some Hall of Champions based on my campaign world...Some ego huh? Trying to sell bite sized pieces of my campaign world, out of work school teachers need to do SOMETHING!!!...
Right now the project is at 6 pages long, guessing it will be about 10 when I am done...Anyways here is a piece of art for my upcoming STARS & STRIPES. Agent Knock Out of STARS
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I would say -1/2 in my games, but -1/4 in a star wars game (based on explosions not being that common)
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How are dimensions Identified?
For instance both Marvel and DC use numbers (Earth 1 and 616)
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Got real curious, grabbed Until and pointed up a basic urban trooper. After applying some basic cost savings to it (Scholar, using a MP for gear). Came in at 248 (without the cost savings it would have been been 273 and vulnerable in target area 6-7 (Hands and arms?)
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Yes, they have a sister program called STRIPES:
Special Target Assualt Response Squads
&
Special Target Reconnaissance Investigation Policing Espionage service
Working on a fact sheet for them for Hall of Champions right now
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Believe it or not I have a in universe reason for that. Basically Synthcloth is clear until died and sculpted. It is an amazing cloth that not only provides protection from attacks but is amazingly able to balance temp extremes,...So while it looks like tundra gear it is just as cool in the desert as it is in the tundra
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DT, how did you get elected president for life...Just noticed that one
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4 minutes ago, csyphrett said:
What's going on Jim
CES
Jm, not Jim. no harm
Not much. Wife in hospital so bachlor life in the middle of no where ND....
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Here is an example one I am working on...
Agent Knock Out
VAL CHA Cost Roll Notes
15 STR 5 12- HTH Damage 3d6 END [1]
24 DEX 28 14-
15 CON 5 12-
18 INT 8 13- PER Roll 13-
13 EGO 3 12-
15 PRE 5 12- PRE Attack: 3d6
8 OCV 25
8 DCV 25
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
5 PD 3 5/10 PD (0/5 rPD)
5 ED 3 5/10 ED (0/5 rED)
5 REC 1
25 END 1
12 BODY 2
26 STUN 3Movement Cost Meters Notes
RUNNING -2 10m/20m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upwardCharacteristics Total: 145
Cost Powers
50 Mission Spesific Gear: Variable Power Pool, 30 base + 30 control cost, Cosmic (+2) (75 Active Points); Utility Belt Based, tech (-1); all slots IIF (-1/4) - END=
0 1) Synthtech Body Armor: (Total: 20 Active Cost, 13 Real Cost) Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) (Real Cost: 10) plus LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) (Real Cost: 3) Real Cost: 13 - END=0
0 2) Dedicated Radio Link: Mind Link , One Specific Mind, Radio not mental (+0) (5 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) Real Cost: 2 - END=0
0 3) Combat Knife: HKA 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); OAF (-1) Real Cost: 13 - END=0
0 4) Grenade: RKA 1d6, Area Of Effect (4m Radius; +1/4), Penetrating (+1/2) (26 Active Points); 4 Charges (-1), Range Based On STR (-1/4), IIF (-1/4) Real Cost: 10 - END=[4]
0 5) Poison Darts Launcher: Blast 2d6, Constant (+1/2), Attack Versus Alternate Defense (Immune to poison, Hardend PD; All Or Nothing; +1/2) (27 Active Points); OIF (-1/2), Limited Range (-1/4), 4 clips of 12 Continuing Charges lasting 1 Minute each (+3/4) Real Cost: 15 - END=[12 cc]
0 6) Nunchaku: (Total: 29 Active Cost, 14 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 10) plus Stretching 1m, Reduced Endurance (0 END; +1/2); Reach (-1), OAF (-1) (Real Cost: 1) plus +2 with Nunchaku (6 Active Points); OAF (-1) (Real Cost: 3) Real Cost: 14 - END=0Powers Total: 50
Cost Martial Arts
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/10, Target Falls
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
2 Weapon Element: Blades, Clubs
8 +2 HTH Damage Class(es)Martial Arts Total: 30
Cost Skills
2 +1 with Offensive Strike
24 +2 Overall
3 Acrobatics 14-
3 Acting 12-
3 Breakfall 14-
3 Bribery 12-
3 Bugging 13-
3 Charm 12-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Deduction 13-
1 Demolitions 8-
3 High Society 12-
2 KS: Karate 11-
3 Lipreading 13-
3 Lockpicking 14-
3 Navigation 13-
3 PS: Military 13-
3 Paramedics 13-
3 Persuasion 12-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 12-
3 Survival 13-
1 Systems Operation 8-
4 TF: Combat Aircraft, Parachuting, Basic, Skiing (snow), Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 13-
3 Teamwork 14-
1 Tracking 8-
7 WF: Small Arms, Blades, Grenade Launchers, Karate Weapons, Vehicle Weapons (group)Skills Total: 111
Cost Perks
8 Fringe Benefit: Membership STARS, Security Clearance, SergeantPerks Total: 8
Cost Talents
6 +2/+2d6 Striking Appearance (vs. all characters)Talents Total: 6
Base Points: 300
Experience: 0
Experience Unspent: 0
Total Character Cost: 350 -
It's 6th edition (Champions complete). As for power-level we just finished up a low powered (300) and going to a standard (400)
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Coming in late, can someone update me on what is going on?
Help with naked advantages and RSRs
in Champions
Posted
So I am trying to build a power that will add two advantages to a gun as a super skill (6th edition)
The first advantage is armor piercing. Long and short is it's a variant of the old Find Weakness ability
Naked AP, RSR, 0 O end
Problems
1) I do not want to have to roll each round, so constant?
2) I want it to take a 1/2 action, first thought was Extra time but that does not seem right. Maybe just a -1/4 custom limit
The next action I want to be able to add Penetrating (Naked Pen, RSR, 0 ENd)
1) How do you represent that they must succeed at the AP first?