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JmOz

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Posts posted by JmOz

  1. 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?

     

  2. 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...

     

  3. 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...

  4. 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

    image.png.8f05c64d2e7ed7e6caf3fedbe80c451c.png

     

  5. 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?)

  6. 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

  7. 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    3

    Movement    Cost    Meters    Notes
    RUNNING    -2    10m/20m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward

     

     

    Characteristics 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=0

    Powers 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, Sergeant

    Perks 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

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