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JmOz

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Everything posted by JmOz

  1. What book did she character sheet appear in?
  2. Look again Archer...She has at least one holster under her arm, probably a second on the other side
  3. Delenn: This is Ambassador Delenn of the Minbari. Babylon 5 is under our protection. Withdraw ! Or be destroyed.EA Captain: Negative. We have authority here. Do not force us to engage your ship.Delenn: Why not ? Only one human captain has survived a battle with a Minbari fleet. He is behind me, you are in front of me. If you value your lives be somewhere else.
  4. Obviously bolo gets the baton
  5. Because some people like to be as precise as possible. Or there are mechanics involved that do not "fit" as is.
  6. 6e but I can convert Cages in the sewer
  7. Yes, at that level you are right But gets more complicated if you add other limitations...
  8. JmOz

    Grenade Pool

    I like the MP idea. However I would make it all OIF, plus a -1/4 lim to represent a single grenade can be disarmed but you can pull another from a bag
  9. It shares some DNA...if you think of it as a scale with Darkest dark Champions as a 0 and silver age 4 color champions as 100, this would sit at 65. Spider Man would be very comfortable here, Punisher would not.
  10. I will admit I forgot about time limit. And I agree that it is inappropriately priced for this ability (arguably ok if it allowed a power to work outside a framework). I would say a -0 with a "Costs endurance to maintain" clause would be about right for the versitility of the ability...
  11. For an upcoming adventure my heroes are going to be exploring a super power fight club. I need stats for a bunch of "gladiators". Ground rules, no magic, mentalist should be of the physical nature (ie telekinesis not telepaths). The characters should not have easy escape powers (Teleportation, desolid, etc...). The heroes are ~330 points
  12. The problem is that that is not the default. The Default on an instant power is that you have to do it each and every time. The power does not stick around So FireSword has the power to summon a blade of fire, he needs to call on the power of an ancient Jinn to do so (evoking it's name, incantations). RAW he needs to say the name every-time he uses the sword's power. However the way the player wants it to work is he says it once and the sword remains until he dismisses it.. This option is not available.
  13. My problem with summoned weapons has always been the summoning itself...I OFTEN feel that there should be some kind of "continuous but not continuous" modifier (So I summon sword, the sword is now constant, so I need to pay end for it, or if I had a few lims on summons, like gestures and incantations I don't have to continually do them every round) but does not give the main advantage of continuous (repeated damage in this case). Probably somewhere between a -1/4 to a +1/4
  14. Not sure if there are any videos, but there are some help on this web site For me the process is this Determine Power level of game, this is points and in world considerations (how strong is strong in this campaign). a lot of this will be a discussion with who is running the game. Now that I have some guidelines, I go to the next step, what is the idea for the character (in a super hero game I am doing a batman like character) So I start figuring out what the concept means (Skill heavy, peak human, gadgets that do X Y Z) Then I look at the focus of the character (So Fox-Man is skill based first, I make a list of skills, then attributes, etc...) Balance and edit, have people revview it (including the GM), then play...
  15. Sorry I have been gone so long...
  16. 2 month necro...COOL Personally I like the idea of Kung Fu, do to the versatility of the game write up.
  17. The Redemption: It is said that all sins can be redeemed, but what of the sin of siding with Lucifer in the war of Heaven? The Redemption is a fallen angel, one who sided with the lightbringer. Now she (he, it, really does not have a gender) is attempting to redeem itself by fighting evil in the physical world. Unfortunately it can only do this by giving it's powers to a mortal temporarily. It seeks out those who are lost, and assists them, both with physical issues and spiritual. Often it will bond with someone and do good while showing the person the way...
  18. JmOz

    Centurion: Quark

    His defense is either a 20 DCV (when Shrunk) or up to 35 When grown guidelines is DC 12-15, CV 10-15 (note he is way above this when shrunk), Def 30--40 (he is below this when shrunk, but uber high dcv) The affected by sense limitation indicates that if he is mental flash or mental darkness he looses those stats I think we all know what tech means, with specifics decided by the GM, it means that it has to be fairly high tech (He has the ability to "talk" to computers so is able to be more responsive when controlling items that are powered by them. Most vehicles from the last couple decades, computers, etc...) good point on Mental Defense (Campaign rules actually gives him 2, but he should up it)
  19. JmOz

    Centurion: Quark

    That is obscure...
  20. I would say you did by a haha
  21. there was an alt dimensional one running around mid 2000
  22. Actually he did show up in the 2000's for a couple years...
  23. So, those who don't know the issues My wife has serious mental health issues, she went full delusional a few years ago, long and short I needed my family there for me. More specifically my daughter who could understand the troubles. Her fiancee told me that my life was not worth shit as I was following apart. Many years of fighting followed based on the idea that he should at least appoligise for the comment. She feels he shouldn't have to ( number of excuses why). Because of the stress of my wife's health I have very little in a social circle, and none I feel comfortable talking to about it... After a year of my daughter and her now husband not talking to us, she got in touch with my wife...this is just making the pain more...
  24. JmOz

    Centurion: Quark

    Some minor changes Talking about his powers: They come from a special battle-suit that manipulates the QUARK field. In play he can activate 4 minor powers, 2 Major powers, or 1 major and 2 minor. He has three basic modes When he goes for full Brick mode he has a : Str 75, 35 def, 20rDef. While Shunk he tends to use Flight, Blaster, Shrinking (DCV 20). If he is normal size he will normaly have Str, Force Field, and a blaster ready (or flight instead of Str) Quark VAL CHA Cost Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 15 DEX 10 12- / 14- 15 CON 5 12- / 13- 23 INT 13 14- PER Roll 14- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 5 OCV 10 5 DCV 10 3 OMCV 0 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12 5 PD 3 5/15 PD (0/10 rPD) 5 ED 3 5/15 ED (0/10 rED) 5 REC 1 25 END 1 15 BODY 5 50 STUN 15 Movement Cost Meters Notes RUNNING 3 15m/30m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 25m/100m Characteristics Total: 126 Cost Powers Centurion Equipment - END= 4 1) Cent Comm System: Mind Link , One Specific Mind, Number of Minds (x2) (10 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Sight, Hearing, Radio, not mental (-1/2), IIF (-1/4) - END=0 Cyberkinesis, all slots Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END= 11 1) +8 DEX (16 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END= 13 2) +2 SPD (20 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END= 17 3) +5 OCV (25 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END= 17 4) +5 DCV (25 Active Points); Only when using tech (-1/4), Affected by mental sense affecting powers (-1/4) - END= QUARK Battlesuit, all slots OIF (-1/2) - END= 20 1) Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0 11 2) Synthtech Battlesuit: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points); OIF (-1/2) - END=0 2 3) +5 CON (5 Active Points); Only to Resist Stunning (-1/2), OIF (-1/2) - END= 10 4) +75 END (15 Active Points); OIF (-1/2) - END= 10 5) +20 REC (20 Active Points); END Only (-1/2), OIF (-1/2) - END= 6 6) High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0 10 7) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0 3 ? Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0 3 9) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0 100 QUARK Energy Field: Multipower, 150-point reserve, (150 Active Points); all slots OIF (-1/2) - END= 2f 1) Shrinking (0.0625 m tall, 0.0031 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +30m KB), Costs Endurance Only To Activate (+1/4) (37 Active Points); OIF (-1/2) - END=3 2f 2) Flight 25m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF (-1/2) - END=1 5f 3) Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2) - END=3 5f 4) Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2) - END=0 5f 5) Blast 10d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4) (75 Active Points); OIF (-1/2) - END=3 5f 6) Blast 15d6 (75 Active Points); OIF (-1/2) - END=7 5f 7) Giant Size: (Total: 74 Active Cost, 47 Real Cost) Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide), Costs Endurance Only To Activate (+1/4) (62 Active Points); OIF (-1/2) (Real Cost: 41) plus +4 PD (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) plus +4 ED (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) plus +8 STUN (4 Active Points); Linked (Growth; -1/2), OIF (-1/2) (Real Cost: 2) - END=5 2f ? +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF (-1/2) - END=1 2f 9) Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2) - END=0 Powers Total: 270 Cost Skills 12 +1 Overall 12 +4 with Suit Blasters 3 Analyze: Agility Skills 14- 3 Acrobatics 12- (14-) 1 Acting 8- 3 Breakfall 12- (14-) 3 CK: San Fransisco 14- 3 Charm 13- 1 Climbing 8- 1 Combat Driving 8- 1 Combat Piloting 8- 3 Computer Programming 14- 3 Concealment 14- 1 Conversation 8- 3 Cryptography 14- 3 Deduction 14- 3 Inventor 14- 3 Linguist 1 1) Language: Centurian Battlee Code (fluent conversation) (2 Active Points) 3 2) Language: English (idiomatic) (4 Active Points) 2 3) Language: German (completely fluent) (3 Active Points) 1 4) Language: Greek (fluent conversation) (2 Active Points) 3 PS: Scientist 14- 1 Paramedics 8- 1 Persuasion 8- 3 Power 11- 3 Scholar 1 1) KS: Centurian By-laws (2 Active Points) 11- 2 2) KS: Common Knowledge (3 Active Points) 14- 1 3) KS: Go (2 Active Points) 11- 1 4) KS: International Police Procedures (2 Active Points) 11- 2 5) KS: Super Villains (3 Active Points) 14- 3 Scientist 2 1) Science Skill: Battlesuit Design 14- (3 Active Points) 1 2) Science Skill: Metalurgy 11- (2 Active Points) 2 3) Science Skill: Nuclear Engeneering 14- (3 Active Points) 2 4) Science Skill: Physics 14- (3 Active Points) 3 Security Systems 14- 3 Shadowing 14- 3 Stealth 12- (14-) 3 Streetwise 13- 3 Systems Operation 14- 0 TF: Centurian Aircraft, Small Motorized Ground Vehicles 3 Tactics 14- 3 Teamwork 12- (14-) 3 Weaponsmith 14- Skills Total: 121 Cost Perks 8 Fringe Benefit: International Police Powers, Membership: Centurians Perks Total: 8 Value Complications 15 Hunted: Centurian Threats Infrequently (Mo Pow; Harshly Punish) 20 Psychological Complication: Code v Killing (Common; Total) 10 Psychological Complication: Competitive (Common; Moderate) 10 Psychological Complication: Scientific Curiosity (Common; Moderate) 15 Social Complication: Secret ID Frequently, Major 5 Distinctive Features: Mental Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) Complications Points: 75 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 525
  25. JmOz

    Centurion: Quark

    Con was low, modified it so he is at 20 now. Only while operating tech is to represent his natural ability with tech, yes basically anything With a computer (including the suit). Note that it is only part of a -1/2 lim that includes being flashed or darkness to mental powers. This is a common campaign limitation. Note that it would have to be logical for it to apply: he can use his cell phone on speed 6, but could not move that fast just because he is talking on it. Defiantly applies while in his suit, which would allow it to apply to more common applications
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