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JmOz

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Everything posted by JmOz

  1. It is? Crap...will add that later today
  2. What's next: Other weapons, Explosives, Surveillance, Transport, misc equipment
  3. Thank you. In a superhero setting, I figure some cops MIGHT be put into a "Capebusteer" division that might have a defense to rare, nice thing is that it actually scales with the world (In a fantasy game you are looking at city guard, in sci-fi it's the space patrol...etc....)
  4. I will consider the clairsentience, but consider alarms "Everybase" equipment
  5. JmOz

    Returning to GMing

    Spyder Computer VAL CHA Cost Notes 38 INT 28 17- PER Roll 17- 23 DEX 26 14- 3 OCV 0 3 DCV 0 3 OMCV 0 10 DMCV 21 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 Movement Cost Meters Notes Characteristics Total: 115 Cost Powers 2 Mind Link , One Specific Mind, Sense Affected As Radio (+0) (5 Active Points); Only With Others Who Have Mind Link (-1) 0 11 Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense Sight, Radio (-1/2), IIF (-1/4) 0 Powers Total: 13 Cost Skills 3 Computer Programming 17- 3 Cryptography 17- 3 Deduction 17- 3 Electronics 17- 3 Forensic Medicine 17- 3 Forgery 17- 3 Security Systems 17- 3 Systems Operation 17- 3 Weaponsmith 17- 11 CK: San Corona 25- 11 KS: Super Powered individuals 25- 16 KS: Criminal Activity 30- Skills Total: 65 Cost Perks 8 Computer Link 7 Law Enfrocement Databases Perks Total: 15 Cost Talents 1 Program: Search Data 1 Program: Alert and monitor 1 Program: Monitor and alert Health Sensors (sends an alert if uuser is injured) Talents Total: 3 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 211
  6. JmOz

    Returning to GMing

    Spyder VAL CHA Cost Roll Notes 8 STR -2 11- HTH Damage 1 1/2d6 END [1] 13 DEX 6 12- / 14- 9 CON -1 11- 28 INT 18 15- PER Roll 15- 15 EGO 5 12- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 3 DCV 0 3 OMCV 0 5 DMCV 6 3 SPD 10 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 5 PD 3 5/10 PD (0/5 rPD) 5 ED 3 5/10 ED (0/5 rED) 4 REC 0 20 END 0 8 BODY -2 20 STUN 0 Movement Cost Meters Notes RUNNING -11 1m/6m,/4m/24m END [1] SWIMMING -1 1m/2m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 54 Cost Powers Cyberpathy, all slots Affected by Mental Sense powers (-1/4) - END= 29 1) Knack with Tech: +12 with Computer Programing, System Operation, Cryptography (36 Active Points); Affected by Mental Sense powers (-1/4) - END= 11 2) +10 DEX (20 Active Points); With Technology Only (-1/2), Affected by Mental Sense powers (-1/4) - END= 17 3) +3 SPD (30 Active Points); With Technology Only (-1/2), Affected by Mental Sense powers (-1/4) - END= Synthtech Jumpsuit, all slots IIF (-1/4) - END= 4 1) Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); IIF (-1/4) - END=0 12 2) Resistant Protection (5 PD/5 ED) (15 Active Points); IIF (-1/4) - END=0 Chair, all slots OAF Bulky (-1 1/2) - END= 4 1) Secured Comm: Mind Link , Specific Group of Minds (Foxnet, Personal Computer), Number of Minds (x2) (15 Active Points); OAF Bulky (-1 1/2), Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Sight, Hearing, Radio (-1/2) - END=0 3 2) Detect Life Signs A Single Thing 9- (Touch Group), Discriminatory (8 Active Points); OAF Bulky (-1 1/2), Self Only (-1/2) - END=0 4 3) High Range Radio Perception (Radio Group) (12 Active Points); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight, Radio, Hearing (-1/2) - END=0 2 4) Infrared Perception (Sight Group) (5 Active Points); OAF Bulky (-1 1/2) - END=0 4 5) Life Support (Self-Contained Breathing) (10 Active Points); OAF Bulky (-1 1/2) - END=0 7 6) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight, Radio (-1/2) - END=0 4 7) Running +5m (1m/6m total), x4 Noncombat, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Bulky (-1 1/2), Only On Appropriate Terrain (-1/2), Gestures, Requires Gestures throughout (-1/2), Turn Mode (-1/4) - END= 18 Blaster Pistol: Blast 8d6 (40 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4) - END=[8] Powers Total: 119 Cost Skills 4 +2 with Blaster Pistol 1 AK: Seatle 8- 1 Acting 8- 3 Analyze: Technology 15- 3 Bureaucratics 12- 1 Climbing 8- 1 Combat Driving 8- 9 Computer Programming 18- 1 Conversation 8- 3 Criminology 15- 3 Cryptography 15- 3 Deduction 15- 3 Bugging 15- 3 Inventor 15- 3 Electronics 15- 3 Forgery 15- 4 Language: English (idiomatic) 2 Language: Spanish (fluent conversation) 3 PS: Data Analyzing 15- 3 PS: Hacking 15- 1 Paramedics 8- 1 Persuasion 8- 3 Scholar 2 1) KS: Common Knowledge (3 Active Points) 15- 2 2) KS: Computers (3 Active Points) 15- 2 3) KS: Criminal Activity (3 Active Points) 15- 2 4) KS: Superpowered individuals (3 Active Points) 15- 3 Security Systems 15- 1 Shadowing 8- 1 Stealth 8- 3 Streetwise 12- 3 Systems Operation 15- 0 TF: Small Motorized Ground Vehicles 1 Teamwork 8- 1 WF: Handguns 3 Weaponsmith 15- Skills Total: 86 Cost Perks 50 Vehicles & Bases 3 Anonymity 8 Fringe Benefit: Membership: Fox Circle, Membership: Honorary Centurian 5 Money: Well Off Perks Total: 66 Value Complications 20 Physical Complication: Parapalegic (Frequently; Greatly Impairing) 15 Social Complication: Secret ID Frequently, Major 5 Distinctive Features: Strong Psi (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) Complications Points: 40 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 325
  7. JmOz

    Returning to GMing

    So some revisions, going to give Brute a street scene instead of a fight club (just thugs, but foreshadowing the arms thing Did the stats on the two NPC (well partially done) Grey Fox VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 23 DEX 26 14- 10 CON 0 11- 23 INT 13 14- PER Roll 14- 18 EGO 8 13- 20 PRE 10 13- PRE Attack: 4d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 5 PD 3 5 PD (0 rPD) 5 ED 3 5 ED (0 rED) 5 REC 1 25 END 1 10 BODY 0 30 STUN 5 Movement Cost Meters Notes RUNNING -4 8m/16m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 116 Cost Powers 60 Variable Power Pool, 40 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (85 Active Points); Maximum of 15 Real Points (-1/2), Armory Based (-1/4), Only Found Ultra Tech (-1/4), Kit Based (-1/4) - END= Powers Total: 60 Cost Martial Arts 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +7 DC to Disarm 12 Weapon Element: Blades, Boomerangs and Throwing Clubs, Bows, Clubs, Crossbows, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Sling, Thrown Grenades, Thrown Knives, Axes, and Darts 16 +4 Ranged Damage Class(es) 16 +4 HTH Damage Class(es) Martial Arts Total: 98 Cost Skills 48 +4 Overall 20 +4 with a large group of attacks 3 Acrobatics 14- 3 Acting 13- 3 Animal Handler 13- 3 Breakfall 14- 3 Bribery 13- 3 Bugging 14- 3 Bureaucratics 13- 3 Charm 13- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Computer Programming 14- 3 Concealment 14- 3 Contortionist 14- 3 Conversation 13- 3 Criminology 14- 3 Cryptography 14- 5 Deduction 15- 10 Defense Maneuver I-IV 3 Demolitions 14- 3 Disguise 14- 3 Electronics 14- 3 Forensic Medicine 14- 3 Forgery 14- 3 Gambling 14- 3 High Society 13- 3 Interrogation 13- 3 Inventor 14- 3 Linguist 3 1) Language: English (idiomatic) (4 Active Points) 3 Lipreading 14- 3 Lockpicking 14- 3 Mimicry 14- 3 Oratory 13- 2 PS 11- 3 PS: Finance 14- 1 Paramedics 8- 1 Persuasion 8- 3 Riding 14- 3 Scholar 2 1) KS (3 Active Points) 14- 2 2) KS (3 Active Points) 14- 2 3) KS (3 Active Points) 14- 2 4) KS (3 Active Points) 14- 2 5) KS (3 Active Points) 14- 2 6) KS: Common Knowledge (3 Active Points) 14- 3 Scientist 2 1) Science Skill 14- (3 Active Points) 2 2) Science Skill 14- (3 Active Points) 2 3) Science Skill 14- (3 Active Points) 2 4) Science Skill 14- (3 Active Points) 2 5) Science Skill 14- (3 Active Points) 2 6) Science Skill 14- (3 Active Points) 3 Security Systems 14- 3 Shadowing 14- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 13- 3 Survival 14- 11 TF: Common Motorized Ground Vehicles, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Parachuting, Basic, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats 3 Tactics 14- 3 Teamwork 14- 3 Tracking 14- 3 Trading 13- 3 Traveler 2 1) AK (3 Active Points) 14- 2 2) AK (3 Active Points) 14- 2 3) AK (3 Active Points) 14- 2 4) AK (3 Active Points) 14- 2 5) AK (3 Active Points) 14- 2 6) AK (3 Active Points) 14- 3 Ventriloquism 14- 13 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Boomerangs and Throwing Clubs, Sling, Thrown Sword, Vehicle Weapons (group) 3 Weaponsmith 14- Skills Total: 294 Cost Perks 3 Well-Connected 1 1) Contact (2 Active Points) 11- 1 2) Contact (2 Active Points) 11- 1 3) Contact (2 Active Points) 11- 1 4) Contact (2 Active Points) 11- 1 5) Contact (2 Active Points) 11- 1 6) Contact (2 Active Points) 11- 1 7) Contact (2 Active Points) 11- 1 ? Contact (2 Active Points) 11- 1 9) Contact (2 Active Points) 11- 1 10) Contact (2 Active Points) 11- 1 11) Contact (2 Active Points) 11- 1 12) Contact (2 Active Points) 11- 1 13) Contact (2 Active Points) 11- 1 14) Contact (2 Active Points) 11- 1 15) Contact (2 Active Points) 11- 1 16) Contact (2 Active Points) 11- 1 17) Contact (2 Active Points) 11- 1 18) Contact (2 Active Points) 11- 1 19) Contact (2 Active Points) 11- 1 20) Contact (2 Active Points) 11- 1 21) Contact (2 Active Points) 11- 1 22) Contact (2 Active Points) 11- 8 Fringe Benefit: Membership: Fox CIrcle, Membership: honorary Centurian 15 Money: Filthy Rich Perks Total: 48 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 616 Experience Unspent: 0 Total Character Cost: 152
  8. Bonehead: When the world still had wild magic he seeked immortality...unfortunatly he got it...however his body continued to age and decompose...now in the modern world he is a celebrity and stage magician...
  9. Can the modifier "Partial coverage" be applied to the location (specifically underground) on a base
  10. For the game I am going to be running I am giving the heroes a small base for free...I want it to be useful, well concealed, but not to useful. It is in the docks area of the city, disguised as a warehouse. It does include a large subteraining work bay/garage...but as most of the base is above ground I did not purchase underground (as it has no advantage)...Tell me if I missed anything important or if you feel I should tone down anything "The Warehouse of Justice" VAL CHA Cost Notes 9 Size 18 Length 64m, Width 32m, Height 32m, Volume 65,536m^3 OCV +10 10 PD 12 10 PD (10 rPD) 10 ED 12 10 ED (10 rED) 10 BODY 8 Movement Cost Meters Notes Characteristics Total: 50 Cost Powers 4 Comm System: High Range Radio Perception (Radio Group) (12 Active Points); OIF Immobile (-1 1/2), Sense Affected As Radio, Hearing, Sight [very common Sense] (-1/2) 0 4 Secured Mind Link (CentLink, FoxLink): Mind Link , Specific Group of Minds, Number of Minds (x2) (15 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2) 0 Powers Total: 8 Cost Skills Labs 6 1) Crime Lab: +2 W/ Criiminology, Deduction, Forgery 6 2) Maintnance Bay: +2 Mechanics, Electronics, Weaponsmith 6 3) Med Lab: +2 W/ SS: Medicine, Forensic Medicine, Paramedics Securiy 15 1) Hidden: Concealment 15- 15 2) Looks like a warhouse: Disguise 15- 15 3) Rerouted utilities: Computer Programming 15- 15 4) Lockpicking 15- 15 5) Security Systems 15- Skills Total: 93 Cost Perks 1 Internet: Computer Link Perks Total: 1 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 152
  11. Added the melee weapons...Will edit it down the road with pics later....
  12. LOL---The origin of this project was a very long time ago I wrote up every piece of Batman's gear from B:TAS
  13. All true, and RAW. I am coming from a Superhero point of view, personally thinking Spider-man/Daredevil/Batman type characters during the modern time period (though I think of the characters as their 80's-90's power levels). So, I guess it comes down to me asking as a standard if people agree with me on this. I realize different campaign's will have different standards. I guess I am using the "Police standard". If the power was being used on cops would they reasonably have a defense for it: Very Common-all cops, Common-in the trunk, Uncommon-SWAT, Rare-NOPE
  14. I know not what you are referencing....This is all original and does not in any way have roots in any other IP...
  15. Some minor thoughts on them and a couple examples. The main idea of the project is gadgets that can fit into a UT Belt (thus the 30 AP limit and the 15 RP limit) 3 example belts: Basic, standard, advance. The Basic is 25 points, the Standard is 30, while the Advance is a VPP
  16. I know what RAW says, but I wonder if AVAD is right about classifying Life Support as a Rare, instead of a Rare/Uncommon defense. Obviously some forms are fairly rare, but lets look at the uncommon list Flash defense for non sight/hearing, Mental Defense, and Power Defense. Now personally I feel that many types of life support are more common than these. Need not breath, Radiation, Heat & Cold all seem more common in my experience than Flash Defense Smelling. Furthermore all of those Life Supports should be "available" in a relativy quick time frame (in other words, between battles the hero should be able to find a gas mask or radiation suit). I'mm interested if anyone else agrees with me on this
  17. JmOz

    Returning to GMing

    Oh sorry, some extra details 1) the ally fight is not quite a set up, but pretty close, the old man is putting him self in harms way to pass the card on to MA 2) The hacking was done by "The Spyder". The Dragonfly (vehicle) is submersible, it is taken through a underwater tunnel and stops at the warehouse 3) The meta is more of a spiderman clone. Brute's player is new to the system, and this is intended as a combat familiarizing fight. I am more than willing to change this, as I feel it will take to much game time, and would not mind the fight club being revealed later... 4) The old man has been setting up the warehouse Long and short, the main hero of the city has gone missing, the two (Spyder and the old man) guys are the team benefactors and former assistants to the hero in question (one is the tech guy, the other was more of a general assistant). The idea is that Bandit was not intended to join
  18. Melee weapons planned so far are: Cane Collapsible Staff Collapsible Rapier Electro Knuckles Fighting Sticks Knife Knuckles Nunchucks Umbrella Whip
  19. Definitely Can do (however it should be noted that his main melee weapon will be in the Signature weapon section.)
  20. Any preference for the next section (Ranged weapons, Explosives, Movement & Communication, melee weapons)
  21. The no MP will screw some decent low-power concepts. i would recommend all MP need at least a global -1/2 and each slot a -1. Then you can have your trick archer or UT belt character.
  22. The Flasher: Long trench coat, etc....Big flash power (by opening his trench). No real "punch" to his attacks, but big enough flash to let him steal what he wants and get away...
  23. Numbers and a callous attitude towards collateral damage are great equalizers
  24. Planning on a "Signature Weapons" that would include some of the villain equipment, but the main thing is AP<30, RP>15 gadgets
  25. I should add darts... There is a whole other category for thrown explosives coming (gas grenades, Capture foam, BOOM!!!, etc...)...I have roughly 70 gadgets (some are variants) built for this
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