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JmOz

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Everything posted by JmOz

  1. Who needs that many...I can do it on 2
  2. Yes, but the generics are not low powered . She is a bad mamma....
  3. I have 5 more in the pipeline. Coral (an atlanteen based force constructor) Tengu (Think Ragman/Hawkman mashup) Bandit (Gadgeteer) Midnight (Investigator) Brute (A Brick) Any preference who goes up next?
  4. FYI---only new character so far is Dragonfly
  5. Adding some new characters to my web site, the Heroes of San Corona are a group of low powered heroes. Take a look: http://jawedel01.wixsite.com/kountry-gaming/copy-of-hero-games
  6. Here is a link to the first Hero of San Corona (The mentioned low powered heroes)...I will add the campaign guidelines later http://jawedel01.wixsite.com/kountry-gaming/copy-of-hero-games-brick
  7. Yes on LS, including a limited "need not eat"...he does need to eat, but the chance of him not finding SOMETHING to eat is near NIL Don't forget the ring, transuit, etc...
  8. One change I dislike in 6th is that Damage resistance is now an advantage, sorry but it makes some math wonky for me...
  9. YOU ARE DA'MAN, Old Man...I have been googling it for two days and could not find diddly on it...
  10. Glad to hear they were useful to you...I have a whole team of low powered I can post if you want...will be a weak or two...
  11. Don't have it yet, from what I understand the rules only have 2 gangs in it, with a supplement coming out in a month or two with the other 4 base gangs, then a third book down the road a bit more. A quick conversion document is available for the 4 other classic gangs... So I don't think redemptionists are "back" yet...
  12. Just wondering if anyone has used any of them, and if so how did it go?
  13. Came out a couple weeks ago, Did not know myself until yesterday...Need to wait till Friday to pick it up, but really wanted to rebuild my Cawdor...
  14. Anyone know how many creds a starting gang gets in the new rules?
  15. Actually that is a little off, it takes a number of phases equal to the number of multipliers, that would be 3 phases not 8
  16. Movement MP's are more effective than the "Usable as other movement" modifier 20 Point MP 2u 20m Flight 2u 40m Swimming 24 Points, x2 swimming vs 25 poinnt 20m Flight (usable underwater)
  17. JmOz

    Griffon Force

    Here is the base for the pilots, esspecial attention to their space suits, basicaly minor power armor. Each pilot should have 50 more points to themselves, and 35 points to armor... Griffon Force Pilot VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 15 DEX 10 12- / 13- 15 CON 5 12- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 13 PRE 3 12- PRE Attack: 2 1/2d6 6 OCV 15 6 DCV 15 3 OMCV 0 4 DMCV 3 3 SPD 10 Phases: 4, 8, 12/3, 6, 9, 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 30 STUN 5 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 15m/60m Characteristics Total: 82 Cost Powers Griffon Armor, all slots OIF (-1/2) - END= 10 1) Armor: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0 20 2) Propulsion System: Flight 15m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2) - END=0 6 3) High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, hearing, Radio (-1/2), OIF (-1/2) - END=0 13 4) Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) - END=0 4 5) Griffon Interlink System: Mind Link , One Specific Mind, Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2) - END=0 Griffon Pilot Interlink, all slots Only with Specific Griffon (-1), OIF (-1/2) - END= 2 1) +3 DEX (6 Active Points); Only with Specific Griffon (-1), OIF (-1/2) - END= 4 2) +1 SPD (10 Active Points); Only with Specific Griffon (-1), OIF (-1/2) - END= 2 3) +1 OCV (5 Active Points); Only with Specific Griffon (-1), OIF (-1/2) - END= 2 4) +1 DCV (5 Active Points); Only with Specific Griffon (-1), OIF (-1/2) - END= Powers Total: 63 Cost Martial Arts 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/10, Target Falls Martial Arts Total: 11 Cost Skills 3 Breakfall 12- (13-) 3 Combat Piloting 12- (13-) 3 AK: Galaxy 12- 3 Language: Inter-Lac (completely fluent) 3 Navigation 12- 3 Stealth 12- (13-) 3 Systems Operation 12- 3 Tactics 12- 3 Teamwork 12- (13-) 2 TF: Mecha 4 WF: Energy Weapons, Vehicle Weapons (group) Skills Total: 33 Cost Perks 26 Vehicles & Bases Perks Total: 26 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 215
  18. JmOz

    Griffon Force

    Okay, made some minor changes to base griffon, not going to bother posting them, but here is Griffon-1...Griffon 4 is still a major problem. Griffon 1 is ironically going to be about 3 points weaker than the other 4 (I know, not that big of a difference) while it does house the Matrix conversion) VAL CHA Cost Notes 11 Size 55 Length 25.4m, Width 12.7m, Height 12.7m, Volume 4,096m^3 Mass 204.8 ton, OCV +7, KB -11 65 STR 0 HTH Damage 13d6 END [6] 20 DEX 20 11 OCV 40 11 DCV 40 5 SPD 30 Phases: 3, 5, 8, 10, 12 20 PD 27 20 PD (20 rPD) 20 ED 27 20 ED (20 rED) 25 BODY 4 Movement Cost Meters Notes RUNNING 3 15m/60m END [0] LEAPING 5 10m 10m forward, 5m upward FLIGHT 65m/1040m Characteristics Total: 249 Cost Powers 6 Wings, Tail & Legs: Extra Limbs (7), Inherent (+1/4) (6 Active Points) 0 5 Legs: Ground Movement 0m (15m total), x4 Noncombat 148 Matrix Conversion : Multipower, 185-point reserve, (185 Active Points); all slots Modified Always On (-1/4) 15f 1) Multiform (925 Character Points in the most expensive form) (185 Active Points); Modified Always On (-1/4) 0 15f 2) Duplication (creates 4 475-point Duplicates), Altered Duplicates (25%; +1/4), Rapid Duplication (can create 4 Duplicates per Half Phase) (+1/2) (184 Active Points); Modified Always On (-1/4) 0 32 Flight Systems: Multipower, 65-point reserve, (65 Active Points); all slots OIF Bulky (-1) 3f 1) Flight 50m, x16 Noncombat (65 Active Points); OIF Bulky (-1) 0 3f 2) Flight 15m, Usable as Swimming (+1/4), MegaScale (1m = 100 million km; +3) (64 Active Points); OIF Bulky (-1) 0 30 Energy Talons: Killing Attack - Hand-To-Hand 2 1/2d6 (7d6 w/STR), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF Bulky (-1) 0 45 Tail Cannon: Killing Attack - Ranged 5d6, Reduced Endurance (0 END; +1/2) (112 Active Points); OAF Bulky (-1 1/2) 0 19 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0 15 Griffon Interlink System: Mind Link , Specific Group of Minds, Number of Minds (x8), Psychic Bond (30 Active Points); Only With Others Who Have Mind Link (-1) 0 Comm & Sensor System, all slots IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 6 1) Detect Enviroment A Class Of Things 9- (Radio Group), Discriminatory, Analyze (15 Active Points); IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 0 32 2) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), MegaScale (1m = 100 million km; +3) (80 Active Points); IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 0 19 3) High Range Radio Perception (Radio Group), MegaScale (1m = 100 million km; +3) (48 Active Points); IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 0 Powers Total: 393 Cost Skills 8 +4 with Combat Flight Skills Total: 8 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 650 -----Total cost to character is 130 point vehicle, divided by 5 pilots, 26 points per pilot------------
  19. JmOz

    Griffon Force

    Making an homage to Voltron (lion Force) called Griffon Force. However it is an homage, not a strait conversion. First big difference is that they are griffons not lions ( ). However another difference (depending on the version) is that each griffon will be different. I have worked up the "base" griffon, this is the basic abilities all (or at least most) will have. Right now this is what I have. I plan on spending about 75 25-50 more points on each to specialize them Griffon-1: Base unit, largest and the generalist of the group. This is also the one everyone chips in to pay for BTW Griffon-2: Assault Unit, basically I see him having the most powerful weapons. Griffon-3: Recon Griffon-4: ????? Griffon-5: Tank: while it might actually have a more powerful weapon than 2, it will be the slowest and heaviest of the 5 Any ideas on Griffon-4? VAL CHA Cost Notes 10 Size 50 Length 20.16m, Width 10.08m, Height 10.08m, Volume 2,048m^3 Mass 102.4 ton, OCV +6, KB -10 60 STR 0 HTH Damage 12d6 END [6] 20 DEX 20 10 OCV 35 10 DCV 35 5 SPD 30 Phases: 3, 5, 8, 10, 12 15 PD 20 15 PD (15 rPD) 15 ED 20 15 ED (15 rED) 20 BODY 0 Movement Cost Meters Notes RUNNING 8 20m/40m END [0] SWIMMING 1 5m/10m END [0] LEAPING 5 10m 10m forward, 5m upward FLIGHT 60m/960m Characteristics Total: 223 Cost Powers 6 Wings, Tail & Legs: Extra Limbs (7), Inherent (+1/4) (6 Active Points) 0 30 Flight Systems: Multipower, 60-point reserve, (60 Active Points); all slots OIF Bulky (-1) 3f 1) Flight 45m, x16 Noncombat (60 Active Points); OIF Bulky (-1) 0 3f 2) Flight 15m, MegaScale (1m = 100 million km; +3) (60 Active Points); OIF Bulky (-1) 0 22 Energy Talons: Killing Attack - Hand-To-Hand 2d6 (6d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Bulky (-1) 0 45 Tail Cannon: Killing Attack - Ranged 5d6, Reduced Endurance (0 END; +1/2) (112 Active Points); OAF Bulky (-1 1/2) 0 19 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0 15 Griffon Interlink System: Mind Link , Specific Group of Minds, Number of Minds (x8), Psychic Bond (30 Active Points); Only With Others Who Have Mind Link (-1) 0 Comm & Sensor System, all slots IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 6 1) Detect Environment A Class Of Things 9- (Radio Group), Discriminatory, Analyze (15 Active Points); IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 0 32 2) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), MegaScale (1m = 100 million km; +3) (80 Active Points); IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 0 19 3) High Range Radio Perception (Radio Group), MegaScale (1m = 100 million km; +3) (48 Active Points); IIF Bulky (-3/4), Sense Affected As More Than One Sense Sight, Hearing and Radio (-1/2), Unified Power (-1/4) 0 Powers Total: 200 Cost Skills 2 +1 with Combat Flight Skills Total: 2 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 425
  20. It was just a simple example, the actual power I was thinking of was Iron Knucks that included a electric aspect, with it being something like 1 continuing fuel charge lasting 5 minutes, x4 clips....No turning them on and off between phases btw,,,The idea is that even if you did not attack you would still need to spend the "endurance"... But the sword would require Str but not endurance for the actual sword...
  21. Thank you for the comments. I really have no intentions for the characters, they are just a resource for anyone who wants to use them, what happens after they start is up to them and their GM. BLUR: Passing strike is the only CC Fmove. If a player wants to change the MA I would suggest Passing Disarm and Flying dodge instead, with one less CSL, but like I said I was going for strictly CC. As for No NCM on the base running, when the base running is 30m then that is how the -1/4 lim plays out. I think that in play it is probably worth it, considering that she is spending 18 points for the ability to keep her "normal running". It might be easier to digest if I placed the +15 she is buying in running under powers as well Blast's MP is 75 AP, -1/4 brings it to 60 or 6f, 5f with some limitations
  22. Been a while, new blog about what I have been up to. As always please spread the word...Also the Generics are pretty much done now...
  23. Okay updates up. Flipped Blasts slot 1 and 3, as Hugh pointed out it makes it less the "go-to", but keeps them in order (Weak, Standard, Full) Fixed Bolt's MA damage Did something a little flavorful and complex on belt (His HA is now a compound power of two HA, one w/ boostable Charges, one 0 End). Stressed the importance of CSL's and commented on each piece of equipment in Equipment MP. Combat disc is noted as not being overly effective but thematic
  24. Can a instant power have continuing charges to represent a time period that the character can use the power Example SUMMON THE SWORD OF ARES 2d6 HKA, Physical manifestation, 3 continuing charges lasting 1 minute
  25. Can a instant power have continuing charges to represent a time period that the character can use the power SWORD OF ARES 2d6 HKA, Physical manifestation, 3 continuing charges lasting 1 minute
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