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JmOz

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Everything posted by JmOz

  1. I can not recall her ever reflecting the shot...
  2. It could be done that way (except the foci, she has to my knowledge never loss them, for that matter I beleive they can't come off, but restrainable works there instead) But see your Math is wrong there, she will never miss the first shot (well once in 216) but what about the second, or the third, or the fourth, or the fifth, by this point it is only about a 50/50 chance of deflecting it This is one of the things I love about Hero, there are multiple ways to get to the same result...
  3. Funny one common MOvement MP I have seen is this: 20 Wings MP (30 point reserve, restrainable) 2u Flight 15" 2u Gliding 30"
  4. I think you pressed the wrong button (I think you wanted to reply not start a new thread) Okay the rear guard thing I forgot about when I did it, now you say you saw her do it in HtH, as I was working on the animated version I don't recall it...However assuming you are right turn the condition to be hit as coming from behind instead of HtH Desolid can be used to represent a character who can not be hurt by something, I have even asked Steve about this when I was working on her as it might have been a house rule, his answer was he saw no problem with it but it would be a GM call. http://www.herogames.com/forums/showthread.php?s=&threadid=5573
  5. Re: Nitpicks When was the last time you saw her miss? Missile deflection is a way to do it, but It seems when she goes defensive that she does not get hit at all
  6. Here she is Boys and Girls, the wonder of wonders Animated Wonder Woman Player: Val Char Cost 60 STR 50 25 DEX 45 25 CON 30 17 BODY 14 13 INT 3 12 EGO 4 15 PRE 5 24 COM 7 25 PD 10 20 ED 12 5 SPD 15 20 REC 6 50 END 0 60 STUN 0 6" RUN02" SWIM012" LEAP0Characteristics Cost: 201 Cost Power END 27 Enchanted Bracelets: Desolidification (affected by HtH attacks) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4 18 Magic Lasso: Stretching 6", Reduced Endurance 0 END (+1/2) (45 Active Points); OAF (-1), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 30 Flight: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) 3 Powers Cost: 75 Cost Martial Arts Maneuver 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 6 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Lariots, Polearms and Spears, Staffs Martial Arts Cost: 24 Cost Skill 6 Animal Handler (Bovines, Canines, Equines, Felines, Raptors) 12- 3 Climbing 14- 3 Combat Driving 14- 2 KS: Greek Mythology 11- 2 KS: Ancient Greece 11- 4 Language: Ancient Greek (idiomatic) 2 Language: Greek (fluent conversation) 3 Navigation (Air, Marine) 12- 3 Riding 14- 2 Survival (Temperate/Subtropical) 12- 3 Tracking 12- 0 TF: Chariots, Equines 6 WF: Common Melee Weapons, Common Missile Weapons, Lariots, Staffs Skills Cost: 39 Cost Perk 5 Fringe Benefit: Membership in the JL Perks Cost: 5 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Total Character Cost: 350 Val Disadvantages 25 Hunted: Ares, Greek God of War 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 20 Hunted: Fury 11- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 20 Psychological Limitation: Code of the Amazon (Common; Total) 15 Psychological Limitation: Naieve (Uncommon; Total) 30 Dependent NPC: Amazons 8- (Slightly Less Powerful than the PC; Group DNPC: x32 DNPCs) 0 Dependent NPC: Mother 8- (As powerful as the PC; Useful noncombat position or skills) 15 Psychological Limitation: Over confident (Very Common; Moderate) 15 Social Limitation: Public Identity Frequently (11-), Major 10 Social Limitation: Exiled (Occasionally; Severe; Not Limiting In Some Cultures) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  7. What I have so far is: PI Hunted by Ares Hunted by Fury Exiled Naieve code of the amazon looking for about another 40, with only 5 coming from hunteds max or 10 from psyc lims (Or is Naieve a Phys lim?)
  8. I see no problem with it what so ever Handy Dandy Notebook: Eidetic Memory, OAF, personal, 2 points Maybe add: +2 with all Int based skills, OAF, personal, Only for subjects previously encountered (-1/2), 4 points Total 6 points
  9. Any ideas on what should eb Wonder Woamns Disads?
  10. Also the quuestion of added benefit must be figured when dealing with a multipower In otherwords if character X wants a multipower with Flight/Gliding (a common combo for characters with winged flight) the question has to be asked is it really that much more powerful than a character who bought strait flight then a limited flight add on of "only downward or level"
  11. Another option is to tell the character who wants it to reserve 5-10 points for it, and in essence everytime he gets a weapon he spends 1 to givehimself the element, writes it down then, and as he gains XP he replenishes the pool (I have a house rule where anyone with a skill enhancer can do this for the skill if it makes sense)
  12. Yes the main issue as I understand it is that Steve Long dislikes CLOWN and Neutral ground
  13. That depends on what the player and GM decide: I have one character (California Dream) who has a purple type energy that strikes out Another who's eyes glow
  14. Disregard, D-Man said it, but I don't see it in mine either...
  15. Only time I see Zen Archery mentioned was by me, mentioning that it existed in UMA and might be helpful to you as well as Zen Rifle. As pointed out it is actualy called Kenjutsu (Sp) Grab is not available in ranged MA, the best you can do is a throw and say the F/X is that the guy gets pinned until he removes the arrow/knife/whatever (Same as getting up)
  16. As for the MA issue, can I sugest having your MA just be skill levels with all combat (Or all Melee or Ranged, as you prefer), then you do not need to worry about the weapons elements. Add in this bit of cheese: +20 Str, No Figured characteristics (optional), -1/4 No lifting
  17. Thought I had asked this before, but don't remember the answer and is not in the FAQ: Does the F/X of desolid require the item to pass through the character (In example a character dodges out of the way the bullet continues to speed along) or can the F/X stop a projectile? I am trying to create a power similar to the old Superman with his hands on his hips ignoring bullets type of thing, but keep the character playable
  18. Not really, As imagined it will be used for various stages of Megascale (1=10m, 1=100m, 1=1km), usable underwater, and 1/2 end, this will give the boy a top speed of (math check 10km * speed 5 *5 turns a minute * 60 minutes an hour =15000Km an hour) or roughly mach 12.5...seems fast enough for me...
  19. Could someone tell me the amount of ammo and the number of clips a police officers standard sidearm has
  20. Here are some more Minor Gadgets, all slots: OIF (-1/2) 11 1) Collapsible Tonfa: (Total: 27 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) plus +1 Combat Skill Level (5 Active Points); OAF (-1) (Real Cost: 2) 11 2) Collapsible Staff: (Total: 29 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) plus Stretching 1", Reduced Endurance 0 END (+1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) 15 3) Pistol: Killing Attack - Ranged 2d6 (vs. PD) (Custom Adder), 16 Clips of 8 Charges (+0) (30 Active Points); OAF (-1) 15 4) Throwing Blades: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. ED), Ranged (+1/2), Autofire (5 shots; +1/2) (30 Active Points); 6 Recoverable Charges (-1/4), Range Based On Strength (-1/4) 15 5) Glue Pellet: Entangle 1d6, 2 DEF, Sticky Standard (+1/2), Area Of Effect (One Hex; +1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4) 12 6) Knock Out Pellets: Energy Blast 1d6 (vs. ED), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1), Area Of Effect (3" Radius; +1 1/4) (24 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) 12 7) Combat Disks: Hand-To-Hand Attack +3d6, Ranged (+1/2), Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Range Based On Strength (-1/4), 6 Recoverable Charges (-1/4) 15 8) Smoke Bomb: Change Environment 4" radius, -6 PER Roll: Sight Group (30 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) 7 9) Suction Cups: Clinging (normal STR) (10 Active Points) 6 10) Mini Radio: High Range Radio Perception (12 Active Points); OAF (-1) 15 11) Flash Pellets: Flash 4d6 (Sight Group), Explosion (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4) 10 12) Wrist Mounted Parachute: Gliding 10", Improved Noncombat Movement (x4) (15 Active Points) 15 13) Knock Out Darts: Drain Stun 1d6, Ranged (+1/2), Delayed Return Rate (5 Points per 5 Minutes) (+1/2), Continuous (+1) (30 Active Points); 4 Continuing Charges lasting 1 Minute each (-1/4), Range Based On Strength (-1/4) 13 14) Laser Scalpel: Killing Attack - Ranged 1d6 (vs. ED), Reduced Endurance 0 END (+1/2), Penetrating (+1/2) (30 Active Points); OAF (-1), Limited Range: 5" Maximum Range (-1/4) 15 15) Micro Bombs: Killing Attack - Ranged 1d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4) 15 16) Tracking Device: Detect A Class Of Things 11-, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs] 3 17) Lockpicks: +2 Lockpicking & Security Systems (6 Active Points); OAF (-1) 5 18) Field Lab: +2 Science Skills (10 Active Points); OAF (-1) 5 19) Micro Computer: +2 All Int Skills (10 Active Points); OAF (-1) 5 20) Bomb Kit: +2 Demolition (6 Active Points); IIF (-1/4) 3 21) Crime Kit: +2 Deduction & Crimology (6 Active Points); OAF (-1) 2 22) Micro Recorder: Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1) Powers Cost: 225
  21. Some common equipment for the centurians Centurian Costume-8 Points 5/5 Damage Resistance (IIF), LS: Safe in High Pressure, Intense Heat, Intense Cold Upgrade to Armored Costume (Use Armor instead of Damage Resistance and OIF instead of IIF) for 13 points Most members wear one or the other Centurian Communicator - 8 Points Mind Link: 2 minds, specific Group, radio not Mental (-0), only with others with mind link The two minds are various channels the radio can be set to, but to set them they need to be uploaded with the codes All members have this one Next up Contact Lenses-10 Points All IIF Night Vision Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) 5 pts Flash Defense (Sight Group) Fewer characters wear Contact Lenses, but a few do UT Belt---30 Points (30 point MP, OIF) 20 Points 1u Medical Kit: +2 Paramedic, Forensic medicine, Medicine skills, OAF, Burnout 15-, OAF 1u Swinglines: Swinging 10" x8 NCM, 0 End, OAF 1u Micro Rebreather LS: Need not Breath, 1 1 Hour Fuel Charge 1u Flashlight: Sight Group Images, x8 Radius, Cone shaped, no range, Only to create light, OAF, 0 End 1u Disposible Handcuffs: 2d6 Entangle, def 4, no range, set effect, can not form barriors, 12 charges, 4 clips The above gadgets are common for those who wear UT Belts, afterwords there are some 20 or so different gadgets made up to customise each character (Artemis carries a Pistol and a Baton, while another character carries a personal computer, and a third carries smoke bombs) I will try to post them in a few minutes
  22. I have, Far from great, but fun in an escapism sort of way. The character was a horn dog, and wound up in a war...
  23. Slight plug: Just posted the animated Superman on the building the JL thread
  24. Okay everyone the name of the thread is BUILDING The animated Justice League so lets get to building Animated Superman Player: Val Char Cost 25/75 STR 15 23 DEX 39 25 CON 30 15 BODY 10 14 INT 4 14 EGO 8 15 PRE 5 16 COM 3 20/30 PD 5 20 ED 5 5 SPD 17 10/20 REC 0 50 END 0 50/75 STUN 9 6" RUN02" SWIM05"/15" LEAP0Characteristics Cost: 150 Cost Power END Kryptonian Powers, all slots: Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 24 1) Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) 3 40 2) Superstrength: +50 STR (50 Active Points) 5 21 3) Invulnerability: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Not Vs Magic (-1/2) 15 4) Heat Vision: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); Increased Endurance Cost 2x END (-1/2), Concentration 1/2 DCV (-1/4) 6 6 5) Super Vision: Enhanced Perception (+4 to PER Rolls for Single Sense Group) (8 Active Points) 5 6) Super Vision: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group) (6 Active Points) 3 7) Super Hearing: Enhanced Perception (+2 to PER Rolls for Single Sense Group) (4 Active Points) 3 8) Super Hearing: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Normal Hearing) (4 Active Points) 12 9) Super vision: Microscopic x1000 (Sight Group) (15 Active Points) 2 10) Super Hearing: Ultrasonic Perception (3 Active Points) 3 11) Megascaled Sight: Megascale on normal sight (1"=1 KM); , Only when Var Advantage is used for Megascale (+0) (6 Active Points); Linked to Flight (-1/2) 8 12) X Ray Vision: N-Ray Perception (10 Active Points) 8 13) Life Support , Extended Breathing, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat (10 Active Points) Powers Cost: 150 Cost Skill 3 Deduction 12- 1 Streetwise 8- 3 PS: Reporter (INT-based) 12- 2 CK: Metropolis 11- 3 Bureaucratics 12- 3 Conversation 12- Skills Cost: 15 Cost Perk 6 Fringe Benefit: Membership of the JL, Press Pass 4 Reputation (A large group; 11-) +2/+2d6 10 Base (50 Base, 50 Disad) 3 Well-Connected 1 1) Contact (Contact has: useful Skills or resources) (2 Active Points) 8- 3 2) Contact (Contact has: useful Skills or resources, Good relationship with Contact) (4 Active Points) 11- 4 3) Contact (Contact has access to major institutions, Contact has: useful Skills or resources, Good relationship with Contact) (5 Active Points) 11- 4 4) Contact (Contact has significant Contacts of his own, Very Good relationship with Contact) (5 Active Points) 11- Perks Cost: 35 Total Character Cost: 350 Val Disadvantages 15 Dependent NPC: Lois Lane 11- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID) 15 Dependent NPC: Jimmy Olsen 8- (Normal; Unaware of character's adventuring career/Secret ID) 15 Hunted: Lex Luther 11- (Less Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: Darkseid 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Hunted: Superman Rouge Gallery 8- (As Pow; Harshly Punish) 25 Susceptibility: Pressence of Kryptonite (4") 3d6 damage, per Phase (Uncommon) 20 Psychological Limitation: Code Versus Killing Common, Total 15 Social Limitation: Secret Identity Frequently (11-), Major 15 Psychological Limitation: Protectve of Innocence (Common; Strong) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
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