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JmOz

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Posts posted by JmOz

  1. You know, thinking about it, it might be more fun to see everyone elses version:

     

    SO

     

    80 Active Points per power max

    80 Real points Total max

    Should be a type of pistol

    F/X projectile leaves gun to hurt others

    Nasty as hell

     

    Let see what everyone can come up with

     

    (Steve I still want to see your take on it)

     

    My version was a two ammo/mode pistol

     

    2.5d6 with AF-5, 32 charges 4 clips OAF&

    2.5d6 with Pen, 32 charges, 4 clips OAF

  2. I was over on the HoJ thread, making my comments on the character (mostly stuff from his 4-color origin), but one of the problems I had was what I felt was an overlooked portion, and so I ask you to fill it in now, if you can.

     

    See HoJ has Find Weakness, and skill levels with his Gun #1 (aka The Anti Tank pistol). So what is the things Stats?

     

    We can Extrapulate that it is 80 Active Points or less

  3. Steve,

     

    Thank you for your comments

     

    I'm going to make a few comments to everyone on my opinions on Harbinger:

     

    I had 3 major problems with the character:

     

    1) I found the VPP to be inappropriate for the setting (Glad to see Steve feels the same way, and I understand why now)

     

    2) Gun #1 should have had a write up (think I might start a thread to that effect)

     

    3) I felt a base CV of 13 with 14 levels is overkill, let me rephase that:

     

    CV of 10 with 10 levels is overkill, that was just a inherent wrongness. I am sure that is once again because of his more 4-color roots

  4. Smoke screen is good. Depending on what you mean by "Fire Elemental" maybe the ability to create minor duplications out of FIre

     

    Cold based powers maybe (Drawing in the heat)

     

    The classic Fire Wall

     

    LS: Safe Environment UBO, AE, costs end, Intense cold

     

    Teleportation only via fires

     

    I'll think of some more

  5. My problem with the duplication method is you are paying for what you are not using.

     

    The purpose of Duplication is so you can have two characters in operation at the same time, to use this for classical Astral projection and limit it away is to use a butterknife to screw a screw in.

     

    Multiform, with a limitation of leave a body behind is a better way to represent this IMHO

  6. I have said this before, but will repeat it today

     

    The reason for MP/EC is to give a bonus to the various Blasters and mentalist types (Wizards, Gadgeteers, etc...)

     

    Bricks get the same bonus in the form of kickbacks from high stats

     

    MA get it from a combination of kickbacks from high stats (CHALLANGE ME on the versitility of DEX), effectiveness of MA, and the ability to use the 3 point skill levels

  7. Originally posted by tesuji

    A suggestion i would have for a power armored character is the following... the semi-PA guy.

     

    This guy has some sort of armor/tech suit and weaponry, however he also has a limited use suite of real honest to goodness super powers too. These super powers provide him with some abilities he cannot typically get from PA and allow him to be "functional" WHEN, not IF but WHEN, he is unable to use his suit, thus making the enforcement of the OIF/OAF flaws possible.

     

    Example: A psychic who end sup with a power suit he took from bad guys early in his carreer and who now uses it to fight crime.

     

    Multipower: Psychic Powers

    60 ap pool -1 lim TRIPLE END 30 ap

    Five 60 ap mentalist slots for 3 points each with telepathy, ego blast, mind control, mental illusion and so on as you see fit. Total cost for my psychic abilities = 45 points.

     

    That should still leave you with enough points for armor, flight, life support all OIF as the suit. A blaster or weapons rack in a second multipower will weigh in as well.

     

    Charges on the weapons is fine.

     

    What will happen in practice is you will likely end up tossing in one or two mental attacks in a combat, and that triple endurance will eat up a lot of your personal end BUT you won't be using that end for much else.

     

    Another interesting theme is to have your "special powers be a different theme. like say "mutant teleporter" (alien works well too) and put TRIPEL END on the multipower as before. Under teleportation you can put your movement, some megascale (downsizable) and even an attack NND does body for popping things into people to serve as a backup attack. The advantage of this one is that you can take a shortcut and drop flight from the suit side, freeing up more points. Using triple end for tactical movement when thats all you personal end is used for is very efficient, though you will feel the pinch if you get into a long running combat.

     

    The possibilities for a "mini-super power" set backing up a more typical armored goon suit/gun combo make this a very "synergistic" combo... tapping in and getting benefit from your personal end and making for a wonderful set of alternatives. The villain who expects the entangle to shut down your GUN and thus keep you trapped will be shocked when you 'port a chair over into the entangle to shatter it and are suddenly free... and shooting right away.

     

    I've done this before, had a character who had shape shift and invisibility in a MP, with a custom lim (Does not work while in armor).

     

    One other option on limitations is to put some of your powers in as OIHID and others as OIF, most appropriate for Defenses and utility powers to be OIHID while Attack and Movement as OIF

  8. I have a simple house rule

     

    If a character has a skill enhanceer then they can spend two points in game for any appropriate skill.

     

    I do require however a F/X be applied to the skill enhancer. The F/X of the first character with it A linguist) was that he had nanites that would teach him the language after a few minutes. another character had it for traveler, he had spent 10 years wandering around the world

     

    The two goes together, the wanderer would not know Alpha Centari Planetary AK skills, while nanite boy had some problems with villains upsetting his nanites (One session he had to para mime everything as no one knew his native language, nor the trade language he spoke

  9. Okay, here is an interesting bit to think aboutL:

     

    Characters get "Everyman skills" defined as things that while not everyone CAN do them, the vast majority of heroes should be able to, and a good amount of normals as well.

     

    Vehicles now get Everyvehicle abilitiess (headlights, AC/Heater, Radio, etc...)

     

    So now the meat of question 1, should Computers and bases be able to have Every abilities as well?

  10. I like the examinatino above, but I contend that Ego is not cheaper than Dex, if you factor in the effects Dex has on Speed. If you hold to this contention, then upon review you will note that there is very little advantage to ego instead of dex, thus I consider the following +0 advantage in my game uses OECV. This also includes the ability to use the power as a mental power (namely the ability to let Ego decide when you act). Note that this does NOT permit the power to be used against DECV, something that most certainly would require an advantage (see above for reasons)

  11. Hey, If I give you a way to do it will you do my character next for the design the costume thread? J/K

     

    Seriously the way I do missiles is to buy them as a summon (100% loyal) of a vehicle, If you wish I could post my Nova Missile as an example. But essentialy from there you just have to figure out how fast it can go, and how big of a earth shattering Kaboom it will be

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