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JmOz

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Posts posted by JmOz

  1. Okay, I have been thinking again (I know, terrible thing to do)

     

    Howmany of you use Summon as written? Most specificaly the Summon specific individual modifier?

     

    See here is my general problem, if I can summon a king, or someone important then I agree with the general idea of the modifier, but what happens when I can summon a specific being who is not important?

     

    The fact that I can summon the XJ-71 Robot that belongs to me should not imho cost more than if i can summon any XJ-71 Robot

     

    So in closing I consider this modifier to be similar to the DNPC modifier of useful

  2. After listining to everyone I think I am going to compromise, and give a base of 25+75 in disads, then up to 5 XP a sesion, until they are at 75+75, then drop xp to the normal 1-3 I normaly give. My thoughts on it are this, I want the characters to become heroes, as a hero is 75+75 this gives them the ability to grow to that level quickly, I also don't want to drown them in options but want to make sure they have some...

     

    I'm going to write up some "classes" and "races" as package deals to help these guys convert over, and am currently working on the magic system,,,

  3. Originally posted by Twilight

    JmOz I think you're looking for deeper meaning then is present in this case, no offence. :)

     

    Renard is French for Fox. The character Renard is a swordsman. Now what other famous swordsmen do we know who are called the Fox? ;)

     

    In other words, the character is a French version of Zorro.

     

    And that is the correct answer, the character is a French version of Zorro mixed liberaly with Dumas style Muskateers, and a touch of Scarlett Pimpernail

    PS: your comments should of been addressed to Barghest, as I posed the original question

     

    Barghest, thanks for the info, I will work iit into his background somehow...

  4. Originally posted by keithcurtis

    For a true First Level feel, I'd start with Competent Normals (50+50).

    I'd be pretty lavish with XP at first until they reach Standard Hero Level (75+75, or about 150 points), then I would taper off. I think that would give a good D&D feel.. By that time you should have a better feel for how rapid you want their advancement.

     

    Keith "I hated playing first level" Curtis

     

    The issue is that I am GMing neophytes, this will be at most there second experience with hero, there first being a Western CHAMPIONS (not Western Hero) adventure I did a while ago. They wanted Fantasy, but not D&D (3.5 ticked them off) so it was either Gurps or Hero, and I'm the one who owned both

  5. My Centurians project has many characters from other countries, some of them are the national heroes of there countries:

     

    We have Renard, a french swordsman (props to whoever gets the name first)

     

    Red Knight, a russian Supersoldier

     

    Mut, a Brick from Germany and his brother Der Unbezwingbare (The Unconquerable)

     

    Rising Sun is from Japan

     

    the list continues...

  6. My Method is this: A summons (Probes)

     

    then on the vehicle use a clairsentience with only the senses of another

     

    You will also want a Mind Link for controling the buggers

     

    The summons should be 100% loyal, and if you wanted could arm them with micro lasers or some such

     

    This is an interesting idea I will need to expllore in more detail later

  7. Okay, a little more details: What I am looking fo r is something similar to the disad in DC Heroes (From Mayfair) called Traumatic Flashbacks

     

    The character is pictured as behaving like this, at random times (GM Discresion) he will experience flashes of someone elses life. The whole story, is that he is a robot and that the reason for the AI is that the spirit of a real person has bounded to him, sometimes it creates glitches...

  8. Originally posted by MarkusDark

    Congratulations, JmOz, you just described the basics of modern day wiccan beliefs. ;)

     

    Really? weird...

     

    Most of what I know about Wicca I learned from "Charmed"...

     

    I actually based it mostly off of "The Force" with some blatent rip offs from the old Marvel SuperHero Game

  9. Remember you ASKED for this, the Bow and Arrow is from an archer on my Centurions team, while the minor gadgets are small items many of the team caries in UT belts

     

     

    Contact Lenses, all slots: IIF (-1/4)

    4 1) Nightvision (5 Active Points)

    4 2) Flash Defense (5 points) (Hearing Group) (5 Active Points)

    2 3) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Hearing Group) (3 Active Points)

    7 Centurion Radio Link: Mind Link (Specific Group of Minds; Number of Minds (x2)), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)

    Padded Centurion Costume, all slots: OIF (-1/2)

    10 1) Armor (5 PD / 5 ED) (15 Active Points) (added to Secondary Value)

    3 2) Life Support (Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat) (5 Active Points)

    6 Medical Kit: +2 Paramedic, Forensic Medicine, Medicine

    15 Swinglines: Swinging 10" (Improved Noncombat Movement (x8)), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)

    10 Micro Rebreather: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charges lasting 1 Hour each (+0)

    7 Flashlight: Sight Group Images, Reduced Endurance (0 END; +1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)

    11 Disposible Handcuffs: Entangle 2d6, 4 DEF, 2 Clips of 12 Charges (+0) (30 Active Points); Set Effect (Hands Only/Feet Only) (-1), No Range (-1/2), Cannot Form Barriers (-1/4)

    5 Micro Recorder: Eidetic Memory, 64 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+1) (10 Active Points); OAF (-1)

    3 Crime Kit: +2 Deduction & Crimology (6 Active Points); OAF (-1)

    5 Bomb Kit: +2 Demolition (6 Active Points); IIF (-1/4)

    5 Micro Computer: +2 All Int Skills (10 Active Points); OAF (-1)

    5 Field Lab: +2 Science Skills (10 Active Points); OAF (-1)

    3 Lockpicks: +2 Lockpicking & Security Systems (6 Active Points); OAF (-1)

    15 Tracking Device: Detect A Class Of Things 13- (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]

    20 Micro Bombs: Killing Attack - Ranged 1d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)

    13 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)

    20 Knock Out Darts: Drain 1d6: Stun, 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)

    15 Wrist Mounted Parachute: Gliding 10" (Improved Noncombat Movement (x4))

    20 Flash Pellets: Flash 4d6 (Sight Group), Explosion (Normal (Radius) -1 DC/1"; +1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)

    6 Mini Radio: High Range Radio Perception (12 Active Points); OAF (-1)

    10 Suction Cups: Clinging (normal STR)

    20 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)

    15 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)

    16 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)

    20 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)

    20 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 Pistol: Killing Attack - Ranged 2d6 (vs. PD) (Custom Adder), 4 Clips of 8 Charges (+0) (30 Active Points); OAF (-1)

    11 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)

    11 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)

    Minor Gadgets, all slots: OIF (-1/2)

    30 Magical Bow & Arrow: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)

    3u 1) Magical Arrows: Killing Attack - Ranged 1d6 +1 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1) (60 Active Points)

    2u 2) Trick Shots (Magic Arrows II): Telekinesis (20 STR) (Fine Manipulation), Reduced Endurance (0 END; +1/2) (60 Active Points); Only to Simulate Arrows (Very Limited Group of Objects; -1), Can Be Missile Deflected (-1/4)

    2u 3) Diamond Tip Arrows: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); Difficult to obtain new Focus (-1/4), 6 Recoverable Charges (-1/4)

    2u 4) Ball Headed Arrows: Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4) (50 Active Points); Reduced Penetration (-1/4), 6 Recoverable Charges (-1/4)

    2u 5) Bomb Arrows: Killing Attack - Ranged 2d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2) (60 Active Points); 4 Charges (-1)

    2u 6) Blast Arrows: Energy Blast 8d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (60 Active Points); 4 Charges (-1)

    2u 7) Concussion Blast Arrows: Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Double Knockback (2x KB; +3/4) (60 Active Points); 4 Charges (-1)

    1u 8) EMP Arrow: Killing Attack - Ranged 1d6 (vs. ED), Personal Immunity (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1) (56 Active Points); Only Vs Electronics (-1), 8 Clips of 5 Charges (-1/4), All Shots must target the same hex, and all Autofire shots must be used (-1/4), No Knockback (-1/4)

    2u 9) Gas Arrow: Energy Blast 3d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Sticky (Standard; +1/2), Continuous (+1), No Normal Defense (Standard; +1) (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2)

    1u 10) Smoke Screan Arrow: Change Environment 8" radius (-6 PER Roll: Sight Group) (35 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2)

    2u 11) Flash Arrows: Flash 8d6 (Sight Group), Explosion (Normal (Radius) -1 DC/1"; +1/2) (60 Active Points); 4 Charges (-1)

    1u 12) Glue Arrow: Entangle 3d6, 3 DEF, Sticky (Standard; +1/2), Explosion (Normal (Radius) -1 DC/1"; +1/2) (60 Active Points); 4 Charges (-1), Vulnerable to Fire (Common; -1/2), Cannot Form Barriers (-1/4), Susceptible to Heat (Uncommon; -1/4)

    1u 13) Oil Slick Arrow: Change Environment 4" radius (-5 to Dex, Long-Lasting: 1 Hour) (40 Active Points); 4 Charges (-1), Only vs people moving on the ground (-1/4)

    2u 14) Camera Arrow: Clairsentience (Sight Group; Additional Sense: Normal Hearing, Increased Arc of Perception: 360-Degree, Telescopic (+3), x8 Range), 2 Continuing Fuel Charges lasting 1 Hour each (+1/4) (60 Active Points); Attack Roll Required (-1/4), Sense Affected By Radio and appropriate Sense (-1/4)

  10. I did that as well

     

    The idea is the character has a robotic hand, the hand has a variety of settings, most are weapon orientated, he also has a single power to represent if he turns the hand into a pair of scissors, or a funnel, or a lasso, or any of a million little things.

     

    That power is (all powers are either naturaly or bought to 0 end, and have the +1/4 var F/X)

     

    Extra Limbs (hand)

    +1 HKA (1/2 KA w/Str)

    +5 Str (No figured)

    Clinging

    Streatching, No velocity damage, limited Body part

     

    So if he needs to stick to a building he can do so via this hand, if he needs a hook (to slide down a rope easier?) he has one

     

    Now a few mitigating things, this power is in his primary attack MP, and I only took five points for the disad

  11. Over on the 5th board somebody has eben asking about dispelling entangles, and I got an idea:

     

    Similar to the breakability of foci, you choose when you design the power wether or not a character can dispell his own entangles, but here is the catch, if they can there must be areasonable way others can as well, most appropriate is a successful skill roll (-3 modifier if the person is the entangled, -0 if trying to get a friend out of an entangle).

     

    A skill roll is default, but it might be something like when signaled by a certain radio frequency or when it touches salt with GM approval

     

    So with Handcuffs the power can be easily dispelled (With a key), for the Magical Restraints of Ashededtad it would be a magical skill roll, what do you all think? just an idea that popped into my head.

  12. On robot X: I wanted him stronger, faster, more weapon, In general I wanted him to be a 600 point character :)

     

    More specificaly, I wanted him to have a boost pack like Ju has, and other things, the whole bit about the science skills was that he was suppose to serve as Ju's assistent in the lab as well.

     

    Ohh well,

     

    As for Ju, yes the Incants is a voice activation on her weapon, it is because both of these characters are heavily influenced by Anime, and it just seemed right...

  13. Need a review

     

    This is the final member of the team, and i am in truth not happy with him, but the points were just not there

     

    Note still a work in progress

     

    Robot X

     

    Player:

     

    Val Char Cost

    30 STR 20

    24 DEX 42

    20 CON 20

    10 BODY 0

    15 INT 5

    11 EGO 2

    10/30 PRE 0

    10 COM 0

     

    10/25 PD 4

    10/25 ED 6

    5 SPD 16

    10 REC 0

    10 END -15

    35 STUN 0

     

    6" RUN 0

    1" SWIM -1

    6" LEAP 0

    Characteristics Cost: 99

     

    Cost Power

    10 Fearless: +20 PRE (20 Active Points); Defense Only (-1) (added to Secondary Value)

    Battery, all slots: Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), IIF (-1/4)

    7 1) 0 End on Strength (15 Active Points)

    3 2) 0 End on Running (6 Active Points)

    1 3) 0 End on Leaping (3 Active Points)

    1 4) 0 End on Swimming (1 Active Points)

    Robotic Body, all slots: Visible (-1/4)

    34 1) Life Support (Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week) (42 Active Points)

    36 2) Armor (15 PD / 15 ED) (45 Active Points) (added to Secondary Value)

    13 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1), Restrainable (Only by means other than Grabs and Entangles -1/4)

    22 Hand Unit: Multipower, 45-point reserve, all slots: (45 Active Points); OIF (-1/2), Restrainable (-1/2)

    2u 1) Energy Machine Gun: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1) (45 Active Points)

    2u 2) Blade Hand: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance (0 END; +1/2) (45 Active Points)

    2u 3) Energy Tenticles: (Total: 45 Active Cost, 19 Real Cost) Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points) (Real Cost: 15) plus Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Body Parts (-1/4), No Velocity Damage (-1/4) (Real Cost: 20)

    2u 4) Flash Grenades: Flash 6d6 (Sight Group), 4 Clips of 12 Charges (+0), Reduced Endurance (0 END; +1/2) (45 Active Points)

    2u 5) Gas Grenades: Energy Blast 2d6 (vs. ED), 12 Continuing Charges lasting 1 Turn each (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Sticky (Standard; +1/2), No Normal Defense (Standard; +1), Continuous (+1) (42 Active Points)

    2u 6) Rockets: Killing Attack - Ranged 1d6 (vs. ED), 4 Clips of 12 Charges (+0), Armor Piercing x1 (+1/2), Explosion (Normal (Radius) -1 DC/1"; +1/2), Penetrating (+1/2), No Range Modifier (+1/2) (45 Active Points)

    Powers Cost: 139

     

     

    Cost Skill

    6 TF: Common Motorized Ground Vehicles, Centurion Vehicles, Combat Aircraft, Mecha, Two-Wheeled Motorized Ground Vehicles

    3 Breakfall 14-

    3 Combat Driving 14-

    3 Combat Piloting 14-

    3 Computer Programming 12-

    3 Electronics 12-

    3 Inventor 12-

    3 Language: English: Completely Fluent, w/Accent

    3 Mechanics 12-

    2 Navigation (Air) 12-

    3 Paramedics 12-

    3 Teamwork 14-

    3 Tactics 12-

    3 Systems Operation 12-

    3 Scholar

    2 1) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 12-

    2 2) KS: Giant Monsters (INT-based) (3 Active Points) 12-

    2 3) KS: Criminal Organisations (INT-based) (3 Active Points) 12-

    1 4) KS: Military/Police Forces (2 Active Points) 11-

    3 Scientist

    2 1) SS: Xenobiology (INT-based) (3 Active Points) 12-

    2 2) SS: Electronics Engineering (INT-based) (3 Active Points) 12-

    2 3) SS: Computer Science (INT-based) (3 Active Points) 12-

    2 4) SS: Vehicle Enginering (INT-based) (3 Active Points) 12-

    2 5) SS: Robotics (INT-based) (3 Active Points) 12-

    2 6) SS: Cybernetics (INT-based) (3 Active Points) 12-

    Skills Cost: 69

     

    Cost Perk

    8 Fringe Benefit (International Police Powers, Member of the Centurions)

    25 Vehicles & Bases (125 Base, 0 Disad)

    35 Vehicles & Bases (175 Base, 0 Disad)

    Perks Cost: 68

     

     

    Total Character Cost: 375

     

    Base Points: 200

    Experience Required: 175

    Total Experience Available: 0

    Experience Unspent: 0

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