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JmOz

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Everything posted by JmOz

  1. I asked Steve about this, But me and him seem to be talking about two different issues. These are the threads http://www.herogames.com/forums/showthread.php?s=&threadid=1164 http://www.herogames.com/forums/showthread.php?s=&threadid=1171 On page 318-319 of 5e, the rules for designing a base talk about adding personel to the base using the followers rules Page 58 talks about buying a follower for the character My question is this: If a character is buying a base with personel AND a group of followers to adventure with does he buy followers once or twice
  2. I assume you ment if they function as followers make them followers not DNPC's to clarify, they should just be added to his followers already then (so instead of x4, x16 or whatever? Assumingly they will help in combat, but more along the lines of if the base is attacked over going out with him...
  3. The dispell does KB is interesting, but you still want to do it as a MP with varius AE's, also consider adding a Double KB to it as well See if the GM will allow the use of the 5th edition advantage Megascale (+1/4 turns your movement power from normal hexes to 1"=1KM, ABSOLUTLY NO COMBAT USE, similar to FTL) The lim on flight: Only in contact is a -14
  4. Last time I saw the Strato punch that I remember is Spiderman, he punched the Hulk into orbit, then had to fly to get him before the sun rose and turned him back into banner
  5. Okay this is a question about Followers & Bases Captain Commando is a Super Hero who always goes into the field with four of his Commandos (followers x4, no problem) He also has a control center (Base, no problem), that is staffed by a variety of helpful experts...SO should they be bought as part of the base using those rules, or because of the fact that he already has followers should he buy them as part of the x2 for five rule? Also this is a question about any of the divide by 5 powers/perks: If the x2 rules used is it only considered based on the highest, or must you use all the points foe each; In examople if Captain Commando has 100 point followers, and he wants Bazooka John to be only 90 points he would not need to boost the points up to 100 (it is assumed that one of his other followers is a full 100 points)
  6. To add, the issue of it not being an item never came up, as you see above it could still be taken away, and it was not exactly dispelled, more like transfered. Also the spirit by nature (actualy the spells cast on it centuries ago) had to bind with someone, so if the host was killed it would seek outsomeone it thought was worthy (Of course the character was worthy, so if the mook with it died it would return to him).
  7. On Guardian, yes I have GM'd him, and used him as an NPC. The way the IIF works is this, any character who can see magic (Somewhat common in my games, most magical practitioners can) can see that a spell is binding a Protective spirit to the character (A guardian angel if you will), further more they can also see how to untie the spirit and retie it, this takes a little bit of spell chanting, hands waving, and a host (to be tied to the spirit, the caster can but does not have to be this person). As part of the F/X any character who has been so bound knows how to do the same, and can see the spirit (Even if they can not see magic otherwise). So while the powers have been taken away he was capable of (through help from his friend, luck, or good planning) to always get the powers back by the same way they were taken
  8. Funny about the reform thing, my entry for this months Name the hero is a reformed criminal
  9. Magic in my GAMES always have some basic premices I use the Force from Star Wars as the basis for Magic in my games, simply put there is an energy field (The setting determines if it has anything to do with life) that people (setting again determines who) can channel into certain effects, this energy can be harnessed into items, etc... Supernatural beings do exist, in essence they can more easily tap into the energy (Hense forth called Mana), some of them will aid people if called upon (the reasons why varry, again in part do to setting). Some reasons include infighting makes them choose champions, ego boosts, good samaritans, gain more power by people invoking there names, etc... Also, whilei t has never DIRECTLY come up in a game there is a single being that has created all this, who has a plan, and he is keeping an eye on things, he has a rival, but only because it suits his needs...
  10. A few of my favorites: Grey Mask, a 40's Pulp Hero in the modern era, he has low grade TP (Mind Control, Mentall Illusion, etc...) and a Psychic Invisibility (Invisibility to sight/sound, only vs people who can be effected by Mental Illusion, -1/2). Essentialy a Shadow clone who happens to be in his 80's (physicaly he was in his 50-60), great fun as he was mostly a Invisible Martial Artist, with crappy stats (18 Dex, Speed 4 IIRC) Guardian: A Brick that had all his powers bought with IIF: Magic Spell of the Guardian, essentialy it could (and is) taken away by any wizard who makes a sussesful magic roll Sara Jaced, A street mage (Urban Magic...take a face full of smog) B'wana: The Avator of the human race, peak human, uses an enchanted Bola (It would return when called, could grab things, could explode, most of the attacks were AF-2) The slime, think Spiderman type movement powers
  11. What is the nearest correctional facility to Millenium City that would house normal criminals? Would most agents be sent there (such as Viper or Demon)?
  12. I don't either, BUT I would probably do something like this: BLASTER FU 5 Flying Dodge (Always helpful for Hi mobility characters) 4 Basic Shot 3 Defensive Shot 5 Far Shot 4 Ranged Disarm 4 Trip 25 Total Points The general idea is that the blaster will attempt at all times to keep as much distance as possible, if a close combatant does close in they will use the Flying dodge to do fullm oves AWAY from the individual, till at a resonable safe distance then start using the Basic Shot, if he is having trouble at that range he will switch to the Far shot. The Defensive shot is normaly only used when traped in close quarters. The Trip and Disarm are self explanatory
  13. Interesting, VERRY Interesting... I would say buy your powers as AVLD (at the +3/4) to either Flash Defence:Radio or PD, then apply a -1/4 (maybe -1/2 or -0, depending on the game) that power is effected as Radio not Mental (so Mental Darkness, etc will not effect you but radio jamming would, my games it would probably be a -0, but if I was in a generous mood a -1/4) That is my call, you could also justify a -1/4 does not provide Mental Awarness
  14. Can a character take Beam on a power with either Explosion or AE? If so does the portion of beam that effects what it can damage stay in effect? The issue is an attack that by rights should not be able to be spread or reduced in power, but that should be able to damage buildings and such do to the explosion it makes
  15. Try this: Regen from death, Only to heal after death, Multiform, NCC
  16. Re: Ahem... Hi praise, thank you. If you ever want to steal the idea be my guest, it might be appropriate for a Digital Hero article or something... On second thought, I just deleted a Huge post, do to I think I will send in a DH article
  17. You know, I didn't... The Missile has a size of 1 level (5 points) The X fighter and Heavy Metal is size 8 (40 Points) Ultimat Mecha is size 13 (65 Points) Mecha is size 12 (60 Points)
  18. Okay, I don't have TUV yet, but that won't stop me from asking people to post the vehicles they have made to the web I have been working on a massive vehicle, it is not done yet, but here is what is done Heavy Metal Fighter Player: Val Char Cost 30 STR -20 23 DEX 39 20 BODY 2 5 SPD 17 5" RUN -2 1" SWIM -1 0" LEAP 0 Characteristics Cost: 99 Cost Power 70 Sub Vehicles: Duplication (creates 5 275-point Duplicates), Cannot Recombine (+0), Altered Duplicates (1/4 of Duplicate's points spent differently; +1/4) (87 Active Points); Concentration (1/2 DCV; -1/4) 15 Weapons Array: Multipower, 45-point reserve, all slots: (45 Active Points); OAF Bulky (-1 1/2), Beam (-1/4), Can not be bounced (-1/4) 1u 1) Full Power Shot: Killing Attack - Ranged 1d6 +1 (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (45 Active Points) 1u 2) Rapid Shots: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (45 Active Points); OAF Bulky (-1 1/2) 36 Jets: Flight 15", Variable Advantage (+1/4 Advantages +1/2) (45 Active Points); Cannot move Backwards (-1/4) [Notes: Variable Advantages: Megascale 1"=10m, Megascale 1"=100m, Megascale 1"=1km , Usuable Underwater] 18 Rocket Packs I: Killing Attack - Ranged 1d6 +1 (vs. PD), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (45 Active Points); OIF Bulky (-1), 32 Clips of 4 Charges (-1/4), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages: Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 18 Rocket Packs II: Energy Blast 4d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (45 Active Points); OIF Bulky (-1), 32 Clips of 4 Charges (-1/4), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages:Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 10 Life Support Systems: Life Support (Eating: Character only has to eat once per week, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (20 Active Points); OIF Bulky (-1) Comm Systems & Sensors, all slots: OIF Bulky (-1) 6 1) Basic Radio: High Range Radio Perception (12 Active Points) 10 2) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1) 15 3) Radar: Radar (Increased Arc of Perception: 360-Degree), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points) [Notes: Variable Advantages: Difficult to Dispell, Megascale] 4 4) Ultrasonic Scopes: Ultrasonic Perception (Increased Arc of Perception: 360-Degree) (8 Active Points) 43 Multipower, 75-point reserve, all slots: (75 Active Points); IIF Bulky (-3/4) 3u 1) Combind Mecha Mode: Multiform (350 Character Points in the most expensive form) (x2 Number Of Forms) (75 Active Points); Extra Time (Full Phase; -1/2), Concentration (1/2 DCV; -1/4) 4u 2) Alternate Forms: Multiform (325 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms) (75 Active Points) Powers Cost: 254 Cost Skill 2 TF: Squad Vehicles Skills Cost: 2 Total Character Cost: 355 Pts. Disadvantage 15 Distinctive Features: High Tech Ship, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk 10 Hunted: Japenese Goverment, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 10 Physical Limitation: Specilised Maintnance, Infrequently, Greatly Impairing 10 Reputation: Heroic Vehicle, Frequently (11-) 20 Vulnerability: Electrical Attacks, Common, Vulnerability Multiplier (2x BODY) Disadvantage Points: 115 Base Points: 225 Experience Required: 15 Total Experience Available: 0 Experience Unspent: 0 This is still a work in progress, thus the 15 points needed... Next up is one of its Multiforms (one of the comining) Player: Mecha Val Char Cost 70 STR 0 20 DEX 30 20 BODY -2 4 SPD 10 10" RUN 8 1" SWIM -1 0" LEAP 0 Characteristics Cost: 129 Cost Power 4 Mecha (2 Arms, 2 Legs): Extra Limbs (5 Active Points); Limited Manipulation (-1/4) 10 Boot Jets: Flight 5", Usable Underwater (+1/4) (12 Active Points); No Noncombat Movement (-1/4) 66 Combat Fighter: Duplication (creates 275-point form), Cannot Recombine (+0), Altered Duplicates (1/2 of Duplicate's points spent differently; +1/2) (82 Active Points); Concentration (1/2 DCV; -1/4) 10 Hardy Design: +5 DEF (15 Active Points); Coverage does not protect passengers (-1/2) (added to Secondary Value) 22 Rocket Packs I: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages: Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 22 Rocket Packs II: Energy Blast 4d6 (vs. ED), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages:Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 10 Life Support Systems: Life Support (Eating: Character only has to eat once per week, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (20 Active Points); OIF Bulky (-1) Comm Systems & Sensors, all slots: OIF Bulky (-1) 6 1) Basic Radio: High Range Radio Perception (12 Active Points) 5 2) Discriminatory Sense (Radio Group) (10 Active Points) 8 3) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x8)) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 7 4) Energy Meters: Detect Energy Signatures (part of Radio) A Large Class Of Things 9- (Tracking) (15 Active Points) 2 5) Life Signs: Detect A Class Of Things 9- (5 Active Points) 11 6) Radar: Radar, Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (22 Active Points) [Notes: Variable Advantages: Difficult to Dispell, Megascale] 5 7) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points) 2 8) UV Sensors: Ultraviolet Perception (5 Active Points) 4 9) Ultrasonic Scopes: Ultrasonic Perception (Increased Arc of Perception: 360-Degree) (8 Active Points) 20 Weapons Array: Multipower, 50-point reserve, all slots: (50 Active Points); OAF Bulky (-1 1/2) 2u 1) Energy Saber: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (50 Active Points) 2u 2) Full Power Energy Blast: Killing Attack - Ranged 1 1/2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (50 Active Points); Only may be used at maximum effect and Can not be Spread (-1/4), Cannot Be Used With Bounce (-1/4) 1u 3) Rapid Shots : Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (45 Active Points); Beam (-1/4), Cannot Be Used With Bounce (-1/4) Powers Cost: 219 Cost Skill 2 TF: Squad Vehicles Skills Cost: 2 Total Character Cost: 350 Pts. Disadvantage 15 Distinctive Features: Giant Robotic Vehicle, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk 10 Hunted: Giant Monsters, As Powerful, 8- (Occasionally), Harshly Punish 10 Hunted: Japenese Goverment, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 10 Physical Limitation: Specilised Maintnance, Infrequently, Greatly Impairing 15 Reputation: Heroic Vehicle that tends to destroy cities in huge battles, Frequently (11-), Extreme 20 Vulnerability: Electrical Attacks, Common, Vulnerability Multiplier (2x BODY) Disadvantage Points: 130 Base Points: 225 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 And here is another form of mecha: Ultimate Mecha Player: Val Char Cost 75 STR 0 20 DEX 30 20 BODY -3 5 SPD 20 15" RUN 18 1" SWIM -1 0" LEAP 0 Characteristics Cost: 153 Cost Power 4 Mecha (2 Arms, 2 Legs): Extra Limbs (5 Active Points); Limited Manipulation (-1/4) 12 Force Field Generators: Force Field (10 PD / 10 ED), 2 Clips of 1 Recoverable Continuing Fuel Charges lasting 1 Minute each (+0), Hardened (+1/4) (25 Active Points); OIF Bulky (-1) (added to Secondary Value) 10 Boot Jets: Multipower, 10-point reserve 1u 1) Boot Jets: Flight 5" (10 Active Points); No Noncombat Movement (-1/4) 1u 2) Swimming 10" (10 Active Points) (not added to totals) 1u 3) Leaping 10" (10 Active Points) (not added to totals) 10 Hardy Design: +5 DEF (15 Active Points); Coverage does not protect passengers (-1/2) (not added to totals) 22 Rocket Packs I: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages: Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 22 Rocket Packs II: Energy Blast 4d6 (vs. ED), 16 Clips of 12 Charges (+1/4), Explosion (Normal (Radius) -1 DC/1"; +1/2), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (50 Active Points); OIF Bulky (-1), Only may be used at maximum effect and Can not be Spread (-1/4) [Notes: Variable Advantages:Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 10 Life Support Systems: Life Support (Eating: Character only has to eat once per week, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (20 Active Points); OIF Bulky (-1) Comm Systems & Sensors, all slots: OIF Bulky (-1) 6 1) Basic Radio: High Range Radio Perception (12 Active Points) 5 2) Discriminatory Sense (Radio Group) (10 Active Points) 8 3) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x8)) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 7 4) Energy Meters: Detect Energy Signatures (part of Radio) A Large Class Of Things 9- (Tracking) (15 Active Points) 2 5) Life Signs: Detect A Class Of Things 9- (5 Active Points) 11 6) Radar: Radar, Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (22 Active Points) [Notes: Variable Advantages: Difficult to Dispell, Megascale] 5 7) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points) 2 8) UV Sensors: Ultraviolet Perception (5 Active Points) 4 9) Ultrasonic Perception (Increased Arc of Perception: 360-Degree) (8 Active Points) 25 Weapons Array: Multipower, 62-point reserve, all slots: (62 Active Points); OAF Bulky (-1 1/2) 2u 1) Energy Saber: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (62 Active Points) 2u 2) Full Power Energy Blast: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (60 Active Points); Only may be used at maximum effect and Can not be Spread (-1/4), Cannot Be Used With Bounce (-1/4) 2u 3) Rapid Shots : Killing Attack - Ranged 1d6 +1 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (60 Active Points); Beam (-1/4), Cannot Be Used With Bounce (-1/4) 1u 4) Protective Stance: Force Field (10 PD / 10 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (45 Active Points); Concentration (0 DCV; -1/2) (not added to totals) 20 Nova Missile Launcher: Summon 250-point Nova Missile, Amicable (Slavishly Devoted; +1) (100 Active Points); 1 Charges (-2), OIF Bulky (-1), Extra Time (Full Phase; -1/2), Concentration (0 DCV; -1/2) Powers Cost: 195 Cost Skill 2 TF: Squad Vehicles Skills Cost: 2 Total Character Cost: 350 Pts. Disadvantage 15 Distinctive Features: Giant Robotic Vehicle, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk 10 Hunted: Giant Monsters, As Powerful, 8- (Occasionally), Harshly Punish 10 Hunted: Japenese Goverment, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 20 Hunted: The World Hostility Implementation Party, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence 10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 10 Physical Limitation: Specilised Maintnance, Infrequently, Greatly Impairing 15 Reputation: Heroic Vehicle that tends to destroy cities in huge battles, Frequently (11-), Extreme 20 Vulnerability: Electrical Attacks, Common, Vulnerability Multiplier (2x BODY) Disadvantage Points: 130 Base Points: 225 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Okay, now is the Fighter X, this is one of the Duplicates on the original ship, and the single Dup on the first Mecha X Fighter Player: Val Char Cost 35 STR -15 25 DEX 45 20 BODY 2 6 SPD 25 5" RUN -2 1" SWIM -1 0" LEAP 0 Characteristics Cost: 124 Cost Power 36 Jets: Flight 15", Variable Advantage (+1/4 Advantages +1/2) (45 Active Points); Cannot move Backwards (-1/4) [Notes: Variable Advantages: Megascale 1"=10m, Megascale 1"=100m, Megascale 1"=1km , Usuable Underwater] 9 Life Support Systems: 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 Bulky (-1) 20 Nova Missile Launcher: Summon 250-point Nova Missile, Amicable (Slavishly Devoted; +1) (100 Active Points); 1 Charges (-2), OIF Bulky (-1), Extra Time (Full Phase; -1/2), Concentration (0 DCV; -1/2) Comm Systems & Sensors, all slots: OIF Bulky (-1) 6 1) Basic Radio: High Range Radio Perception (12 Active Points) 10 2) Encrypted Radio: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1) 15 3) Radar: Radar (Increased Arc of Perception: 360-Degree), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points) [Notes: Variable Advantages: Megascale 1"=10m, Megascale 1"=100m, Megascale 1"=1km , Difficult to Dispell] 17 Weapons Array: Multipower, 50-point reserve, all slots: (50 Active Points); OAF Bulky (-1 1/2), Beam (-1/4), Can not be bounced (-1/4) 2u 1) Full Power Shot: Killing Attack - Ranged 1 1/2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (50 Active Points) 1u 2) Rapid Shots: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (45 Active Points); OAF Bulky (-1 1/2) 34 Mechaforms: Multiform (250 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms) (60 Active Points); IIF Bulky (-3/4) Powers Cost: 150 Cost Skill 1 TF: Itself Skills Cost: 1 Total Character Cost: 275 Pts. Disadvantage 15 Distinctive Features: Giant Robotic Vehicle, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Hunted: Japenese Goverment, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 10 Hunted: Centurians, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence 10 Physical Limitation: Specilised Maintnance, Infrequently, Greatly Impairing 5 Reputation: Heroic Vehicle that tends to destroy cities in huge battles, Sometimes (8-) Disadvantage Points: 50 Base Points: 200 Experience Required: 25 Total Experience Available: 0 Experience Unspent: 0 And finnaly the SUmmons, it appears on the Ultimate Mecha, and on the Fighter X, It is called the Nova Missile, and it is kind of a Big Honking single attack weapon that is just down right disgusting Nova Missile Player: Val Char Cost 15 STR 0 24 DEX 42 10 BODY -1 5 SPD 16 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 72 Cost Power 112 Propulsion System: Flight 45", Usable Underwater (+1/4) (112 Active Points) 11 Radar System: Radar (Discriminatory, Increased Arc of Perception: 240-Degree) (22 Active Points); OIF Bulky (-1) 6 Radio Command Unit: High Range Radio Perception (12 Active Points); OIF Bulky (-1) 37 Warhead: Killing Attack - Hand-To-Hand 6d6 (plus STR) (vs. ED), Trigger (+1/4), Penetrating (+1/2), Explosion (Normal (Radius) -1 DC/2"; +3/4) (225 Active Points); 1 Charges which Never Recover (-4), OIF Bulky (-1) [Notes: With Move Through Damage total Damage is 8d6+1] Powers Cost: 166 Cost Skill 12 +6 Move Throughs Skills Cost: 12 Total Character Cost: 250 Pts. Disadvantage 20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY) 20 Distinctive Features, Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses Disadvantage Points: 40 Base Points: 225 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 When all done this vehicle will require 13 different Character sheets, but thought I would show it off now, the sheets still need some work, pklease show off your vehicles
  19. Actualy you did not: The Summon is only on a Multiform, and on a single dup, the main vehicle does not have it (It is still digusting, will post it when I get it done...
  20. No, it's an NPC, and an exercise in how to model certain abilities...
  21. It's not as bad as it looks: The vehiicle is a Mecha similar to the ones in Macross (a fighter/Robot/Hybrid) that can combind into a giant mecha. The dups are the other vehicles, the two multiforms are (1) the Mecha/hybrid/fighter and (2) the giant Mechas. the other vehicle with Multiform is the same type of fighter/Hybrid/Mecha, The summons is a missile. like I said not quite as bad as it sounds It has two giant mechas, one is when all six vehicles merge, the other is when only five merge So most of the multiforms have the dup power on it to some degree (3/4 have it, 1/2 have it at the same level)
  22. This is actualy just an NPC type of thing
  23. I am working on a memebr of my Centurians, at last count she is going to have 20 different character sheets: 1 for her 4 for her followers 1 for her base Okay so far not really that bad, here is where things get confusing, this part she is also getting points from another member (who also chipped in on the base): 2 Vehicle, one I have not designed yet, but it will probably only be one sheet, the other has the following however: 2 Multiforms 2 MORE multiforms 5 Duplicates, one of the duplicates has 1 Summon and 2 Multiforms For a total of 20 Character sheets...YIKES Also one of the multiforms (the first set of two) include the same summons AND the other includes one of the Duplicates, the second set of Multiforms all have the duplicates (all five) YOUCH
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