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JmOz

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Posts 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. 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

  3. 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)

  4. 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).

  5. 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

  6. 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...

  7. 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

  8. 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

  9. 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

  10. 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

  11. Re: Ahem...

     

    Originally posted by BobGreenwade

    You didn't list a Size characteristic for any of these.

     

    On the plus side, using Duplication for certain subordinate Vehicles is a clever idea. I wish I'd thought of it, for such things as escape pods and shuttles. Maybe if there's a second edition in the future, it can be included. :)

     

    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 :)

  12. 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

  13. Originally posted by DoctorItron

    Did I read that correctly? A vehicle with duplication, multiform, and summon??? Wow!

     

    Weird game balance issues can happen with any 1 of those 3 powers. If you combine all 3 of them, abandon all hope of game balance. I'm not saying that it's a bad idea, but it's an extraordinarily very complex character that stresses the rules. Hero will still do a better job with it than any other system, though.

     

    My suggestion is to just fudge the character sheets.

     

    What's the concept for the vehicle?

     

    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...

  14. Originally posted by DoctorItron

    Did I read that correctly? A vehicle with duplication, multiform, and summon??? Wow!

     

    Weird game balance issues can happen with any 1 of those 3 powers. If you combine all 3 of them, abandon all hope of game balance. I'm not saying that it's a bad idea, but it's an extraordinarily very complex character that stresses the rules. Hero will still do a better job with it than any other system, though.

     

    My suggestion is to just fudge the character sheets.

     

    What's the concept for the vehicle?

     

    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)

  15. 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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