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JmOz

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Posts posted by JmOz

  1. Okay, working on a combining mecha still

     

    To start with, a lim I am considering for it

     

    Is it legal to take just a side effect and say that you need to roll a skill roll to see if it takes effect even without the RSR (as the power will work either way, the roll is only to prevent the damage)?

     

    Number two for cosmetic differences do you require the altered duplicates? For instance if one craft was a bike and another was a dunebuggy the same stats but different "looks"

     

    Others will be coming as I think of it

  2. Thanks Steve, I love to comment on things like this:

     

    Okay, simply put, the whole base it on the actualy character is a lazy way to do it, and as per the FAQ, you do not NEED to do it that way if you want to find the cost break point, a anoying and tireing way to do it (but as a min maxer, one I use...)

     

    Then again I think it is broken for a number of different reasons, Personaly I think it is a waste of paper, and the power as a whole should be "absorbed" into Summon (Summon 100% loyal, a new Lim based on how similar the characters are, with 100% being a -1), then again I think that Regen should be returned and that the Instant Change should be a form of Shapeshift not Transform

  3. My sugestion, you have CKC, use Dr Destroyers agents, and some of the equipment from Champions, mix in a dose of any agent org you want from Marvel comics (Hydra is especialy appropriate, so is Cobra from GI Joe). That will make a passable Viper agent (or use the Shadow Army stats)

     

    For Demon, use the same stats but make them more magical in the F/x, with satanism themes mixed in...

  4. Well... I would suggest some Damage Reduction, either with combat luck or a dex roll or other lims to represent that it is not a "real Power" that should help you with any GM fubs, and make you fairly resiliant in combat

     

    On the defence side I am in the same boat as you so I would suggest a 7/7 with +3/+3 combat luck

     

    Keep your Str to 15 if you have an Offencive Strike, 20 if you don;t

     

    I would say two Skill levels with your MA

     

    Find Weakness is optional on your strike manuver of choice, but can again make you good in combat

     

    Something to remember about FW and DR, both are based on Multiplication, while most combat is based on Addition, what this means is this, the more powerful the foe, the more usefull the ability, makes a great way to keep up with anything a GM throws at you

     

    a 10d6 againgst a 10 Def averages 25 damage, Damage reduction is 26

    a 100d6 against a 340 damage against 10 Def, while averages 263, a protection of 87 points of damage, of cource most characters (READ ANY) will be throwing that big of an attack, but it makes a point

  5. I would allow it, to me it is about control, if the armor is easy to control (say via somekind of read my mind interface)then it is a foci (Or OIHID or F/X) but if it is something a little bit more difficult then it is a vehicle

     

    Iron Man: Foci (or other Lim)

    Ripley from Aliens in Forklift thingy: Vehicle

  6. Another interesting time was when they asked for a boat:

     

    Rubber Ducky your the one, you make hero time so much fun...

     

    What was more fun was the mental image of them riding on these big yellow ducks while chasing after a trio of aquatic villiains

  7. I did something similar, During the second run in with CLOWN one of the PC's was about to be killed by Prof Morty, but Merry Andrews saved him, Prof. got away, Merry did not. At the trial the judge went lenant on Merry with a suspended sentence as long as the heroes would vouch for him (the Super Serious Code of Bushido Hero Merry saved felt honor bound to vouch for him). As part of the suspended sentence Merry had to be kept where the heroes could keep track of him, so the team got a new Gadget Guru as an NPC...

     

    There is nothing quite as intertaining as when the PC's ask there gadget guru for a way to stop someone and gets KO Custer Pies...

  8. Actualy a while back Steve did do a definitive time stop power, it is I think going to be in the next Digital Hero (and am sure it will be in the new powers book coming out as well)

     

    My form of that one is a 40d6 Suppress on speed with a link of 1" Flight, and a link of a FW that surrounds the field, remember Personal Imunity

     

    The Flight is to prevent things from falling, the forcewall stops incoming attacks and the suppress stops everything from moving, also needed is Invisibility to all senses linked to it as well

  9. Short answer: Steve does not like them.

     

    Slightly longer answer: Steve thinks that a team of comic releif villians is overkill, he thinks that just one or two independent characters is enough, furthermore the differences from 4th to 5th is not big enough that the team can not be used by those few people who did like the idea

  10. Originally posted by Monolith

    I do not think there are that many characters who have been given "official" powers. I think there are certain powers which seem nearly impossible to build, and thus get an official ruling (the Jericho Effect is a perfect example of this), but for the most part there are only a few of those types of powers.

     

    Perhaps if you could give us some specific examples we can give you a better answer.

     

    Why bother, you gave a perfect one with the Jerico effect, other things off the top of my head is combineing vehicles or time stoping

  11. Finnaly we come to the leader of the team, and only Human on it, she invented the team, she is also responsible for the vehicles they use (more on this later), so here you go

     

    Juukinzoku

     

    Player:

     

    Val Char Cost

    15/25 STR 5

    13/23 DEX 9

    20 CON 20

    11 BODY 2

    20 INT 10

    12 EGO 4

    15 PRE 5

    20 COM 5

     

    7/25 PD 4

    7/25 ED 3

    3/5 SPD 7

    7 REC 0

    40 END 0

    30 STUN 1

     

    6" RUN 0

    2" SWIM 0

    13"/15" LEAP 0

    Characteristics Cost: 75

     

    Cost Power

    13 Radio Link: Mind Link (Specific Group of Minds; Number of Minds (x16)), Radio not Mental (+0) (30 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4)

    Powered Armor, all slots: Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), OIF (-1/2), Concentration (1/2 DCV; -1/4)

    18 1) Armor (15 PD / 15 ED) (45 Active Points) (added to Secondary Value)

    8 2) 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)

    5 3) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2) (added to Secondary Value)

    12 4) +10 DEX (30 Active Points) (added to Secondary Value)

    4 5) +1 SPD (10 Active Points) (added to Secondary Value)

    1 6) Ultrasonic Scopes: Ultrasonic Perception (3 Active Points)

    2 7) IR Scopes: Infrared Perception (5 Active Points)

    37 Blaster Cuffs: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2), Incantations (-1/4), Cannot be Bounced (-1/4)

    4u 1) Metalblast: Energy Blast 10d6 (vs. ED), Reduced Endurance (0 END; +1/2) (75 Active Points)

    3u 2) Metal Storm: Energy Blast 6d6 (vs. ED), Reduced Endurance (0 END; +1/2), Area Of Effect (10" Cone; +1) (75 Active Points); No Range (-1/2)

    3u 3) Multi Metal Attack: Energy Blast 6d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (75 Active Points); Extra Time (Full Phase; -1/2)

    3u 4) Super Metal Blast: Killing Attack - Ranged 2d6 (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (75 Active Points); Extra Time (Full Phase; -1/2), Concentration (1/2 DCV; -1/4)

    10 Booster Pack: Multipower, 15-point reserve, all slots: (15 Active Points); OIF (-1/2)

    1u 1) Flight 5", Reduced Endurance (0 END; +1/2) (15 Active Points)

    1u 2) Leaping +10" (13" / 15" forward, 6 1/2" / 7 1/2" upward), Reduced Endurance (0 END; +1/2) (15 Active Points) (added to Primary Value)

    Powers Cost: 125

     

     

    Cost Skill

    3 +1 Blaster Cuffs

     

    3 Breakfall 12- (14-)

    3 Combat Driving 12- (14-)

    3 Combat Piloting 12- (14-)

     

    3 Computer Programming 13-

    3 Electronics 13-

    3 Inventor 13-

     

    3 Mechanics 13-

    3 Paramedics 13-

    3 Systems Operation 13-

     

    3 Tactics 13-

    3 Teamwork 12- (14-)

    4 TF: Anthropomorphic Mecha, Centurion Vehicles, Combat Aircraft, Custom Adder, Small Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles

     

    2 WF: Blades, Vehicle Weapons

     

    3 Linguist

    1 1) Language: English (Japenese is Native): Fluent Conversation (2 Active Points)

    1 2) Language: Mandarin: Fluent Conversation (2 Active Points)

    1 3) Language: French: Fluent Conversation (2 Active Points)

     

    3 Scholar

    2 1) KS: SuperHeroes/Villains (INT-based) (3 Active Points) 13-

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

    2 3) KS: Giant Monsters (INT-based) (3 Active Points) 13-

    2 4) KS: Robotics (INT-based) (3 Active Points) 13-

    2 5) KS: Criminal Organisations (INT-based) (3 Active Points) 13-

     

    3 Scientist

    2 1) SS: Robotics (INT-based) (3 Active Points) 13-

    2 2) SS: Vehicle Enginering (INT-based) (3 Active Points) 13-

    2 3) SS: Computer Science (INT-based) (3 Active Points) 13-

    2 4) SS: Cybernetics (INT-based) (3 Active Points) 13-

    2 5) SS: Electronics Engineering (INT-based) (3 Active Points) 13-

    2 6) SS: Xenobiology (INT-based) (3 Active Points) 13-

    Skills Cost: 75

     

    Cost Perk

    25 Vehicles Contribution ( (x2, 100 Base, 150 Disad)

    14 Fringe Benefit (International Police Powers, M Force Security Clearance, Member of M Force, Member of the Centurions)

    50 Follower (x4, 200 Base, 125 Disad)

    5 Computer Link to M Force Computers

    Perks Cost: 94

     

    Cost Talent

    6 Combat Luck: 3 PD/3 ED

    Talents Cost: 6

     

    Total Character Cost: 375

     

    Pts. Disadvantage

    10 Hunted: Centurians, 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

    20 Vulnerability: Electrical Attacks while in Armor, Common, Vulnerability Multiplier (2x STUN)

    10 Vulnerability: Electrical Attacks while in Armor, Common, Vulnerability Multiplier (1 1/2x BODY)

    10 Hunted: Department M, More Powerful, 8- (Occasionally), Watching, Limited Geographical Area, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

     

    5 Hunted: Raiden, As Powerful, 8- (Occasionally), Harshly Punish, Limited Geographical Area

    10 Dependent NPC: E2-1, Normal, 8- (Infrequently)

    5 Reputation: Hero, Sometimes (8-)

    15 Social Limitation: Subject to Orders, Frequently (11-), Major

    15 Social Limitation: Secret Identity, Frequently (11-), Major

    20 Psychological Limitation: Code Versus Killing, Common, Total

    5 Psychological Limitation: Hates Giant Monsters, Uncommon, Moderate

    5 Psychological Limitation: Scientific Curiosity about Robots, Uncommon, Moderate

     

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 25

    Total Experience Available: 25

    Experience Unspent: 0

     

    Okay her story did not seem to print, readers digest form, her father had been working on AI robotics, coming close to a breakthrough when he was killed in a giant monster attack. She decided to make something of her self and joined M-Force, she then decided to become a hero, went back to her fathers work where she was able to create a number of robotic assistants (when she realised she was not up for the job alone) and a number of vehicles as well

  12. The question is slightly false as the three examples are different:

     

    Captan Planet is a Summons, person 1 buys a strait summons with the lim of Only when all powers combind (you'll see why in a min), and an OIF (-1/2 (+) -1/2=-1) the other 4 buy the same summons with UBO as a +1/4, essentialy when all 5 are together they all give the powers to whoever is considered the leader

     

    Forever People (IIRC) are trickier, I would on them start with the Infinity man, then give him a Multiform, the multiform has Duplication with the can not recombind lim, If this would not work use Multiform with the UBO as above, but link an EDM: Motherbox dimension to it on all but the leader

     

    I know nothing of the other guy....

  13. My way of handling it is somewhat odd

     

    I make everyone pay three points for a perk called member of Team, as a member it gives them access to a base and a vehicle (or fleet of) of my design, the whole thing is if they get a aircraft it might be supersonic or have stealth capabilities but it will not be a combat vehicle, the base might have some defences but again it is not a fortress.

     

    This way if you have a Batman type character who wants to be using vehicles etc...he has to pay for the whole thing instead of using the x2 rule, but still makes the character chip in some

  14. Here is the revised Sentry, the idea of tactics is interesting, but am going to leave that for HM instead, Robot X (An AI who is second in command) might have it as well

     

    Sentry

     

    Player:

     

    Val Char Cost

    25 STR 15

    21 DEX 33

    1 CON -18

    11 BODY 2

    15 INT 5

    0 EGO 0

    10 PRE 0

    10 COM 0

     

    10/25 PD 5

    10/25 ED 10

    5 SPD 19

    5 REC 0

    10 END 4

    25 STUN 0

     

    6" RUN 0

    2" SWIM 0

    5" LEAP 0

    Characteristics Cost: 75

     

    Cost Power

     

    5 Battery: 0 End on Running (6 Active Points); IIF (-1/4)

    10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4)

    2 Battery: 0 End on Leaping (2 Active Points); IIF (-1/4)

    1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

     

    15 Robotic Body: Automaton (Cannot Be Stunned)

    34 Robotic Body: 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); Visible (-1/4)

    36 Robotic Body: Armor (15 PD / 15 ED) (45 Active Points); Visible (-1/4) (added to Secondary Value)

     

    15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

     

    Sensory Visor, all slots: OIF (-1/2)

    8 1) Expanded Senses: Enhanced Perception (+4 to PER Rolls for All Sense Groups) (12 Active Points)

    15 2) Assisted Targeting: Find Weakness 11- (All Attacks) (30 Active Points); Linked to Sensor Assisted Targeting (-1/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4)

    6 3) Sensor Assisted Targeting: Armor Piercing x1 on STR (12 Active Points); Must be able to Sense target (-1/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4)

    35 4) ElectroMagnetic Sensors: Detect ElectroMagnetic Spectrum (Part of Radio) 12- (Analyze, Detect Lies, Detect Life Signs, Discriminatory, Increased Arc of Perception: 360-Degree, Rapid (x10), Targeting Sense, Tracking) (53 Active Points)

    10 5) Atmosphere Sensors: Detect A Single Thing 12- (Analyze, Discriminatory, Sense) (15 Active Points)

    8 6) Extended Comm Systems: High Range Radio Perception (12 Active Points)

    3 7) Enhanced Optical Sensors: Nightvision (5 Active Points)

    3 8) Rapid Optical Processing: Rapid x10 (Sight Group) (5 Active Points)

    2 9) Enhanced Audio Sensors: Ultrasonic Perception (3 Active Points)

    Powers Cost: 208

     

     

    Cost Skill

     

    3 Breakfall 13-

    3 Deduction 12-

    3 Bugging 12-

    3 Combat Piloting 13-

     

    3 Language: Japanese: Completely Fluent, w/Accent

    3 Language: English: Completely Fluent, w/Accent

     

    3 Paramedics 12-

    7 Systems Operation 14-

    3 Teamwork 13-

    1 WF: Vehicle Weapons

     

    3 Scholar

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

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

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

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

    Skills Cost: 42

     

     

     

    Total Character Cost: 325

     

    Pts. Disadvantage

     

    20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

    20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

    20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

     

    10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

    15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

     

    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 Distinctive Features: Robot, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

     

    Disadvantage Points: 125

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Okay, I am now done with her Followers, I guess she should come next, so stay tuned for the heroine of Japan: Heavy Metal...

  15. Okay, I am almost done with the automatons, are last of the 4 is Medic, he is primarily there to keep everyone working, but if needed can use his FF generator as a nasty offensive system, not to mention his medical glove, a device that can also be used as an effective weapon if needed

     

    Medic

     

    Player:

     

    Val Char Cost

    25 STR 15

    23 DEX 39

    1 CON -18

    11 BODY 2

    15 INT 5

    0 EGO 0

    10 PRE 0

    10 COM 0

     

    10/25 PD 5

    10/25 ED 10

    5 SPD 17

    5 REC 0

    10 END 4

    25 STUN 0

     

    6" RUN 0

    2" SWIM 0

    5" LEAP 0

    Characteristics Cost: 84

     

    Cost Power

     

    5 Battery: 0 End on Running (6 Active Points); IIF (-1/4)

    10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4)

    2 Battery: 0 End on Leaping (2 Active Points); IIF (-1/4)

    1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4)

     

    15 Robotic Body: Automaton (Cannot Be Stunned)

    34 Robotic Body: 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); Visible (-1/4)

    36 Robotic Body: Armor (15 PD / 15 ED) (45 Active Points); Visible (-1/4) (added to Secondary Value)

     

    43 Forcefield Generator: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4)

    4u 1) Force Blasts: Energy Blast 10d6 (vs. PD), Reduced Endurance (0 END; +1/2) (75 Active Points)

    3u 2) Force Dome: Force Wall (8 PD / 8 ED; 6" long and 1" tall), Reduced Endurance (0 END; +1/2) (75 Active Points); No Range (-1/2)

    4u 3) Force Field: (Total: 75 Active Cost, 39 Real Cost) Life Support (Immunity: Common Viral & Bacterial Infections, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing), Usable By Other (x1 Number of Targets +1/4) (30 Active Points); Linked to Force Field (-1/2) (Real Cost: 20) plus Force Field (10 PD / 10 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (45 Active Points) (not added to totals) (Real Cost: 45)

    3u 4) Force Manipulation: Telekinesis (20 STR) (Fine Manipulation), Reduced Endurance (0 END; +1/2) (60 Active Points)

     

    15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1)

     

    0 Medical Glove: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (-1/2)

    2u 1) Laser Scapel: Killing Attack - Ranged 1d6 (vs. ED), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Range: Max Range 4" (-1/4)

    1u 2) Anestetic Needles: Energy Blast 1d6 (vs. ED), Continuous (+1), No Normal Defense (Standard; +1), 16 Clips of 6 Continuing Charges lasting 20 Minutes each (+1) (20 Active Points); Reduced By Range: 4" Max Range (-1/4) [Notes: NND not vs LS:Immune to drugs, Reduced Sleeping, alien anatomy or Hardened Physical Defences]

    1u 3) Surgical tools: +4 Medicine, First Aid, Forensic medicine (12 Active Points)

    1u 4) Life Monitors: Detect Health 12- (Analyze, Discriminatory, Sense) (17 Active Points)

    Powers Cost: 200

     

     

    Cost Skill

     

    3 Breakfall 14-

    3 Combat Piloting 14-

    3 Language: Japanese: Completely Fluent, w/Accent

    3 Language: English: Completely Fluent, w/Accent

    5 Paramedics 13-

     

    3 Systems Operation 12-

    3 Teamwork 14-

    1 WF: Vehicle Weapons

    3 SS: Medicine (INT-based) 12-

    3 SS: Robotics (INT-based) 12-

     

    3 Mechanics 12-

    3 Forensic Medicine 12-

    3 Scholar

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

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

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

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

    Skills Cost: 41

     

     

     

    Total Character Cost: 325

     

    Pts. Disadvantage

     

    20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x STUN)

    20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY)

    20 Enraged: Electrical Attacks, Common, go 8-, recover 14-, Berserk

     

    10 Physical Limitation: Must obey the orders of Supeiors, Frequently, Slightly Impairing

    15 Physical Limitation: Requires specilised Maintnance, Frequently, Greatly Impairing

     

    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 Distinctive Features: Robot, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

     

    Disadvantage Points: 125

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    As you can see, Medic is primarily a field medic, the FF generator has one power in it that will enable it to make a steril work enviroment where ever it might need one

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