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JmOz

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Everything posted by JmOz

  1. An idea on the arm...Use Extra Limb...
  2. JmOz

    For FREEDOM!

    I personlay like an experienced Liberty Lad (why do you think him and eve are always together, humm?), his grenades are really effective once you get a couple
  3. I'm thinking of addidng a somewhat weird power to a base (or maybe a vehicle, have not decided if it's going to be stationary or not), want to check if it is legal: I want to give it a huge leaping power, that is for the people inside of the base to use while leaving the base, essentialy a giant cannon that shoots them to where they need to go and a anti grav generator to slow the decent somewhat , would this just be Superleaping 10" Megascale +1/4, plus other modifiers or would it need UBO? Second if this power was placed in a vehicle would it need 0 end as it is not being used for the movement of the vehicle itself?
  4. Character with Find Weakness and Enhanced PER on all senses, can he use his extra PER to act as essentialy Telescopic levels with his Find Weakness?
  5. JmOz

    Heavy Metal

    Okay, made a host of minor adjustments, got a few more sensors (and expanded on one), Reduced the Str, but granted a nasty little AP Essentialy in combat it will hold off while it can at range (note that with a +4 to PER rolls he can be a good distance off while using his find weakness, essentialy using the PER rolls as a expensive Telescopic sense), when it activates the FW it also activates the AP (as they are linked together), once it fails a FW roll it moves in, hopefully itwill have made at least one roll successfuly, then it acts similar to a brawler type punching in on the weakness... The F/X for all this is of cource that the sensors allow it to find the most vulnerable part. Primarily however it's main purpose on the team is to tell the rest (and especialy HM or Robot X) what is going on.
  6. If you take out the Lone surcivors (Superman, Martian Manhunter, etc) and the one shot villains (those guys who got the JLA together in the first place), and the titles who main thing is dealing with aliens (L.E.G.I.O.N., Green Lantern Corps, LSH) you will find very few races left (IN Marvel you will have I think about 5 races left, though I can only think of three right now, The KREE, SKRULL, and the SHI'AR, but am sure there are others). DC has more, but how often do they deal with earthers? Especialy if there is not a hero (thus an origin) from that race on earth (hawkman, Starfire, etc...), so no I don't have a problem with aliens as presented. In my games I have so far I have 6 alien races known of, one is extinct, and another might as well be: 1) The Greys, one of the eldest races and has been at war with the next race for thousands of years 2) Makleks, a race of parasitic Mind Controlling aliens (Yes I ripped them of of SG-1, thank you for asking) 3)The Genetis, a race that is now all but extinct (one survivor works as a hero, and thanks to a blood transfusion there is another hero with a related origin) 4) The Old Ones (aka the Ancients), A race that is beleived to be extinct, that no one knows anything about except for what has been left behind 5) The Crisk, a reptillion race of warriors bent on world conquest, have tried to take over the world three times before, once in the last days of the nineteenth century, the invasion began in England, the last time was in the 40's on the east coast of the USA. The last time happened in Antartica a couple of years ago, this time they showed there Special genetic soldiers Program (I used Grodds's character sheet for them with a PHYSICAL lim that he HAD to follow the orders of whoever had the control collar on). 6) The Fel are blue skin humanoids with pointed ears, technilogicaly they are just entering there Industrial Revolution, but they seem to be concentrating on biological instead of Mechanical technologies There are other aliens, just none that the Earth has interacted with yet
  7. JmOz

    Heavy Metal

    Okay, a detect Life, that's a good idea, any other ideas? I will probably revisit this one later, after I get the rest of the team done, so please more suggestions And yes this is the NeNe of the team... (so guess that makes Shinobi Sylvia and Fugi Pris...)
  8. JmOz

    Heavy Metal

    Actualy it is a form of theropy for me, It is how I relax, I work on my Centurians Project. But yes when they get used they are used as NPC's, these 4 Automations are to be bought as followers for Heavy Metal (would have to refer to my notes on her actual name, it is a word in Japenese that means Heavy Metal). Essentialy the Centurians is a JLI like team with 100 members scattered into 10 subteams (San Fransisco, New York, London, Paris, Moscow, Tokyo, Rio, Cario, Sydney, The Moon) and a Ruling council, also a few members are freelance types, HM is on the Tokyo team. Anyways, the next member of the HM team: Sentry Player: Val Char Cost 30 STR 20 23 DEX 39 1 CON -18 12 BODY 4 15 INT 5 0 EGO 0 10 PRE 0 10 COM 0 15/25 PD 9 15/25 ED 15 5 SPD 17 6 REC 0 10 END 4 30 STUN 2 6" RUN 0 2" SWIM 0 6" LEAP 0 Characteristics Cost: 97 Cost Power 5 Battery: 0 End on Running (6 Active Points); IIF (-1/4) 12 Battery: 0 End on Strength (15 Active Points); IIF (-1/4) 2 Battery: 0 End on Leaping (3 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) 24 Robotic Body: Armor (10 PD / 10 ED) (30 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) 33 Blaster Cuffs: Energy Blast 5d6 (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); OIF (-1/2) Sensory Visor, all slots: OIF (-1/2) 8 1) High Range Radio Perception (12 Active Points) 13 2) Assisted Targeting: Find Weakness 11- (Related Group of Attacks: Raned) (20 Active Points) 3 3) Rapid x10 (Sight Group) (5 Active Points) 2 4) Ultrasonic Perception (3 Active Points) 3 5) Lie Detector: Detect A Class Of Things 12- (5 Active Points) 8 6) Enhanced Perception (+4 to PER Rolls for All Sense Groups) (12 Active Points) 7 7) ElectroMagnetic Sensors: Detect ElectroMagnetic Spectrum 12- (10 Active Points) Powers Cost: 185 Cost Skill 3 Breakfall 14- 3 Deduction 12- 3 Computer Programming 12- 3 Bugging 12- 3 Combat Piloting 14- 3 Language: Japanese: Completely Fluent, w/Accent 3 Language: English: Completely Fluent, w/Accent 3 Paramedics 12- 5 Systems Operation 13- 3 Teamwork 14- 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: 43 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 Sorry, Made a couple of mistakes, so I edited them out...
  9. JmOz

    For FREEDOM!

    There were a couple a while ago, on the old boards. I agree the game is a blast, i still load it up from time to time just to thump on some thugs... BTW do you know if there is any plans for an expansion (LET FREEDOM RING)
  10. JmOz

    Cannonball

    MA is a great tool...
  11. Okay guys, I need help, I want everykind of Detect you can think of, making a specilist in this type of thing and need ideas, and LOTS of them
  12. JmOz

    Heavy Metal

    Okay, the second member of Team Metal, serves the role of Brick, it is shaped somewhat like an ape, or Cro Magnum man, and is by far the sturdiest of the team Fugi Player: Val Char Cost 50 STR 40 20 DEX 30 25 CON 30 20 BODY 20 15 INT 5 0 EGO 0 10 PRE 0 10 COM 0 15/30 PD 5 15/30 ED 10 4 SPD 10 15 REC 0 20 END -15 60 STUN 2 6" RUN 0 2" SWIM 0 10" LEAP 0 Characteristics Cost: 137 Cost Power 4 Battery: 0 End on Running (5 Active Points); IIF (-1/4) 20 Battery: 0 End on Strength (25 Active Points); IIF (-1/4) 4 Battery: 0 End on Leaping (5 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) 45 Robotic Body: Armor (15 PD / 15 ED), Hardened (+1/4) (56 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) Powers Cost: 138 Cost Skill 12 +4 Punch, Grab, Block 3 Breakfall 13- 3 Combat Piloting 13- 3 Language: Japanese: Completely Fluent, w/Accent 3 Language: English: Completely Fluent, w/Accent 3 Paramedics 12- 3 Systems Operation 12- 3 Teamwork 13- 3 Climbing 13- 3 Demolitions 12- 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: 50 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 You will note that alot is similar to that of Shinobi, including the LS, Battery, and KS's
  13. JmOz

    Heavy Metal

    Okay, let me explain the Con thing... It was a mistake, my computer went bonky and I had to redo some of the work on the guy, and I forgot to put something back on him... I even wondered why I had extra points left over so here is a corrected version Shinobi Player: Val Char Cost 25 STR 15 30 DEX 60 1 CON -18 12 BODY 4 15 INT 5 0 EGO 0 10 PRE 0 10 COM 0 10/20 PD 5 10/20 ED 10 6 SPD 20 5 REC 0 10 END 4 25 STUN -1 10" RUN 8 2" SWIM 0 10" LEAP 5 Characteristics Cost: 117 Cost Power 25 Wrist Unit: Multipower, 37-point reserve, all slots: (37 Active Points); OIF (-1/2) 2u 1) Sword Mode: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Reduced Endurance (0 END; +1/2) (37 Active Points) 2u 2) Shuriken Mode: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points) 1u 3) +7 Concealment, Stealth, Shadowing (21 Active Points) 8 Battery: 0 End on Running (10 Active Points); IIF (-1/4) 10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4) 4 Battery: 0 End on Leaping (5 Active Points); IIF (-1/4) 1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4) 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) 24 Robotic Body: Robotic Body: Armor (10 PD / 10 ED) (30 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) 15 Automaton (Cannot Be Stunned) Powers Cost: 141 Cost Skill 6 +2 Wrist Unit 3 Acrobatics 15- 3 Breakfall 15- 3 Combat Piloting 15- 3 Language: Japanese: Completely Fluent, w/Accent 3 Language: English: Completely Fluent, w/Accent 3 Lockpicking 15- 3 Paramedics 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 15- 3 Systems Operation 12- 3 Teamwork 15- 3 WF: Common Martial Arts Melee Weapons, Thrown Knives, Axes, and Darts 3 Bugging 12- 3 Climbing 15- 3 Concealment 12- 3 Demolitions 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: 67 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
  14. JmOz

    Heavy Metal

    Decided to start a new topic, please review this robot, it is a member of a team of robots I'll be posting, BTW...these are the guys who drive the Mecha I've been working on, so will post those over here as well when they are done, please give me your opinions... Shinobi Player: Val Char Cost 25 STR 15 30 DEX 60 1 CON -18 12 BODY 4 15 INT 5 0 EGO 0 13 PRE 3 10 COM 0 20 PD 15 20 ED 20 6 SPD 20 5 REC 0 10 END 4 25 STUN -1 10" RUN 8 2" SWIM 0 10" LEAP 5 Characteristics Cost: 140 Cost Power 25 Wrist Unit: Multipower, 37-point reserve, all slots: (37 Active Points); OIF (-1/2) 2u 1) Sword Mode: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Reduced Endurance (0 END; +1/2) (37 Active Points) 2u 2) Shuriken Mode: Killing Attack - Ranged 1d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points) 1u 3) +7 Concealment, Stealth, Shadowing (21 Active Points) 8 Battery: 0 End on Running (10 Active Points); IIF (-1/4) 10 Battery: 0 End on Strength (12 Active Points); IIF (-1/4) 4 Battery: 0 End on Leaping (5 Active Points); IIF (-1/4) 1 Battery: 0 End on Swimming (1 Active Points); IIF (-1/4) 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) 8 Robotic Body: Damage Resistance (10 PD / 10 ED) (10 Active Points); Visible (-1/4) 15 Comm System: Mind Link (Specific Group of Minds; Number of Minds (x16)) (30 Active Points); Only With Others Who Have Mind Link (-1) Powers Cost: 110 Cost Skill 3 Acrobatics 15- 3 Breakfall 15- 3 Combat Piloting 15- 3 Language: Japanese: Completely Fluent, w/Accent 2 Language: English: Fluent Conversation 3 Lockpicking 15- 3 Paramedics 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 15- 3 Systems Operation 12- 3 Teamwork 15- 3 WF: Common Martial Arts Melee Weapons, Thrown Knives, Axes, and Darts 3 Bugging 12- 3 Climbing 15- 15 +5 Wrist Unit 3 Concealment 12- 3 Demolitions 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: 75 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, 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 When (English translation) Heavy Metal first became a Hero she realised that she needed some assistance, so she designed her own superteam, Shinobi, is a robotic warior made to resemble a Martial Artist.
  15. Can a character use a three point skill level for a ranged and a HtH attack, if the F/X is simmilar. In example Can Renard Dumas, the great fencer, use a CSL with his Rapier if he throws it at someone? Another example would be flamefist, who in his MP has both a HtH attack and a Ranged attack
  16. My FLGS does not have it yet, did it include the rules from the manuscript on integrating a computer into the vehicle?
  17. One ability I would strongly recomend is 50% Damage Reduction, Luck Based, Non Persistant (AKA Amazing Combat Luck, or You just Nicked me). This will let you stay in the game with out being bullet proof Another Goody: 27 Weapons Arsenal: 1d6 HKA, VarAdvantage +1/2 (+1), VarFx(+1/4), 0 End, (+1/2) OIF (-1/2), this represents a number of weapons he carries on his person, add a -1/2 weapon only changes at Arsenal if you wish A few dice of Luck is good...
  18. My take is that both are appropriate. The subject to orders is to represent someone can boss them around The watched means that they are under a code of conduct that has an enforcement arm to it (A Police Officer has to follow certain rules that a civilian does not)
  19. Steve Long wrote Unm okay, then how would you buy just a computer (Is it a seperate perk that is not listed?) ... Anyways back to the question on hand, to make sure I got it right: it would then be the cost of the automation + the cost of the computer=The total cost of the Computer brained individual? If the character wanted 4 of these automations would it be +10, or +20 (+10 for the automations, +10 for the brains?)
  20. Fred mentions that an automation can sell back its INT and then have a computer Brain installed, If this is done is it considered one or two followers? Right now I am actualy working on a team of robots, and considering how to handle some stuff, thank you for the assistance...
  21. Right now to purchase reduced End on a characteristic you either have to make a custom power OR you can use a Char as a power and mark the right check box, however to use the latter you must have at least one point bought this way (IE you must have +1 STR) any way to allow it as a 0 point option (thus making it essentialy a advantage on the base stat. Also something weird, on vehicle templates it gives the END cost for Str
  22. 1" Streatching, the little buggers come out of his skin to form a usuable extention to his own body ExtraLimb, Variable F/X
  23. Also see if the GM will allow you to buy skills "In Game" and if so reserve a few points for them, remember if you have the right skill enhancer it will only be 1-2 points to be proficient in anyskill you come across.
  24. If a character has Multiform, and one form has Duplication with "Can not recombind", is he automaticaly duplicated when he changes to that form? So if Mythic can transform into a number of mythical creatures, when he transforms into Hydra, does he already have multiple heads (assuming you are using the sample power from Fred)?
  25. A couple of thing s to consider: Okay, first why I said drop the entangle, it has to do with using streatching, then you use it as a grab at range (oppose to an entangle) if you relax your grip the whip will not stay taugnt and they get out I assume it will have a battery for the Drain (End Reserve) Why not drop the drain, have an EB (Linked to the HKA) with either Penetrating or NND, OR EVEN BETTER, use a No range RKA, it already has the effect of no defence without rED, but you will still do damage if they have some (not all or nothing) So instead of what you do have have: 11 1d6 HKA (OAF, 0 End) 18 3d6+ 1 RKA (OAF, No range, Linked -1/4) 9 Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4) 38 Total points
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