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JmOz

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Everything posted by JmOz

  1. Multiform, OIF, Mind Link: Anydimension OIF Maybe gestures instead of Foci...don't know enough about the way it worked back in the day
  2. Accidentaly did a all brick group (let them make characters and had everyone submit a brick...)
  3. Remove the entangle, remove the range based modifiers, lower Active points, add 3" streatching Remember with streatching you can use your HtH attacks at a range equal to your streatching, you can also use it for grabs Consider making a MA for the character to use the whip with as well...
  4. One thing I think is all but required is a message in the front of the book, in larger type, bolded, with fireworks, and anything else needed to get people's attention is a disclaimer saying that while these powers are one way to do things the true strength of the hero system is that there are many ways to reach the same effect. Call me a titans freak, but a few of the powers I would like to see are as folows: The ability to send out a energyform/soulself The Jerico Effect (I know its covered already) Ability to compel the truth A section on Astral travel (that may be touching to much on Magical). A section on Mental powers A section on common Animal powers, things like controlling them, speaking with them, mimicing there powers, shape shifting to ANY animal, etc A section on Enhanced senses, especialy different forms of detects Shadow Control (aka Darkforce manipulation from Marvel, think Obsidian from DC Comics or Cloak from Marvel) If I think of anything eles i will post it]
  5. I agree with you in most cases. I do not think my version is that abusive (it just grants a character a way of getting the skills his concept should have during play, it makes it easier to do the Reed Richards, or a character who can learn a language after a few minutes of listing to it type of characters), however it does depend on the game in question, a character who spends 20 point on sciences in my games is the standard super scientist (Even with the house rule), while in some other games if they spend that much on all there Non Combat skills it is amazing.
  6. You guys should have seen the 3K club, Eliza was not allowed to wear any clothes there...
  7. cam the cost of followers be shared as the cost of vehicles or bases can?
  8. Don't worry so much about the effects, work on the patheon. For instance there my be a being named Ossal, the golden one, she whose words are true Okay, well you can now have the Bounds of ossal, a golden aura that stops people from moving (an entangle), the Golden blasts of Ossal (a EB), and the wings of Ossal (Flight with a golden F/X) Also track down a copy of Mystic Masters... a lot of legwork done there
  9. Thank you, I am in the middle of a move right now, so it might be a little bit untill I post the other vehicles, I also realised that there is a sixth member to the squad so I have to decide if it will have its own vehicle or join with the PA in the fighter craft (the other vehicles will be similar to G-3 from the newer gatcheman series)
  10. How did you do the write up on the suit/side effect? I have a similar character who did it with a Var Lim (However this is considered a no no...ohh well house rule time)
  11. Lol, thanks for the words of encouragement Here is Version two, that I have spent the extra ten points, still need to design the computer, but added a devestating single shot weapon, tell me what you think Player: Val Char Cost 45 STR 0 20 DEX 30 17 BODY 0 4 SPD 10 10" RUN 8 0" SWIM -2 Characteristics Cost: 105 Cost Power 19 Armored Plating: +5 DEF, Hardened (+1/4) (19 Active Points) (added to Secondary Value) 4 Mecha (2 Arms, 2 Legs): Extra Limbs (5 Active Points); Limited Manipulation (-1/4) 25 Boot Jets: Flight 10", Usable Underwater (+1/4) (25 Active Points) 25 Combat Fighter And Auxilery Vehicles Mode: Multiform (250 Character Points in the most expensive form) (50 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -1/2), Concentration (0 DCV; -1/2) 25 Rocket Packs I: Killing Attack - Ranged 1d6 +1 (vs. PD), 8 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) [Notes: Variable Advantages: Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 25 Rocket Packs II: Energy Blast 4d6 (vs. ED), 8 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) [Notes: Variable Advantages:Explosion fade rate +2", Armor Piercing, No Range Modifier, Autofire-5] 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) 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) 8 2) 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) 3 3) Computer Aided Sensors: Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points) 3 4) Energy Meters: Detect Energy Signatures A Class Of Things 9- (Sense) (7 Active Points) 15 5) 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] 2 6) UV Sensors: Ultraviolet Perception (5 Active Points) 24 Weapons Array: Multipower, 60-point reserve, all slots: (60 Active Points); OAF Bulky (-1 1/2) 2u 1) Energy Saber: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2) (60 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) 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) Powers Cost: 220 Total Character Cost: 325 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: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Nova Missile Player: Val Char Cost 10 STR -5 25 DEX 45 11 BODY 0 5 SPD 15 0" RUN -12 0" SWIM -2 Characteristics Cost: 70 Cost Power 112 Propulsion System: Flight 45", Usable Underwater (+1/4) (112 Active Points) 35 Warhead: Killing Attack - Ranged 6d6 (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), No Range (-1/2) 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) 10 Electronic Countermeasures: Flash Defense (10 points) (Radio Group) Powers Cost: 174 Cost Skill 6 +3 Move Throughs Skills Cost: 6 Total Character Cost: 250 Pts. Disadvantage 20 Vulnerability: Electrical, Common, Vulnerability Multiplier (2x BODY) Disadvantage Points: 20 Base Points: 200 Experience Required: 30 Total Experience Available: 0 Experience Unspent: 0 The trigger is set of by doing a Move through
  12. This Mecha is actualy for a supers game, the owner is a character who uses robots to assist her crimefighting endevers, and it is one of two vehicles she owns (the other is a flying fortress type of thing, heavy on the computers, sensors, but not so heavy on combat ability, this is the opposite) It can divide into five smaller ships (this power is actualy possesed by the vehicle it can Multiform into) that the character and her four Robotic assistants use. It is also not that quick (the smaller ships all have Megascale movement however), the ship is designed as a Nova Power, so its attacks are a little over the top, as is its Defences For its weapon systems it has two shoulder mounted Rocket Launchers, each with 12 Shots showing, and the ability to reload, further more it carries a sidearm weapon that can switch from projecting a sword like energy beam to a rifle Player: Val Char Cost 45 STR 0 20 DEX 30 17 BODY 0 4 SPD 10 15" RUN 18 0" SWIM -2 0" LEAP 0 Characteristics Cost: 100 Cost Power 4 Mecha (2 Arms, 2 Legs): Extra Limbs (5 Active Points); Limited Manipulation (-1/4) 25 Boot Jets: Flight 10", Usable Underwater (+1/4) (25 Active Points) 41 Armored Plating: +10 DEF, Hardened (+1/4) (41 Active Points) (Modifiers affect Base Characteristic) (added to Secondary Value) 30 Rocket Packs I: Killing Attack - Ranged 2d6 (vs. PD), 8 Clips of 12 Charges (+1/4), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (60 Active Points); OIF Bulky (-1) [Notes: Variable Advantages: Explosion, Armor Piercing, No Range Modifier, Autofire-5] 30 Rocket Pack II: Energy Blast 6d6 (vs. ED), 8 Clips of 12 Charges (+1/4), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (60 Active Points); OIF Bulky (-1) [Notes: Variable Advantages: Explosion, Armor Piercing, No Range Modifier, Autofire-5] 18 Combat Fighter And Auxilery Vehicles Mode: Multiform (250 Character Points in the most expensive form) (50 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), 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) Advanced Radio: Mind Link (Any Willing Target; Number of Minds (x8)) (30 Active Points); Only With Others Who Have Mind Link (-1) 3 3) Energy Meters: Detect Energy Signatures A Class Of Things 9- (Sense) (7 Active Points) 2 4) UV Scopes: Ultraviolet Perception (5 Active Points) 15 5) Radar Systems: 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, Invisible Power Effect (to radio sense group), or Difficult to dispell] 3 6) Computer assisted scanners : Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points) 24 Weapons Array: Multipower, 60-point reserve, all slots: (60 Active Points); OAF Bulky (-1 1/2) 2u 1) Energy Saber: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points) 2u 2) Energy Blaster: Killing Attack - Ranged 1d6 +1 (vs. ED), Autofire (5 shots; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1) (60 Active Points) Powers Cost: 215 Total Character Cost: 315 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: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 I have not finished it, and I have 15 points left, 5 are dog eared for the computer, leaving 10, any suggestions?
  13. My house rule on this is as follows: A character can buy a skill enhancer and then use it to purchase skills in game, there has to be a special effect and the skill must make sense in that sense, there is also a maximum of only being able to spend two points on the skill in question
  14. Umm, not I...sorry you would need someone a little more up on Anime for that... However I do remember someone saying that they will be writing some DH articles on this subject
  15. Bricks, bricks, bricks Okay let see here, had one that was a rocket scientist, he also looked like a neanderthal...so he played it up GM is passed note under table Player: I'll smash what ever piece of equipment I take a fancy to, and trust my luck " ME SMASH" GM: Rolls dice (all luck/unluck dice goes through the GM) GM: okay, you were lucky enough to choose the right piece of equipment to stop the meltdown machine Note read: I use my Nuclear Physics to determine what device if destroyed will stop the meltdown device PLayer: ME sorry, Me Was Scared, me not mean to hurt big metal box... Other fun ones, one named guardian, the oddest use of an IIF to date, it is imaterial and invisible. It's actualy a spell that any one with spell casting F/X or a Magic Skill can take away from him and grant to another (He can also cast this one spell) , anyone who can see magic can see the spell. Crownguard: Pretty Standard powers except he has what I would normaly call patriotic defences. He gains hardening and 1/2 End on his Str while he is in areas ruled over by the Queen of England. Shadowstrike: A brick that can project a Shadow form of himself, the shadow can fly and shoot EB's
  16. Interesting weapon... My thoughts now: Okay keep the basic MP, the Detect is a 0 end power BTW On the powers in the EC, I would drop them all into one Transfer (From Str/End/Stun/Body to End Reserve) then (Ready for some Magic time?), I have a serious problem with the Always on & COntinous (I do not think it appropriate for this F/X), so what you need here IMHO is a linked limitation so that when ever the character uses the HKA it sets this ability off (as these power will be 0 End I beleive)
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