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Egyptoid

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Posts posted by Egyptoid

  1. Re: Quote of the Week from my gaming group...

     

    RIFTS

     

    Our juicer is also a titan, so we had to get a bigger vehicle,

    that we lovingly nicknamed the deuce-n-three-quarters

     

     

    The super-mage was driving, and casting electrical attacks from the drivers seat:

    Cyborg: now the whole truck smells like ozone.

    Juicer: oh, I thought the cyborg had gas.

     

     

    the Tech Wizard is ambushed by a pack of Psi-Stalkers, who creepily describe him as delicious.

    other player: on the astral plane, your aura looks like a pack of smarties.[/url=http://www.candy.com/assets/images/venimg/cede%20candy/smarties.jpg]

     

     

    Later in the combat, the Tech Wizard has completely run out of action points,

    and is being dragged off the battlefield.

    The GM suggested that, if it lives, he should rename his character Flaily McFailson.

     

     

     

    My character is the roguish type, and has been stealing, looting, and palming items since our first adventure.

    Our group is traveling to the next town, looking for our contact. Later on we come across a barricade across the road,

    and our way is blocked by some gentlemen in armor. My character is in the back bed of the truck, resting.

    The cyborg is negotiating with the men. I heard the GM say "There's a thief using this road" so, feeling paranoid,

    I draw my matching pistols, and signal the juicer (also in back) that the shyte is about to hit the fan.

    This being a post-apocalyptic wasteland, that there was a fight was no surprise, really.

    But later the GM wondered why it had escalated so stinking quickly, he was genuinely curious.

    It turns out he had actually said "There's a fee for using this road" and a simple bribe would have gotten us by.

  2. Re: 1000 Star HERO Weapons

     

    That is a good concept' date=' but what science fiction sfx does it use?[/quote']

     

    sounds like a MAGNETOMICAL SYSTEMIC EXOPACITOR.

     

    but it could be the old ATMOSPHERIC WAVEFRONT ACTUATOR

    {The Old Wave-Motion Gun}

     

    but given that it erodes the confidence as well I've decided its an AMBIENT NANO-DE-COUPLER.

  3. Re: Quote of the Week from my gaming group...

     

    "Yes' date=' I agree to play RIFTS." [/font']That is the quote of the week in my game group.

     

    There are two gaming stores in my town. I game at the bigger one, but I am also friendly with the

    owner of the one close to my house, we used to game together.

    He asked what I was into lately, cause he watches what I buy.

     

    So I told him I was in a RIFTS game, with different people.

    He just stared at me, knowing my preferences and history.

    So I told him why. I'm just going along for a few months, then I will do

    my best to channel them into Champions.

    Do they know this is why you're there?

    No.

    So you're poaching ?

    Yeah.

    That's like an issue of Knights of the Dinner Table.

    Yep, I'm recruiting from the Black Hands.

    Much laughter.

  4. Re: Lego convention game

     

    if not full character sheets in advance (difficult with modular pieces) than perhaps

    3x5 cards with packages on them (Sniper, Space man, Knight, Alien, Chieftain, Shaman, etc.

     

    Then players would get three cards based on their torso, head, weapon (or some other criteria)

    and then 90% of their character would eb done.

  5. Re: Quote of the Week from my gaming group...

     

    from the aforementioned RIFTS game:

     

    "something's wrong with those juicers, they're like EXTRA twitchy"

     

     

    Times are tough after the Tollkeen War. You see a vagrant holding a sign that says Will NPC for Food

     

     

    My character is a speedy dude, with High Dex and obscene ground movement rate.

    The enemy Juicer tossed a grenade into our town's general store as an act of anarchy.

    When it did not immediately explode, I told the GM I was going in there, to see if I could

    toss the grenade where it would do no harm. I made all the dice rolls, so I was the hero, right?

    Well the GM made about 3 extra dice rolls. When asked why, he said

    GM: "As far as you know, no bystanders were hiding from the fight where you threw the grenade"

    Me: "and for that, we thank you."

  6. Re: Galactic Champions

     

    I guess the other thing is to enforce team jobs.

    Faceman, Fixer, Fighter, Getaway/Transport, Scientist.

     

    with a higher amount of points people may want to generalize, but for the fun

    of all, make them specialize. Then you as GM can make scenarios where each player

    can have their turn being the one to save the day with their specialty.

  7. Re: Fort Knox Has Been Robbed

     

    White Knite is a trained detective, with empathy, and he can make

    sensors with his VPP.

     

    First he would see if anyone on staff was lying or feeling guilty.

    Then he would explore the big angles, since he's used to big space-faring crimes.

     

    If things got totally desperate he would attempt time-travel, just to oberve the crime.

  8. Re: Outside the Box powers

     

    Miniaturized Tools; Stored in Helmet Compartments (25 AP); ~

    2 [ Notes: Various Useful Implements: Jaws of Life, Laser Cutter, Grappling Gun, Shark Repellent, SpotLight, Heavy Drill, Jackhammer,

    and all that batman shyte. Each is One-Use only, 10 minutes or so. previously shrunk with Pym particles back at the base.]

     

    Uses Inventor Skill;

     

    from Ant-Man; he'd carry a pocket full of "useful items" and then unshrink one as needed.

    mundane stuff, but bulky. Like to cut open a sewer pipe, pop a vault door, light up the whole sky.

    The skill roll represented "did he have the right item" pre-shrunk or not.

  9. Re: DC:TAS Campaign - C.O.P.S.

     

    Bulletproof

    Player:

     

     

    Val Char Cost

    57 STR 2

    14 DEX 12

    15 CON 10

    13 BODY 6

    18 INT 8

    14 EGO 8

    18 PRE 8

    12 COM 1

    3/15 PD 1

    3/15 ED 0

    4 SPD 16

    5 REC 0

    30 END 0

    27 STUN 0

    6" RUN 0

    2" SWIM 0

    11" LEAP 0 Characteristics Cost: 72

     

     

    Cost Power END

    36 Cyborg Body: Multipower, 45-point reserve, all slots: (45 Active Points); IIF (-1/4)

    3u 1) Strength Enhancers: +45 STR (45 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 9

    2u 2) Bulletproof Shell: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Hit Locations 10-11 only (-1), IIF (-1/4)

    1u 3) Computer Link: Mind Link (Any Willing Target) (15 Active Points); Skin Contact Required (must plug in) (-1), Limited Class Of Minds (Computers only) (-1/2), Does Not Provide Mental Awareness (-1/4), IIF (-1/4)

    2u 4) Mini-Shaped Charges: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points); OAF (-1), 6 Charges (-3/4) Powers Cost: 44

     

     

    Cost Martial Arts Maneuver

    Commando Training

    3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

    4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

    4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

    3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

    4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

    4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22

     

     

    Cost Skill

    Combat Skills

    9 1) +3 with Commando Training

    9 2) +3 with Small Arms

    0 Acting 8-

    0 AK: Washington D.C. 8-

    2 AK: Hudson City 11-

    3 Bureaucratics 13-

    0 Climbing 8-

    3 Combat Driving 12-

    3 Combat Piloting 12-

    3 Computer Programming 13-

    0 Concealment 8-

    3 Conversation 13-

    7 Criminology 15-

    7 Deduction 15-

    3 Interrogation 13-

    2 KS: Federal Criminal Law and Prodcedure 11-

    2 KS: Law Enforcement World 11-

    0 Language: English (native) (completely fluent; literate)

    3 Paramedics 13-

    0 Persuasion 8-

    0 PS: FBI Agent 11-

    6 SS: Criminology (INT-based) 16-

    3 Shadowing 13-

    0 Stealth 8-

    3 Streetwise 13-

    3 Systems Operation 13-

    3 Tactics 13-

    7 Teamwork 14-

    0 TF: Helicopters, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

    2 WF: Small Arms Skills Cost: 86

     

     

    Cost Perk

    3 Fringe Benefit: Federal/National Police Powers

    7 Fringe Benefit: Membership: FBI Special Agent in Charge

    1 Fringe Benefit: Weapon Permit (where appropriate)

    4 Contact (Mayor of Hudson City) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact limited by identity) 8-

    3 Reputation (badass crimefighter) (A medium-sized group; 11-) +3/+3d6 Perks Cost: 18

     

     

    Cost Talent

    5 Eidetic Memory

    3 Lightning Calculator Talents Cost: 8

     

     

    Cost Equipment END

    10 SIG/SAUER P220 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 8 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 9 Charges (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)

    9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

    3 Cell-Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges (battery) lasting 6 Hours each (+0) (12 Active Points); Cellular-Phone Band Communications Only (-1), OAF (-1), Sense Affected As Sight and Hearing Group (-1/2), Sense Affected As Radio Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

     

    Total Character Cost: 250

     

     

    Val Disadvantages

    5 Distinctive Features: FBI Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    5 Distinctive Features: Cyborged policeman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

    10 Hunted: FBI 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    10 Hunted: Hudson City Police Department 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area; Extensive Non-Combat Influence)

    15 Psychological Limitation: Obssessed with Crimefighting (Common; Strong)

    15 Reputation: relentless crimefighter 14-

    20 Social Limitation: Subject to Orders (Very Frequently; Major)

    20 Vulnerability: 2 x STUN Electro-Magnetic Attacks (Common)

    0 Normal Characteristic Maxima

    Disadvantage Points: 125

     

    Base Points: 125

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  10. Re: DC:TAS Campaign - C.O.P.S.

     

    Mace

     

    Player:

     

     

    Val Char Cost

    16 STR 6

    14 DEX 12

    18 CON 16

    15 BODY 10

    15 INT 5

    12 EGO 4

    18 PRE 8

    10 COM 0

    3/9 PD 0

    4/10 ED 0

    3 SPD 6

    7 REC 0

    36 END 0

    32 STUN 0

    6" RUN 0

    2" SWIM 0

    3" LEAP 0 Characteristics Cost: 67

     

     

    Cost Power END

    19 Laser Cannon: Multipower, 45-point reserve, all slots: 32 Charges (+1/4) (56 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2)

    1u 1) Primary Laser: Energy Blast 9d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4)

    1u 2) Focused Laser: Energy Blast 6d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4)

    1u 3) Sniping Laser: Energy Blast 6d6 (vs. ED), No Range Modifier (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4)

    1u 4) High-Intensity Laser: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4) Powers Cost: 23

     

     

    Cost Martial Arts Maneuver

    Commando Training

    3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

    4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

    4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

    3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

    4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

    4 6) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6

    4 7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    1 8) Weapon Element: Clubs Martial Arts Cost: 27

     

     

    Cost Skill

    24 +3 with All Combat

    2 +1 PER with Sight Group

    0 Acting 8-

    3 Breakfall 12-

    3 Climbing 12-

    0 Combat Driving 8-

    0 Concealment 8-

    0 Conversation 8-

    0 CK: Hudson City 8-

    2 CK: Philadelphia 11-

    0 Deduction 8-

    2 KS: Criminal Law and Procedure 11-

    2 KS: Law Enforcement World 11-

    0 Language: English (completely fluent; literate)

    0 Paramedics 8-

    0 Persuasion 8-

    7 Power (Laser Cannon) 13-

    0 PS: Police Officer 11-

    0 Shadowing 8-

    5 Stealth 13-

    3 Streetwise 13-

    9 Tactics 15-

    9 Teamwork 15-

    -1 TF: Small Motorized Ground Vehicles

    4 WF: Shoulder-Fired Weapons, Small Arms, Vehicle Weapons Skills Cost: 74

     

     

    Cost Perk

    15 Contact (Philadelphia P.D. SWAT) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8-

    1 Fringe Benefit: Weapon Permit (where appropriate)

    2 Fringe Benefit: Local Police Powers

    2 Fringe Benefit: Membership: HCPD Sergeant

    6 Reputation (tough guy with unorthodox methods) (A medium-sized group; 14-) +3/+3d6 Perks Cost: 26

     

     

    Cost Talent

    15 Combat Sense 12-

    15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12-

    3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 33

     

     

    Cost Equipment END

    12 H&K MP5 9mm SMG: (Total: 40 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6 +1 (vs. ED), 30 Charges (+1/4), Autofire (5 shots; +1/2) (35 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 10) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)

    10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2)

    12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

    8 Nightstick: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)

    9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

    8 Concealed HRRP Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); Sense Affected As Hearing Group (-1/4), IIF (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

     

    Total Character Cost: 250

     

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    25 Floating Hunted: 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

    10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    10 Psychological Limitation: Triggerhappy (Common; Moderate)

    15 Psychological Limitation: Wiseass (Common; Strong)

    15 Reputation: Maverick Cop 11- (Extreme)

    20 Social Limitation: Subject to Orders (Very Frequently; Major)

     

    Disadvantage Points: 100

     

    Base Points: 150

     

    Experience Required: 0

     

    Total Experience Available: 0

     

    Experience Unspent: 0

  11. Re: DC:TAS Campaign - C.O.P.S.

     

    Barricade

    Player:

     

     

    Val Char Cost

    14 STR 4

    14 DEX 12

    16 CON 12

    10 BODY 0

    17 INT 7

    18 EGO 16

    18 PRE 8

    15 COM 3

     

    3/15 PD 0

    3/15 ED 0

    3 SPD 6

    6 REC 0

    32 END 0

    25 STUN 0

     

    6" RUN 0

    2" SWIM 0

    2 1/2" LEAP 0 Characteristics Cost: 68

     

     

    Cost Power END

    30 Mule: Energy Blast 12d6 (vs. PD), 12 Boostable Charges (+0), Double Knockback 2x KB (+3/4) (105 Active Points); STR Minimum 12 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), Required Hands Two-Handed (-1/2), OIF (-1/2), No Range (-1/2) Powers Cost: 30

     

     

    Cost Martial Arts Maneuver

    Commando Training

    3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

    4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

    4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

    3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

    4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

    4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    1 7) Weapon Element: Clubs Martial Arts Cost: 23

     

     

    Cost Skill

    16 +2 with All Combat

    2 +1 PER with Sight Group

    3 Acting 13-

    3 Climbing 12-

    1 Combat Driving 8-

    2 CK: Millenium City 11-

    0 CK: Hudson City 8-

    0 Concealment 8-

    5 Conversation 14-

    3 Criminology 12-

    0 Deduction 8-

    2 KS: Criminal Law and Procedure 11-

    2 KS: Law Enforcement World 11-

    0 Language: English (completely fluent; (native), literate)

    3 Mechanics 12-

    3 Paramedics 12-

    9 Persuasion 16-

    9 Power (Mule) 14-

    0 PS: Police Officer 11-

    3 Shadowing 12-

    3 Stealth 12-

    3 Streetwise 13-

    3 Tactics 12-

    3 Teamwork 12-

    -1 TF: Small Motorized Ground Vehicles

    4 WF: Common Melee Weapons, Small Arms Skills Cost: 81

     

     

    Cost Perk

    24 Contact (Millenium City PD) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (24 Active Points) 8-

    1 Fringe Benefit: Weapon Permit (where appropriate)

    2 Fringe Benefit: Local Police Powers

    3 Fringe Benefit: Membership (HCPD Sergeant)

    3 Reputation (master negotiator) (A small to medium sized group; 14-) +3/+3d6 Perks Cost: 33

     

     

    Cost Talent

    15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- Talents Cost: 15

     

     

    Cost Equipment END

    12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

    5 SWAT Helmet: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5) (-2), OIF (-1/2)

    9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing (-1/2), Can Be Escaped Automatically with a Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

    7 Police Band Radio Headset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OIF (-1/2), Sense Affected As Hearing Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

     

    Total Character Cost: 250

     

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

    5 Floating Hunted: any former opponent from Millenium City 8- (Less Pow; Harshly Punish)

    10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    15 Psychological Limitation: Code VS. Killing (Common; Strong)

    20 Psychological Limitation: Prefers Diplomacy to Violence (Common; Total)

    20 Social Limitation: Subject to Orders (Very Frequently; Major)

    Disadvantage Points: 100

     

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  12. Re: DC:TAS Campaign - C.O.P.S.

     

    Sundown

    Player:

     

    Val Char Cost

    14 STR 4

    18 DEX 24

    16 CON 12

    15 BODY 10

    18 INT 8

    15 EGO 10

    18 PRE 8

    12 COM 1

     

    3 PD 0

    3 ED 0

    2 SPD 0

    6 REC 0

    32 END 0

    30 STUN 0

     

    6" RUN 0

    2" SWIM 0

    2 1/2" LEAP 0 Characteristics Cost: 77

     

     

    Cost Martial Arts Maneuver

    Texas Ranger Fighting

    4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

    3 3) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove

    4 4) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC

    4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC

    1 6) Weapon Element: Handguns Martial Arts Cost: 20

     

    Cost Skill

    16 +2 with All Combat

    0 Acting 8-

    2 AK: Texas 11-

    2 Animal Handler (Equines) 13-

    3 Climbing 13-

    0 CK: Hudson CIty 8-

    3 Combat Driving 13-

    0 Concealment 8-

    3 Conversation 13-

    3 Criminology 13-

    3 Deduction 13-

    3 Fast Draw 13-

    3 Interrogation 13-

    2 KS: Criminal Law and Procedure 11-

    2 KS: Law Enforcement World 11-

    0 Language: English (completely fluent; literate, native)

    2 PS: Texas Ranger 11-

    0 Paramedics 8-

    3 Persuasion 13-

    3 Shadowing 13-

    3 Stealth 13-

    3 Streetwise 13-

    1 Tactics 8-

    7 Tracking 15-

    1 TF: Riding Animals, Small Motorized Ground Vehicles

    10 Two-Weapon Fighting (Ranged)

    2 WF: Small Arms Skills Cost: 80

     

    Cost Perk

    18 Contact (Texas Rangers) (Contact has access to major institutions, Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (18 Active Points) 8-

    1 Fringe Benefit: Weapon Permit (where appropriate)

    2 Fringe Benefit: Local Police Powers

    2 Fringe Benefit: Texas State Police Powers

    3 Fringe Benefit: Membership (Texas Ranger)

    3 Fringe Benefit: Membership (HCPD Lieutenant)

    3 Reputation (Texas Ranger) (A small to medium sized group; 14-) +3/+3d6 Perks Cost: 32

     

    Cost Talent

    3 Absolute Time Sense

    9 Ambidexterity (Eliminate Off Hand Penalty entirely)

    3 Bump Of Direction

    15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13-

    5 Eidetic Memory

    3 Lightning Reflexes: +2 DEX to act first with All Actions

    3 Lightsleep Talents Cost: 41

     

    Cost Equipment END

    6 Smith & Wesson Model 19 .357 Magnum Revolver: Killing Attack - Ranged 1 1/2d6 (vs. PD) (25 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4)

    5 Smith & Wesson Model 19 .357 Magnum Revolver: total of 2 (5 Active Points)

    9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab or Target Must Be Willing (-1/2), No Range (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4)

    3 Cell Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Only for Cellular Band Communications (-1), Sense Affected As Hearing Group (-1/4), Sense Affected As Sight Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

    Total Character Cost: 250

     

    Val Disadvantages

    5 Distinctive Features: HCPD Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

    10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    20 Psychological Limitation: one riot, one Ranger (Common; Total)

    20 Psychological Limitation: Heroic (Common; Total)

    20 Social Limitation: Subject to Orders (Very Frequently; Major)

    0 Normal Characteristic Maxima

    Disadvantage Points: 100

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  13. Re: DC:TAS Campaign - C.O.P.S.

     

    Mainframe

    Player:

     

    Val Char Cost

    10 STR 0

    14 DEX 12

    12 CON 4

    10 BODY 0

    20 INT 10

    16 EGO 12

    12 PRE 2

    15 COM 3

    2 PD 0

    2 ED 0

    2 SPD 0

    4 REC 0

    24 END 0

    21 STUN 0

    6" RUN 0

    2" SWIM 0

    2" LEAP 0 Characteristics Cost: 43

     

     

    Cost Martial Arts Maneuver

    Police Training

    3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

    4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

    4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

    3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

    4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

    4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 22

     

    Cost Skill

    40 +4 Overall

    0 Acting 8-

    3 Bugging 13-

    0 Climbing 8-

    1 Combat Driving 8-

    13 Computer Programming 18-

    0 Concealment 8-

    3 Conversation 11-

    3 Criminology 13-

    7 Cryptography 15-

    2 CK: Hudson City 11-

    3 Deduction 13-

    9 Electronics 16-

    2 KS: Criminal Law and Procedure 11-

    2 KS: Law Enforcement World 11-

    0 Language: English (completely fluent; literate, native)

    5 Mechanics 14-

    0 Paramedics 8-

    3 Persuasion 11-

    0 PS: Police Officer 11-

    3 Shadowing 13-

    3 Stealth 12-

    3 Streetwise 11-

    9 Systems Operation 16-

    3 Tactics 13-

    5 Teamwork 13-

    -1 TF: Small Motorized Ground Vehicles

    2 WF: Small Arms Skills Cost: 123

     

    Cost Perk

    3 Computer Link (HCPD Database)

    21 Contact (HCPD Computer Crime Unit) (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (21 Active Points) 8-

    1 Fringe Benefit: Weapon Permit (where appropriate)

    2 Fringe Benefit: Local Police Powers

    1 Fringe Benefit: Membership (HCPD Officer) Perks Cost: 28

     

    Cost Talent

    15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 13-

    5 Eidetic Memory

    3 Lightning Calculator

    3 Lightsleep

    8 Speed Reading (x1000) Talents Cost: 34

     

    Cost Equipment END

    6 Beretta 92FS 9mm: Killing Attack - Ranged 1d6 +1 (vs. PD), 16 Charges (+0) (20 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4)

    9 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), No Range (-1/2), Must Follow Grab or Target Must Be Willing Power loses about a third of its effectiveness (-1/2), Can Be Escaped Automatically With Modified Lockpicking or Contortionist Roll Power loses about a third of its effectiveness (-1/2), Cannot Form Barriers (-1/4)

    3 Cell Phone: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Celluar Band Communications Only Power loses about half of its effectiveness (-1), Sense Affected As Hearing Group (-1/4), Sense Affected As Sight Group (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.

    Total Character Cost: 250

     

    Val Disadvantages

    5 Distinctive Features: HCPD Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)

    10 Hunted: HCPD 8- (Mo Pow; Watching; Extensive Non-Combat Influence)

    10 Psychological Limitation: Curious (Common; Moderate)

    15 Psychological Limitation: In Love with Hardtop (Common; Strong)

    15 Reputation: Rookie 14-

    20 Social Limitation: Subject to Orders (Very Frequently; Major)

    0 Normal Characteristic Maxima

    Disadvantage Points: 100

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  14. Re: DC:TAS Campaign - C.O.P.S.

     

    Bowzer

    Player:

     

    Val Char ; Cost

    13 STR 3

    15 DEX 15

    15 CON 10

    12 BODY 4

    15 INT 5

    18 EGO 16

    18 PRE 8

    10 COM 0

    ;

    3/9 PD 0

    3/9 ED 0

    3 SPD 5

    6 REC 0

    30 END 0

    27 STUN 0 ;

    6" RUN 0

    2" SWIM 0

    2 1/2" LEAP 0 Characteristics Cost: 66

     

     

    Cost Martial Arts Maneuver

    Police Training ;

    3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls ;

    4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike ;

    4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs ;

    3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on ;

    4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll ;

    4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort ; Martial Arts Cost: 22

     

    Cost Skill

    20 +2 Overall ;

    5 Rapid Attack (Ranged) ;

    2 +1 PER with Sight Group ;

    10 Animal Handler (Canines) 17- ;

    3 Acting 13- ;

    3 Climbing 12- ;

    3 Combat Driving 12- ;

    3 Concealment 12- ;

    7 Conversation 15- ;

    5 Criminology 13- ;

    3 Deduction 12- ;

    3 Fast Draw 12- ;

    2 AK: Chicago 11- ;

    0 AK: Hudson City 8- ;

    2 KS: Criminal Law and Procedure 11- ;

    2 KS: Law Enforcement World 11- ;

    0 Language: English (completely fluent; literate, native) ;

    5 Mechanics 13- ;

    0 Paramedics 8- ;

    3 Persuasion 13- ;

    0 PS: Police Officer 11- ;

    0 Shadowing 8- ;

    3 Stealth 12- ;

    3 Streetwise 13- ;

    5 Tactics 13- ;

    5 Teamwork 13- ;

    9 Tracking 15- ;

    -1 TF: Small Motorized Ground Vehicles ;

    2 WF: Small Arms ; Skills Cost: 107

     

    Cost Perk

    15 Contact (Chicago PD) (Contact has: useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (15 Active Points) 8- ;

    2 Fringe Benefit: Local Police Powers ;

    1 Fringe Benefit: Law Enforcement Rank ;

    1 Fringe Benefit: Weapon Permit (where appropriate) ;

    15 Follower (Blitz) (75 Base, 75 Disad) ; Perks Cost: 34

     

    Cost Talent

    15 Danger Sense (Intuitional, Sensitivity: Out of Combat) 12- ;

    3 Lightning Reflexes: +2 DEX to act first with All Actions ;

    3 Lightsleep ; Talents Cost: 21

     

    Cost Equipment END

    10 Colt M1911A1 .45 ACP: (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 9 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) ;

    12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) ;

    10 Handcuffs: Entangle 3d6, 6 DEF, Takes No Damage From Attacks All Attacks (+1/2) (67 Active Points); 1 Recoverable Charges (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only) (-1), OAF (-1), Must Follow Grab Or Target Must Be Willing (-1/2), Can Be Escaped Automatically With A Modified Lockpicking or Contortionist Roll (-1/2), Cannot Form Barriers (-1/4) ;

    5 Police Band Radio Handset: High Range Radio Perception (Radio Group), 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); OAF (-1), Sense Affected As Hearing Group (-1/4) ; Equipment costs shown above are for reference only, and are not included in Total Cost.

    Total Character Cost: 250

     

    Val Disadvantages

    5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) ;

    20 Enraged: Blitz injured or hurt (Uncommon), go 14-, recover 11- ;

    25 Floating Hunted: any organized crime group 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) ;

    10 Hunted: character's department 8- (Mo Pow; Watching; Extensive Non-Combat Influence) ;

    20 Psychological Limitation: Loyal to Blitz (Common; Total) ;

    20 Social Limitation: Subject to Orders (Very Frequently; Major) ;

    0 Normal Characteristic Maxima ;

    Disadvantage Points: 100

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    Blitz

    Player:

     

    Val Char ; Cost

    21 STR -10

    16 DEX 18

    12 CON 4

    9 BODY -2

    13 INT -2

    5 EGO -10

    18 PRE 5

    10 COM 0

    ;

    5/11 PD 5

    3/9 ED 1

    3 SPD 4

    5 REC 6

    24 END 0

    20 STUN 5 ;

    7" RUN 0

    2" SWIM 0

    5 1/2" LEAP 0 Characteristics Cost: 24

     

    Cost Power END

    15 Bite: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) ; 1

    2 Fast: +1" Running (7" total) ; 1

    1 Leap: Leaping +1" (5 1/2" forward, 2 1/2" upward) ; 1

    1 Combat Acclimated: +3 PRE (3 Active Points); Only to Protect Against Presence Attacks Power loses about half of its effectiveness (-1) ;

    5 Insightful: +5 INT ;

    1 Understanding: Language: English (basic conversation (can only understand, not speak back, though he may find another way to communicate)) ;

    5 Cybernetic Dog: Elemental Control, 16-point powers, all slots: (8 Active Points); OIF (-1/2) ;

    6 1) Strength Booster: +21 STR (21 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) ; 4

    9 2) Bulletproof: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) ;

    6 3) Police Light/Siren: Sight Group and Normal Hearing Images, +1 to PER Roll, Reduced Endurance 0 END (+1/2) (24 Active Points); Only To Create Light (-1), OIF (-1/2) ;

    21 4) Cybernetic Body: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); OIF (-1/2) ;

    23 Cybernetic Sensor and Communication Systems: Variable Power Pool (Gadget Pool), 20 base + 3 control cost (30 Active Points); Senses and Communications Only Very Limited (-1), OIF (-1/2), VPP Powers Can Be Changed Only In A Laboratory (-1/2), Character Has No Choice Regarding How Powers Change (-1/2) ; Powers Cost: 95

     

     

    Cost Skill

    5 Concealment; Self Only Power loses about a third of its effectiveness (-1/2) 14- ;

    2 PS: Attack 11- ;

    2 PS: Guard 11- ;

    2 PS: Retrieve/Fetch 11- ;

    2 PS: Find Contraband 11- ;

    2 PS: Stop Attacking 11- ;

    5 Stealth 13- ;

    3 Teamwork 12- ;

    5 Tracking 13- ; Skills Cost: 28

     

     

    Cost Talent

    3 Lightsleep ; Talents Cost: 3

     

    Total Character Cost: 150

     

    Val Disadvantages

    15 Distinctive Features: Cybernetic Police Dog (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) ;

    10 Hunted: 8- (Mo Pow; Watching; Extensive Non-Combat Influence) ;

    15 Physical Limitation: Animal Intelligence (Frequently; Greatly Impairing) ;

    5 Physical Limitation: Small (no larger than 1m; +3 KB) (Infrequently; Slightly Impairing) ;

    15 Physical Limitation: Very Limited Manipulation (Frequently; Greatly Impairing) ;

    15 Psychological Limitation: Loyal to Bowzer (Common; Strong) ;

    0 Normal Characteristic Maxima ;

    Disadvantage Points: 75

    Base Points: 75

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  15. Re: Your Not Any Hero Of Note Unless You Have Cross-Time Versions Of Yourself.

     

    I think what the OP wants people to do is describe (similar to a WWYCD)

    this thread is a "What would your parallel universe version of your character be like?"

     

    so if your character was JERSEY DEVIL,

     

    then the six facets would be like

    1)Backworld : Seaside Angel, a gal with wings who just barely manages to do good.

    2) Gorillaworld: The Hoboken Hairball, a winged moneky who fights crime

    3) Saureanworld: Jurassic Devil, a large carnosaur that goes berserk and is immune to non-silver weapons.

    4) Steampunkworld: Lady Whitechapel, a detective who taps into something supernatural for crimefighting.

    5) Cowboyworld: Dust Devil, an ordinary cowgirl followed by the tormented, whom she uses to solve mysteries.

    6) Crossgenderworld: This male Jersey Devil, would be a lot like the Etrigan/Jason combo.

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