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JohnOSpencer

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Everything posted by JohnOSpencer

  1. Re: Hero Points? I have been using RDU Neil's luck chit system for more than a year, and it works great. Both me and my players like it. It is very flexible, it even worked for my (ill-fated) Star Wars campaign. John
  2. Re: Star Wars Hero Resources Thanks.
  3. Re: Lethality in Star Wars Dang! Thanks for all the ideas. I'm still chewing on the whole thing. But if I come up with anything earth-shattering, i'll let everyone know. John
  4. Re: Lethality in Star Wars If you make all the damage normal, then you get the knocked out all the time problem. With no armor most characters are gonna have like 10 defenses max, and like 30 stun or so. Any attack that could believable kill someone(8d6 or so) is gonna knock someone out in maybe two hits and the first stuns them. If you make a blaster a more palatable 6d6, it will take several shots to knock someone out, but buying up STR and getting a club looks like a viable option. It's an idea, but I'm not sure. Anyone run a game like this and have any other suggestions? John
  5. I am busily converting old WEG Star Wars material to Hero and having a problem with the lethality. No one wears personal armor(except Stormies). And, without allowing truly silly amounts on Combat Luck, I can't think of a way to keep characters for getting killed easily. Any suggestions, or should I give in and use Feng Shui instead. John
  6. Re: CVR-3 Cyclone Body Armor Well in answer to your first question, I don't really believe in that it's already a vehical and you're not really gonna take stuff out of it to use. Also, its a heroic level campaign setting and doesn't cost characters points, so even if I did beleive in it, it wasn't worth the time. Second question: The hit location chart I have(on my computer) has the total defense for each location on the side. I'll check the one on Star Hero Fandom. Feel free to ask more questions or request stuff or make comments, it's still work in progress. John
  7. Re: CVR-3 Cyclone Body Armor Thank you. And I can't believe I didn't send that. Lemme check to see if i've got it in any readable form. Found it, it is in a prefab, so it may not of made it to the site. here you go. If you have any questions or comments, let me know. Also if you wanna see anything else made, let me know. I've been slacking recently and havn't done anything else. John Cost** Equipment END ** CVR-3 Cyclone Armor: Armor (11 PD/11 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold; Safe in Intense Heat); OIF (-1/2) plus Life Support (Self-Contained Breathing); OIF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) plus Sight Group Flash Defense (5 points); OIF (-1/2) plus High Range Radio Perception (Radio Group); OIF (-1/2)* [1 cc] Equipment costs shown above are for reference only, and are not included in Total Cost.
  8. Re: 5th Edition Villain Updates I've done Rainbow Archer(changed the name), Power Crusher, Beamline, Pantera, Big John, Gremlin, Deathblow(from Enemies, Villany Unbound), Iron(from watchers of the dragon), Dr Yin Wu and sons (from watchers of the dragon), The Awesome Exoskeleton Man and Harmonius Fist(from Enemies Assemble). That's all I can think of off the top of my head, but I'm sure I've done more. John
  9. Re: Where'd this base come from Don't worry SleepyDrug, I keep track. I also keep track of who knows whats where. If you're worried about your teams base, you may wanna ask them who built the base. John
  10. Re: Renegade Legion Ship and Vehicle Conversions? Weapons don't have a damage value, because they use the armor grid and the template for weapon damage. Just take a look at the weapon damage and you should be able to figure out the appropriate damage. If anyone needs info, I have the basic sets of all three games and the rpg. John
  11. Re: Pic of the day Cool picture, add a shield and he'd be perfect. John
  12. Re: Show Me The Master/Megavillain Not usually a problem. More of a villian loses a lot of his edge if he isn't mysterious anymore. As it is the PCs have no idea what he is after. John
  13. Re: Show Me The Master/Megavillain Unfortunatly not, I have PCs who are on the board and (at least) one tends to seek out my posts(just to see what I'm talking about). If they beat him(or find it out) then I'll update. John
  14. Re: OIF for Powered Armor why? I actually feel resposible for this. It only started after I posted some of my players' characters in another thread. He started posting his OIF opinion in there and then came this thread. He has some interersting ideas, but more suited for a real world-type or Dark Champions-like game. John
  15. Re: Show Me The Master/Megavillain Mr Psycho looks good. And he looks to be about a 4-5 if you use Megaplayboys rating system. Reposted from the New Circle Thread. The Golden Skull Player: NPC Master Villian Val** Char*** Cost 40** STR 30 28** DEX 54 30** CON 40 20** BODY 20 23** INT 13 23** EGO 26 30** PRE 20 10** COM 0 * 20** PD 4 18** ED 4 7** SPD 32 14** REC 0 60** END 0 55** STUN 0 *15"**RUN08"**SWIM020"**LEAP0Characteristics Cost: 243 Cost** Power END 16** Armored Costume: Armor (8 PD/8 ED); OIF (-1/2)* 0 75** Aura of Dark Power: Energy Damage Reduction, Resistant, 50% plus Physical Damage Reduction, Resistant, 50% plus Power Defense (15 points)* 0 330** Dark Sorcery: Variable Power Pool (Magic Pool), 150 base + 180 control cost, Cosmic (+2); Limited Class Of Powers Available: Magic (-1/4)* 0** 1) Caress of Darkness: Sight Group Flash 12d6, Reduced Endurance (0 END; +1/2) Real Cost: 90* 0 0** 2) Dark Agony: Ego Attack 10d6; Visible (-1/4) Real Cost: 80* 10 0** 3) Dark Bolt: Energy Blast 18d6 Real Cost: 90* 9 0** 4) Dark Chains of the Mind: Mind Control 16d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Visible (-1/4) Real Cost: 112* 0 0** 5) Dark Form: Desolidification (affected by light and holy attacks), Reduced Endurance (0 END; +1/2) Real Cost: 60* 0 0** 6) Dark Gate: Long Range: Teleportation 10", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 1000 km; +1 1/2), Can Be Scaled Down 1" = 10 m (+1/4); Gate (-1/2) Real Cost: 60* 9 0** 7) Dark Gate: Short Range: Teleportation 10", Improved Noncombat Movement (x16), Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1); Gate (-1/2) Real Cost: 64* 10 0** 8) Dark Lightning: Killing Attack - Ranged 3d6, Armor Piercing (+1/2), +2 STUN Multiplier (+1/2) Real Cost: 90* 9 0** 9) Dark Shield: Force Field (10 PD/10 ED/14 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2) Real Cost: 59* 0 0** 10) Dark Shroud: Invisibility to Sight Group and Detect Soul , No Fringe, Reduced Endurance (0 END; +1/2) Real Cost: 49* 0 0** 11) Dark Wall: Force Wall (18 PD/18 ED) (Opaque Sight Group), Reduced Endurance (1/2 END; +1/4) Real Cost: 125* 5 0** 12) Dark Wings: Flight 20", Reduced Endurance (0 END; +1/2) Real Cost: 60* 0 0** 13) Darkness's Gift: Aid STR, DEX, SPD, STUN 5d6 (standard effect: 15 points), Limited Range (8"; +1/4), STR, DEX, SPD, STUN simultaneously (+1); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -1/2) Real Cost: 75* 0 0** 14) Mage Bolt: Energy Blast 16d6, Variable Special Effects (Any SFX; +1/2) Real Cost: 120* 12 0** 15) Mage Hand: Telekinesis (70 STR), Fine Manipulation Real Cost: 115* 11 34** MageSense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Sense, Targeting* 0 23** Mana Consuption: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only in a Magic Rich Area (-1/4)* 0 20** Master of Magic: Find Weakness 13- with All Attacks; Only vs Magical Defenses (-1)* 0 15** Powerful Will: Mental Defense (20 points total)* 0 47** Soul Sense: Detect Living Souls 14- (Unusual Group), Range, Sense, Targeting Sense plus Detect Aura 14- (Unusual Group), Discriminatory, Analyze, Range, Sense* 0 60** Spell Cleaver: Multipower, 90-point reserve, all slots Restrainable (-1/2)* 3u** 1) Blade: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); Restrainable (-1/2)* 0 6u** 2) Cleave Spell: Dispel Magic 20d6, any Magic power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4); Restrainable (-1/2)* 3 6u** 3) Devour Magic: Drain Magic 5d6, any Magic power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4); Restrainable (-1/2)* 3 3u** 4) Flat: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), Restrainable (-1/2)* 0 5u** 5) Magic Vampirism: Transfer 3d6 (Magic to END), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), from any Magic power one at a time (+1/4); Restrainable (-1/2)* 3 57** Supernatural Form: Damage Resistance (8 PD/6 ED) plus Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; 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 does not sleep)* 0 36** Supernatural Swiftness: Running +9" (15" total) plus Leaping +12" (20" forward, 10" upward) plus Swimming +6" (8" total)* 4 Powers Cost: 736 Cost** Skill 16** +2 with All Combat* 6** +2 with Spell Cleaver* 15** +3 with Magic* 2** Analyze: Magic 14-* 1** Cryptography 14-; Translation Only (-1/2)* 2** Deduction 14-* 2** Interrogation 15-* 2** KS: Demons 14-* 2** KS: Magic 14-* 2** KS: Occult 14-* 2** KS: Summoning 14-* 2** KS: Superntural Creatures 14-* 2** KS: The Mystical World 14-* 2** KS: Undead 14-* 3** Language: Latin (completely fluent)* 2** Oratory 15-* 2** Persuasion 15-* 4** Power: Magic 16-* 2** Seduction 15-* 2** Tactics 14-* 2** WF: Common Melee Weapons* Skills Cost: 75 Cost** Perk 2** Reputation: Powerful and Evil Sorcerer (A small to medium sized group) 14-, +2/+2d6* Perks Cost: 2 Cost** Talent 37** Danger Sense (general area, any danger, Function as a Sense) 14-* Talents Cost: 37 Cost** Equipment END ** Staff of Dark Power: Multipower, 150-point reserve, all slots OAF (-1)* Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 1093 Val** Disadvantages 10** Distinctive Features: Dark and Evil Mystical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 15** Distinctive Features: Huge male with Golden Mask (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Hunted: Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish)* 20** Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)* 15** Hunted: Takofanes 8- (Mo Pow, Harshly Punish)* 15** Hunted: Trimegistus Council 8- (As Pow, NCI, Capture)* 10** Psychological Limitation: Kills only when necessary, waste of future pawns (Common, Moderate)* 15** Psychological Limitation: Overconfidence (Very Common, Moderate)* 15** Psychological Limitation: Powerhungry (Common, Strong)* 5** Psychological Limitation: Tries to corrupt mages and superhumans (Uncommon, Moderate)* 15** Reputation: Evil master of magic, 14- (Extreme; Known Only To A Small Group)* Disadvantage Points: 150 Base Points: 200 Experience Required: 743 Total Experience Available: 743 Experience Unspent: 0
  16. Re: Early "What do you want to see?" for Teen Champions
  17. Re: The Champions Do they suck? I like them, but i'd like to see experienced versions of them. Not too big, but a little more powerful. John
  18. Re: The Knights of Justice Actually, you've come to know him in a difficult time of his life. And in that last battle, he didn't even get to fight. He just ran and hid and then the robot was down before he was done. John
  19. Re: The Knights of Justice Yep, I believe most Foci should be breakable by default. It may not happen often, but it makes sense. John
  20. Re: The Knights of Justice Well, taking a full turn to change does limit him. I can't tell you how many times he has gotten into a fight in his normal identity and was unable to change. He had to face Black Paladin in his normal form. Obviously, he got beaten down hard. He doesn't walk around in his armor all day. Heck, he spends most of his time out of his armor. And if he needs to fight, that's one turn he can't do anything for. Nothing. He just stands there and hopes he doesn't get creamed. As for OIF. Well, that's what it is. OIHID is way different, though it can do the same sort of thing. But if someone buys powered armor OIHID then by the rules I can't damage it or anything. I'd rather have the rules support my decisions. John
  21. Re: OIF for Powered Armor why? No, OIF means that it is Focus, that can be noticed that can be taken away if someone is given the appropriate amount of time. It also means that the armor is not just waiting for him if he needs it, it means he needs to go to where ever he keeps his Foci and get it. Only in Heroic Identity is not a big enough disadvantage for anyone who has armor or equipment that can be taken away. Just my opinion. John
  22. Re: The Knights of Justice The resident "vigilante", Vengence. Vengeance Player: David Kahn Val** Char*** Cost 30** STR 5 25** DEX 15 28** CON 20 18** BODY 16 13** INT 3 15** EGO 10 20** PRE 10 10** COM 0 * 18/28** PD 7 18/28** ED 6 6** SPD 15 10** REC 6 40** END 0 60** STUN 4 *14"**RUN02"**SWIM026"**LEAP0Characteristics Cost: 117 Cost** Power END 30** Primary System Enhancement: +15 STR; No Figured Characteristics (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus +10 DEX; No Figured Characteristics (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus +8 CON; No Figured Characteristics (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 1 26** Secondary System Enhancement: +2 SPD; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus +20 STUN; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 0 14** Tertiary System Enhancement: Running +8" (14" total); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus Leaping +4" (26" forward, 13" upward); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3 35** Armor: +8 PD; OIF (-1/2) plus +8 ED; OIF (-1/2) plus Armor (10 PD/10 ED), Hardened (+1/4); OIF (-1/2)* 0 13** Cloak: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Only When Not Attacking (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)* 0 27** Combat Baton: HA +3d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus Missile Deflection (Any Ranged Attack), Missile Reflection; OAF (-1), Will Not Work Against Heavy Missiles (-1/4)* 0 5** Combat Batons: Second Baton* 0 8** Grav-Booster: Leaping +16" (26" forward, 13" upward); 8 Charges (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 7** Grav-Clamp: Clinging (normal STR); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 0 45** Plasma Carbine: Multipower, 90-point reserve, all slots OAF (-1)* 4u** 1) Plasma Beam: EB 12d6, Reduced Endurance (0 END; +1/2); OAF (-1), Beam (-1/4)* 0 4u** 2) Plasma Beam: RKA 4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Beam (-1/4)* 0 3u** 3) Plasma Bolt: EB 10d6, Armor Piercing (+1/2); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8] 3u** 4) Phased Plasma Beam: EB 6d6, AVLD (Power Defense; +1 1/2); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8] 3u** 5) Phased Plasma Beam: EB 12d6, Affects Desolidified Out of Phase/Density Control (+1/4); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8] 3u** 6) Plasma Bomb: EB 10d6, Explosion (+1/2); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8] 14** Sensor System: +2 PER with all Sense Groups; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus IR Vision (Sight Group); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus Radio Perception/Transmission (Radio Group); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 0 10** Combat Analysis: Find Weakness 11- with Fast Strike* 0 Powers Cost: 254 Cost** Martial Arts Maneuver 2** Weapon Element: Clubs, Off Hand* 4** Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike* 5** Hard Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike* 3** Short Takeover: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls* 3** Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls* 4** Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs* 5** Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove* Martial Arts Cost: 34 Cost** Skill 5** +1 with law officer skills* 6** +2 with martial arts* 4** +2 with missile deflection* 6** +4 vs. range with blaster* 2** Acrobatics 14-* 2** Breakfall 14-* 2** Climbing 14-* 2** Combat Piloting 14-* 2** Concealment 12-* 2** Criminology 12-* 2** Deduction 12-* 1** Electronics 8-* 2** Fast Draw -- Batons 14-* 2** Fast Draw -- Blasters 14-* 2** Interrogation 13-* 2** KS -- Alien Knowledge 12-* 2** KS -- Law Enforcement World 12-* 2** KS -- Supers World 12-* 2** Language: Spanish (Fluent Conversation)* 2** Lockpicking 14-* 1** Mechanics 8-* 1** Paramedics 8-* 1** Persuasion 8-* 2** Security Systems 12-* 2** Shadowing 12-* 2** Stealth 14-* 2** Streetwise 13-* 2** Systems Operation 12-* 1** TF: Science Fiction & Space Vehicles, Combat Aircraft* 2** Tactics 12-* 2** Teamwork 14-* Skills Cost: 70 Cost** Talent 2** Absolute Range Sense; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 6** Ambidexterity (no Off Hand penalty); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2** Bump Of Direction; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3** Eidetic Memory; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* Talents Cost: 13 Total Character Cost: 488 Val** Disadvantages 10** DNPC: Sarah Ramsey -- partner 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)* 5** Hunted: Nebula 8- (As Pow, Mildly Punish)* 10** Hunted: Vibron 8- (As Pow, Harshly Punish)* 10** Physical Limitation: Requires Cybernetic Medical Care (Infrequently, Greatly Impairing)* 25** Psychological Limitation: Devoted to Justice (Very Common, Total)* 15** Psychological Limitation: Prefers Direct Approach (Common, Strong)* 15** Psychological Limitation: Pushes Things to the Limit (Common, Strong)* 15** Psychological Limitation: Soldier Mentality (Common, Strong)* 15** Reputation: Dangerous Vigilante, 11- (Extreme)* 15** Social Limitation: Secret Identity (Frequently, Major)* 10** Social Limitation: Seen as a Vigilante (Frequently, Minor)* 5** Vulnerability: 1 1/2 x STUN Magnetic Attacks (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 138 Total Experience Available: 142 Experience Unspent: 4 More to come later.
  23. Re: The Knights of Justice Here is Recoil, the resident stretchy guy. Recoil Player: Mr. Paul Val** Char*** Cost 25** STR 15 21** DEX 33 23** CON 26 12** BODY 4 13** INT 3 14** EGO 8 13** PRE 3 18** COM 4 * 21** PD 13 21** ED 13 6** SPD 29 20** REC 20 46** END 0 50** STUN 13 *26"**RUN02"**SWIM020"**LEAP0Characteristics Cost: 184 Cost** Power END 8** Malleable Body: Damage Resistance (8 PD/8 ED)* 0 76** Stretching Powers: Multipower, 76-point reserve* 2u** 1) Bridgework: Flight 12", Usable By Other (+1/4) (30 Active Points); Not Usable by Character (-1/2), No Noncombat Movement (-1/4)* 3 1u** 2) Clothing Mimicry: Cosmetic Transform 2d6 (Clothes) (10 Active Points)* 1 4u** 3) Elastic Mimicry: Shapeshift (Sight Group, Any Shape), Additional Sense Group: Radio and Touch (36 Active Points)* 4 8m** 4) Enhanced Malleability: Stretching 8" (40 Active Points) [Notes: 1" per 5 active points]* 4 2u** 5) Flexible Dodging: Missile Deflection (Any Ranged Attack) (20 Active Points)* 0 8m** 6) Long, Stretchy Legs: Running +20" (26" total) (40 Active Points) [Notes: 1" per 2 points]* 4 1u** 7) Molding to Surfaces: Clinging (normal STR) (10 Active Points)* 0 1u** 8) Parawing Form: Gliding 15" (15 Active Points)* 0 1u** 9) Pseudopds: Extra Limbs (5 Active Points)* 0 1u** 10) Safety Pillow: Breakfall 23-, Usable By Other (+1/4) (15 Active Points)* 1u** 11) Spring Legs: Leaping +15" (20" forward, 10" upward) (15 Active Points)* 1 2u** 12) Sqeezing Through the Cracks: Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2)* 4 2u** 13) Wraparound: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); Only To Form Barriers (-1), Feedback (character takes all damage done to free victim, not done by victim.; -1), No Range (-1/2), Lockout (Cannot use any other stretcy power while in use; -1/2)* 7 15** Stretchy Form: Elemental Control, 30-point powers* 15** 1) Malleable Body: Stretching 4", Reduced Endurance (0 END; +1/2)* 0 15** 2) Resilient Form: Physical Damage Reduction, Resistant, 50%* 0 Powers Cost: 163 Cost** Martial Arts Maneuver ** Commando Training* 3** 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/5, Target Falls* 4** 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike* 4** 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND* 4** 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab three limbs, +20 STR for holding on* 4** 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm roll* 4** 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 16** 7) +4 HTH Damage Class(es)* Martial Arts Cost: 39 Cost** Skill 2** +1 with Acting, Disguise, and Mimicry* 15** +3 with HTH Combat* 8** +4 with Flexible Dodging(Missile Deflection)* 2** Acting 12-* 2** Breakfall 13-* 2** Disguise 12-* 1** KS: Espionage 11-* 1** KS: The Military World 11-* 1** KS: The Superhuman World 11-* 2** Mimicry 12-* 1** PS: Espionage 11-* 0** PS: Soldier 8-* 2** Power: Stretching Powers 13-* 3** Shadowing 13-* 3** Stealth 14-* 2** Tactics 12-* 2** Teamwork 13-* 2** WF: Small Arms* Skills Cost: 51 Cost** Perk 2** Fringe Benefit: Local Police Powers* 5** Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-* Perks Cost: 7 Cost** Talent 6** Combat Luck (3 PD/3 ED)* Talents Cost: 6 Total Character Cost: 450 Val** Disadvantages 15** Dependent NPC: Familiy(Father and Mother) 11- (Normal; Useful noncombat position or skills; Group DNPC: x2 DNPCs)* 15** Enraged: People doing moronic things. (Common), go 8-, recover 11-* 15** Hunted: U.S. Air Force 11- (Mo Pow, NCI, Watching)* 15** Hunted: Wouldn't you like to know. 8- (Mo Pow, NCI, Mildly Punish)* 10** Psychological Limitation: Claustrophobic (Common, Moderate)* 15** Psychological Limitation: Code vs. Killing (Common, Strong)* 10** Psychological Limitation: Obeys Superiors (Uncommon, Strong)* 15** Psychological Limitation: Thrillseeker (Common, Strong)* 15** Social Limitation: Secret Identity (Frequently, Major)* 15** Susceptibility: Sub-Zero Temperatures, 2d6 damage per Turn (Uncommon)* 10** Vulnerability: 2 x STUN Cold Attacks (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 100 Total Experience Available: 132 Experience Unspent: 32
  24. Re: The Knights of Justice Now, Retributions final suit(until he build's more), we like to call this one "Big Blue". Bastion Player: Jason Wilson Val** Char*** Cost 30** STR 5 20** DEX 30 25** CON 10 13** BODY 6 23** INT 13 11** EGO 2 20/25** PRE 0 16** COM 3 * 35/45** PD 2 35/45** ED 2 6** SPD 0 14** REC 0 30** END 0 54** STUN 0 *16"**RUN020"**SWIM06"**LEAP0Characteristics Cost: 73 Cost** Power END 2** Prensence Defense: +5 PRE; Limited Power Only for presence attack defense (-1)* 14** Being big has its benefits.: Clinging (normal STR); OIF (-1/2) plus Knockback Resistance -5"; OIF (-1/2)* 0 11** External Stimulus Refresh rate: +8 REC; OIF (-1/2)* 7** Strength Augmentation fibers: +15 STR; OIF (-1/2), No Figured Characteristics (-1/2)* 1 10** Exosuit recoil: +10 CON; OIF (-1/2), No Figured Characteristics (-1/2)* 7** Duh! Big gun, Big exosuit = Very scary: +10 PRE; OIF (-1/2)* 20** Neural network: +3 SPD; OIF (-1/2)* 17** Exosuit padding: +25 STUN; OIF (-1/2)* 10** Retinal Targeting matrix: +3 with Ranged Combat; OIF (-1/2)* 4** Exosuit Gyro-Stabilizer: +4 versus Range Modifier for Sight Group; OIF (-1/2)* 0 13** Endurance Reserve (100 END, 10 REC); OIF (-1/2)* 0 30** PolyAluminum Drip Plating: Armor (15 PD/15 ED); OIF (-1/2)* 0 12** PolyAlumminum Drip Reinforcement: +12 PD; OIF (-1/2), Ablative BODY Only (-1/2) plus +12 ED; OIF (-1/2), Ablative BODY Only (-1/2)* 0 6** High Range Radio Perception (Radio Group); Limited Power Cannot use when hearing or sight flashed (-1/2), OIF (-1/2)* 0 3** Nightvision; OIF (-1/2)* 0 3** Infrared Perception (Sight Group); OIF (-1/2)* 0 13** Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze; Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2 11** Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)* 0 5** LED Spot Light: Sight Group Images Increased Size (2" radius; +1/4); Only To Create Light (-1), OIF (-1/2)* 1 67** Simbiotic Powered Assualt Exosuit: Multipower, 101-point reserve, all slots OIF (-1/2)* 2u** 1) Deflection Barrier: FF (10 PD/10 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4); OIF (-1/2)* 1 2u** 2) Magnectic Conduction Recharger: Healing Endurance Reserve 4d6; Extra Time (Full Phase, -1/2), OIF (-1/2)* 4 4u** 3) Single Pulse: EB 12d6; OIF (-1/2)* 6 5u** 4) Incinerator ( Fire ): RKA 5d6; OIF (-1/2)* 7 5u** 5) Full Pulse: Energy Blast 16d6; OIF (-1/2)* 8 5u** 6) Full Auto Pulse: Energy Blast 12d6, Autofire (3 shots; +1/4); OIF (-1/2)* 7 6u** 7) Electrical Wave: Energy Blast 12d6, Explosion (+1/2); OIF (-1/2)* 9 4u** 8) RKA 3d6, Increased Maximum Range (1,675"; +1/4), Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), OIF (-1/2)* 8 2u** 9) Long Legs=Long stride: Running +10" (16" total), x4 Noncombat; OIF (-1/2)* 2 5m** 10) Articulated Flight Pack: Flight 10", MegaScale (1" = 1 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4); OIF (-1/2)* 4 1u** 11) Amphibious propulsion: Swimming +18" (20" total); OIF (-1/2)* 2 Powers Cost: 306 Cost** Skill 10** +2 Overall; Only vs. Mechanical devices/skills (-1)* 16** +2 with All Combat* 2** Power 11-* 4** +2 vs. range modifiers when inside retribution* 5** Accurate Sprayfire* 2** Acrobatics 13-* 2** Analyze: Machines 14-* 2** Computer Programming 14-* 2** Deduction 14-* 2** Electronics 14-* 2** Inventor 14-* 2** KS: Magical Theories 14-* 2** KS: Mechanics 14-* 2** KS: Powered Suits 14-* 2** Mechanics 14-* 1** PS: Car Mechanic 11-* 3** Scientist* 1** 1) SS: Armorsmithing 14-* 1** 2) SS: Energy Patterns 14-* 1** 3) SS: Engineering 14-* 1** 4) SS: Metallurgy 14-* 1** 5) SS: Robotics 14-* 2** Systems Operation 14-* 2** Teamwork 13-* Skills Cost: 70 Cost** Perk 20** Vehicles & Bases* 1** Reputation: Heroic normal who stood up to Black Paladin (Some San Angelo Residents) 8-, +1/+1d6* Perks Cost: 21 Cost** Talent 6** Combat Luck: 3 PD/3 ED* 2** Bump Of Direction; OIF (-1/2)* 2** Absolute Time Sense; OIF (-1/2)* 2** Absolute Range Sense; OIF (-1/2)* 3** Speed Reading (x10); Restrainable (Only by means other than Grabs and Entangles; -1/4)* 4** Eidetic Memory; Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2** Lightning Calculator; Restrainable (Only by means other than Grabs and Entangles; -1/4)* Talents Cost: 21 Total Character Cost: 491 Val** Disadvantages 20** Psychological Limitation: Should not kill (Common, Total)* 20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong* 15** Psychological Limitation: Protect Seelia Silver Uncommon, Total* 10** Reputation: Novice Super Hero, Frequently (11-)* 10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal* 10** Distinctive Features: Realy Big Assualt Mecha Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses* 15** Psychological Limitation: Naive Very Common, Moderate* 10** Vulnerability: 2x STUN Sonic attacks Uncommon* 20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)* 15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor* 0** -2 DCV, +2 Per, Cannot Dodge in enclosed areas* 1** Doesn't like getting too Dirty* 1** Likes to get nice things for his girlfriend* 1** Must use our powers to help others* 1** Likes equipment to be up-to-date* 1** Machines make more sense then people* Disadvantage Points: 150 Base Points: 350 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  25. Re: The Knights of Justice Next is Retribution in his "ninja" suit. Silence Player: Jason Wilson Val** Char*** Cost 30** STR 5 20** DEX 30 25** CON 10 13** BODY 6 23** INT 13 11** EGO 2 25** PRE 0 16** COM 3 * 24/34** PD 2 24** ED 2 6** SPD 0 14** REC 0 30** END 0 44** STUN 0 *21"**RUN020"**SWIM026"**LEAP0Characteristics Cost: 73 Cost** Power END 2** +5 PRE (5 Active Points); Limited Power Only for presence attack defense (-1)* 11** External Stimulus Refresh rate: +8 REC (16 Active Points); OIF (-1/2)* 7** Strength Augmentation fibers: +15 STR (15 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)* 1 10** Exosuit recoil: +10 CON (20 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)* 7** Duh! Big sword, exosuit = scary: +10 PRE (10 Active Points); OIF (-1/2)* 20** Neural network: +3 SPD (30 Active Points); OIF (-1/2)* 10** Exosuit padding: +15 STUN (15 Active Points); OIF (-1/2)* 10** Computer Assisted Weapon Finese: +3 with HTH Combat (15 Active Points); OIF (-1/2)* 13** Endurance Reserve (100 END, 10 REC); OIF (-1/2)* 0 32** PolyAluminum Drip Plating: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2)* 0 6** High Range Radio Perception (Radio Group) (12 Active Points); Limited Power Cannot use when hearing or sight flashed (-1/2), OIF (-1/2)* 0 3** Nightvision (5 Active Points); OIF (-1/2)* 0 3** Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0 13** Energy Sight: Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2 11** Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-1/2)* 0 7** Sufface tension enhancer: Clinging (normal STR) (10 Active Points); OIF (-1/2)* 0 5** LED Spotlight: Sight Group Images Increased Size (2" radius; +1/4) (12 Active Points); Only To Create Light (-1), OIF (-1/2)* 1 67** Simbiotic Powered Assualt Exosuit: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2)* 2u** 1) Computer controlled Longsword deflection: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Will Not Work Against Heavy Missiles (-1/4)* 4 1u** 2) Evasive Maneaveurs: +4 with DCV (20 Active Points); Custom Modifier Only when dodging (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)* 2 1u** 3) Crossing blades defense: (Total: 30 Active Cost, 12 Real Cost) Armor (10 PD/0 ED) (15 Active Points); Limited Power Only when blocking (-1), OIF (-1/2) (Real Cost: 6) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only when blocking (-1), OIF (-1/2) (Real Cost: 6)* 0 1u** 4) Emergency Energy Distribution: +30 STR (30 Active Points); Increased Endurance Cost (4x END; -1 1/2), Custom Modifier / only when pushing for extra str (emergencies) (-1), No Figured Characteristics (-1/2), OIF (-1/2)* 12 3u** 5) Mono Molecular Edge slice: HKA 3d6 (5d6 w/STR) (45 Active Points); OIF (-1/2)* 4 2u** 6) Energy Coil Enhanced MM Edge Slice (Electtrical ): HKA 1 1/2d6 (3d6 w/STR), Armor Piercing (+1/2) (37 Active Points); OIF (-1/2)* 4 1u** 7) Mono Molecular Flat Edge Strike: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3 1u** 8) Energy Coil Fine Manipulation: HA +5d6, Variable Special Effects: Fire, Ice, Electricity (Limited Group of SFX; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3 1u** 9) Bare Handed Energy Coil Release (Electrical ): HA +3d6, NND (Electricity Insulation; +1) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3 2u** 10) Offensive stored Kinetic Ligaments strike: HA +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3 2u** 11) Energy Coil Corridor Strike: HA +5d6, Area Of Effect (6" Cone; +1), Selective (+1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), OIF (-1/2)* 6 2u** 12) Multi-Target Radius Flat Edge Strike: HA +5d6, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), OIF (-1/2)* 6 2u** 13) Emergency Barrier: FW (14 PD/14 ED; 3" long and 3" tall) (78 Active Points); Concentration (0 DCV; -1/2), No Range (-1/2), Required Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), OIF (-1/2), Restricted Shape: Dome (-1/4)* 8 2u** 14) Blade flash: Sight Group Flash 6d6 (30 Active Points); OIF (-1/2)* 3 3u** 15) Retrubition Feedback (Electrical): Energy Blast 3d6, Damage Shield (+1/2), Continuous (+1), No Normal Defense (Standard; +1) (52 Active Points); OIF (-1/2)* 5 1u** 16) Light Sensative External Camoflauge: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Chameleon (-1/2), OIF (-1/2)* 2 2u** 17) Plasma Cutter (Fire): Tunneling 1" through 10 DEF material (32 Active Points); OIF (-1/2)* 3 4m** 18) Reactionary Muscle Augmentation Fibers: Running +15" (21" total) (30 Active Points); OIF (-1/2)* 3 2u** 19) Stored Kinetics Synthetic Ligaments: Leaping +20" (26" forward, 13" upward) (Accurate, x4 Noncombat) (30 Active Points); OIF (-1/2)* 3 1u** 20) Amphibious propulsion: Swimming +18" (20" total) (18 Active Points); OIF (-1/2)* 2 Powers Cost: 273 Cost** Skill 16** +2 with All Combat* 10** +2 Overall; Only vs. Mechanical devices/skills (-1)* 4** +2 vs. range modifiers when inside retribution* 5** Accurate Sprayfire* 2** Acrobatics 13-* 2** Computer Programming 14-* 2** Deduction 14-* 2** Electronics 14-* 2** Inventor 14-* 2** Mechanics 14-* 2** Systems Operation 14-* 2** Teamwork 13-* 2** KS: Mechanics 14-* 2** KS: Powered Suits 14-* 2** KS: Magical Theories 14-* 1** PS: Car Mechanic 11-* 2** Power 11-* 2** Analyze: Style 14-* 3** Scientist* 1** 1) SS: Armorsmithing 14- (2 Active Points)* 1** 2) SS: Energy Patterns 14- (2 Active Points)* 1** 3) SS: Engineering 14- (2 Active Points)* 1** 4) SS: Metalurgy 14- (2 Active Points)* 1** 5) SS: Robotics 14- (2 Active Points)* Skills Cost: 70 Cost** Perk 20** Vehicles & Bases* Perks Cost: 20 Cost** Talent 6** Combat Luck: 3 PD/3 ED* 2** Bump Of Direction (3 Active Points); OIF (-1/2)* 2** Absolute Time Sense (3 Active Points); OIF (-1/2)* 2** Absolute Range Sense (3 Active Points); OIF (-1/2)* 2** Lightning Calculator (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3** Speed Reading (x10) (4 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)* 4** Eidetic Memory (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)* Talents Cost: 21 Total Character Cost: 457 Val** Disadvantages 20** Psychological Limitation: Should not kill (Common, Total)* 20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong* 15** Psychological Limitation: Protect Seelia Silver Uncommon, Total* 10** Reputation: Novice Super Hero, Frequently (11-)* 10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal* 10** Distinctive Features: Powered Assualt Exosuit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Psychological Limitation: Naive Very Common, Moderate* 10** Vulnerability: 2x STUN Sonic attacks Uncommon* 20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)* 15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor* 1** Doesn't like getting too Dirty* 1** Likes to get nice things for his girlfriend* 1** Must use our powers to help others* 1** Likes equipment to be up-to-date* 1** Machines make more sense then people* Disadvantage Points: 150 Base Points: 350 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
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