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Armature

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  1. Yeah it would reduce long term effectiveness to pay the END, but it's also a way of making it "feel" like a newly discovered trick with the powers. Later the limitation can be bought off. I'll have to post the finale character when I'm done building it.
  2. Christopher, By adding Costs END... Would EanD cost be off the 15pt adder, or would you add the adder to the 25pts sight for 40AP, or 4END/Phase? I know the current REC setup is limiting, but I think from a story perspective it's a more fitting choice. (Added "limited" so it must be with in proximity to an outlet, and another "limited" because the points will not provide a post segment 12 Recoup.) It could add suspense to a scene I think. Because it's of such limited use, I through it in a power pool as well so it won't cost to many points. That and healing is so complicated and, honestly, week to the point of being even more useless. And AID would just make it way to complicated for what it is... A special Effect that is sometimes useful. And Absorption be rarely useful, and overkill when it was used, with to high of a points cost. Cassandra and others who mentions N-Ray, I've looked through 6E1, and Complete Champions and haven't found any mention of such a sense... Any one have a page number for it?
  3. Tasha, Yeah! I was planning to later give them a few magnetic power "tricks". The character's "powers" will be minor. There's a story line aspect about being a late bloomer. By time the powers arrive they had already started down the "gadgeteer" path. There powers are underdeveloped, but use the ability to store large amounts of electricity as a means to power a few gadgets.
  4. Christopher, Lots of info! I like it! Ok, so.. 1: How I envision the effect in my minds eye, Partial Discriminatory fits best. 2: I see the effect being a sight FX. It would counter normal darkness, blind folds, etc. But the Darkness super power would block it. Same with anything that shields Electromagnetic Pulses would block it as well. Right now its meant to be a new effect the character recently figured out how to do. It's more of a trick then a full fledged effect. I'd like to figure out how to make it cost END as well. (The character stores electricity in there large END pool, then burns/uses/expels that electricity when using powers.) Oh, and this is a 6th Ed character. In case I forgot to mention that. This will be a villain. They have a 10 REC normally, but if with in 2m of an electrical outlet they gain +15 REC. (It "recharges there batteries" but also reinvigorates them, so it's straight REC. Recoup's STUN and END.) The FX to this is that they extend there arm towards the socket and electricity shoots out to there hand as they absorb the energy. Hence the Villains name: SIPHON
  5. How does that work though? I find the sense groups to be overwhelming. I have a heard time wrapping my head around those rules. How could the power be built? (A break down of it would be great!)
  6. I have a character who can see through walls but only to perceive electricity(and Bio-Electrics as well.). Basicaly, he would see glowing blue lines where electricity is present(electrical wires). A computer would be a intricately woven blue glow where the parts are. A human being would be a glowing humanoid shaped haze at a distance, but up close you could see the nerve groups. (Imagine if every part of you was almost completely invisible, but all your nerve endings where glowing blue. So the Spine and Brain would be the brightest.) Though he could tell the shape of a person, it's not likely he could know who they were braised off sight alone. (With some exceptions of course. If he's looking into a building and he knows the security guard has a fake arm, he might know who the guard is based off the missing bioelectricity where his arm should be.) Anything that would work as shielding from EMP, would block the sense. (Really thick Metal, Fairaday cage, Led, etc.) How would I define this effect using the Enhanced senses power?
  7. Your trying to build a two story house when you only have enough materials for a single story. Remove some of the abilities and save them for future "upgrades" he wants. Like, remove healing and longevity. Later he can get a "Reconstructive Nanites" implant that will give him those powers. You can remove the Eidetic Memory and lightning calculated until he can get that Neural interface processor he wants. Cutting back a little will give you room to grow, but more importantly it will give you the points you will need to make this character relevant in a game. Of course another option is to make some systems Mark 2 versions. (Mark 1 being his original organic parts.) being new prototype systems they are prone to malfunction occasionally. Give them the "Requires a roll" limitation with a 11- activation roll for a -1/2 mod. Or if you want to risk it jamming and not working sometimes, add "Jammed" for a -1 limitation. "As you enter the dark room your Mark II optic implants attempt to switch to infrared. For a split second they start to work, then all goes black accept the ERROR 104 code that flashes for a second. A moment later the software manage's to switch to lowlight vision instead. Though not as effective, at least it didn't glitch. You make a mental note to have that pencil neck geek go over the code again when you have the chance." You may not think the night vision/infrared is worth the points, but all the DC's in the world won't matter if you can't see your opponent to shoot at. Or when that perp is trying to ditch you on foot on a cold night, his foot prints are a glowing breadcrumb trail with thermal vision. Just my thoughts. At 400pts, your not going to be a finished product. You've learned some tricks, but there are probably a lot of different tricks you can pull with your powers. Or in your case, you have some upgrades, but not all the ones you want. But, some day, you just might.
  8. How did it start: That's easy enough. Americans are a people who react with emotions first... Years later we might let logic come into the equation... Maybe... SO... If you had a political party looking to increase there numbers on the next election... And this political party happened to have a lot of media in there pocket... So a psycho with powers(see super villain) goes crazy some where and causes a couple $100,000 in damages and kills 20 people before the Hero's even arrive. A super battle ensues and by the end, the villain is down, but there are over 30 dead, a hundred wounded, and a million dollars in damages. This political group screams for laws to protect the people from mutants. The Media backs them. Some people agree, many are on the fence, most disagree. Then you have a super battle in a large city. Over 100 dead, thousands wounded, millions of dollars in damages. The media edits the footage carefully. Gone are the clips of Hero's saving people, but instead replaced by the footage of there missed attacks blowing holes in buildings, destroying cars, blasting holes in the streets. The Media, doing what they do best, creates false panic and fuels the fires for there political friends. Outrage sweeps across the nation like a title wave. Laws are passed, money is spent on development. During the next 2 and a half years every super battle is edited to show them all as villains. No one gives the hero's a chance to tell there side. Some Hero's start to hide, some minor ones are actually taken down by the government testing there new weapons. The elections take place and of course the party gains lots of new members in office. They continue to feed the fear to show there protecting the people. With in a year the new government agency that's been hiding in the shadows is now out in the open, and hunting super's. The media of course is there to feed the propaganda machine. The S.U.I.T.S. (Supernatural and Unnatural Investigations, Tactical Squad.) start kicking minor super butt. It seams they have a handful of very expensive gadgets that detect mutants with in limited proximity. Far to expensive for mass production, the SUITS must do the grunt work, with there soldiers providing back up once engaged with "the enemy." These American boys who are risking there lives every day to protect us from this new internal threat, of course, have the support of the nation. 5 years later, several cities horribly damaged, thousands of lives lost, hundreds of mutants dead, billions of dollars in damages, and a few people have started to think with there brains again instead of there emotions, and have joined with the mutants to help shield and protect them. Some even fight along side them. You now have a nation split. Many want the laws changed, but, as we all know politicians are quick to prove there worth by ramming through bad/incomplete/horribly written laws, but oh so apathetic when it comes to fixing those laws. I would "rate" the power level of mutants. 1-10. From game rules stand point, any points spent beyond these attribute ratings, and on actual super powers, are to be considered "mutation points". Character Stats 18. STR through PRE 05. OCV 06. DCV 03. OMCV 04. DMCV 04. SPD 08. PD 08. ED 08. REC 35. END 15. BODY 30. STUN Once you figure out how many "Mutant points" one has, you can find out there "Classification" here. (Class1 through 10) 1: 25 to 50 2: 51 to 75 3: 76 to 100 4: 101 to 150 5: 151 to 200 6: 201 to 250 7: 251 to 325 8: 326 to 400 9: 401 to 500 10: 501 to 750 Figure 1 out of a 10,000 are mutants, Percentage by class: 1: 23% 2:18% 3: 16% 4: 12% 5: 10% 6: 10% 7: 5.4% 8: 3.5% 9: 2% 10: 0.1% Should provide an interesting amount of each to play with, but not to many supermen to ruin the world. The lower powers would be front line troops/specialists, and increase in rank as they gain power. Of course they would operate mostly in "cells". There targets would be the hidden manufacturing plants that make the anti-mutant weapons and detectors, as well as trying to find the hidden mutant prisoner camps. Oh, and simply trying to survive. You would probably have 10,000 to 50,000 "normals" actively helping the mutants. With Thousands more wanting to give support, but to afraid too. (But just might if a hurt mutant was found on there back doorstep.) You could treat the war on mutants similar to the war on terrorist (like the war against the IRA in Ireland at its height., etc.). It's in the media a lot, there are occasional battles(lots of them minor skirmishes, some huge city damaging battles.), but most citizens go about there daily business with out to much conscious thought on the subject. Just my quick thoughts on it. -Armature
  9. Maybe it should just be that you only count the increased END for none combat multipliers when not in combat. I can see how the megascale could be abused REALLY fast. 1m converted to 1km, scalable however you want = 1pt super movement that only costs 1END. Who would ever buy 40m movement for 40pts if you can get it for 1pt and adjust movement from 1m to 1,000m however you want.
  10. Is it cheating? So I was looking at the movement powers, and I had a thought.. What if I want a character who can Run/Fly/Teleport fast/far, but not at an insane near light speed pace. I could say, take 30m of flight, then drop a +1 advantage "x32 none combat multiplier" and almost a 1km/action movement. That's like almost 900mph if one has a 5 SPD. That of course makes it a 60AP power, that also costs twice as much END in combat, just because he has the option to fly really fast out if combat. OR... He could take 30m movement as one power. 30AP, only 3END each phase used. Then take a SECOND flight power, 1m, with the modifier "megascale: 1m = 1km" for +1/2 adder. That 1km lets him fly 900mph to(x2 none combat) 1,800mph. For 2 points. So he would have his in combat speed flight, and a separate going accross town flight power. All for 32pts rather then 60pts. Of course a single d6 "drain flight" attack and his cross town flight option is negated for a bit. I figure this could work very well for a SuperVillain you wish to be a recuring pain in the butt. Give him 10m teleportation, megascale: 1m = 1kn, with the condition "teleports to a specific spot only: Regeneration chamber In Villains Secret Layer", with a trigger "if BODY or STUN reduced to zero or below". OIF: Teleportation watch(belt, shoes, charm, what have you.). So first time PC's knock him out and think they have won, BAMB... his body teleports away. He reappears in his own layer in an automated regeneration chamber that revives him. And now he has a real grudge against the PC's! Do you know how much that Telolidium alloy costs to power that device!!!
  11. I've been looking at the healing power, and it seams... Well, very limited. So I was thinking. If some one wanted to just heal Body and Stun, couldn't you just say the 10pts buys you 1d6 "normal" healing. So if you put 60pts into healing, you could roll 6d6 and treat it like normal(STUN) damage, but heal that amount of stun and body instead. Seams like restricting the heal to only Body/Stun equalizes with the ability to repeatedly heal with no maximum. (Like the +1/2 cumulative modifier.) Compare to a blast attack at 60pts: Attack: 12d6 normal damage, at 600m. Heal: 6d6 normal heal, touch. Or Heal: 4d6 normal heal, at 600m. (Range +1/2.) Or should they have to pay the +1/2 modifier since healing doesn't have to penetrate some ones armor like damage attacks do? That would make it a 3d6 normal heal, cumulative, 600m range. To me the fact your spending an action to heal instead of doing damage already reduces the groups offensive factor while the enemy's still firing away, so I would think that would balance out giving the cumulative modifier for free. What are your thoughts?
  12. Griffinman01, Yeah. In a framework it won't save any points. But I think your right. A 750ft diameter(125m radius, that's like 2 football fields) is a bit much for what he needs. I think a 360ft diameter(60m radius) is a little more fitting. And then its easy to average the bonus out too. +3 center 20m radius. +2 out to 40m radius, +1 out to the 60m radius. I can switch it out by doubling the amount of charges he has instead. Any one know how to make a tow cable? Thought that could be a useful gadget for a safety minded hero like him. I was thinking maybe TK strength with an OAF that's breakable(to account for the cable.), no END, and a blanket limitation that the TK strength is only good to pull things towards himself, or to let things fall away safely. (Just like a real cable.) But how much do you think such a limitation would be worth? (Sounds like a -1 to me, but I'm rather new to the system.) Also with the limitation "Willing target, or magnetic surface". How much should that be worth? I appreciate the help guys. This guy will have an energy gun that is non-lethal(Doesn't do body) that can be single shot or rapid fire. A grenade launcher that shoots 4 types of grenades: Concussion(Blast damage+hearing group flash. AoE), Flash grenade(sight group flash. AoE.), Stun grenade(Energy blast, AoE, no body.), and a Sticky grenade(entangle AoE). An energy shield module in left forearm that lets him turtle in a force bubble if he's in trouble. A Taser in right hand(Energy stun, no body.) The flare launcher, and I'd like a cable too. I know its a lot, but this guy is meant to foil some of there non combat plans. The guy that leaps around trying to save the innocents while the rest of the Hero's battle the PC Villains. If there's no civilians to rescue, well, the villains aren''t being very villainous are they! So they deserve the pot shots and grenade volleys! He has a code against killing, hence all the none lethal weapons. It's also why he doesn't trust any one else to use the power armor he invited. Want a job done right, you gotta do it yourself kinda guy.
  13. Bigbywolf, DOH! Didn't notice the time charges. Lol With that I was able to upgrade to +3 PER, reduce AoE to 125m, change to time charges, and it comes to a 24pt power. Or a 2f slot. Oh, the "limited: common" is to represent it can't work in a confined space. 80% of the game will take place in a city. Since he can't use it in buildings, or even, say an alley, I felt the limitation would be deserved. I went with an explosion to represent the "fading" of the light further from the flare. So first 45m would be very well lit up(+3), the next 40m would be fading a bit(+2), and last 40m wouldn't be as bright.(+1). I might be trying for a little to much realism maybe...
  14. Sorry about that Steve! Thank you for moving it here. Hyper-Man: Wasn't sure it would be allowed in his multipower. I guess if I change the name of multipower from Combat systems to "Power Armor Devices" it would work! Ok, so here's what I've been able to come up with. Please let me know if you see flaws or better ways to do it. Flare Launcher: Images +2 to sight group. 20pts AoE: Explosion. 200m. (+1.25.) Time limit: 1 minute (1/2) 55 active points Charges: 4 (-1) Only to create light (-1) Limited Range(-1/4). 250m OIF: Flare launcher (-1/2) Limited: Common (-1/2) (Cannot use in confined spaces) 55/3.25= 17pts (2F in multipower.) This is a flare that is shot up into the air, lights up a huge area for a minute before burning out. At night, It provides a +2 PER for sight groups for first 100m radius, and only +1 for the last 100m radius. (Hence the explosion modifier.) It cannot be used indoors. (Needs altitude to light up an area.) The flare has enough propellant to launch it up to 250m away. The launcher holds 4 flares.
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