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AtomicSwirl

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  1. Re: Guyver: Bioboosted Armor All right, Dust Raven. Here ya go.
  2. Re: Guyver: Biobooster Armor Here's a 350-point, Championized version of Guyver 1, suitable for a four-color style campaign. I've toned his powers and abiliities down a bit, and converted most of his killing attacks to normal damage attacks. He doesn't have much in the way of non-combat related skills, but he's only a 17 y.o. highschool student. Guyver 1 Player: Val Char Cost 10 STR 0 13 DEX 9 15 CON 10 10 BODY 0 10 INT 0 13 EGO 6 10 PRE 0 12 COM 1 6/21 PD 4 4/19 ED 1 3 SPD 7 5 REC 0 30 END 0 23 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 38 Cost Power END Bioboosted Characteristics, all slots: OIHID (-1/4) 17 1) +30 STR; No Figured Characteristics (-1/2) [Notes: Total: 40] 3 17 2) +10 DEX; No Figured Characteristics (-1/2) [Notes: Total: 23] 11 3) +10 CON; No Figured Characteristics (-1/2) [Notes: Total: 25] 6 4) +5 BODY; No Figured Characteristics (-1/2) [Notes: Total: 15] 4 5) +5 PRE [Notes: Total: 15] 2 6) +3 PD [Notes: Total: 24] 4 7) +5 ED [Notes: Total: 24] 16 8) +2 SPD [Notes: Total: 5] 8 9) +5 REC [Notes: Total: 10] 6 10) +15 END [Notes: Total: 45] 12 11) +15 STUN [Notes: Total: 38] Guyver Defenses, all slots: OIHID (-1/4) 30 1) Biomechanical Exoskeleton: Armor (15 PD/15 ED); Visible (-1/4) 4 2) Cybernetic Mind: +5 Mental Defense (8 points total) 4 3) Polarized Lenses: Flash Defense (5 points) (Sight Group) 10 4) Sealed Systems: Life Support , Extended Breathing, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum Guyver Senses, all slots: OIHID (-1/4) 8 1) High Sensitivity Perceptor Array: Increased Arc Of Perception (360-Degree) (Sight Group) (10 Active Points) 4 2) Nightvision 48 Guyver Weaponry: Multipower, 60-point reserve, all slots: OIHID (-1/4) 4u 1) Infrared Laser: Energy Blast 8d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points); Beam (-1/4) 6 3u 2) High Frequency Wave Vibration Swords: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Penetrating (+1/2) (60 Active Points); Restrainable (-1/2), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Strike)] 6 5u 3) Sonic Disruptor: Energy Blast 8d6 (vs. ED), Penetrating (+1/2) (60 Active Points) 6 3u 4) Gravitic Pressure Cannon: Energy Blast 12d6 (vs. ED) (60 Active Points); Restrainable (-1/2) 6 3u 5) Hyperparticle Beam Megasmasher (Half-powered): Energy Blast 12d6 (vs. ED) (60 Active Points); Restrainable (-1/2) 6 18 Hyperparticle Beam Megasmasher (Full-powered): Naked Modifier, Area Of Effect (up to 24" Line; +1) (60 Active Points); Only Usable w/ Haymakered Megasmasher (-1), Increased Endurance Cost 3x END (-1), OIHID (-1/4) 18 Movement Powers, all slots: OIHID (-1/4) 2 1) Cybernetic Legs: Leaping + 2" [Notes: Total: 10" forward, 5" upward] 1 20 2) Gravity Control Globe: Flight 10", x4 Noncombat 2 9 Regeneration: Healing 1 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2), OIHID (-1/4) Powers Cost: 278 Cost Martial Arts Maneuver Bioboosted Fighting, all slots: OIHID (-1/4) 0 1) Default Weapon Element: Empty Hand 1 2) Weapon Element: Blades 3 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 4) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 2 6) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 7) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab 3 8) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs Martial Arts Cost: 19 Cost Skill Guyver Skills, all slots: OIHI (-1/4) 6 1) +1 with All Combat (8 Active Points) 2 2) Analyze: Combat Technique (3 Active Points) 11- 2 3) Tactics (3 Active Points) 11- 2 4) Acrobatics (3 Active Points) 12- 2 5) Breakfall (3 Active Points) 12- 1 PS: High School Student 8- Skills Cost: 15 Total Character Cost: 350 Val Disadvantages 20 Hunted: Chronos 8- (Mo Pow; Capture; Extensive Non-Combat Influence) 10 Hunted: Floating Villian 8- (As Pow; Capture) 5 Social Limitation: Teenager (Occasionally; Minor) 5 Distinctive Features: 2 Small Tumor-like Growths On His Back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Exotic Internal Anatomy & Physiology (Not Concealable; Noticed and Recognizable; Detectable Only By X-rays and Medical Scanners) 10 Distinctive Features: Alien Biomechanical Armor (Easily Concealed; Causes Fear; Detectable By Commonly-Used Senses) 25 Dependent NPC: Mizuki & Tetsuro Segawa, Friends 14- (Normal; Group DNPC: x2 DNPCs) 15 In Love With Mizuki Segawa: (Common; Strong) 5 Fears That He Has Become a Monster: (Uncommon; Moderate) Disadvantage Points: 100 Base Points: 250 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  3. Re: Guyver: Bioboosted Armor Bloodstone, the reason I bought the sword power twice is because the Guyver has a bad habit of having at least one of his swords (and some of his other powers) destroyed while in combat, esp., when he's fighting the big boys such as the hyper-zoanoids, other guyvers, and zoalords. To simulate having some of his powers temporarily disabled in this way, I bought them with a -1/4 restrainable limitaion. When an attacker hits a guyver and does BODY damage in a location of the guyver's body that houses a restrainable power, the attacker can choose to disable that power. This, of course, requires the use of the hit location table, at least to determine where the attack landed; furthermore, the attacker does not necessarily need to target the power specifically. If an attack does BODY in the appropriate location, even if purely by chance, the power can be "restrained." The guyver regains the use of the "restrained" power once he regenerates all his BODY back.
  4. Re: Guyver: Bioboosted Armor I based these Guyver adaptations on the Manga anime "The Guyver: Biobooster Armor," representing the characters' abilities around the time period of chapter 6 "Terminal Battle--The Fall of Chronos Japan." Up to that point, the Guyvers never seemed to perform more than one sword slash per phase. Conversely, I probably would build one of the members of Hyper-zoanoid Team 5--Thancrus--so that he could use both his swords in a multi-power attack. By the way, just in case it's not clear, the writeup for Guyver--Self-defense Mode is the writeup for the "followers" for both Guyver 1 and Shadow Guyver 3. The special effect is that the follower is the Guyver's own control medal, a super-sophisticated computer, which takes possession of the Guyver's body in case the Guyver's BODY drops to zero (ex., his brain is destroyed by an attack); Or, if the control medal is ripped from the Guyver's forehead, the follower--the control medal--will clone a new body for the Guyver (because the old body will self-destruct without the control medal).
  5. Re: Guyver: Bioboosted Armor Oops! I just noticed that the format that I'm using is automatically showing the Bioboosted characteristics added in, and not showing the unmodified human characteristics. Sorry.
  6. Re: Guyver: Bioboosted Armor Shadow Guyver 3 Player: Val Char Cost 50 STR 5 25 DEX 15 20 CON 10 15 BODY 4 18 INT 5 18 EGO 16 28 PRE 3 17 COM 4 8/20 PD 5 8/20 ED 3 5 SPD 5 16 REC 2 60 END 0 61 STUN 3 12" RUN02" SWIM013" LEAP0Characteristics Cost: 80 Cost Power END 5 Alien Biotech Physiology: Life Support , Longevity: Immortal 9 Telepathic Organ On His Back: Mind Link (Other Guyvers), No LOS Needed; Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 43 Dimensional Rift Backlash: Energy Blast 12d6 (vs. ED), Personal Immunity (+1/4), Trigger (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2); No Conscious Control (-2), No Range (-1/2) [Notes: Happens Automatically Whenever Character Transforms Into The Guyver] Bioboosted Characteristics, all slots: OIHI (-1/4) 20 1) +35 STR; No Figured Characteristics (-1/2) 3 17 2) +10 DEX; No Figured Characteristics (-1/2) 6 3) +5 CON; No Figured Characteristics (-1/2) 3 4) +3 BODY; No Figured Characteristics (-1/2) 2 5) +3 INT 12 6) +15 PRE 2 7) +2 ED 16 8) +2 SPD 14 9) +9 REC 12 10) +30 END 24 11) +30 STUN 13 Shadow Cloaking: Invisibility to Sight Group, Reduced Endurance 0 END (+1/2); Only When Not Attacking (-1/2), Only In Shadows or Darkness (-1/2), OIHI (-1/4) Guyver Defenses, all slots: OIHI (-1/4) 24 1) Living Battlesuit: Armor (12 PD/12 ED); Visible (-1/4) 24 2) Cybernetic Resilience: Physical Damage Reduction, Resistant, 50% 24 3) Cybernetic Resilience: Energy Damage Reduction, Resistant, 50% 4 4) Cybernetic Resilience: Power Defense (5 points) 12 5) Out Of Control: +15 Mental Defense (19 points total) 8 6) Polarized Lenses: Flash Defense (10 points) (Hearing Group) 8 7) Audial Dampeners: Flash Defense (10 points) (Sight Group) 31 8) Sealed Systems: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing 5 9) Heavy: Knockback Resistance -3" Guyver Senses, all slots: OIHI (-1/4) 32 1) High Sensitivity Perceptor Array: Danger Sense (Area: Immediate Vicinity, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense); Restrainable (Only by Damage to Head, Loc 3 -1/4) 14- 4 2) Nightvision 2 3) Ultrasonic Perception 7 4) Telescopic Lenses: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group) 7 5) Parabolic Hearing: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Hearing Group) 60 Guyver Attack Powers: Multipower, 75-point reserve, all slots: OIHI (-1/4) 1u 1) Fight Fire With Fire: Missile Deflection (Any Ranged Attack); Costs Endurance Costs END Each Time Used (-1/4) 2 2u 2) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD) [Notes: (3d6+1 w/ STR. END: 4)] 2 3u 3) Infrared Laser: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), Beam (-1/4), No Knockback (-1/4) 2 4u 4) High Frequency Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); Restrainable (Only by Damage to Arm, Loc 7 -1/4), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Stike. END: 6)] 3 4u 5) Another Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); No Knockback (-1/4), Restrainable (Only by Damage to Arm, Loc 7 -1/4) 3 3u 6) Gravitic Pressure Cannon: Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), No Knockback (-1/4), Beam (-1/4) [Notes: Restrained as Normal And Also By Damage to Vitals, Loc 13] 7 4u 7) Sonic Disruptor: Killing Attack - Ranged 3d6 +1 (vs. ED), Penetrating (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), No Knockback (-1/4) 7 3u 8) Hyperparticle Beam Megasmasher (Half-powered): Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 7 64 Hyperparticle Beam Megasmasher (Full-powered): Killing Attack - Ranged 6d6 (vs. ED), Armor Piercing x1 (+1/2), Area Of Effect (54" Line; +1); Restrainable (-1/2), Extra Time Extra Segment (-1/2), Side Effects: -5 DCV (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4), No Knockback (-1/4), OIHI (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 22 Movement Powers, all slots: OIHI (-1/4) 10 1) Cybernetic Legs: +6" Running (12" total) 1 2 2) Cybernetic Legs: Leaping +3" (13" forward, 6 1/2" upward) 1 33 3) Gravity Control Globe: Flight 20", Usable Underwater (+1/4); Restrainable (Only by Damage to Vitals, Loc 13 -1/4) 5 7 4) Gravity Control Globe: Tunneling 1" through 1 DEF material (Fill In Hole); Limited Medium: Soil (-1/2), Restrainable (-1/2), OIHI (-1/4) 1 30 Regeneration/Cloning: Healing 2 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), OIHI (-1/4) [Notes: Resurrection or cloning does not occur if control medal is frozen or destroyed. If medal is detached from Guyver's forehead, medal will clone Guyver 3 hours afterwards.] 47 Automated Self-defense Mode: Follower (1041 Base, 0 Disad); Feedback (BODY And END) (-2), Follower May Only Appear When Character's BODY Falls Below Zero Or When Character Loses Control Medal (-2), Character Loses Use of Own Body While His Follower Is Active (-1), OIHI (-1/4), Character Is Totally Unaware of Surroundings While His Follower Is Active (-1/4) Powers Cost: 667 Cost Martial Arts Maneuver Bioboosted Ninjutsu 0 1) Default Weapon Element: Empty Hand 2 2) Weapon Element: Blades, Clubs 4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 6) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 7) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 3 8) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 3 9) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 10) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs Martial Arts Cost: 33 Cost Skill 13 +2 with All Combat (16 Active Points); OIHI (-1/4) 2 (3 Active Points); OIHI (-1/4) 11- 8 +1 with All Combat 5 +1 with HTH Combat 3 WF: Blades, Clubs, Small Arms 3 Analyze: Combat Technique 13- 3 Acrobatics 14- 3 Breakfall 14- 3 Tactics 13- 3 Teamwork 14- 3 Deduction 13- 2 PS: Chronos Officer 11- 1 PS: High School Student 8- 2 KS: Chronos 11- 2 KS: Zoanoids 11- 2 KS: Ninjutsu 11- 3 Concealment 13- 3 Bugging 13- 3 Bribery 15- 3 Acting 15- 3 Bureaucratics 15- 3 Conversation 15- 3 Criminology 13- 3 Cryptography 13- 3 Demolitions 13- 2 Forgery 13- 3 Lockpicking 14- 3 Lipreading 13- 3 Persuasion 15- 3 Oratory 15- 3 Climbing 14- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 3 Streetwise 15- 3 Trading 15- Skills Cost: 117 Cost Perk 2 Money: Well Off 5 Fringe Benefit: Membership 2 Base (11 Base, 0 Disad) Perks Cost: 9 Cost Talent Cybernetic Mind, all slots: OIHI (-1/4) 2 1) Absolute Range Sense (3 Active Points) 2 2) Absolute Time Sense (3 Active Points) 2 3) Bump Of Direction (3 Active Points) 2 4) Lightning Calculator (3 Active Points) Talents Cost: 8 Total Character Cost: 914 Val Disadvantages 15 Secret Identity: Agito Makishima, Chronos Officer & High School Student (Frequently; Major) 30 Hunted: Chronos 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Reputation: Deadly Foe of Chronos 14- (Known Only to Chronos) (Extreme) 5 Distinctive Features: 2 Small Tumor-like Growths On His Back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Exotic Internal Anatomy & Physiology (Not Concealable; Noticed and Recognizable; Detectable Only By X-rays and Medical Scanners) 10 Distinctive Features: Alien Biomechanical Armor (Easily Concealed; Causes Fear; Detectable By Commonly-Used Senses) 15 Out For Revenge On Chronos: (Common; Strong) 10 Grandiose Thinking: Believes He Is Destined To Rule The World: (Common; Moderate) 15 Cold And Calculating; Sees Others As Pawns In His Rise To Power: (Common; Strong) 15 Ruthless Killer: (Common; Strong) 25 Susceptibility: As Guyver, Dies If Control Medal Detached From Forehead 3d6 damage, per Phase (Uncommon) 5 As Guyver, Cannot Use Powers Without Control Medal: (Infrequently; Slightly Impairing) Disadvantage Points: 165 Base Points: 200 Experience Required: 549 Total Experience Available: 550 Experience Unspent: 1
  7. Re: Guyver: Bioboosted Armor Guyver--Self Defense Mode Player: Val Char Cost 55 STR 45 23 DEX 39 20 CON 20 15 BODY 10 20 INT 10 0 EGO 0 25 PRE 15 10 COM 0 12 PD 24 12 ED 33 5 SPD 17 15 REC 0 60 END 10 12" RUN02" SWIM014" LEAP0Characteristics Cost: 223 Cost Power END 60 Fights Until Totally Destroyed: Automaton (Takes No STUN) 9 Telepathic Organ On His Back: Mind Link (Other Guyvers), No LOS Needed; Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) Guyver Defenses 29 1) Living Battlesuit: Damage Resistance (12 PD/12 ED) (36 Active Points); Visible (-1/4) 90 2) Cybernetic Resilience: Physical Damage Reduction, Resistant, 50% 90 3) Cybernetic Resilience: Energy Damage Reduction, Resistant, 50% 15 4) Cybernetic Resilience: Power Defense (5 points) 30 5) Polarized Lenses: Flash Defense (10 points) (Hearing Group) 30 6) Audial Dampeners: Flash Defense (10 points) (Sight Group) 5 7) Alien Biotech Physiology: Life Support , Longevity: Immortal 39 8) Sealed Systems: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing 18 9) Heavy: Knockback Resistance -3" Guyver Senses 38 1) High Sensitivity Perceptor Array: Danger Sense (Area: Immediate Vicinity, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense); Restrainable (Only by Damage to Head, Loc 3 -1/4) 13- 5 2) Nightvision 3 3) Ultrasonic Perception 9 4) Telescopic Lenses: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group) 9 5) Parabolic Hearing: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Hearing Group) 75 Guyver Attack Powers: Multipower, 75-point reserve 2u 1) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD) [Notes: (3d6+1 w/ STR. END: 4)] 2 3u 2) Infrared Laser: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), Beam (-1/4), No Knockback (-1/4) 2 4u 3) High Frequency Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); Restrainable (Only by Damage to Arm, Loc 7 -1/4), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Strike. END: 6)] 3 4u 4) Another Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); No Knockback (-1/4), Restrainable (Only by Damage to Arm, Loc 7 -1/4) 3 4u 5) Gravitic Pressure Cannon: Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), No Knockback (-1/4), Beam (-1/4) [Notes: Restrained as Normal And Also By Damage to Vitals, Loc 13] 7 5u 6) Sonic Disruptor: Killing Attack - Ranged 3d6 +1 (vs. ED), Penetrating (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), No Knockback (-1/4) 7 4u 7) Hyperparticle Beam Megasmasher (Half-powered): Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 7 69 Hyperparticle Beam Megasmasher (Full-powered): Killing Attack - Ranged 6d6 (vs. ED), Armor Piercing x1 (+1/2), Area Of Effect (54" Line; +1); Restrainable (-1/2), Extra Time Extra Segment (-1/2), Side Effects: -5 DCV (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 22 Movement Powers 12 1) Cybernetic Legs: +6" Running (12" total) 1 3 2) Cybernetic Legs: Leaping +3" (14" forward, 7" upward) 1 40 3) Gravity Control Globe: Flight 20", Usable Underwater (+1/4); Restrainable (Only by Damage to Vitals, Loc 13 -1/4) 5 33 Regeneration/Cloning: Healing 2 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) [Notes: Resurrection or cloning does not occur if control medal is frozen or destroyed. If medal is detached from Guyver's forehead, medal will clone Guyver 3 hours afterwards.] Powers Cost: 737 Cost Martial Arts Maneuver Bioboosted Fighting 0 1) Default Weapon Element: Bare-handed 1 2) Weapon Element: Blades 4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 6) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 3 7) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 8) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs Martial Arts Cost: 25 Cost Skill Computer Mind 32 1) +4 with All Combat 3 2) Analyze: Combat Technique 13- 3 3) Tactics 13- 3 4) Acrobatics 14- 3 5) Breakfall 14- Skills Cost: 44 Cost Talent Computer Mind 3 1) Absolute Range Sense 3 2) Absolute Time Sense 3 3) Bump Of Direction 3 4) Lightning Calculator Talents Cost: 12 Total Character Cost: 1041 Val Disadvantages 35 Berserk: When Attacked Or Feels Threatened (Very Common), go 14-, recover 14-, Berserk 30 Hunted: Chronos 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Reputation: Deadly Foe of Chronos 14- (Known Only to Chronos) (Extreme) 20 Distinctive Features: Alien Biomechanical Armor (Not Concealable; Causes Fear; Detectable By Commonly-Used Senses) 10 Accidental Change to Normal Guyver: When Non-threatening Person Tries to "Snap Him Out of It" And His BODY Is More Than Zero 11- (Uncommon) 25 Accidental Change to Normal Guyver: When Fully Healed And No Imminent Dangers Exist Always (Common) 25 Susceptibility: Dies If Control Medal Detached From Forehead 3d6 damage, per Phase (Uncommon) 5 Cannot Use Powers Without Control Medal: (Infrequently; Slightly Impairing) Disadvantage Points: 165 Base Points: 200 Experience Required: 676 Total Experience Available: 676 Experience Unspent: 0
  8. Guyver 1 Player: Val Char Cost 45 STR 0 23 DEX 9 20 CON 10 15 BODY 4 13 INT 0 15 EGO 10 25 PRE 0 12 COM 1 6/18 PD 4 6/18 ED 1 5 SPD 7 15 REC 2 60 END 0 55 STUN 0 12" RUN02" SWIM012" LEAP0Characteristics Cost: 48 Cost Power END 5 Alien Biotech Physiology: Life Support , Longevity: Immortal 9 Telepathic Organ On His Back: Mind Link (Other Guyvers), No LOS Needed; Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 43 Dimensional Rift Backlash: Energy Blast 12d6 (vs. ED), Personal Immunity (+1/4), Trigger (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2); No Conscious Control (-2), No Range (-1/2) [Notes: Happens Automatically Whenever Character Transforms Into The Guyver] Bioboosted Characteristics, all slots: OIHI (-1/4) 20 1) +35 STR; No Figured Characteristics (-1/2) 3 17 2) +10 DEX; No Figured Characteristics (-1/2) 6 3) +5 CON; No Figured Characteristics (-1/2) 3 4) +3 BODY; No Figured Characteristics (-1/2) 2 5) +3 INT 12 6) +15 PRE 2 7) +2 ED 16 8) +2 SPD 14 9) +9 REC 12 10) +30 END 24 11) +30 STUN Guyver Defenses, all slots: OIHI (-1/4) 24 1) Living Battlesuit: Armor (12 PD/12 ED); Visible (-1/4) 24 2) Cybernetic Resilience: Physical Damage Reduction, Resistant, 50% 24 3) Cybernetic Resilience: Energy Damage Reduction, Resistant, 50% 4 4) Cybernetic Resilience: Power Defense (5 points) 12 5) Out Of Control: +15 Mental Defense (18 points total) 8 6) Polarized Lenses: Flash Defense (10 points) (Hearing Group) 8 7) Audial Dampeners: Flash Defense (10 points) (Sight Group) 31 8) Sealed Systems: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing 5 9) Heavy: Knockback Resistance -3" Guyver Senses, all slots: OIHI (-1/4) 32 1) High Sensitivity Perceptor Array: Danger Sense (Area: Immediate Vicinity, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense); Restrainable (Only by Damage to Head, Loc 3 -1/4) 13- 4 2) Nightvision 2 3) Ultrasonic Perception 7 4) Telescopic Lenses: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group) 7 5) Parabolic Hearing: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Hearing Group) 60 Guyver Attack Powers: Multipower, 75-point reserve, all slots: OIHI (-1/4) 2u 1) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD) [Notes: (3d6+1 w/ STR. END: 4)] 2 3u 2) Infrared Laser: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), Beam (-1/4), No Knockback (-1/4) 2 4u 3) High Frequency Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); Restrainable (Only by Damage to Arm, Loc 7 -1/4), No Knockback (-1/4) [Notes: (3d6+1 AP, PEN w/ STR & Elbow Strike. END: 6)] 3 4u 4) Another Wave Vibration Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (+1/2); No Knockback (-1/4), Restrainable (Only by Damage to Arm, Loc 7 -1/4) 3 3u 5) Gravitic Pressure Cannon: Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), No Knockback (-1/4), Beam (-1/4) [Notes: Restrained as Normal And Also By Damage to Vitals, Loc 13] 7 4u 6) Sonic Disruptor: Killing Attack - Ranged 3d6 +1 (vs. ED), Penetrating (+1/2); Restrainable (Only by Damage to Head, Loc 4 -1/4), No Knockback (-1/4) 7 3u 7) Hyperparticle Beam Megasmasher (Half-powered): Killing Attack - Ranged 3d6 +1 (vs. ED), Armor Piercing x1 (+1/2); Restrainable (-1/2), Beam (-1/4), No Knockback (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 7 64 Hyperparticle Beam Megasmasher (Full-powered): Killing Attack - Ranged 6d6 (vs. ED), Armor Piercing x1 (+1/2), Area Of Effect (54" Line; +1); Restrainable (-1/2), Extra Time Extra Segment (-1/2), Side Effects: -5 DCV (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4), No Knockback (-1/4), OIHI (-1/4) [Notes: Restrained as Normal And Also By Damage to Chest, Loc 10 or 11] 22 Movement Powers, all slots: OIHI (-1/4) 10 1) Cybernetic Legs: +6" Running (12" total) 1 2 2) Cybernetic Legs: Leaping +3" (12" forward, 6" upward) 1 33 3) Gravity Control Globe: Flight 20", Usable Underwater (+1/4); Restrainable (Only by Damage to Vitals, Loc 13 -1/4) 5 30 Regeneration/Cloning: Healing 2 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), OIHI (-1/4) [Notes: Resurrection or cloning does not occur if control medal is frozen or destroyed. If medal is detached from Guyver's forehead, medal will clone Guyver 3 hours afterwards.] 65 Automated Self-defense Mode: Follower (1041 Base, 0 Disad); Feedback (BODY And END) (-2), Follower May Only Appear When Character's BODY Falls Below Zero Or When Character Loses Control Medal (-2), Character Loses Use of Own Body While His Follower Is Active (-1), OIHI (-1/4), Character Is Totally Unaware of Surroundings While His Follower Is Active (-1/4) Powers Cost: 664 Cost Martial Arts Maneuver Bioboosted Fighting, all slots: OIHI (-1/4) 0 1) Default Weapon Element: Empty Hand 1 2) Weapon Element: Blades 3 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 5) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 6) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 2 7) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 8) Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs Martial Arts Cost: 19 Cost Skill Guyver Skills, all slots: OIHI (-1/4) 13 1) +2 with All Combat (16 Active Points) 4 2) Analyze: Combat Technique (5 Active Points) 13- 4 3) Tactics (5 Active Points) 13- 2 4) Acrobatics (3 Active Points) 14- 2 5) Breakfall (3 Active Points) 14- 5 +1 with HTH Combat 3 Teamwork 14- 1 PS: High School Student 8- Skills Cost: 34 Cost Talent Cybernetic Mind, all slots: OIHI (-1/4) 2 1) Absolute Range Sense (3 Active Points) 2 2) Absolute Time Sense (3 Active Points) 2 3) Bump Of Direction (3 Active Points) 2 4) Lightning Calculator (3 Active Points) Talents Cost: 8 Total Character Cost: 773 Val Disadvantages 30 Hunted: Chronos 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Reputation: Deadly Foe of Chronos 14- (Known Only to Chronos) (Extreme) 5 Social Limitation: Teenager (Occasionally; Minor) 5 Distinctive Features: 2 Small Tumor-like Growths On His Back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Exotic Internal Anatomy & Physiology (Not Concealable; Noticed and Recognizable; Detectable Only By X-rays and Medical Scanners) 10 Distinctive Features: Alien Biomechanical Armor (Easily Concealed; Causes Fear; Detectable By Commonly-Used Senses) 10 Dependent NPC: Fumio Fukamachi, Father 8- (Normal) 25 Dependent NPC: Mizuki & Tetsuro Segawa, Friends 14- (Normal; Group DNPC: x2 DNPCs) 15 In Love With Mizuki Segawa: (Common; Strong) 10 Hates Kronos: (Common), Moderate 5 Avoids Using Powers; Fears That He Has Become a Monster: (Uncommon; Moderate) 25 Susceptibility: As Guyver, Dies If Control Medal Detached From Forehead 3d6 damage, per Phase (Uncommon) 5 As Guyver, Cannot Use Powers Without Control Medal: (Infrequently; Slightly Impairing) Disadvantage Points: 165 Base Points: 200 Experience Required: 408 Total Experience Available: 408 Experience Unspent: 0
  9. Re: Hellboy Write-up Thanks for the suggestion. I also decided to lower his STR to 30 because he never demonstrated a STR greater than that in the movie.
  10. Here's my take on the cinematic version of Hellboy: Hellboy Player: Val** Char*** Cost 30** STR 20 23** DEX 39 23** CON 26 15** BODY 10 13** INT 3 15** EGO 10 45** PRE 10 8** COM -1 * 12** PD 6 18** ED 13 5** SPD 17 11** REC 0 46** END 0 45** STUN 3 *6"**RUN02"**SWIM012"**LEAP6Characteristics Cost: 162 Cost** Power END 18** Samaritan Pistol: Killing Attack - Ranged 3d6 (vs. PD) (45 Active Points); OAF (-1), 4 Clips of 4 Charges (-1/2)* 20** Fist of Doom: Multipower, 20-point reserve* 1u** 1) Look At The Size of That Whammer!: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2)* 2 2u** 2) Blocking the Blow: +4 with DCV (20 Active Points)* 3** Tough Skin: Damage Resistance (3 PD/3 ED)* 6** Fireproof: Damage Resistance (15 ED), Hardened (+1/4) (9 Active Points); Only Works Against Fire/Heat/Electricity (-1/2)* 30** One Tough Monkey: Physical Damage Reduction, Resistant, 50%* 30** One Tough Monkey: Energy Damage Reduction, Resistant, 50%* 4** Life Support , Longevity: 400 Years, Safe in Intense Heat* 2** +2 Mental Defense (5 points total)* 5** Power Defense (5 points)* 12** Not Easily Impressed: +25 PRE (25 Active Points); Limited Power Only to Defend Against PRE Attacks (-1)* 5** Nightvision* 11** Heals Damn Fast: Healing 2 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 20 Minutes (-2), Self Only (-1/2)* 4** Prehensile Tail: Extra Limbs (5 Active Points); Limited Manipulation (-1/4)* Powers Cost: 153 Cost** Skill 2** +1 with Samaritan Pistol* 10** +2 with HTH Combat* 2** SS: The Occult 11-* 2** KS: Paranormal Monsters 11-* 2** KS: The Occult World 11-* 3** Shadowing 12-* 3** Stealth 14-* 2** Weaponsmith (Firearms) 12-* 1** Inventor 8-* 3** Linguist* 1** 1) Language: Latin (fluent conversation) (2 Active Points)* 1** 2) Language: Russian (fluent conversation) (2 Active Points)* 1** 3) Language: German (fluent conversation) (2 Active Points)* Skills Cost: 33 Cost** Perk 2** Contact: Zombie Spirit Guide 11- [Notes: Must Be In A Cemetary To Find A Contact]* Perks Cost: 2 Total Character Cost: 350 Val** Disadvantages 20** Red Devil Appearance; Causes Fear or Shock: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 10** Impatient/Impulsive: (Common; Moderate)* ** Character Quirks* 1** 1) Chain-smokes Cigars* 1** 2) Junk Food Junky* 1** 3) Files Down His Horns Daily* 1** 4) Perfers to Fight Alone* 1** 5) Is Very Fond of Domestic Cats* 15** Infatuated With Liz Sherman: (Common; Strong)* 15** Must Keep Own Existence Secret From Public: (Frequently; Major)* 5** DNPC: Abe Sapient, Teammate 11- (Slightly Less Powerful than the PC; Useful noncombat position or skills)* 10** DNPC: Liz Sherman, Teammate and Love Interest 11- (Slightly Less Powerful than the PC)* 15** Subject to Orders: (Frequently; Major)* 25** Watched: Bureau of Paranormal Research and Defense 14- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)* 10** Hunted: Rasputin, Immortal Wizard 8- (As Pow; Harshly Punish)* 15** Hunted: Floating Paranormal Enemy 11- (As Pow; Harshly Punish)* 5** Fated to Open the Gate of the Dagon: (Infrequently; Slightly Impairing)* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  11. Aint It Cool News has a photo of Doc Ock from the upcoming Spider-man flick. http://www.aintitcool.com/display.cgi?id=15699 It also has some cool movie stills from a short film featuring a Frank Miller-style Batman. Looks like somebody finally did Batman right on film. http://www.aintitcool.com/display.cgi?id=15693
  12. The US Armed Forces are preparing to start using armed robots to supplement (and eventually replace) humans on the battlefield within the next 10-25 years. Here's an article describing some of the robots that are on the drawing board. http://www.chron.com/cs/CDA/ssistory.mpl/nation/1779709
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