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Kraven Kor

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Everything posted by Kraven Kor

  1. Not arguing your first point, and whether to build such a thing as a power is up to the GM and players. I can see a reason to do it both ways - some things are just hand-waved as part of the plot, other things need some rules to be resisted or whatever. I mean maybe you build your transform and have it healed back by "divine intervention" (essentially "doesn't heal back") - and then mostly you are using the transform rules to see if someone can resist it, or how long the transformation takes, etc. I would obviously not recommend such; any kind of "railroading" so far as plot or things the players simply cannot do anything about is, by and large, annoying to most players. But I can see reasons to write up "broken" powers using your own house rules or whatever.
  2. Was not saying it doesn't work; just that it is not simple or as simple compared to some systems. And that is not a disparaging comment.
  3. Well, usage of Transform should fit the campaign. There are some settings and genres where a permanent, unhealable transform is indeed fitting (just don't use it on the guy who is overly attached to his character...) Technically, "Heals back by (Another opposing Transform)" is incredibly munchkin, but legal. I think.
  4. And checked and re-checked: HD6 "HERO Boards HTML" export must just be 5E by nature? Hardcase HDC file is set to 6E Superheroic Template... trying again. I think the only major issue with the template is that it still lists Complications as Disadvantages - can anyone confirm? I cleaned up the DI slots, reorganized things a bit, corrected things such that Unified Power is only added to the two lists where it is inherently appropriate (the sensory powers and HUD powers are his cyber-eyes and unified; the radio, eidetic memory, speed reading, and lightning calc. are all unified under another list (Neural Network) and require a Computer Programming roll now (Reason: In the new campaign, we'll not be "sanctioned heroes" so Samuel basically just woke up as Hardcase and is not 100% sure of how everything works or how to use everything to its fullest - or even what all is there; so he can buy new stuff entirely as we figures out how to control his cybernetic half better, and eventually buy off the skill roll limitation.) ----- Hardcase Val Char Cost 30/60 STR 10 13 DEX 6 23 CON 8 15 BODY 5 15 INT 0 13 EGO 3 8/18 PRE -2 25 PD 6 25 ED 6 4 SPD 20 10 REC 6 35 END 3 40 STUN 10 20m RUN 2 2m SWIM -1 10m LEAP 0 Characteristics Cost: 102 Cost Power END Cybernetic Enhancements 8 1) Cybernetic Endoskeleton: +10 STR (10 Active Points); "Density Increase" (-1/4) 1 2 2) Cybernetic Endoskeleton: +2 PD; "Density Increase" (-1/4) 2 3) Cybernetic Endoskeleton: +2 ED; "Density Increase" (-1/4) 3 4) Cybernetic Endoskeleton: Knockback Resistance -4m (4 Active Points); "Density Increase" (-1/4) 0 4 5) Cybernetic Fortitude: +5 CON (5 Active Points); "Density Increase" (-1/4) 20 6) Subdermal Regenerative Armor Plating: Resistant Protection (15 PD/15 ED) (45 Active Points); "Always On Density Increase" (-3/4), Ablative BODY Only (-1/2) 0 3 7) Myomer Muscular Augmentation: Leaping +6m (10m forward, 5m upward) 1 6 8) Myomer Muscular Augmentation: Running +6m (20m total) 1 5 9) Cybernetic Subroutines: Mental Defense (5 points total) [Notes: Hardcase counts as both a "Computer" and "Human" class of minds; this Mental Defense reflects that any mental powers affecting only the Human class of minds is "resisted" by the computer half of his mind, and vice-versa. This Mental Defense does not apply to any mental powers capable of targeting both Human and Computer/Machine classes of minds.] 0 Cybernetic Neural Network, all slots Requires A Roll (Computer Programming Skill roll; -1/2), Unified Power (-1/4) 2 1) Cybernetic Memory: Eidetic Memory (5 Active Points); Requires A Roll (Computer Programming Skill roll; -1/2), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) 6 2) Internal Radio: High Range Radio Perception (Radio Group) (12 Active Points); Limited Conscious Control (-1/2), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) 0 1 3) Cybernetic Coprocessor: Lightning Calculator (3 Active Points); Limited Conscious Control (-1/2), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) 3 4) Cybernetic Coprocessor: Speed Reading (x100) (6 Active Points); Limited Conscious Control (-1/2), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) Cybernetic HUD, all slots Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 3 1) Cybernetic Coprocessor: +5 INT (5 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) 5 2) Cybernetic Sensory Filtering: +2 PER with Sight Group and Hearing Group (8 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 3 3) Cybernetic Eyes - IR Mode: Infrared Perception (Sight Group) (5 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 3 4) Cybernetic Eyes - Ambient Light Amplification: Nightvision (5 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 7 5) Combat Algorhythms: +1 with All Attacks (10 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 7 6) Cybernetic Subroutines: +1 Overall (12 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Limited Power Power loses about a fourth of its effectiveness (Not for PRE-based Skills; -1/4), Unified Power (-1/4) 4 7) Cybernetic Eyes - Digital Enhanced Zoom: +3 versus Range Modifier for Sight Group (6 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 6 8) HUD Targeting Reticule System: +3 to offset Range OCV modifier with all attacks (9 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 9) HUD Rangefinder: Absolute Range Sense (3 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 10) HUD Chronometer: Absolute Time Sense (3 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 11) HUD Navigation System: Bump Of Direction (3 Active Points); Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) Mutant Abilities 9 1) Minor Healing Factor: Regeneration (1 BODY per 6 Hours), Can Heal Limbs, Inherent (+1/4) (14 Active Points); Limited Regeneration (May require medical assistance) (-1/2) [Notes: Some injuries may require medical assistance - broken bones have to be properly set, etc. In addition, while all cybernetic systems are themselves self-repairing, some damage may require assistance from a character with skills in repairing high-tech computer or robotic systems.] 0 11 2) Fortitude: Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity Viral Infections; Immunity: Bacterial Infections; Longevity: 200 Years) 0 2 3) Energy Manipulation: Absorption 2 BODY (energy, 1/2 END & 1/2 STUN), Absorption as Healing (+0) 0 2 4) Energy Manipulation: Absorption 2 BODY (physical, 1/2 END & 1/2 STUN), Absorption as Healing (+0) 0 5 5) Fearless: +10 PRE (10 Active Points); Only for resisting PRE Attacks or the like (-1) 25 Offensive Systems: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2), Restrainable (EMP) (-1/2) 2f 1) Arm Cannon - Kinetic Blast: Blast 10d6 (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Right Hand emitter.] 5 2f 2) Arm Cannon - Full Power: Killing Attack - Ranged 3d6+1 (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Right Hand emitter.] 5 2f 3) Kinetic Autocannon: Killing Attack - Ranged 2 1/2d6, Autofire (3 shots; +1/4) (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2), Beam (-1/4) [Notes: Right Hand emitter.] 5 2f 4) Wrist Blaster - Electrical Beam: Blast 10d6 (50 Active Points); DifMod: OAF (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Left Wrist, retractable weapon.] 5 2f 5) Wrist Blaster - Electrical Bolts: Blast 8d6, Autofire (3 shots; +1/4) (50 Active Points); DifMod: OAF (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Left Wrist, retractable weapon.] 5 2v 6) Myomer Overcharge: +30 STR (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Cannot Be Used With Any Martial Maneuver (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) 6 1f 7) Retractable Blade: Killing Attack - Hand-To-Hand 1d6+1 (3d6+1 / 5d6+1 w/STR) (20 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Left Wrist, retractable weapon.] 2 1f 8) Electrified Blades: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-1/2), DifMod: OAF (-1/2), Applies Separately (vs. ED) from Linked Attack (-1/2), Linked (to Retractable Blades) (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) 3 Powers Cost: 177 Cost Martial Arts Maneuver Commando Training 4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 / 14d6 Strike, Must Follow Block 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 14d6 Strike 3 5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 / 12d6 +v/10, Target Falls Martial Arts Cost: 19 Cost Skill 3 Breakfall 12- 1 Bureaucratics 8- 3 Climbing 12- 1 Computer Programming 8- 3 Concealment 12- 0 Deduction 8- 3 Electronics 12- 2 KS: Military Operations 11- 2 KS: PRIMUS / UNTIL 11- 1 Paramedics 8- 2 PS: Soldier 11- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 11- (13-) 3 Survival 12- 1 Systems Operation 8- 3 Tactics 12- 3 Teamwork 12- 3 Tracking 12- 3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms 3 Combat Driving 12- 3 Combat Piloting 12- 5 Rapid Autofire 20 +2 with All Attacks Skills Cost: 86 Cost Perk 3 Anonymity 1 Money: Well Off [Notes: Hardcase has managed to eek out enough of a living to have a small apartment (in as defensible of a location as his training and availability allows), a motorcycle, and a meager paycheck.] 12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (12 Active Points) 11- [Notes: Points allocated for future use. For now, Hardcase has a network of people he has come into contact with while working up a fake identity and trying to figure out what has happened to him - mostly working through veteran support groups and the like.] Perks Cost: 16 Val Disadvantages 15 Distinctive Features: Cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Physical Complication: Cyborg (Infrequently; Barely Impairing) [Notes: Counts as both Human and Computer/Machine Class of Minds for the purpose of mental powers.] 15 Psychological Complication: Amnesia and Repressed Personality (Very Common; Moderate) 15 Psychological Complication: Cyborg - Cold and Mechanical, rarely Emotional (Very Common; Moderate) 15 Social Complication: Cyborg Very Frequently, Minor 10 Vulnerability: 2 x Effect EMP (Uncommon) Disadvantage Points: 75 Base Points: 400 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 400 Height: 1.85 m (6' 1") Hair: None Weight: 375 kg (about 825 pounds.) Eyes: Silver & Glowing Red Appearance: Mid 30's african american with a soldier's physique. He is bald, 6'1" and appears 200 pounds or so but is actually closer to 800 pounds. Anyone closer than a few meters would notice his odd proportions, the corded musculature and outlines of subdermal implants and armor and such, thus when needing to blend in Hardcase wears full-coverage clothing and often a beanie cap. He always wears sunglasses to hide his terminator-like eyes, silver orbs with faintly glowing or backlit pupils. In the palm of his right hand is the emitter for the kinetic arm cannon, and on the left wrist is a prosthesis which houses the retractable blade, wrist blasters, and kinetic autocannon. Personality: Hardcase is a serious but good-humored soldier with a heart of gold and a commitment to defending those who cannot defend themselves. He is / was also a bit brash, having formerly relied on his mutant powers to bluster through any situation he encountered; a tactic he can do even better, now, being as resilient as he is. When "on task" his demeanor is almost ihumanly robotic and lacking in emotion or empathy; when relaxed he is more or less himself. This basically depends on if his cybernetic brain is doing most of the thinking at any given moment, and can change from moment to moment; often at inopportune times. Quote:"Objective Acquired; Engaging." Alternately: "Sho'Nuff!" Background: Samuel Soledad was a special forces soldier in the 1970's and 80's, seeing action in nearly every major conflict of that era and earning multiple decorations. Eventually, it was determined he had some very minor mutant abilities - a limited healing factor, and a minor ability to absorb and re-direct kinetic or other forms of energy. He was volunteered to special task forces of both UNTIL and PRIMUS, and participated in the battles against Mechanon and his minions in the 1980's, eventually being listed as Killed In Action. However, what had really occurred was that Mechanon - or someone with access to similar technology - captured Soledad and attempted to create an infiltrator, turning the man Samuel Soledad into the machine now known as Hardcase. Hardcase has only recently awakened, and has no memories of this time span - he remembers his life before his capture, vaguely, but nothing from the time of his capture until the time he woke up. Hardcase is now, mostly, laying low and trying to sort out what has happened to him. He has mostly survived by working with various charities for veterans, and even works with other troubled veterans where he can. He is also in contact with at least a handful of former colleagues who assist where they can.
  5. Yes and no. For example; Hardcase has high natural PD; and then a bit of extra PD from the Cybernetics. A power that drained his PD should not necessarily shut off his ED and his +10 STR. Unified power works in the sense that some / most powers can be shut off by EMP; but I think the "Restrainable (EMP; Only By Means Other Than Grabs or Entangles)" works better to simulate that, without wonky things like a Drain vs. STR shutting off his armor.
  6. The only caveat I would add: HERO is probably not the simplest system if you intend one player to run more than one character. For 1 player, 1 character, 1 GM I don't see HERO as any better or worse for the reasons others have brought up.
  7. Nevermind; I wouldn't use the -1 "Common Modifier" for the same reasons I wouldn't use "Always On." I am not applying "Costs END" to any of the powers, I am with Christopher on not using "Unified Power," etc. So -1/4 on the DI stats is the best I can get? Other than, potentially, adding "Always On" to the armor, which I don't particularly like and is only really "applicable" due to the Side Effects limitation (the only reason "Always On Armor" is a problem for Hardcase is because that Armor grants the Side Effects limitation of increased mass.)
  8. I think I'm going to house rule it as such, at least for Fantasy HERO: Followers, Bases, Computers, Vehicles, or Summons can have complications and those complications should be worked into the total cost to the character. Having complications equal to specific percentages of total character points applies an additional limitation to the cost as follows: Total Complications = 10 to 20 percent of total points = -1/4 Limitation 20 to 50 percent of total points = -1/2 Limitation 50 to 75 percent of total points = -3/4 Limitation 100+ percent of total points = -1 Limitation This way there is a benefit to giving such things complications of their own; but doing so doesn't allow you to break AP limits and such. Potential problems? Beyond players cheezing the complications?
  9. On that note, if I use the -1 "Common Modifier" as per the toolkitting in 5E, I can shave off some points. Cheeze? Should I do it? Or should I keep it with the current -1/2 Side Effects, with the Always On assumption and it giving me no points? Or, should these be "Always On" for the extra -1/2 limitation? Should only some powers get this? For instance, the Armor slot I can see some tiny miniscule justification for "Always On" but I certainly can't for +5 CON. I can also see the "Increased Mass" giving these slots the potential for "Always On" to apply; the "Increased Mass" limitation being the inconvenience of the slot allowing the slot to be always on?
  10. My build for the DI stuff is not using "Unified Power" and is not getting nearly a -1 total limitation. -1/2 Side Effects "Increased Mass" and that's it, now. Technically the same as adding "Always On" so far as how much it saves me point-wise, and they are "always on" but I don't like using that limitation on powers that have no obvious drawback to being always on.
  11. I'll double check settings and template then... thanks.
  12. I'd compete in a contest for an "Official" HERO System setting. I'd lose, but I'd compete.
  13. I think Iron Man is multiform because he has so many, different suits. He just retains all of Tony's skills and stats when in the other "forms." Tony Stark is Tony Stark + Multiform. Iron Man is Tony Stark + Iron Armor Hulkbuster is Tony Stark + Hulkbuster Armor
  14. Actually, this is now for a 6E campaign. And the "increased mass" was my sad attempt at toolkitting "Always On Density Increase." I hear this is actually explained in detail somewhere and need to find that and match up my own build to that; but I don't think it will affect points. Thanks, though!
  15. My "system." The beauty of HERO is "You can do anything." So I hate to overly limit players other than via campaign limits on DC's, defenses, etc. Making a Magic Item on Lostorum is, essentially, as simply as spending the XP points after approving the item with the GM (me.) But that does not, obviously, reflect what may be occurring in the game-world; it does not simulate or address how the character makes the item nor does it give a price, time to complete, etc. In addition, "magic items" tend to have lots of limitations meaning you get a lot for a few points. First, I base everything off of Active Points vs. Real Points so far as figuring out the Time to Build, Skill Roll, and Monetary Costs. Monetary Cost = (Total Active Points of all Powers) * (Total Limitations + 1) * 5 GP Time to Build (in total Man-Hours) = (Total Active Points of all Powers) * (Total Limitations + 1) Skill Roll Penalty = (Total Active Points / 10) + (Total Limitations + 1) The total limitations on the item becomes a cost multiplier on the AP for this purpose: A 60 AP power put into an item with -1 worth of limitations ends up with a x2 cost multiplier; -2 total limitations and the multiplier becomes x3. To build such an item would require 60 x 5 * 2 = 600 GP worth of materials; it would require a total of 60 * 2 = 120 total hours of construction time (which can be reduced by having multiple crafters and such), and the skill roll would need to be made by at least 8 under (necessitating extra time, assistance, or tools to increase your roll.) Note that this has not been heavily tested and likely comes in far cheaper than D&D prices for minor items, but far more expensive for major items with more than one ability.
  16. Well, at this point, ignore most of the earlier discussion and see the latest character, I suppose. Thanks re: "Healing from Absorption." Will look into that.
  17. That answers this perfectly and explains what I was doing wrong; thanks!
  18. Yes, there are, they are just called disadvantages; and most 1 for 5 powers like followers and bases and such can all have disadvantages themselves; with some unique to bases (location complications, etc.) And I'm fairly certain that in 5th or 6th, complications / advantages has no affect on the final cost; limitations, if allowed, would.
  19. Running my HERO Central campaign and keep running into attacks that deal BODY but no STUN. Average attacks are 2d6k or so, average defense are 5-6 rPD and 10 to 15 total PD. Using hit locations for STUNx. If I understand the rules correctly: I roll damage and apply vs. defenses. Total BODY of KA vs. total rPD of target. Multiply any BODY that gets through by location BODYx. Total STUN of KA vs. total PD of target. Multiply any STUN that gets through by location STUNx. This is resulting in a lot of attacks that not only do not, but *could not* deal STUN. Am I misunderstanding how to apply STUN from KA damage or something? Do I multiply STUNx first then apply vs. defenses, and only multiply BODY that gets through???
  20. But in my other thread, it seems the rules are that the base / follower / summon complications have no effect on the final cost of the base / follower / summon... I are confused.
  21. I'm pretty sure that is the case as well; but then why would anyone add complications to summoned critters if it literally does nothing but make them "worse?" Or encourage complications like "Always obeys orders of summoner" that bypass the Amicable / Loyal advantages Not advocating that complications should increase the points for the summon; but maybe something where X percent of complications compared to total points = -X limitation? Seems little to no mention of complications on summon or followers or bases or whatnot, beyond the sample complications for base location or such. Or are complications of summoned things / followers actually outlined in the rules somewhere and I am simply missing it?
  22. I think this is the final version I'll be using for an upcoming campaign; looking for any more advice so far as limitations being cheesy or anything like that. I'd like Hardcase to contain as few questionably-constructed powers as possible. I still cannot get any export template other than basic text to actually post here; the below is the result of exporting using the HERO Boards HTML format, saving the HTML as a .TXT file, renaming to .HTML, then copy / pasting from that and editing to make it not terrible and all ran together Any input on better ways to post characters would be appreciated. Hardcase Val Char Cost 30/60 STR 10 13 DEX 6 23 CON 8 15 BODY 5 15 INT 0 13 EGO 3 8/18 PRE - 2 25 PD 6 25 ED 6 4 SPD 20 10 REC 6 35 END 3 40 STUN 10 20m RUN 2 2m SWIM -1 10m LEAP 0 Characteristics Cost: 102 Cost Power END Cybernetic Enhancements 7 1) Cybernetic Endoskeleton (Density Increase): +10 STR (10 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Increased Mass; -1/2) 1 1 2) Cybernetic Endoskeleton (Density Increase): +2 PD (2 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Increased Mass; -1/2) 1 3) Cybernetic Endoskeleton (Density Increase): +2 ED (2 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Increased Mass; -1/2) 3 4) Cybernetic Endoskeleton (Density Increase): Knockback Resistance -4m (4 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Increased Mass; - 1/2) 0 3 5) Cybernetic Fortitude (Density Increase): +5 CON (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Increased Mass; -1/2) 4 6) Cybernetic Coprocessor: +5 INT (5 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 22 7) Subdermal Regenerative Armor Plating: Resistant Protection (15 PD/15 ED) (45 Active Points); Ablative BODY Only (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Increased Mass; -1/2) 0 3 8) Myomer Muscular Augmentation: Leaping +6m (10m forward, 5m upward) 1 6 9) Myomer Muscular Augmentation: Running +6m (20m total) 1 5 10) Cybernetic Subroutines: Mental Defense (5 points total) [Notes: Hardcase counts as both a "Computer" and "Human" class of minds; this Mental Defense reflects that any mental powers affecting only the Human class of minds is "resisted" by the computer half of his mind, and vice-versa. This Mental Defense does not apply to any mental powers capable of targeting both Human and Computer/Machine classes of minds.] 0 4 11) Cybernetic Memory: Eidetic Memory (5 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 8 12) Cybernetic Subroutines: +1 Overall (12 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Limited Power Power loses about a fourth of its effectiveness (Not for PRE-based Skills; -1/4) 6 13) Cybernetic Sensory Filtering: +2 PER with Sight Group and Hearing Group (8 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 10 14) Internal Radio: High Range Radio Perception (Radio Group) (12 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 4 15) Cybernetic Eyes - IR Mode: Infrared Perception (Sight Group) (5 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 4 16) Cybernetic Eyes - Ambient Light Amplification: Nightvision (5 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 5 17) Cybernetic Eyes - Digital Enhanced Zoom: +3 versus Range Modifier for Sight Group (6 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 2 18) HUD Rangefinder: Absolute Range Sense (3 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 19) HUD Chronometer: Absolute Time Sense (3 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 20) HUD Navigation System: Bump Of Direction (3 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 21) Cybernetic Coprocessor: Lightning Calculator (3 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 5 22) Cybernetic Coprocessor: Speed Reading (x100) (6 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) Mutant Abilities 9 1) Minor Healing Factor: Regeneration (1 BODY per 6 Hours), Can Heal Limbs, Inherent (+1/4) (14 Active Points); Limited Regeneration (May require medical assistance) (-1/2) [Notes: Some injuries may require medical assistance - broken bones have to be properly set, etc. In addition, while all cybernetic systems are themselves self-repairing, some damage may require assistance from a character with skills in repairing high-tech computer or robotic systems.] 0 11 2) Fortitude: Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity Viral Infections; Immunity: Bacterial Infections; Longevity: 200 Years) 0 2 3) Energy Manipulation: Absorption 2 BODY (energy, 1/2 END & 1/2 STUN), Increased Maximum (x16 points) (+1) (4 Active Points); Only Restores To Starting Values (-1/2), Limited Phenomena ("Natural" Energies Only (Fire, Electricity, Light, Magnetism, Atomic, etc. - Not "Cosmic Energy" or Magic); -1/4) 0 2 4) Energy Manipulation: Absorption 2 BODY (physical, 1/2 END & 1/2 STUN), Increased Maximum (x16 points) (+1) (4 Active Points); Only Restores To Starting Values (-1/2), Limited Phenomena (Kinetic Attacks Only (Does not work vs., for instance, Magic.); -1/4) 0 5 5) Fearless: +10 PRE (10 Active Points); Only for resisting PRE Attacks or the like (-1) 25 Offensive Systems: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2), Restrainable (EMP) (-1/2) 2f 1) Arm Cannon - Kinetic Blast: Blast 10d6 (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Right Hand emitter.] 5 2f 2) Arm Cannon - Full Power: Killing Attack - Ranged 3d6+1 (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Right Hand emitter.] 5 2f 3) Kinetic Autocannon: Killing Attack - Ranged 2 1/2d6, Autofire (3 shots; +1/4) (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2), Beam (-1/4) [Notes: Right Hand emitter.] 5 2f 4) Wrist Blaster - Electrical Beam: Blast 10d6 (50 Active Points); DifMod: OAF (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Left Wrist, retractable weapon.] 5 2f 5) Wrist Blaster - Electrical Bolts: Blast 8d6, Autofire (3 shots; +1/4) (50 Active Points); DifMod: OAF (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Left Wrist, retractable weapon.] 5 2v 6) Myomer Overcharge: +30 STR (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Cannot Be Used With Any Martial Maneuver (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) 6 1f 7) Retractable Blade: Killing Attack - Hand-To-Hand 1d6+1 (3d6+1 / 5d6+1 w/STR) (20 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) [Notes: Left Wrist, retractable weapon.] 2 1f 8) Electrified Blades: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-1/2), DifMod: OAF (-1/2), Applies Separately (vs. ED) from Linked Attack (-1/2), Linked (to Retractable Blades) (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) 3 Powers Cost: 177 Cost Martial Arts Maneuver Commando Training 4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 / 14d6 Strike, Must Follow Block 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 14d6 Strike 3 5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 / 12d6 +v/10, Target Falls Martial Arts Cost: 19 Cost Skill 3 Breakfall 12- 1 Bureaucratics 8- 3 Climbing 12- 1 Computer Programming 8- 3 Concealment 12- 0 Deduction 8- 3 Electronics 12- 2 KS: Military Operations 11- 2 KS: PRIMUS / UNTIL 11- 1 Paramedics 8- 2 PS: Soldier 11- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 11- (13-) 3 Survival 12- 1 Systems Operation 8- 3 Tactics 12- 3 Teamwork 12- 3 Tracking 12- 3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms 3 Combat Driving 12- 3 Combat Piloting 12- 5 Rapid Autofire 20 +2 with All Attacks Skills Cost: 86 Cost Perk 3 Anonymity 1 Money: Well Off [Notes: Hardcase has managed to eek out enough of a living to have a small apartment (in as defensible of a location as his training and availability allows), a motorcycle, and a meager paycheck.] 12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (12 Active Points) 11- [Notes: Points allocated for future use. For now, Hardcase has a network of people he has come into contact with while working up a fake identity and trying to figure out what has happened to him - mostly working through veteran support groups and the like.] Perks Cost: 16 Val Disadvantages 15 Distinctive Features: Cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Physical Complication: Cyborg (Infrequently; Barely Impairing) [Notes: Counts as both Human and Computer/Machine Class of Minds for the purpose of mental powers.] 15 Psychological Complication: Amnesia and Repressed Personality (Very Common; Moderate) 15 Psychological Complication: Cyborg - Cold and Mechanical, rarely Emotional (Very Common; Moderate) 15 Social Complication: Cyborg Very Frequently, Minor 10 Vulnerability: 2 x Effect EMP (Uncommon) Disadvantage Points: 75 Base Points: 400 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 400 Height: 1.81 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Mid 30's african american with a soldier's physique. He is bald, 6'1" and appears 200 pounds or so but is actually closer to 800 pounds. Anyone closer than a few meters would notice his odd proportions, the corded musculature and outlines of subdermal implants and armor and such, thus when needing to blend in Hardcase wears full-coverage clothing and often a beanie cap. He always wears sunglasses to hide his terminator-like eyes, silver orbs with faintly glowing or backlit pupils. In the palm of his right hand is the emitter for the kinetic arm cannon, and on the left wrist is a prosthesis which houses the retractable blade, wrist blasters, and kinetic autocannon. Personality: Hardcase is a serious but good-humored soldier with a heart of gold and a commitment to defending those who cannot defend themselves. He is / was also a bit brash, having formerly relied on his mutant powers to bluster through any situation he encountered; a tactic he can do even better, now, being as resilient as he is. When "on task" his demeanor is almost ihumanly robotic and lacking in emotion or empathy; when relaxed he is more or less himself. This basically depends on if his cybernetic brain is doing most of the thinking at any given moment, and can change from moment to moment; often at inopportune times. Quote:"Objective Acquired; Engaging." Alternately: "Sho'Nuff!" Background: Samuel Soledad was a special forces soldier in the 1970's and 80's, seeing action in nearly every major conflict of that era and earning multiple decorations. Eventually, it was determined he had some very minor mutant abilities - a limited healing factor, and a minor ability to absorb and re-direct kinetic or other forms of energy. He was volunteered to special task forces of both UNTIL and PRIMUS, and participated in the battles against Mechanon and his minions in the 1980's, eventually being listed as Killed In Action. However, what had really occurred was that Mechanon - or someone with access to similar technology - captured Soledad and attempted to create an infiltrator, turning the man Samuel Soledad into the machine now known as Hardcase. Hardcase has only recently awakened, and has no memories of this time span - he remembers his life before his capture, vaguely, but nothing from the time of his capture until the time he woke up. Hardcase is now, mostly, laying low and trying to sort out what has happened to him. He has mostly survived by working with various charities for veterans, and even works with other troubled veterans where he can. He is also in contact with at least a handful of former colleagues who assist where they can.
  23. If I buy 100 point follower, and that follower has 50 points of complications... is that reflected or represented anywhere in the cost or rules for things like Summoning or Followers? For summons in particular; at least in relation to "why I am asking." Would critters with more complications be cheaper to summon? Do complications give points above the points paid for (I'm 99.9% sure the answer is and should be "NO")? Or do such things fall under campaign rules and would just require complications in proportion to their base points? Not finding much in the books; but then they are really big books
  24. I don't see why not. Technically, a vehicle / base is itself just a "-4" limitation; further limitations provide exponentially less benefit. If you think about it: 20 points buys 100 point vehicle. Let's be insanely cheezy and say this vehicle is only there to give me YET ANOTHER 60 AP attack. That 60 points costs my character 12 points. If I then apply a -1/4 "Only in Alternate ID" (the gun-on-wheels ignition system is tied to a smart-alleck AI who hates everyone other than Captain Guncar, including his mild-mannered alter-ego...) That saves me another 2 points. I wouldn't let a player load up on limitations (for instance, a vehicle as an OAF? NO. It is by nature a focus.) But if it makes sense? Sure. And I think that is legal, RAW. Another option is to apply such "limitations" as complications on the vehicle / base / follower.
  25. On using premade stuff vs. making your own and "snobbery:" Honestly, I think it is more a symptom of my own OCD and sheer laziness that I can't quite use any pre-published settings and modules. I know it seems odd quoting laziness as the reason why I make everything myself, but if I make it myself I know how to use it in general; where with modules and such I have to read and re-read and make notes and... yeah...
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