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OzMike

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Posts posted by OzMike

  1. Re: Non-standard numbers of charges.

     

    If a character brought to me a multipower with 2 identical slots just to get around the charges advantage, he should expect a smack. Not in my games.

     

    Or generally in mine :) But I do know how to abuse, as well as use, the rules. Makes things easier when players try to slip things by me. I've probably already thought of it. ;)

  2. Re: Non-standard numbers of charges.

     

    The +1/4 means you can have anywhere between 17 and 32 charges, inclusive.

     

    The +1/2 means you can have anywhere between 33 and 64 charges inclusive (yes, including 40 or 48 charges).

     

    To go all the way to 48 charges and still be +1/4... on one power it can't be done. However, if you have a multipower and have two identical slots in that multipower with 24 charges each (+1/4) my understanding is that you would effectively have the same power with 48 charges. Messy, I know, but here are your options:

     

    6d6 EB, 48 charges (+1/2), 45 active points, 45 real points

     

    or

     

    37 Multipower

    4u 6d6 EB, 24 charges (+1/4), 37 active points

    4u 6d6 EB, 24 charges (+1/4), 37 active points

    45 real points

     

    Of course, it gets much cheaper to add more charges to the second framework, but some GMs would notice this and make you buy the charges advantage on the single power.

  3. Re: Worst. Hero. Ever.

     

    Heheh. I've inflicticted a martial artist called "Disco-dude" on my Ninja Hero players. I won't go into details' date=' but as an example, he has a total psych-lim of "'why walk when you can strut', only makes half moves."[/quote']

     

    And I have Electric Boogaloo, the electrical breakdancing motif martial artist :)

  4. Re: Top 10 Action Hero One-Liners

     

    "You are not a nice person."

     

    (A bit of understatement spoken to Frank Castle in

    the version of "The Punisher" starring Thomas Jane)

     

    -Carl-

     

    "You are not a nice movie."

     

    (A bit of understatement spoken by me to

    the version of "The Punisher" starring Dolph Lundgren)

     

    :D

  5. Re: Worst. Hero. Ever.

     

    I'd nominate the Authority right about the time Mark Millar stated writing them, but then that would be admitting I read those issues :D

     

    What do we mean by 'worst' here anyway? Are we talking character concepts (man with a talking alien boomarang) or ideals (what motivates them and makes them heroic)?

     

    If it's the latter I'd say Tony Stark / Iron Man is a pretty good contender.

     

    Also, I should add a character that I actually like:

    The Hulk when he's the rampaging monster. Bruce Banner is the hero, the Hulk is the villain. To call the Hulk a hero is a bit much when he's on that type of jag.

  6. Re: Etrigan's Arts

     

    Here's another character of one of my players... Hellspawn!

     

    The original picture use by the players was that of Behemot from Champions The New Millenium. I kept the general look of the character, mixted with a nightcrawler touch and adding mystic tatoos ... and of course, the hellfire sword.

     

    Hellspawn

    hellspawn_small.jpg

     

    This is my absolute favourite so far, and the colouring is spot on. Very nice - gave this jaded websurfer pause and created a "Wow!" moment.

     

    Welll done :D

  7. Re: Splatproofing megascale flight

     

    I've just checked, and it's all in the 5ER (p264). The short of it is this:

     

    1) Buy your megascale movement.

    2) Buy megascale at the same level with a targetting sense (normally sight, but you never know) as a naked advantage, and apply a -1/2 (Only with Megascale movement).

    3) The rules clearly state that a perception roll, with any GM determined modifiers, must be made every phase that you are in megascale movement.

    4) To avoid obstacles, you simply need to succeed with this perception roll.

    5) If you fail this perception roll, you get a second chance to avoid the obstacle by making a DEX roll at the same penalty as the initial perception roll.

     

    So to splat-proof? By perception levels with the appropriate sense and extra levels with DEX rolls only to avoid obstacles at megascale speeds (a -2 limitation if ever I saw one), and link both to megascale movement. Buy it to a relatively high level, say at least so each roll is 17-. Simple.

     

    Note: It's not 100% foolproof, because you could always roll two 18s in a row. But then you probably deserve to splat.

  8. Re: Splatproofing megascale flight

     

    Megascale sight doesn't work quite like Clairsentience (which is setting a point). The arc of perception is the same as normal sight (or whichever sense you bought megascale for). I reckon it's a GM rule thing that if you bother to buy megascale sight linked to your megascale movement power then it means you don't hit things.

     

    Besides your GM could always rule that when you are moving megascale that anyone wanting to hit you would have to hit your Velocity based DCV, and that the hex you are in would have the same DCV. And that any object you attempt to hit has the same DCV - even hexes. And that with your 0 OCV vs something ridiculous DCV you effectively will never hit each other. Unless you are actually trying. And then you need a 3 (if you play that a 3 is an autohit). After all - the sky is a big place.

     

    So think not of you trying to move through that Jumbo Jet, think of that Jumbo Jet trying to move through you.

     

    BTW - I'm pretty sure that this type of stuff is covered in the Ultimate Speedster. I could be wrong though.

  9. Re: [CHAR] Cowboy

     

    I like the character OzMike. Reminds me of a PC in my game, Blue Bulleteer who has a pair of pistols that shot spirit bullets. He's a pulp era hero who doesn't get to see much action in the modern day, though some say the Ghost Ranger is the restless spirit of the Blue Bulleteer who comes to the aid of those that require justice when none other hears their cries.

     

    I need to draw those guys I think.

     

    Cheers.

     

    Thanks for the compliment - he is a fun bad guy to run.

     

    And he is a lot like one of my favourite PCs - Snapback.

  10. Re: The New Circle

     

    Am I thhe only one who sees these characters as code and not in their correct format?

     

    cheers,

     

    The earlier characters in the thread will appear as code because it's a HD export format into html and somewhere along the way they changed the way html posting worked on the boards for security reasons. Ask an 'old timer' like OddHat - there's plenty of character posts that got messed around by it.

     

    csyphrett's stuff (later on in the thread) is ok though - and creative to boot.

  11. Hi Steve, long time listener, first time caller (well, not exactly but... :))

     

    In the FAQ it states (paraphrasing) that if a character has a required skill roll limitatation on a power that they do not get the benefits of the skill when they activate the power, only the benefits power.

     

    My question is this and was in part inspired by the Invisible skills questions you've been fielding recently:

     

    Is the use of the skill/skill roll as a part of the activation 'visible'?

     

    In other words, can people tell that that those DCV levels are being performed using Acrobatics, or that the Invisible Conversation Skill (Telepathy requires a Conversation roll) uses the actual Conversation skill, or that the extra PRE only for positive PRE attacks comes from the successful use of the Oratory skill?

  12. Re: [CHAR] Cowboy

     

    Very nice. :)

     

    Good art as well.

     

    Thanks. Heromachine2, while limited in poses, can actually produce some nice pics.

     

    And this character also owes a bit of inspiration to Bon Jovi ;)

  13. Re: [Group] Mega Force

     

    And finally their (or really Harlequin's) base, The Harlequinade, and base AI, Harley:

     

    THE HARLEQUINADE

     

     

    The Harlequinade

    Val

     

    Char

    Cost

     

    Notes

     

    12

    Size

    24

    Length 64", Width 32", Area 2,048" DCV -12

     

    20

    BODY

    18

     

    20

    DEF

    54

     

     

    Total Characteristic Cost: 96

     

    Cost

     

    Powers

    END

     

    48

    Field of Dreams: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 400 Years; Safe Environment: Zero Gravity; 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

    35

    Gateway to Earth: Extra-Dimensional Movement (Single Dimension, Any Location), Position Shift, Area Of Effect (One Hex; +1/2), Usable Simultaneously (up to 8 people at once; +1), Continuous (+1) (105 Active Points); OAF Immobile (-2)

    0

    110

    Land of Confusion: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (32" radius; +1 1/4), +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (110 Active Points)

    0

    24

    A Place Of Many Tongues: Universal Translator 15-

    49

    Self Repair System: Healing 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (135 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

    0

     

    30

    Point Defense Blasters: Energy Blast 12d6, 16 Charges (+0), Area Of Effect Accurate (One Hex; +1/2) (90 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (180 degrees; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

    [16]

    20

    16 Point Defense Blasters: Custom Power (20 Active Points)

    0

    40

    Restraining Fields: Entangle 6d6, 6 DEF, 16 Charges (+0), Area Of Effect (One Hex; +1/2), Takes No Damage From Attacks All Attacks (+1/2) (120 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (180 degrees; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

    [16]

    20

    16 Restraining Fields: Custom Power (20 Active Points)

    0

     

    20

    Regen Tank: Healing 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); OAF Immobile (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

    0

    15

    8 Regen Tanks: Custom Power (15 Active Points)

    0

     

    9

    Nanotech Factory: Major Transform 2d6 (Transform People Into People With Nano-tech Implants), Improved Target Group (May grant a variety of nano-implant abilities; +1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Extra Time (20 Minutes, -2 1/2), OAF Immobile (-2)

    0

     

    247

    Sensor Grid: Clairsentience (Sight, Hearing And Radio Groups), x8,192 Range (6,144,000"), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 1,536" per Phase), Perceive into a single other dimension, Reduced Endurance (0 END; +1/2) (247 Active Points)

    0

    15

    Sensor Grid: +5 PER with all Sense Groups

    0

    22

    Extra-D Radio: High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Perceive into a single other dimension

    0

    20

    Rader Sensors: Radar (Radio Group), Increased Arc Of Perception (360 Degrees)

    0

    20

    Sonar Sensors: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees)

    0

    10

    Thermal Sensors: Infrared Perception (Sight Group), Increased Arc Of Perception (360 Degrees)

    0

     

     

     

    Perks

    150

    Location: Distant; Location Easily-defended location, Modifier Another Dimension, Resources/Condition Extremely developed/inhabited or very good resources

    2

    Grounds (x4 Base Size)

     

     

     

     

    Skills

    15

    Armorsmith 15-

    15

    Demolitions 15-

    17

    Weaponsmith (Energy Weapons, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 15-

    15

    Gambling 15-

    15

    Electronics 15-

    25

    Concealment 20-

    25

    Disguise 20-

    15

    Paramedics 15-

    6

    SS: Medicine 15-

    6

    PS: Doctor 15-

    21

    KS: Everything 30-

    6

    SS: Nanotechnology 15-

    15

    Interrogation 15-

    15

    Seduction 15-

    15

    Systems Operation 15-

    15

    Tactics 15-

    15

    Acting 15-

     

     

     

    Total Powers & Skill Cost: 1170

    Total Cost: 1266

     

    Total Disadvantage Points: 1266

     

     

    (which I am having trouble exporting, so please forgive the break in regular formatting)

     

    Harley - The Harlequinade's AI

     

     

    Harley

    Val Char Cost Roll Notes

    23 DEX 39 14- OCV: 8/DCV: 8

    33 INT 23 16- PER Roll 16-

    23 EGO 26 14- ECV: 8

    4 SPD 7 Phases: 3, 6, 9, 12

     

    Total Characteristic Cost: 95

     

    Cost Powers END

    20 Defense Shields: Mental Defense (25 points total)

    20 Defense Shields: Power Defense (20 points)

     

    Talents

    3 Clock: Absolute Time Sense

    1 Confuse: Program

    1 Detain Intruders: Program

    1 Find Contracts: Program

    1 Find Intruders: Program

    1 Fire Weapons: Program

    1 Interact With Humans: Program

    20 Language Circuits: Universal Translator 16-

    3 Math Processor: Lightning Calculator

    5 Memory: Eidetic Memory

    3 Rangerfinder: Absolute Range Sense

    20 Really DOES Know Everything: Universal Scholar 16-

    1 Retrieve people: Program

    1 Run Entertainment: Program

    1 Run the Hospital: Program

    1 Search Library: Program

    1 Use Sensors: Program

     

    Skills

    7 WF: Beam Weapons, Emplaced Weapons, Energy Weapons, Vehicle Weapons

    3 Security Systems 16-

    3 Acting 9-

    3 Bugging 16-

    3 Trading 9-

    3 Paramedics 16-

    3 SS: Medicine 16-

    2 PS: Doctor 11-

    17 KS: Everything 30-

    3 Persuasion 9-

    3 SS: Psychology 16-

    3 KS: Entertainment 16-

     

    Total Powers & Skill Cost: 158

    Total Cost: 253

     

    200+ Disadvantages

    15 Psychological Limitation: Self Preservation Instinct (Common, Strong)

    25 Psychological Limitation: Must Obey Harlequin (Very Common, Total)

    15 Psychological Limitation: Secret Programming and Goals (Uncommon, Total)

     

    Total Disadvantage Points: 55

     

     

  14. Re: [Group] Mega Force

     

    And finally, the leader of this merry band of villains...

    Note: This is a biggie, so I've whacked it under a spoiler for neatness

     

     

     

    Harlequin

    Val Char Cost Roll Notes

    20 STR 10 13- Lift 400.0kg; 4d6 [2]

    29 DEX 57 15- OCV: 10/DCV: 10

    30 CON 40 15-

    15 BODY 10 12-

    33 INT 23 16- PER Roll 18-/24-

    23 EGO 26 14- ECV: 8

    25 PRE 15 14- PRE Attack: 5d6

    20 COM 5 13-

     

    12/42 PD 8 Total: 12/42 PD (0/30 rPD)

    12/42 ED 6 Total: 12/42 ED (0/30 rED)

    6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

    10 REC 0

    60 END 0

    40 STUN 0 Total Characteristic Cost: 233

     

    Movement: Running: 25"/50"

    Flight: 0"/15"/0"/30"

    Leaping: 35"/70"

    Swimming: 5"/10"

     

    Cost Powers END

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

    20 Base Jump Implant: Extra-Dimensional Movement (Single Dimension, Any Location), Usable Simultaneously (up to 16 people at once; +1 1/4) (56 Active Points); 2 Charges (-1 1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) [2]

     

    75 Gadgets and Gear: Variable Power Pool, 60 base + 15 control cost, (90 Active Points); VPP Powers Can Be Changed Only at base - The Harlequinade (-1/2); all slots OIF (-1/2)

    Notes: Harlequin will usually be carrying at least one defensive gadget, such as body armour or a shield, as well as any other gadgets. Full equipment choices are too broad to detail - but generally any equipment outlined in Gadgets and Gear, The Equipment Guide, any organisation sourcebook, and any devices of your own creation that fall within the active limit are fair game. Equipment choices, however, are always to be within the boundaries of the 'role' that Harlequin is playing at that time. The example equipment outlined below is for a swashbuckling space pirate role, a more fun-loving and frivolous role, and a tough talking mercenary, a more serious role, to illustrate.

    0 1) Space Pirate - Cape: +3 with DCV (15 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) Real Cost: 7

    0 2) Space Pirate - Stellar Eyeglass: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (-1) Real Cost: 6

    0 3) Space Pirate - Electro-Sword: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1) Real Cost: 30

    0 4) Space Pirate - Space Flintlock: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OAF (-1), 2 clips of 6 Charges (-1/2), Beam (-1/4) Real Cost: 22 [6]

    0 5) Mercenary - Big Pistol: Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4) (56 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4) Real Cost: 25 [8]

    0 6) Mercenary - Concussion Grenades: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), 6 Charges (-3/4) Real Cost: 22 [6]

    0 7) Mercenary - Combat Vest: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 11- (-1), OIF (-1/2) Real Cost: 12

     

    6 Observant: +2 PER with all Sense Groups

    30 Tough: Armor (10 PD/10 ED)

    112 Shape Shift (Sight, Touch, Smell/Taste, Hearing, Mental and Radio Groups, any shape), Cellular, Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +1/2) (112 Active Points)

     

    60 Shapeshift Pool: Variable Power Pool, 30 base + 30 control cost, Cosmic (+2) (75 Active Points); Limited Special Effect Common SFX (Shapeshift effects only; -1/2)

    Notes: See USPD I and II and Ultimate Metamorph for possibilities. Some are listed below.

    0 1) Natural Weaponry: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points) Real Cost: 30 3

    0 2) Blunt Natural Weapons: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 20

    0 3) Armor Up: Armor (10 PD/10 ED) (30 Active Points) Real Cost: 30

    0 4) Grow Wings: Flight 15" (30 Active Points); Restrainable (-1/2) Real Cost: 20 3

    0 5) Enhanced Running: Running +15" (29" total) (30 Active Points) Real Cost: 30 3

    0 6) Enhanced Leaping: Leaping +30" (35" forward, 17 1/2" upward) (30 Active Points) Real Cost: 30 3

    0 7) Animal's Nose I: +2 PER with Single Sense Group (2 Active Points); Costs Endurance (-1/2) Real Cost: 1 1

    0 8) Animal's Nose II: Tracking with Normal Smell (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1

    0 9) Bigger Ears: +2 PER with Single Sense Group (2 Active Points); Costs Endurance (-1/2) Real Cost: 1 1

    0 10) Bigger Eyes: +2 PER with Single Sense Group (2 Active Points); Costs Endurance (-1/2) Real Cost: 1 1

    0 11) Cat's Eyes: Nightvision (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1

    0 12) Falcon's Eyes: +6 versus Range Modifier for Sight Group (9 Active Points); Costs Endurance (-1/2) Real Cost: 6 1

    0 13) Grow Gills: Life Support (Expanded Breathing) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1

    0 14) Human Lockpick: Lockpicking 20- (13 Active Points); Only Versus Mechanical Key Locks (-1), Costs Endurance (-1/2) Real Cost: 5 1

     

    Eclectic Martial Arts

    Maneuver OCV DCV Notes

    5 Weapon Element: Barehanded, Blades, Clubs, Karate Weapons, Ninja Weapons, Staffs

    4 Martial Block +2 +2 Block, Abort

    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Martial Escape +0 +0 55 STR vs. Grabs

    4 Martial Strike +0 +2 10d6 Strike

    3 Martial Throw +0 +1 8d6 +v/5, Target Falls

    16 +4 HTH Damage Class(es)

     

    Perks

    40 Harley - The Harlequinade's AI: Follower

    253 The Harlequinade: Vehicles & Bases

    20 Universal Contact: Custom Perk

    3 Anonymity

    3 Computer Link

    2 Deep Cover

    1 False Identity

    10 Favors

    15 Money: Filthy Rich

    6 Reputation: Top Line Mercenary - CEO of Mega Force (A large group) 14-, +2/+2d6

     

    Talents

    17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 16-

    5 Eidetic Memory

    3 Lightsleep

    3 Perfect Pitch

    10 Resistance (10 points)

    3 Simulate Death

    15 Skill Master (+3 with all Skills based on PRE)

     

    Skills

    16 +2 with All Combat

    10 +2 with HTH Combat

    3 Acrobatics 15-

    3 Acting 14-

    3 Breakfall 15-

    3 Bribery 14-

    3 Bugging 16-

    3 Bureaucratics 14-

    3 Climbing 15-

    3 Combat Driving 15-

    3 Combat Piloting 15-

    3 Computer Programming 16-

    3 Concealment 16-

    3 Contortionist 15-

    3 Conversation 14-

    5 Cramming

    5 Cramming

    5 Cramming

    10 Defense Maneuver I-IV

    3 Demolitions 16-

    3 Disguise 16-

    3 Fast Draw 15-

    3 Forensic Medicine 16-

    3 Forgery 16-

    3 Gambling 16-

    3 High Society 14-

    3 Interrogation 14-

    3 Jack of All Trades

    2 1) PS: Accountant (3 Active Points) 16-

    2 2) PS: Asssasin (3 Active Points) 16-

    2 3) PS: Bartender/Innkeeper (3 Active Points) 16-

    1 4) PS: Cat Burglar (2 Active Points) 11-

    2 5) PS: Dancer (3 Active Points) 15-

    2 6) PS: Diplomat (3 Active Points) 14-

    2 7) PS: Doctor (3 Active Points) 16-

    2 8) PS: Mercenary (3 Active Points) 16-

    2 9) PS: Musician (3 Active Points) 16-

    2 10) PS: Pilot (3 Active Points) 15-

    2 11) PS: Police Officer (3 Active Points) 16-

    2 12) PS: Priest (3 Active Points) 16-

    2 13) PS: Professional Driver (3 Active Points) 16-

    2 14) PS: Sailor (3 Active Points) 15-

    2 15) PS: Soldier (3 Active Points) 16-

    2 16) PS: Steward (3 Active Points) 16-

    2 17) PS: Stock Broker (3 Active Points) 16-

    3 Linguist

    4 1) Language: Arabic (imitate dialects) (5 Active Points)

    4 2) Language: Basque (imitate dialects) (5 Active Points)

    4 3) Language: Cambodian (imitate dialects) (5 Active Points)

    0 4) Language: English (imitate dialects) (5 Active Points)

    4 5) Language: French (imitate dialects) (5 Active Points)

    4 6) Language: German (imitate dialects) (5 Active Points)

    4 7) Language: Greek (imitate dialects) (5 Active Points)

    4 8) Language: Hebrew (imitate dialects) (5 Active Points)

    4 9) Language: Japanese (imitate dialects) (5 Active Points)

    4 10) Language: Korean (imitate dialects) (5 Active Points)

    4 11) Language: Mandarin (imitate dialects) (5 Active Points)

    4 12) Language: Russian (imitate dialects) (5 Active Points)

    4 13) Language: Serbo-Croatian (imitate dialects) (5 Active Points)

    4 14) Language: Spanish (imitate dialects) (5 Active Points)

    4 15) Language: Tamil (imitate dialects) (5 Active Points)

    4 16) Language: Vietnamese (imitate dialects) (5 Active Points)

    3 Lipreading 16-

    3 Lockpicking 15-

    3 Mimicry 16-

    3 Navigation 16-

    3 Oratory 14-

    3 Parachuting 15-

    3 Paramedics 16-

    3 Persuasion 14-

    3 Riding 15-

    3 Scholar

    2 1) KS: Accounting/Bookeeping (3 Active Points) 16-

    2 2) KS: Advertising (3 Active Points) 16-

    2 3) KS: Business Law (3 Active Points) 16-

    2 4) KS: Criminal Law (3 Active Points) 16-

    2 5) KS: Criminal Psychology (3 Active Points) 16-

    2 6) KS: Diplomacy (3 Active Points) 16-

    2 7) KS: Dirty Politics (3 Active Points) 16-

    2 8) KS: Evidence Dispersal (3 Active Points) 16-

    2 9) KS: Forward Observer (3 Active Points) 16-

    2 10) KS: History (3 Active Points) 16-

    2 11) KS: Law (3 Active Points) 16-

    2 12) KS: Martial Arts (3 Active Points) 16-

    2 13) KS: Military Customs and Courtesy (3 Active Points) 16-

    2 14) KS: Military History (3 Active Points) 16-

    2 15) KS: Military organizations (3 Active Points) 16-

    2 16) KS: Operational Planning (3 Active Points) 16-

    2 17) KS: Organized Crime (3 Active Points) 16-

    2 18) KS: Philosophy (3 Active Points) 16-

    2 19) KS: Political Science (3 Active Points) 16-

    2 20) KS: Scrounging (3 Active Points) 16-

    2 21) KS: Small Unit Instruction (3 Active Points) 16-

    2 22) KS: Small Unit Tactics (3 Active Points) 16-

    2 23) KS: Stock Brokering/Trading (3 Active Points) 16-

    2 24) KS: Street Gangs (3 Active Points) 16-

    2 25) KS: Tax Law/Accounting (3 Active Points) 16-

    2 26) KS: Terrorism (3 Active Points) 16-

    2 27) KS: Terrorist/Rebel Groups (3 Active Points) 16-

    2 28) KS: The Black Market (3 Active Points) 16-

    2 29) KS: The Underworld (3 Active Points) 16-

    2 30) KS: Theology (3 Active Points) 16-

    3 Security Systems 16-

    3 Seduction 14-

    3 Shadowing 16-

    3 Sleight Of Hand 15-

    3 Stealth 15-

    3 Streetwise 14-

    3 Survival 16-

    3 Systems Operation 16-

    24 TF: Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Large Motorized Boats, Large Wind-Powered Boats, One-Wheeled Muscle-Powered Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowboarding, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles

    3 Tactics 16-

    3 Teamwork 15-

    3 Trading 14-

    3 Traveler

    2 1) AK: Cambodia (3 Active Points) 16-

    2 2) AK: Central America (3 Active Points) 16-

    2 3) AK: China (3 Active Points) 16-

    2 4) AK: Croatia (3 Active Points) 16-

    2 5) AK: Eastern Europe (3 Active Points) 16-

    2 6) AK: Europe (3 Active Points) 16-

    2 7) AK: France (3 Active Points) 16-

    2 8) AK: Germany (3 Active Points) 16-

    2 9) AK: Greece (3 Active Points) 16-

    2 10) AK: Israel/Palestine (3 Active Points) 16-

    2 11) AK: Japan (3 Active Points) 16-

    2 12) AK: North and South Korea (3 Active Points) 16-

    2 13) AK: South East Asia (3 Active Points) 16-

    2 14) AK: Spain (3 Active Points) 16-

    2 15) AK: Sri Lanka/India (3 Active Points) 16-

    2 16) AK: The Mediterranean (3 Active Points) 16-

    2 17) AK: The Middle East (3 Active Points) 16-

    2 18) AK: The former Soviet Union (3 Active Points) 16-

    2 19) AK: Vietnam (3 Active Points) 16-

    3 Ventriloquism 16-

    22 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Blowguns, Boomerangs and Throwing Clubs, Flails, Flamethrowers, Fukimi-Bari, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Off Hand, Sling, Staffs, Thrown Sword, Whips

    4 Weaponsmith (Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 16-

     

    Total Powers & Skill Cost: 1196

    Total Cost: 1429

     

    200+ Disadvantages

    10 Hunted: Mechassassin 8- (As Pow, Harshly Punish)

    20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

    20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)

    15 Physical Limitation: Inhuman physiology - requires specialised medical care (Infrequently, Fully Impairing)

    20 Psychological Limitation: Chooses and plays a 'persona' or role (Very Common, Strong)

    20 Psychological Limitation: Code of the Mercenary (Very Common, Strong)

    15 Psychological Limitation: Lost in the Harlequin role - does not know who he/she is (Uncommon, Total)

    15 Psychological Limitation: Loyal to Crew (Common, Strong)

    10 Reputation: Mysterious Mercenary Mastermind, 11-

    1084 Experience Points

     

    Total Disadvantage Points: 145

     

     

     

    Notes: There's no picture attached, because Harelquin can appear as literally anyone. Also Harelquin will always be fulfilling a particular 'role' (e.g. Iron Age Mutant From The Future With A Really Big Gun, A Glowing Eye, Huge Shoulder Pads, And A Bad Attitude) and will appear in the field in that 'role', and the role may or may not have a name attached. Sometimes the only way to tell which one is Harlequin is to spot which person is not a regular member of Mega Force, although Mega Force also sometimes employs outsiders and Harlequin is not always present in a field combat role. Confused yet? Your players will be:D

  15. Re: [Group] Mega Force

     

    Paragon Spoiler - Beware!

     

    ... but they don't realise that he is REALLY this guy :sneaky::sneaky:

     

    The 'Real' Paragon

    Val Char Cost Roll Notes

    30 STR 20 15- Lift 1600.0kg; 6d6 [3]

    10 DEX 0 11- OCV: 3/DCV: 3

    30 CON 40 15-

    12 BODY 4 11-

    15 INT 5 12- PER Roll 12-

    30 EGO 40 15- ECV: 10

    20 PRE 10 13- PRE Attack: 4d6

    8 COM -1 11-

     

    6/15 PD 0 Total: 6/15 PD (0/9 rPD)

    6/15 ED 0 Total: 6/15 ED (0/9 rED)

    6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

    12 REC 0

    60 END 0

    42 STUN 0 Total Characteristic Cost: 158

     

    Movement: Running: 6"/12"

    Leaping: 6"/12"

    Swimming: 2"/4"

     

    Cost Powers END

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

    13 Armored Overcoat: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)

     

    15 Mental Fortress: Mental Defense (21 points total)

     

    195 Mental Illusion Powers: Multipower, 195-point reserve

    19u 1) Paragon 'Illusion': (Total: 195 Active Cost, 195 Real Cost) Multiform (648 Character Points in the most expensive form) (Instant Change) (Real Cost: 135) plus Alternate form is larger (60 Active Points) (Real Cost: 60)

    19u 2) Normal Illusions: Mental Illusions 12d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Area Of Effect (36" Radius; +1 1/2), Selective (+1/4) (195 Active Points)

     

    Perks

    5 Money: Well Off

     

    Skills

    3 Acting 13-

    3 Bribery 13-

    3 Bureaucratics 13-

    3 Conversation 13-

    3 Persuasion 13-

    3 Seduction 13-

     

    Total Powers & Skill Cost: 298

    Total Cost: 456

     

    200+ Disadvantages

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

    10 Enraged: When forced to become 'real' (Uncommon), go 8-, recover 11-

    20 Hunted: PSI 8- (Mo Pow, NCI, Capture)

    15 Hunted: VIPER 8- (Mo Pow, NCI, Mildly Punish)

    10 Physical Limitation: Clumsy - doesn't know own strength (Frequently, Slightly Impairing)

    15 Psychological Limitation: Bully - picks on the weakest (Common, Strong)

    10 Psychological Limitation: Cowardly - will flee if he takes BODY (Common, Moderate)

    15 Psychological Limitation: Enjoys humiliating opponents (Common, Strong)

    15 Psychological Limitation: Overconfident to the point of arrogance (Common, Strong)

    15 Social Limitation: 'Real' Paragon and Paragon connection is secret (Very Frequently, Minor)

    5 Unluck: 1d6

    30 Vulnerability: 2 x STUN HTH Combat (Very Common)

    91 Experience Points

     

    Total Disadvantage Points: 165

     

     

  16. Re: [Group] Mega Force

     

    The players really hate this guy :sneaky:

    Paragon - The Perfect Man

    Val Char Cost Roll Notes

    70 STR 20 23- Lift 409.6tons; 14d6 [3]

    30 DEX 60 15- OCV: 10/DCV: 10

    30 CON 40 15-

    30 BODY 40 15-

    15 INT 5 12- PER Roll 12-

    30 EGO 40 15- ECV: 10

    30 PRE 20 15- PRE Attack: 6d6

    30 COM 10 15-

     

    30/45 PD 24 Total: 30/45 PD (0/15 rPD)

    30/45 ED 24 Total: 30/45 ED (0/15 rED)

    6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

    12 REC 0

    60 END 0

    60 STUN 0 Total Characteristic Cost: 303

     

    Movement: Running: 6"/12"

    Flight: 20"/40"

    Leaping: 14"/28"

    Swimming: 2"/4"

     

    Cost Powers END

    111 Any Single Thing I Want To Do, I Can Do Because I Am Paragon - The Perfect Man: Variable Power Pool, 60 base + 51 control cost, Cosmic (+2) (150 Active Points); Limited Power Power loses about a third of its effectiveness (Only one power at a time; -1/2); all slots Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4)

     

    30 Zero Range Telekinesis: Elemental Control, 60-point powers

    20 1) +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2)

    30 2) FF (15 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (60 Active Points)

    30 3) Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points)

     

    48 He is a figment: Invisibility to Sight, Mental, Radio, Hearing, Smell/Taste, Touch and Mystic Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (120 Active Points); Limited Power Not vs human minds (-1), Always On (-1/2)

    15 Mental Fortress: Mental Defense (21 points total)

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

    Skills

    32 +4 with All Combat

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Conversation 15-

    3 Persuasion 15-

    3 Seduction 15-

     

    Total Powers & Skill Cost: 345

    Total Cost: 648

     

    200+ Disadvantages

    25 Accidental Change: When Knocked Unconscious Always (Common)

    20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

    15 Psychological Limitation: Bully - picks on the weakest (Common, Strong)

    10 Psychological Limitation: Cowardly - will flee if he takes BODY (Common, Moderate)

    15 Psychological Limitation: Enjoys humiliating opponents (Common, Strong)

    15 Psychological Limitation: Overconfident to the point of arrogance (Common, Strong)

    15 Reputation: Arrogant Bully Villain, 14-

    15 Social Limitation: 'Real' Paragon and Paragon connection is secret (Very Frequently, Minor)

    10 Susceptibility: Mental Powers, 1d6 damage Instant (Common)

    20 Vulnerability: 2 x STUN Mental Attacks (Common)

    288 Experience Points

     

    Total Disadvantage Points: 160

     

  17. Re: [Group] Mega Force

     

    Who was that hitting me? Why, of course it was...

    Speedfreek

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [1]

    50 DEX 120 19- OCV: 17/DCV: 17

    28 CON 36 15-

    20 BODY 20 13-

    50 INT 40 19- PER Roll 19-/29-

    15 EGO 10 12- ECV: 5

    15 PRE 5 12- PRE Attack: 3d6

    12 COM 1 11-

     

    12/18 PD 9 Total: 12/18 PD (2/8 rPD)

    12/18 ED 6 Total: 12/18 ED (2/8 rED)

    9 SPD 30 Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12

    16 REC 14

    56 END 0

    42 STUN 0 Total Characteristic Cost: 298

     

    Movement: Running: 28"/56"

    Flight: 27"/54"

    Leaping: 3"/6"

    Swimming: 15"/30"

    Teleportation: 20"/40"

     

    Cost Powers END

    14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

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

    3 Pressure Guards: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

    7 Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

     

    8 Hypermetabolism: Life Support (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

    2 Tough Skin: Damage Resistance (2 PD/2 ED)

    20 Superfast Sight: MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 25 Active Points of Normal Sight (25 Active Points); Linked (Flight; Megascale Movement; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4) 2

    10 Superfast Sight: +10 PER with Normal Sight

    9 Superfast Sight: Rapid (x100) ( x1,000) with Normal Sight

    11 Superfast Healing: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

     

    75 Super Movement: Multipower, 75-point reserve

    6u 1) Flight 18", combat acceleration/deceleration (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (72 Active Points); Only In Contact With A Surface (-1/4)

    6u 2) Flight 9", Position Shift, combat acceleration/deceleration (+1/4), No Turn Mode (+1/4), Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points); Only In Contact With A Surface (-1/4)

    7u 3) Running +21" (29" total), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (73 Active Points)

    7u 4) Running 13", combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (71 Active Points)

    2u 5) Swimming +13" (15" total), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (23 Active Points)

    6u 6) Teleportation 14", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2) (75 Active Points); Must Pass Through Intervening Space (-1/4)

    6u 7) Teleportation 6", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (74 Active Points); Must Pass Through Intervening Space (-1/4)

     

    75 Superspeed Tricks: Multipower, 75-point reserve

    5u 1) Hit 'em All: HA +5d6, Reduced Endurance (0 END; +1/2), Area Of Effect Trail (16" Any Area; Hit any people in any 16 hexes moved through; +1 1/2), Two-Dimensional (-1/4), Selective (+1/4) (75 Active Points); Hand-To-Hand Attack (-1/2)

    Notes: 8D6 with STR

    3u 2) Wrap 'em Up: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); OIF (Objects of opportunity; -1/2), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4)

    3u 3) Faster than the Eye: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points)

    3u 4) Hit 'em Hard: HA +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2)

    Notes: 9D6 w/STR, +v/5 w/Passing Strike (up to 15D6)

    6u 5) Catchin' Lead: (Total: 67 Active Cost, 60 Real Cost) Missile Deflection (Bullets & Shrapnel), No Range Modifier (+1/2), Full Range (+1) (37 Active Points); Limited Power Only up to 15" range (-1/4) (Real Cost: 30) plus Penalty Skill Levels: +10 vs. Missile Deflection Penalties with All Attacks (Real Cost: 30)

    6u 6) Vviibbrraattee!: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points)

    6u 7) Fan it Out: Dispel 11d6, any fire based power one at a time (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2) (74 Active Points); Range Based On Strength (-1/4)

    4u 8) Catch this!: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (Objects of opportunity; -1/2), Range Based On Strength (-1/4)

    2u 9) Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (16" Radius; +1 3/4), Selective (+1/4) (37 Active Points); No Range (-1/2)

     

    Speedster Arts

    Maneuver OCV DCV Notes

    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

    5 Flying Grab -2 -1 Grab Two Limbs, 25 STR for holding on; FMove

    5 Passing Disarm -1 -1 Disarm, 25 STR to Disarm; FMove

    5 Passing Strike +1 +0 3d6 +v/5; FMove

    5 Passing Throw +0 +0 3d6 +v/5; Target Falls; FMove

     

    Perks

    10 Money: Wealthy

     

    Talents

    3 Absolute Range Sense

    3 Absolute Time Sense

    3 Lightning Calculator

     

    Skills

    3 Analyze: Combat 19-

    3 Breakfall 19-

    3 Computer Programming 19-

    3 Cryptography 19-

    3 Deduction 19-

    10 Defense Maneuver I-IV

    3 Gambling 19-

    3 Lockpicking 19-

    3 Paramedics 19-

    3 Security Systems 19-

    3 Sleight Of Hand 19-

    3 Systems Operation 19-

    3 Tactics 19-

     

    Total Powers & Skill Cost: 414

    Total Cost: 712

     

    200+ Disadvantages

    5 Distinctive Features: Fast, blurry movements (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Enraged: Body taken (Uncommon), go 11-, recover 11-

    20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

    10 Hunted: Other heroic speedsters 8- (As Pow, Capture)

    15 Psychological Limitation: Loyal to Harlequin (Common, Strong)

    15 Psychological Limitation: Easily bored (Common, Strong)

    20 Psychological Limitation: Arrogant (Very Common, Strong)

    10 Unluck: 2d6

    20 Vulnerability: 2 x Effect Poisons, gasses and drugs (Common)

    10 Vulnerability: 2 x STUN Poisons, gasses and drugs (Uncommon)

    10 Vulnerability: 2 x BODY Poisons, gasses and drugs (Uncommon)

    362 Experience Points

     

    Total Disadvantage Points: 150

     

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