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sageaqua

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Everything posted by sageaqua

  1. I'd start with combat luck, luck - with minor side effects or activation roll to make it it unreliable - I built a gambler like that before.
  2. Your building a character that few GM's allow - a ghost type ninja - nice concept but all you need to do is add desolid to your str - My gm never answered this question and he had played for 20 years. But I just talked to him and he said he doesn't remember. Basically he said having characters that can hit and not be hit was always a probe;em for the gm.
  3. I'd build it as desolid to leave no tracks with suitable limitations such as can still be hurt, can't pass through objects etc. This might work for you. Desoldifcation, reduced end: (0 END +1/2), Uncontrolled (+1/2), invisible power effects, SFX Only (Fully invisible +1/2) (100 active points), Does not protect against damage (-1), Only to protect against (limited type of attack[ natural opstacals) (-1), Cannot Pass through Solid Objects (-1/2), Activation roll 15-(-1/4) 27 points. That should work for leaving no trace behind him. The other half - Invisibility to sight group, no fringe, reduced end (0 END +1/2), Uncontrolled (+1/2) (60 active points), Only when not attacking (-1/2), Activation roll 15 -(-1/4) cost 34 points.
  4. I have an entire superhero team with immortality made up of ghosts, golems, elementals and others - all have pasts that crop up in the game from to time. Building a past for your Characters tells the players and gms who you are. You want to offer powers for free that's fine. But without a past - all your doing is building the most efficient character you can - To do that all you need is enough PD to take your own damage and run through something. . But it wouldn't be much fun. Now if your immortal and you've been trapped underground or in a cage for 50 - Captain America kind of thing or a forgotten god or even a new god such powers help you stand out." You know I heard Wonder Women's immortal. I wonder how she did it" asks the villain fearing dying from old age or a drain . etc. You could build a character that's immortal that knows every marshal arts maneuver. Why? I had a ninja character like that - she was trained by the ghosts of her ancestors. - they where immortal and would possess her and trained her while she slept. She could never figure out why she kept waking up tired. As I said long life spans are useful for the story but combat wise? It depends on the game - just don't get in the habit of free powers or players will take all those fee points and point out that the other players are cheating. Once the ball starts to roll down the hill the fabric of you worlds become undone.
  5. I use endurance often with long terms builds such as my flesh golems, androids or demi gods. My build makes movement 0 endurance or str 0 endurance and or put 60 points into recovery, str and con which gives you 48 points in recovery and thats enough at a 4 speed to keep the character going for some time.
  6. I'd use Aid with set max as dish. - just like you use to build a flesh golem.
  7. Touch group with range only works if the character is like plastic man and has some way to feel the target ( Discriminatory touch can be used to ID any 2 penny's as long as they are different in ways other then color - think blind sculpture artist - they often touch peoples faces to "see them" What they can't see is TV's, newspapers, photographs - a good combat example of a blind character other the Dare Devil would be the samurai from Ninja scrolls - he has targeting sense hearing group and I created a blind ninja with S awareness - you could also do it using Combat Sense which I think is best option - it allows a character to fight while blind.
  8. I've found robot trucks on-line - they cost 200,000$ for the upgrade. with trailer - but I'm trying to create is a fictional real world possible prototype starship - ( 18 wheeler ) The idea is to build it as a space ship using the controls found in a jet plane and a submarine and a robot truck as starship - if asked how he intends to do that he says "When I figure out how to create an anti gravity engine I'll let you know. Or not as your making fun of me." I need some help figuring out how to build it as a super speedsters 9 speed truck. Please help? Size as big as they can legally be on US roads with 18 wheels including trailer. speed 9 the rest of the mechanics I'm guessing but it should includes things like an auto-pilot like large planes have , life support like a sub should have and a place to live like a nice ship would have. Figure it should cost no more then 5,000,000$ in the real world. Weapons? I'm not sure it needs them but it should be defendable. Heroes get into a lot of trouble. The creater is a former NASA space ship design expert that was fired because he has a unknown blood type: 1/4 greater vampire with his vampire abilities only reliable 37.5% of the time. That's my challenge people - truck build 500 points or less - my first 3 attempts cost more then 700 points and that would unbalance the game. All the creater cares about is Sci-fi movies and Tv and getting into space and back - but he wants NASA to know they should of never fired him in the first place. Below is my last attempt: it gives about 150 points to work with but it to slow and has other problems. I just don't know that much about transportation. I walk every where. But I think it's a cool idea. Cybership II Val Char Cost Roll Notes 110 STR 0 31- Lift 104.9ktons; 22d6 23 DEX 39 14- OCV: 8/DCV: -5 40 BODY 10 17- 4 SPD 7 Phases: 3, 6, 9, 12 Total Characteristic Cost: 156 Movement: Running: 6"/12" Flight: 8"/16" Gliding: 70"/1120" Swimming: 2"/4" Cost Powers END 30 Flight: Elemental Control, 60-point powers 30 1) Gravity Shields: Clinging (158 STR), Inherent (+¼), Persistent (+½), Uncontrolled (+½) (58 Active Points) 30 2) Landing drift.: Gliding 50", x8 Noncombat (60 Active Points) 30 3) Lift: Gliding 20", Position Shift, x4 Noncombat, No Turn Mode (+¼), Inherent (+¼), Persistent (+½) (60 Active Points) 30 4) Flight 8", No Turn Mode (+¼), Persistent (+½), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼), Invisible Power Effects (Fully Invisible; +1) (60 Active Points) 34 5) Telekinesis (39 STR), Reduced Endurance (0 END; +½), Uncontrolled (+½), Persistent (+½) (150 Active Points); OAF (-1), No Range (-½), Restrainable (-½), Affects Whole Object (-¼), No Knockback (-¼) Skills 11 Auto pilot: Combat Piloting 18- Total Powers & Skill Cost: 195 Total Cost: 351 200+ Disadvantages Total Disadvantage Points: 351
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