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CaptD

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Posts posted by CaptD

  1. Re: Can you look this character over

     

    Yeah the high speed and dex are to allow him to hold actions to keep from getting clobbered. He can also use TK and light saber as attacks. TK to push people away (Not choking like darth vader). And light saber depending on what he is fighting. Obviously he shouldn't go to town on agents. When did I say I was making a Jedi? My memory is fading...was it when I asked about senses?

  2. It's a Jedi for a supers campaign. I'm not sure if he'll live the average attack is AP75. Anyway, if you can give some feedback on how I simulated the powers I would appreciate it. Any Suggestions would be appreciated.

     

    Val Char Cost

    15 STR 5

    29 DEX 57

    25 CON 30

    22 BODY 24

    10 INT 0

    20 EGO 20

    15 PRE 5

    10 COM 0

    15 PD 12

    15 ED 10

    8 SPD 41

    15 REC 14

    72 END 11

    58 STUN 15

    6" RUN 0

    2" SWIM 0

    8" LEAP 5

    Characteristics Cost: 249

    Cost Power

    22 Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF (Focus - Light Saber; -1), Will Not Work Against Heavy Missiles (-1/4)

    19 Light Saber: Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), Armor Piercing (+1/2) (52 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), No Knockback (-1/4)

    22 Jedi Mind Trick: Minor Transform Simple Suggestions as if they are targets own 5d6 (Telepathic Intervention), Works Against Ego Not Body (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (112 Active Points); Limited Power - Target is immune if attempt fails Power loses about two-thirds of its effectiveness (-1 1/2), Limited Class Of Minds - Humans [single species/type of mind] (-1), All Or Nothing (-1/2), Requires A Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4)

    40 Telekinesis (40 STR) (60 Active Points); Requires A Skill Roll (-1/2)

    45 In Tune with the Force: All-Sense Detects Physical Objects and Energy A Large Class Of Things and Each Extra Thing or Class of Things 14- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting

    5 Power Defense (5 points)

    5 Lack Of Weakness (-5) for Normal Defense

    Powers Cost: 158

    Cost Martial Arts Maneuver

    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    Martial Arts Cost: 8

    Cost Skill

    5 Force Powers Roll 14-

    10 +2 with DCV

    3 Acrobatics 15-

    3 Breakfall 15-

    Skills Cost: 21

     

    Cost Talent

    14 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 13-

    Talents Cost: 14

    Total Character Cost: 450

  3. I know in a superhero game you usually have to pay points for everything, but lets say the fight is over and the heros don't want the bad guys to take off. Would you allow them to carry wire ties? They cost a buck at home depot. If not they would have to buy them as entangles.

     

    Also, how about a car?

     

    House?

     

    Cell Phone?

     

    This kind of stuff comes up all the time.

  4. It seems healing is a little broken or I'm not wrapping my head around it. As I understand it, It's 10 pts per die. You can do it the simple way and you just roll your points and give the target the amount of stun/body you rolled once per day. So in my campaign I have a 75 AP cap on any power. So a guy wants A player who is a healer. So he can heal 7 1/2 dice of damage to a team member. On average he can heal 26 stun.

     

    If a character is hit with the average attack a 15d6 EB (75 AP). That character will on average get hit for 53 stun. So, he might be able to heal the brick. (30 pd/ED). But not the rest of the party.

     

    On the other hand, everyone can keep track of every wound and he would be able to heal them to better. But, I don't like the bookkeeping that has to take place. So I was wondering how you handle healing. Or do you just use it as is.

  5. I'm looking for ideas on how to simulate a telekinetic shield that comes up automatically when the character is attacked. He wrote it as a missle deflect that is basically always on. I vetoed it because I don't allow missle deflect to be used that way. I had him change it to a higher DCV for ranged combat but that still isn't working for me because it makes his dcv too high. There only so many AOE or Explosions to throw at the character. (Villians can't hit him otherwise.) If I just give the villans combat levels then It will hurt the rest of the team alot.

  6. I want a darkness attack where when the character hits another with it. It creates a darkness field that follows the target. So far I got 1" darkness...usable as an attack. My question is this:

     

    With darkness you usually only have to attack a hex. Does usable as an attack take care of this or would the character get a discount because he actually has to hit the opponent for it to work?

  7. Re: Does anyone have any idea why this is legal?

     

    Okay,

     

    I explained to him through an email that we are going to use Page 28 of Fred to define power limits. We are using "High Powered". He made a new character. Some of it is like the last. Now he added Extra-Dimensional Movement. So now it's not jumping around the world in 2 t-ports it's anywhere in the dimension. Some other things that bother me as well. Does anyone have any thoughts on this? Personally, I hate this phase of the game.

     

    Cost Power

    5 +10 EGO (20 Active Points); Limited Power Power loses almost all of its effectiveness (Only for controlling summons; -2), OIF Expendable (Very Difficult to obtain new Focus; Amulet; -1)

    5 Shadow Tentacles: Extra Limbs (8)

    22 Shadow Sense: Spatial Awareness (Unusual Group)

    30 Demonic Abilities: Elemental Control, 60-point powers

    15 1) Tentacle Strength: +50 STR (50 Active Points); Only with Extra Limbs (-1/2), No Figured Characteristics (-1/2)

    38 2) Tentacles: Stretching 10", Does Not Cross Intervening Space (+1/4), Reduced Endurance (0 END; +1/2) (87 Active Points); Limited Body Parts (Shadow Tentacles; -1/4), no Noncombat Stretching (-1/4)

    32 3) Shadow Mantle: Force Field (25 PD/15 ED/10 Power Defense), Reduced Endurance (1/2 END; +1/4) (62 Active Points)

    20 4) Shadow Discorporation: Desolidification (affected by Divine Power), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2)

    21 5) Shadow Jump: Teleportation 15", Position Shift, x8 Increased Mass, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Limited Power Power loses about a third of its effectiveness (Only from shadow to shadow; -1/2)

     

    37 Arcane Magick: Multipower, 75-point reserve, (75 Active Points); all slots Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4)

    4u 1) Summon 2 275-point Shades, Friendly (+1/4) (75 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4)

    2u 2) Extra-Dimensional Movement (Single Dimension, Any Location corresponding to current physical location), x4 Increased Weight (32 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4)

    2u 3) Telepathy 12d6 (Human class of minds) (60 Active Points); Eye Contact Required (Constant Power requires eye contact throughout use; -1), No Range (-1/2), Activation Roll 14- (-1/2), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Incantations (-1/4)

    4u 4) Wall of Darkness: Force Wall (10 PD/5 ED; 4" long and 4" tall) (Opaque Sight Group), Reduced Endurance (1/2 END; +1/4) (74 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4)

    3u 5) Soul Strike: Ego Attack 6d6 (Human class of minds) (60 Active Points); Activation Roll 14- (-1/2), Gestures (-1/4), Incantations (-1/4)

    Powers Cost: 240

    Cost Martial Arts Maneuver

    3 Tentacle Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 75 STR for holding on

    3 Tentacle Throw: 1/2 Phase, +0 OCV, +1 DCV, 13d6 +v/5, Target Falls

    4 Tentacle Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 75 STR to Disarm

    4 Tentacle Strike: 1/2 Phase, +0 OCV, +2 DCV, 15d6 Strike

    3 Tentacle Sweep: 1/2 Phase, +2 OCV, -1 DCV, 14d6 Strike, Target Falls

    Martial Arts Cost: 17

    Cost Skill

    15 +5 with Martial Maneuvers

    3 Streetwise 13-

    3 KS: Arcane And Occult Lore 12-

    5 KS: DEMON 14-

    3 Language: Demonspeak (completely fluent)

    2 City Knowledge 11-

    Skills Cost: 31

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