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pawsplay

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  1. Re: Bow & Arrows separately. I don't think a bow is a NPA. Arrows just aren't very useful without one. EDIT: Although a bow could have CSLs and Range levels.
  2. Posted for freedback. RANGED WEAPONS Blaster Pistol Multipower, 45 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min Str 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4). Cost: 22 points. Slot 1: 2d6 RKA, Armor Piercing (+1/2). Slot cost: 2 points. Slot 2: 9d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points. Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points. Total cost: 28 points. Heavy Blaster Pistol Multipower, 62 Active Points, Charges (50) (+1/2), OAF (-1), Real Weapon (-1/4), Min Str 12 (-1/2), STR Min Can not add to damage (-1/2), Beam (-1/4). Cost: 18 points. Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4), Side Effect (-1 Range Modifier, always occurs) (-1/2). Slot cost: 2 points. Slot 2: 10d6 EB, Stun only, Limited Range (4”) (-1/4). Slot cost: 2 points. Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points. Total cost: 24 points. Sporting Blaster Pistol Multipower, 37 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min STR 7 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4). Cost: 19 points. Slot 1: 2d6-1 RKA, Armor Piercing (+1/2). Slot cost: 1 point. Slot 2: 7d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 1 point. Plus +1 OCV. Focus (-1), Real Weapon (-1/4). Cost: 2 points. Plus 1 Ranged Skill Level, Focus (-1), Real Weapon (-1/4). Cost: 1 point. Total cost: 25 points. Blaster Rifle Multipower, 63 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Requires two hands (-1/2). Cost: 21 points. Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points. Slot 2: 10d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points. Plus +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points. Plus 2 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 3 points. Total cost: 30 points. Blaster Carbine Multipower, 63 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), One and a half handed weapon (-1/4). Cost: 22 points. Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points. Slot 2: 10d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points. +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points. +1 Ranged Skill Level, OAF (-1), Real Weapon (-1/4). Cost: 1 point. Total cost: 29 points. Heavy Blaster Rifle Multipower, 70 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 11 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Requires two hands (-1/2). Cost: 26 points. Slot 1: 2 ½ d6 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points. Slot 2: 12d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points. Plus +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points. +1 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 1 point. Total cost: 33 points. Sporting Blaster Rifle Multipower, 45 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min Str 8 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Two handed weapon (-1/2). Cost: 19 points. Slot 1: 2d6 RKA, Armor Piercing (+1/2). Slot cost: 2 points. Slot 2: 9d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points. Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points. +3 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 4 points. Total cost: 29 points. Hold-out Blaster Multipower, 30 Active Points, OAF (-1), Charges (6) (-3/4), Real Weapon (-1/4), Min Str 5 (-1/4), STR Min can not add to damage (-1/2), Beam (-1/4), Side Effects (-1 OCV, -2 Rmod, always occurs) (-1/2). Cost: 7 points. Slot 1: 1d6+1 RKA, Armor Piercing (+1/2). Slot cost: 1 point. Slot 2: 6d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 1 point. +2 with Sleight of Hand, OAF (-1), Only to hide hold-out blaster (-1/2). Cost: 2 points. Total cost: 11 points. Bowcaster Though no match for the speed and versatility of a blaster, the Wookiee bowcaster, or laser crossbow, has tremendous stopping power, useful in guerilla actions or against the large, dangerous creatures of the Wookiee homeworld. Non Wookiees generally find it impossible to load or aim the heavy weapon. 2 ½ d6 RKA, Armor Piercing (+1/2), Charges (6) (-3/4), Real Weapon (-1/4), STR Min 20 (-1), STR Min can not add to damage (-1/2), Two handed weapon (-1/2), Side Effect (-1 Rmod, always occurs) (-1/2), May Not Rapid Shot (-1/4). Cost: 13 points. +1 OCV, OAF (-1), Real Weapon (-1/4). Cost:2 points. Total cost: 15 points. MELEE WEAPONS Lightsaber 2d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4). Cost: 13 points. +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points. Total cost: 15 points. Small lightsaber Called the shoto in some styles, this is a smaller lightsaber intended for close work, off-hand use, or use by small Jedi. 1 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4). Cost: 11 points. +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points. Total cost: 13 points. Double-bladed lightsaber Also known as the Sith lightsaber, among whom it was more popular than the Jedi. This is identical to a standard lightsaber, but has two opposite blades, and is wielded in a manner more reminiscent of a quarterstaff. More dangerous to wield than an ordinary lightsaber, the two-bladed design has advantages in its ability to quickly counterattack and its ability to create an almost impenetrable whirlwind of slashes. With only one blade activated, it may be wielded as a standard lightsaber. With both blades, it counts as a separate Weapon Familiarity (and Weapon Element). 2d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4), Two handed weapon (-1/2). Cost: 11 points. +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points. +1 OCV, OAF (-1), Real Weapon (-1/4), With Sweep maneuver only (-1/2), Only with second blade activated (-1/4). Cost: 2 points. Total cost: 15 points. Vibro-blade 1d6+1 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 11 (-1/2). Total Cost: 11 points. Vibro-ax 2 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 17 (-3/4), Two Handed Weapon (-1/2). Total cost: 0 points. Stun Baton A durable club that can be energized with a touch of a button. It may cause damage as a club, a taser, or both. 3d6 N, OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points. Plus 3d6 EB, No Range (-1/2), OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points. Total cost: 10 points. Security Baton A more powerful version of the stun baton, carried by government security units. At its more powerful settings, it is suitable for incapacitating, interrogating, or even painfully exterminating prisoners. 3d6 N, OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points. Plus, Multipower, 30 Active Points, OAF (-1), Real Weapon (-1/4), Min Str 8 (-1/2), STR Min can not add to damage (-1/2), No Range (-1/2). Cost: 9 points. Slot 1: 6d6 N E. Slot cost: 1 point. Slot 2: 2d6 RKA. Slot cost: 1 point. Total cost: 16 points. Force Pike A powerful vibro weapon, further armed with a powerful stunning charge. The nonlethal setting can be used to take a prisoner; the lethal setting augments the deadly cutting edge. 1 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), Two handed weapon (-1/2). Cost: 11 points. Plus Multipower, 30 Active Points, OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), No Range (-1/2), STR Min can not add to damage (-1/2), No Range (-1/2), Two handed weapon (-1/2). Cost: 7 points. Slot 1: 6d6 N E. Slot cost: 1 point. Slot 2: 2d6 RKA. Slot cost: 1 point. Total cost: 20 points. ARMOR Stormtrooper Armor Stormtrooper armor is lightweight and comes equipped with numerous features. Unfamiliar users may have to make Systems Operation checks to activate the visual scanner, rangefinder, and comlink. Without the visual scanner activated, the user may have trouble seeing (-2 to PER). 6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points. Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points. Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points. Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points. Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points. Environmental Protection: Life Support (Intense Heat, Intense Cold), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point. Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points. Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points. Total cost: 35 points. Sandtrooper Armor This variation of the basic stormtrooper armor has special lense polarization and a heat distributing body glove. 6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points. Heat Resistance: +2 ED Armor, OIF (-1/2), No Mass, Real Armor (-1/4), Only versus heat and flame (-1/2). Cost: 1 point. Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points. Polarizing Lenses: +4 PER, Only to counteract bright conditions (-1/2), OIF (-1/4), Real Armor (-1/4). Cost: 4 points. Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points. Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points. Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points. Environmental Protection: Life Support (Intense Cold), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point. Environmental Protection: Life Support (Intense Heat), OIF (-1/2), Real Armor (-1/4). Cost: 1 point. Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points. Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points. Total cost: 42 points. Snowtrooper Armor Though more closely modeled after the Imperial Scout Trooper armor, this armor has similar protective value to standard Stormtrooper armor. In addition, it is specially designed to keep warmth and blend in easily with the environment. 6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points. Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points. Polarizing Lenses: +4 PER, Only to counteract bright conditions (-1/2), OIF (-1/4), Real Armor (-1/4). Cost: 4 points. Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points. Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points. Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points. Environmental Protection: Life Support (Intense Heat), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point. Environmental Protection: Life Support (Intense Cold), OIF (-1/2), Real Armor (-1/4). Cost: 1 point. Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points. Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points. Camouflage: Change Environment, -2 PER to Sight Group, 0 END (+1/2), Persistent (+1/2), Only in snowy/icy conditions (-1/2), Self Only (-1/2), OIF (-1/2). Cost: 5 points. Total cost: 46 points. Blast Helmet and Vest 6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4), Covers locations 4-5 and 9-13 (-1). Cost: 6 points.
  3. Re: City of Heroes - Online Hero Game I'm still a pretty active player, @HighRoller. Is there by any chance a HERO forum global chat channel on COH?
  4. Re: Bow & Arrows separately. Or you could buy the bow as extra STR, "Only for 'throwing' arrows" (-1 1/2).
  5. Re: Multiform, OIHID or just sfx? Of course she can be stopped. Mind Control, "Simon says... don't turn into your silver form." Still, if you have a philosophical objection, just build the powers as Visible. I think OIHID works better, though, because you can't automatically tell that just because someone is silver, they can fly. It also means you can't use your powers in disguise very well. This is a perfect situation for OIHID... the powers have only one major limitation, she can only use them in her hero ID. Tada! If she doesn't have to take a Half Phase to change, then just apply Nonpersistent and Visibile to the various powers so they have to be turned on. Apply Linked to the powers that aren't based on her physical transformation.
  6. Re: Bow & Arrows separately. A bow by itself doesn't do anything.
  7. Re: God Package... All gods, including the Titans, in Greek myth: - could not be slain by any means, even other gods - could alter their shape as desired - were amazing, even fatal when beheld in their full glory by mortals - had amazing senses, but were deceived on a very few occasions by canny mortals alert to their psychology They definitely: - could be wounded - slept - ate - could not seem to read minds, except for those gods who were prophets as well The gods of the pantheon could all: - possess the minds of mortals - transform other people into animals, plants, or objects - fly, teleport, dig, swim, and tunnel - alter the weather - exert strength at least equal to any hero (even Aphrodite pretended to being a soldier in the Trojan War) - hear anything that transpired in their temples, if they were paying attention - compose poetry, invent things, and tame beasts - cast their gazes for miles
  8. Re: WWYCD Fantasy HERO Edition #1: The Princess Shell Game Ignore the princesses, hunt down Dirk. If we come back later and the illuions are still there, we proceed meticulously.
  9. Re: Weird Idea: Clairsentience as a Disad Clairsentience in this fashion can never be described by this phrase. The character will definitely receive visions which may or may not be true, and has the choice of how they wish to respond. It would be like arguing Indiana Jones has a Physical Disadvantage: Archaeologist, which causes him to know enough about artifacts to try to obtain or protect some of them.
  10. Re: Susano's Guide to Adapting Fictional Characters to HERO
  11. Re: Sith Lightsaber Or I could instead just make all blasters AP and save some math, avoid house ruling, and make my notes more useful to others. Also not all armor does take half damage; there are hardened armors, such as most starfighter hulls, blast doors, even cortosises enhanced Sith armor (if you use KOTOR as a source). Except we know that a properly designed weapon won't, such as the bodyguard droid's electrostaff. Indeed, I don't think a Weapon Bind would damage an ordinary weapon. I think a lightsaber must be pushed to cut much. Just as an example, Yoda's saber stays imbedded in the clone he kills with a thrown lightsaber, it does not simply cut through him and fall to the ground. I don't think blocking a lightsaber is inherently more difficult or risky than blocking, say, a vibroweapon, provided your own weapon is reasonably durable. We know lightsabers tend to scar rather than disintegrate very hard objects. Also, what if the Bind is defined as going hilt to hilt and grappling their wrist? (a very common sort of bind, after the classical blade to blade contact) And does that even come up often enough to warrant being a power? As for the hot knife in butter effect... that's SFX. You can do the same thing with a laser beam. You could even just repeatedly fire on the same spot with a blaster. It's no different than letting someone escape a prison by digging their cell wall out with a stolen spoon.
  12. Re: Damage for lightsabers Which means it weighs the same as a longsword, but all the mass is in an object the size of a Maglight. That's unwieldly enough. When you take into account the fact you have to protect yourself from your own blade while fighting a determined opponent, that's another issue. Finally, per virtually all the novels, they kick like mustangs and can even generate gyroscopic resistance when moved too quickly.
  13. Re: Sith Lightsaber You came up with the same damage ballpark I did, but I prefer Armor Piercing... we've seen plenty of times a lightsaber didn't completely sheer through a dense object, and it allows me to treat them similarly to blasters. I have blasters all doing AP, which makes stormtrooper armor into tissue paper, and I just define all shields or magnetically sealed defenses as Hardened. I never quite understood the rationale for the Damage Shield on lightsabers. You wouldn't want to grab a longsword by the blade, either. And it's not that handy for negating Blocks, since many Blocks will simply be executed without blade contact against a lightsaber wielding opponenet.
  14. Re: City of Heroes So how should the MedNet bracelets be built? Teleporting items, with a trigger for the Hospital detecting low life signs? If so, the Hospital itself is a powerful base with a lot of detecting going on. Should the PCs chip in some arbitrary amount toward the base, or is it better to price this as a Perk? If the bracelet already has the teleporting and the Trigger, then I think "Hospital privileges" should be fairly cheap Perk.
  15. Re: Weird Idea: Clairsentience as a Disad I think ultimately she caused her own suffering. Knowing what was to befall, she had an advantage over those who did not, and had the opportunity to come to peace with that. Further, she had the option of saying nothing, but chose not to. Not only did she have a Power, she had an especially useful one. It was just the case she could not warn others.
  16. Re: what types of injuries could result from forge accidents? I know a couple of real life metal sculptors who have gotten metal splinters in the eye, one hot, one not. Fortunately, they did not have to depend on medieval medicine or rare sorcery for treatment.
  17. Re: What gives the "rightful" king the right?
  18. Re: Sith Lightsaber Now that I know how to build a CSL with a specific maneuver, I'll probably add +1 with Sweep. Other than that, I'm probably going to design its own martial art, build around lightning strike and sacrifice strike rather than the reverse for Jedi. Of course, Darth Maul is trained in doubebladed saber combat, standard lightsaber combat, and probably Echani, too.
  19. Re: How To Build: Jedi Force Slam I think it does. As Qui Gon tells Anakin, midichlorians are what allow living things to hear the Force. But the Force is not contained in any one being, it is an energy field that encompasses all life. In EpIII, Yoda also makes a reference to "luminous beings are we, not this crude matter." In my view, Lucas desires the Force to be neither a mysterious and arbitrary mystical thing nor a pseduoscientific rationale for psychic powers. In Star Wars, it is part of the natural order. And as Sidious says, you must take a "broader perspective" to understand the "great mystery." Cracks about Force germs aside, the Force has always been defined as an "energy field," not a purely spiritual state. Qui Gon's immortality can be seen as a sort of miracle, just as the "unnatural" powers of the Sith are a form of sorcery. Anakin's midichlorian count may have tuned him in to the chatter of the Universe, but it didn't teach him to lift starfighters with the power of his mind or issue very stern performance reports to incompetent Admirals. Many references are made to the skills and arts of the Jedi, not their mutant powers or their mystical blessings. In my view, Anakin's powers amount to a bonus to his Use the Force skill, an enhanced PER with his ability to sense the Force, and a precocious command of basic uses of the Force such as his "Jedi reflexes," rather than some massive amount of power contained within his form.
  20. Re: New Disadvantage Idea: Phobia My point is that any or all of those might apply, depending on context. Are you suggesting I take 50-60 points in elevator related Disadvantages to represent a phobia?
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