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ogier300

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Everything posted by ogier300

  1. ogier300

    Iron Man

    I'm using the DNPC Stark International to reflect the rivalry with folks like Stane. I think when Tony gets the heart transplant... I dunno if I'll replace the points with something else. In a game-sense, that heart operation feels a lot like someone buying off a disadvantage, after all.
  2. ogier300

    Iron Man

    Yep. Mark I - The Original Armor Mark II - The Golden Avenger Mark III - Pointy-Head Armor Mark IV - Proto-Classic Armor (Rivet-head) Mark V - Classic Armor I'm using the Advanced Iron naming convention, so I think we'll get the Stealth and Space armors as Marks before the Silver Centurion armor makes its appearance.
  3. ogier300

    Iron Man

    Agreed about 'Reduced Penetration'. It's a hold over from the first model Repulsors, and will be removed for this version. I was trying to reflect that IM usually uses both hands for the blasts, but I'm figuring that by the point of the Classic Armor, he's just good enough with them that the RP limitation doesn't apply anymore.
  4. ogier300

    Iron Man

    Gah, that was fast! I think the CU provides a nice base-line, though thinking about it, I probably should step back and perhaps move Iron Man and his Classic Armor up from Standard Hero to Powerful Hero levels. And, around the time of Silver Centurion, up to Very Powerful levels. Something to ponder over the weekend. Thanks!
  5. ogier300

    Iron Man

    Nope, Mark IV is rivet-head, which admittedly isn't much different from Point-Head, but does have some improvements. As for Mandarin not being separate... he could be, but he doesn't make enough appearances to justify it, I don't think. Of course, at this point, the 20 pts he'd represent as a Hunted is secondary. As for the power level, I'm trying to fit him into the Champions Universe model, and I think he's still working around 'Standard Hero' power levels in the early days of the Iron Man comic (which is what this tries to reflect). Around the time of the Silver Centurion Armor we'll see a -significant- bump in all the power levels, probably into the 15DC for the blasts and his STR gets to 55 with a boost into the 60-65 range. But Iron Man's strength is more his adaptabilty and skill at finding a technical solution to the problem, rather than blasting it to bits. So raw power is less important than the other stuff, I think.
  6. ogier300

    Iron Man

    Classic Iron Man Okay, this is my first pass at the Classic Armor. The VPP takes care of some of the one off things Iron Man does (mirror images, sonic disruptions... that stuff). Iron Man v5 Player: Val Char Cost 35/45 STR 0 18 DEX 24 18 CON 16 10 BODY 0 25 INT 15 10 EGO 0 20 PRE 10 18 COM 4 5/25 PD 3 5/25 ED 1 5 SPD 22 6 REC 0 36 END 0 30 STUN 6 6"/12" RUN02" SWIM07"/9" LEAP0Characteristics Cost: 101 Cost Power END IRON MAN ARMOR, all slots: OIF (Armor) (-1/2) 40 1) Tesselated Micro-Scaling Tile: Armor (20 PD / 20 ED) (60 Active Points) (added to Secondary Value) 15 2) Shock Absorption Layers: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2) 15 3) Heat Dissipation Layers: Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2) 1 4) Fused Silica Refracted Coating: Life Support (Safe in High Radiation) (2 Active Points) 2 5) Magnetic Rigidity Field: Life Support (Safe in High Pressure, Safe in Low Pressure/Vacuum) (3 Active Points) 12 6) Incorporated Micro-Motors: +25 STR (25 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) (added to Primary Value) 2 4 7) Boosted Micro-Motors: +10 STR (10 Active Points); No Figured Characteristics (-1/2), Increased Endurance Cost (2x END; -1/2) (uses END Reserve) (added to Secondary Value) 2 17 8) Thermoelectric converters: Absorption 6d6 (max. Absorbed Points: 36): Energy into END Reserve (30 Active Points); Limited Special Effect (Heat and Electricity; -1/4) 13 9) Overrides: Aid 3d6 (max. Aided Points: 18): Boosted Micro-Motors, Repulsors, Uni-Beam, Mobility Systems, Variable Effect (All Powers Simultaneously; +2) (90 Active Points); Increased Endurance Cost (10x END; -4), 1 Recoverable (need to reset armor, shut down for 1 Turn) Charges (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve) 90 20 Helmet Defenses: (Total: 20 Active Cost, 20 Real Cost) Flash Defense (10 points) (Sight Group), Limited Power (Allows at least 1 point through defenses; +0) (Real Cost: 10) plus Flash Defense (10 points) (Hearing Group) (Real Cost: 10) 34 11) Repulsors: Energy Blast 12d6 (vs. PD) (60 Active Points); Reduced Penetration (-1/4) (uses END Reserve) 6 INTERNAL SYSTEMS, all slots: IIF (Internal Armor Systems) (-1/4) 23 1) Transistorized Batteries: Endurance Reserve (200 END, 15 REC) Reserve: (35 Active Points) REC: (15 Active Points); Limited Recovery (Only connected to Electrical Current, using Jet Skates or in Bright Sunlight) (-1) 5 2) Radio: Radio Perception/Transmission (10 Active Points); Costs Endurance (Costs END Every Phase; -1/2), Sense Affected As Radio, Hearing (-1/4) (uses END Reserve) 1 60 3) Helmet Sensors: (Total: 74 Active Cost, 60 Real Cost) Radar (Increased Arc of Perception: 360-Degree) (Real Cost: 20) plus Active Sonar (Real Cost: 15) plus Infrared Perception (Real Cost: 5) plus Detect Life Signs 14- (Discriminatory, Telescopic (+2), Tracking) (Real Cost: 17) plus Detect Exotic Energy Sources 14- (Analyze, Discriminatory, Telescopic (+2)) (Real Cost: 17) 2 4) Sealed Systems: Life Support (Extended Breathing) 3 5) Controlled Suit Temperature Systems: Life Support (Safe in Intense Cold, Safe in Intense Heat) (4 Active Points) 13 6) On board Combat Computer: (Total: 17 Active Cost, 13 Real Cost) Lightning Reflexes: +6 DEX to act first with All Actions (Real Cost: 9) plus +1 with All Combat (Real Cost: 8) 20 Mobility Systems: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (Armor) (-1/2) 2u 1) Boot Jets: Flight 15" (30 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) 3 1u 2) Boosted Flight: Flight 10" (Improved Noncombat Movement (x8)) (30 Active Points); Increased Endurance Cost (3x END; -1) (uses END Reserve) 9 1u 3) Jet Skates: Running +6" (Improved Noncombat Movement (x8)), Reduced Endurance (Half END; +1/4) (30 Active Points); Only On Appropriate Terrain (-1/2), Turn Mode (-1/4) (uses END Reserve) (added to Secondary Value) 1 2u 4) Boot Blast: Energy Blast 6d6 (vs. ED) (30 Active Points); Gestures (-1/4) (uses END Reserve) 3 27 Uni-Beam System: Multipower, 40-point reserve, all slots: (40 Active Points); OIF (Armor) (-1/2) 1u 1) Chest Lamp: Sight Group Images, x4" Radius (+1/2) (15 Active Points); Only To Create Light (-1), No Range (-1/2), Beam (-1/4) (uses END Reserve) 1 2u 2) Proton Heat Blast: Energy Blast 8d6 (vs. ED) (40 Active Points); Limited Range (10") (-1/4) (uses END Reserve) 4 2u 3) Focused Laser Blast: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); Limited Range (10") (-1/4) (uses END Reserve) 3 3u 4) Sudden Flash/Focused Beam: Flash 8d6 (Sight Group) (40 Active Points) (uses END Reserve) 4 2u 5) Tractor Beam: Telekinesis (20 STR) (30 Active Points); Affects Whole Object (-1/4) (uses END Reserve) 3 64 Gadgets, Accessories & Weapons: VPP (Gadget Pool), 50 base + 14 control cost (75 Active Points); OAF, OIF or IAF (-1/2), Limited Class Of Powers Available (Technological Devices; -1/4) Powers Cost: 406 Cost Skill 15 +3 with Science, Electronics and Mechanics skills 9 +3 with any Iron Man Armor Attacks 3 Bureaucratics 13- 2 CK: New York City 11- 3 Conversation 13- 3 Demolitions 14- 3 Electronics 14- 7 Gadgeteering (INT-based) 16- 6 Gambling (Board Games, Card Games, Roulette) 14- 3 High Society 13- 7 Inventor 16- 2 KS: Current Events 11- 3 KS: Stark Industries Holdings 12- 2 KS: Superhuman World 11- 2 KS: Supervillains 11- 2 KS: United States Military 11- 2 KS: World Scientists 11- 3 Mechanics 14- 3 Persuasion 13- 3 PS: Industrialist 12- 2 PS: Playboy 11- 3 Security Systems 14- 3 Systems Operation 14- 3 Trading 13- 8 TF: Common Motorized Ground Vehicles, Equines, Skating (iceskating or rollerskating), Skiing (snow), Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles 7 Weaponsmith (Atomic Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14- 3 Scientist 1 1) SS: Aerodynamics (2 Active Points) 11- 1 2) SS: Atomic Physics (2 Active Points) 11- 2 3) SS: Electrical Engineering (3 Active Points) 12- 1 4) SS: Magnetism (2 Active Points) 11- 2 5) SS: Mechanical Engineering (3 Active Points) 12- 1 6) SS: Medicine (2 Active Points) 11- 1 7) SS: Metallurgy (2 Active Points) 11- 1 8) SS: Miniaturizaton (2 Active Points) 11- 1 9) SS: Physics (2 Active Points) 11- 1 10) SS: Weapon System Design (2 Active Points) 11- Skills Cost: 124 Cost Perk 10 Money (Wealthy) 1 Reputation (Glamorous Playboy Philanthropist, 8-) +1/+1d6 5 Fringe Benefit (Owner of Stark Industries) 3 Fringe Benefit (Membership (The Avengers)) Perks Cost: 19 Total Character Cost: 650 Val Disadvantages 30 Dependence: Iron Man Armor Chest Plate (with END in Reserve), Easy To Obtain, Takes 1d6 Damage, 1 Phase 0 Dependent NPC: Stark Industries, As powerful as the PC, 11- (Occasionally), Useful noncombat position or skills 15 Dependent NPC: Happy Hogan & Pepper Potts, Normal, 8- (Infrequently), Useful noncombat position or skills, Unaware of character's adventuring career/Secret ID, Group DNPC (x2 DNPCs) 5 Distinctive Features: Red & Gold Armored Man, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 20 Hunted: Rogues Gallery (Melter, Titanium Man, Crimson Dynamo, Mandarin, Unicorn, Blizzard, etc.), More Powerful, 11- (Frequently), Harshly Punish 15 Psychological Limitation: Overconfidence, Very Common, Moderate 15 Psychological Limitation: Noblesse Oblige, Common, Strong 15 Psychological Limitation: Manic-Depressive, Very Common, Moderate 15 Social Limitation: Secret Identity (Tony Stark), Frequently (11-), Major Disadvantage Points: 130 Base Points: 200 Experience Required: 320 Total Experience Available: 320 Experience Unspent: 0
  7. ogier300

    Iron Man

    *laugh* Yeah, I snagged it from your other post of it. It's relevant, though I also have the old binder-ready Marvel SuperHeroes stuff, plus the Marvel SAGA Avengers book and the Handbook and Deluxe Handbook entries to look at. I just need to dig up a copy of the Iron Manual, and they need to put out a 2nd volume of the Essential Iron Man...
  8. ogier300

    Iron Man

    Okay, apologies for the site not getting an update recently. The day job has gotten "interesting", the part-time job doing freelance RPG writing has picked up, I've suddenly acquired a social life on Saturday nights, and I've been in a tizzy since I found out that Robin Laws (who I know!!!) is writing IRON MAN for the moment. I've got a draft of the Mark V armor that needs tweaking (Rivet-head), and then I'll be doing the Classic armor up... which is going to be the most complicated conversion. I'll likely post a draft of that here, for comments and help working out some of the bugs. And if you haven't picked it up, IRON MAN #65 was actually pretty good. Manages to work in just about everything you'd want from Iron Man short of a battle with an armor-clad Communist.
  9. My latest attempt at a Brick was my entry in the Name the Hero contest. Might -- a 6' 11" basketball player who, invoking an ancient Lemurian ritual, would shrink down to a 5" tall, STR 65 flying brick. I always liked the image of a 5" tall guy swinging around a car like a club.
  10. So this is my take on Daredevil. Daredevil Player: Val Char Cost 20 STR 10 27 DEX 51 18 CON 16 12 BODY 4 18 INT 8 13 EGO 6 20 PRE 10 16 COM 3 15 PD 5 15 ED 5 6 SPD 23 9 REC 2 40 END 2 35 STUN 4 6" RUN02" SWIM04" LEAP0Characteristics Cost: 149 Cost Power END 70 Enhanced Senses: (Total: 70 Active Cost, 70 Real Cost) Discriminatory Sense (Normal Hearing) (Real Cost: 5) plus Discriminatory Sense (Normal Smell) (Real Cost: 5) plus Discriminatory Sense (Normal Taste) (Real Cost: 5) plus Discriminatory Sense (Normal Touch) (Real Cost: 5) plus Enhanced Perception (+10 to PER Rolls for All Sense Groups) (Real Cost: 30) plus Targeting Sense (Normal Hearing) (Real Cost: 10) plus Targeting Sense (Normal Smell) (Real Cost: 10) 32 "Radar" Sense: Spatial Awareness (Discriminatory, Increased Arc of Perception: 360-Degree) 15 Billy Club: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (Billy Clubs) (-1) 1u 1) Swinglines: Swinging 10" (10 Active Points); OAF (-1) 1 1u 2) Billy Club: Hand-To-Hand Attack +4d6, Ranged (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Range Based On Strength (-1/4) 3 1u 3) Billy Club Block: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Will Not Work Against Heavy Missiles (-1/4) Powers Cost: 120 Cost Martial Arts Maneuver 4 Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike 4 Rapid Blows: 1/2 Phase, +2 OCV, +0 DCV, STR +5d6 Strike 5 Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6, Disable 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND 5 Acrobatic Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 1 Weapon Element: Staffs 12 +3 HTH Damage Class(es) Martial Arts Cost: 55 Cost Skill 16 +2 with All Combat 15 +3 with HTH Combat 30 +10 with Acrobatics, Breakfall, Climbing 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Deduction 13- 10 Defense Maneuver: I-IV 2 AK: Hell's Kitchen 11- 2 AK: New York City 11- 3 KS: Criminal Law 12- 2 KS: New York Underworld 11- 4 PS: Criminal Lawyer 13- 5 Rapid Attack (HTH) 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 5 Streetwise 14- 2 WF: Common Martial Arts Melee Weapons, Unarmed Combat Skills Cost: 117 Cost Perk 1 Fringe Benefit (License to practice as a Lawyer) Perks Cost: 1 Cost Talent 12 Combat Luck: 6 PD/6 ED 15 Combat Sense 13- 17 Danger Sense (13-) (Function as a Sense) 2 Environmental Movement: Urban 5 Lightning Reflexes: +3 DEX to act first with All Actions Talents Cost: 51 Total Character Cost: 493 Val Disadvantages 20 Dependent NPC: Foggy Nelson, Law Partner, Normal, 11- (Occasionally), Unaware of character's adventuring career/Secret ID 30 Hunted: Kingpin, More Powerful, 14- (Very Frequently), to Kill or Destroy, Extensive Non-Combat Influence 5 Physical Limitation: Blind, Infrequently, Slightly Impairing 20 Psychological Limitation: Code Versus Killing, Common, Total 15 Psychological Limitation: Seeks Justice, Common, Strong 15 Psychological Limitation: Respects the Law, Common, Strong 5 Reputation: Vigilante, Sometimes (8-) 15 Social Limitation: Secret Identity (Matt Murdock), Frequently (11-), Major Disadvantage Points: 125 Base Points: 200 Experience Required: 168 Total Experience Available: 168 Experience Unspent: 0
  11. So do you think you could buy skill levels only usable with Crammed skill? That might work pretty decent to reflect a 'downloaded' skill set.
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