JmOz Posted May 21, 2017 Report Share Posted May 21, 2017 I am working on a group of generic heroes for my website. Each character is tied to a traditional hero type that we have seen over and over again. One goal for the group has been that they are mechanicaly simple characters that capture a feel for a type of character. Right now I have Brick, Brain (a mentalist), Blast, "Cape", and Brawl The last two characters have been giving me a bit of a problem First "Cape": Sounds stupid, but all of the others have names starting with "B" I would like to keep that going...He is basically Batman (Yes the irony is not lost on me)...I am also not overly happy with some of his belt items (They are a little more complicated than I wanted) Second: Brawl. I have 20 points of complications to fill: Have Hunted (25 points), Secret ID (15), and Berserk (15). He is basically your standard Claws/Regen type...While one of the other characters have 30 points in Psyc I am trying to keep each category to 25 or less...He also has a slightly more complicated power than I like (A compound power HA w/AP & AP on strength in a MP) Any suggestions? Quote Link to comment Share on other sites More sharing options...
Christougher Posted May 21, 2017 Report Share Posted May 21, 2017 You could go with "Belt" instead of Cape. What is complicated about the belt items? If you're using HA AP instead of a KA, you could either put AP directly on his STR, or buy an AP Blast No Range. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 21, 2017 Author Report Share Posted May 21, 2017 Mostly what I would consider niche modifiers (Rapid Noncom movement, Does no KB, Can be deflected, etc...) and powers with lots of modifiers Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 21, 2017 Author Report Share Posted May 21, 2017 Thank you for the name BTW, changed already. It is the complications on Brawl I am most concerned with. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted May 21, 2017 Report Share Posted May 21, 2017 Billionaire. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 21, 2017 Author Report Share Posted May 21, 2017 Ironicaly, did not have the points to give him any wealth Quote Link to comment Share on other sites More sharing options...
bubba smith Posted May 21, 2017 Report Share Posted May 21, 2017 Brawl could have been cheated out of an inheritance Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted May 21, 2017 Report Share Posted May 21, 2017 If you're using HA AP instead of a KA, you could either put AP directly on his STR, or buy an AP Blast No Range. |I like the claws as an AP Hand Attack. KAs are not great for Supers in 6e, but AP is finally priced at a level where it is not crippling for a primary attack. Put AP on his STR (could be Limited to match any Limitations on the claws). I don't see the need for a Multipower. I'd suggest MA maneuvers as well, but for basic characters, maybe some HTH Combat Skill Levels instead. If you give him a personality, 20 points of Psych Lims should do it. A Code of Honour seems reasonable. Or a feral, animalistic mindset. If he's carrying an enhanced senses suite, a related Vulnerability or Susceptibility could make sense. As for the belt, removing the niche modifiers seems the obvious answer. Quote Link to comment Share on other sites More sharing options...
Cantriped Posted May 21, 2017 Report Share Posted May 21, 2017 Have you looked at the Superhero Gallery from Champions (243-287), and the Expanded Superhero Gallery (available as a PDF from the Hero Games Store)? If nothing else they might provide some inspiration and guidelines for your own work. The Superheroes from the Galleries are extremely simple 400 point, multiple-choice templates. Each Gallery entry includes three Characteristic sets, a couple of options for Attacks (usually including a Multipower that you choose a 3-5 slots for from a pregenerated list of about 10 options), suites of Defense, Movement, and Utility powers, several skillsets, and three suites of Complications appropriate to the concept. The beginning of the section also has a collection of generic equipment, skillsets, and complications you can use to fill out a character with if you have points left over (usually because something from the gallery entry didn't appeal to you). Between the two Galleries they cover almost every Superhero Pastiche you could ever want to build. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 21, 2017 Author Report Share Posted May 21, 2017 |I like the claws as an AP Hand Attack. KAs are not great for Supers in 6e, but AP is finally priced at a level where it is not crippling for a primary attack. Put AP on his STR (could be Limited to match any Limitations on the claws). I don't see the need for a Multipower. I'd suggest MA maneuvers as well, but for basic characters, maybe some HTH Combat Skill Levels instead. If you give him a personality, 20 points of Psych Lims should do it. A Code of Honour seems reasonable. Or a feral, animalistic mindset. If he's carrying an enhanced senses suite, a related Vulnerability or Susceptibility could make sense. As for the belt, removing the niche modifiers seems the obvious answer. Slot 1: HKA Penetrating Slot 2: HA AP / AP on Str Slot 3: Clinging Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted May 22, 2017 Report Share Posted May 22, 2017 If we're just looking for a basic character build, does he need the KA? An AP Hand Attack is going to be pretty effective carving through objects anyway as very few are Hardened. Some skill with Climbing could replace the Clinging. The more we add versatile niche powers, the less "basic" the characters become, which is likely why the "gadget for every occasion" character feels like the least "basic". Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 22, 2017 Author Report Share Posted May 22, 2017 Valid point. I have not shyed from MP's in the builds (4 of 5 have them)...maybe I should reexamine that. While definatly needed for Belt & Brain, I could drop Blast and Brawl to not having one and simplify Brain's Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 22, 2017 Author Report Share Posted May 22, 2017 Reexamining Blast's MP. Do you think Variable advantage would be to complicated for the goal of "easy to run" characters. +1/2 level (so +1/4 advantage). The power has reduced END on it already at 1/2 level so a list of: AP, AE, 0 END, Var F/X (color), and 1/2 range mods. Would allow for the complete ditching of the MP with very little loss (no Flash or RKA) Quote Link to comment Share on other sites More sharing options...
Cantriped Posted May 22, 2017 Report Share Posted May 22, 2017 Unless the Variable Advantages are chosen from a limited list, yes I think it is too complicated for and easy-to-run character. New players are likely to suffer Analysis Paralysis as they try to figure out what they can and can't put on it; bearing in mind the new player won't have the encyclopedic knowledge of modifiers and their values that an experienced Herophile does. You should avoid Variable anything with new players (Variable Special Effects, Variable Advantage, Variable Limitation, Variable Power Pool, etc); they are all basically mental-traps that new players will fall into. Besides allowing for powers other than Blast and trading dice of effect for higher value advantages, the Multipower is also superior for playability because it clearly delineates all of the players options without referencing anything but their character sheet. In this case, having 3-5 clearly defined options that require more page space is far superior than having a shorter variable power with an undefined number of permutations that requires actual system mastery to comprehend. I wouldn't worry about Multipower Reserves being too complicated, the concept is generally very simple. Unless you get into a bunch of Variable Slot shenanigans, which again, you should be avoiding anything "Variable" for the moment. Almost every single one of the thirty-something Superhero Gallery entries uses a Multipower Reserve, they are simply an assumed part of the 'standard superhero' format. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted May 22, 2017 Report Share Posted May 22, 2017 "Belt" makes the belt too important. "Billionaire" is just one possible origin, How about "Boy Scout" (always prepared)? HM Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 22, 2017 Author Report Share Posted May 22, 2017 I had thought of Boy Scout already...however I think of that as more a personality type that I don't think of this type as having Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted May 22, 2017 Report Share Posted May 22, 2017 I think the MP can work well if presented as a choice of abilities (which is why attack MPs are popular). I don't see the Brawler really needing it, though. If KAs are left out entirely, we have a four colour group with one less mechanic to learn. Quote Link to comment Share on other sites More sharing options...
Christougher Posted May 22, 2017 Report Share Posted May 22, 2017 The MP would be a much cleaner way to do the Variable Advantage, IMO. Easier to present the new player what the differences are and why/when to use one over the other. Cutting Beam, Wide Beam, Low Power Beam, Vari-Beam, Sniper Beam... Chris. Quote Link to comment Share on other sites More sharing options...
assault Posted May 23, 2017 Report Share Posted May 23, 2017 The MP would be a much cleaner way to do the Variable Advantage, IMO. Easier to present the new player what the differences are and why/when to use one over the other. Cutting Beam, Wide Beam, Low Power Beam, Vari-Beam, Sniper Beam... Chris. And not too many of those options, IMHO. Quote Link to comment Share on other sites More sharing options...
assault Posted May 23, 2017 Report Share Posted May 23, 2017 I'd definitely go with a Psych Lim for Brawl. Particularly one that might help pull him out of his Berserk under certain dramatic circumstances. 20 points is just right. Protects Innocents? I doubt I would bother giving him an MP, unless it's something very basic. Perhaps a non-Armour Piercing HA as an alternative to his AP one. Quote Link to comment Share on other sites More sharing options...
steriaca Posted May 23, 2017 Report Share Posted May 23, 2017 If your looking for more, hows about Box for your typical super level martial artist (Box short for Boxing)? Since Brawl is already taken by the Wolverine clone, Box can be an Iron Fist clone. Quote Link to comment Share on other sites More sharing options...
assault Posted May 23, 2017 Report Share Posted May 23, 2017 Does Brawl actually need AP on his Strength? Couldn't you just buy AP on his HA, and adjust the DCs from his STR accordingly? So you would end up with something like: 4D6, AP (8D6, AP with Strength). Of course that would imply 25 Str, but I don't really see that as a problem for generic Brawl. (or am I half-remembering rules?) Quote Link to comment Share on other sites More sharing options...
assault Posted May 23, 2017 Report Share Posted May 23, 2017 If your looking for more, hows about Box for your typical super level martial artist (Box short for Boxing)? Since Brawl is already taken by the Wolverine clone, Box can be an Iron Fist clone. "Boxer" would be better, IMHO. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 23, 2017 Author Report Share Posted May 23, 2017 I wanted to avoid the STR add rules on HA, though I was using them on the HKA so go figure. Right now he is Str 30 (a little superstrength). Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted May 23, 2017 Report Share Posted May 23, 2017 Jmoz are you using 6th or CC? I ask because CC doesn't go into advantages on HA and STR work. For my own game using CC, I am just going to put an independent advantage on STR and call it a day. And if I ever posted a character like this I would note the why I did it that way. Quote Link to comment Share on other sites More sharing options...
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