JmOz Posted May 23, 2017 Author Report Share Posted May 23, 2017 It does alude to it however on page 156. I think the advantage on strength is the way to go...Just makes more balance sense to me...The complexity can be summed up in one quick note (This attack is a 12d6 AP attack) Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 23, 2017 Author Report Share Posted May 23, 2017 Reworked Brawler...Changed his name to beast (Seamed appropriate...but might change it back because of Hank McCoy). Removed the MP, lowered the strength and End (Both are now 25) an added a couple dice to the HA. Now it is an 8d6 HA AP 0 End (with Strength this is a 12d6 HA AP-2 END) I know the End seems very low...But he has a REC of 25....so He "refills" each turn... Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 23, 2017 Author Report Share Posted May 23, 2017 First bit of art Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 23, 2017 Author Report Share Posted May 23, 2017 Some More Art Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 23, 2017 Author Report Share Posted May 23, 2017 Last two art for now...Thinking of adding a speedster... Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 24, 2017 Author Report Share Posted May 24, 2017 Do you guys think it is a good idea to put some points aside for custimization? thinking between 10-20 points on each for specific skills to help flesh out the character? Quote Link to comment Share on other sites More sharing options...
Cantriped Posted May 24, 2017 Report Share Posted May 24, 2017 As a general rule? Yes. My wife always saves 10-15 points (on a 400 point character) for 'session-2' purchases: things she didn't realize she needed until the character saw play. For pregenerated, plug-and-play characters for newbies? No. The goal should be to avoid having new players interact with the character generation system (the area they are most likely to fall off the learning curve) until after they've had a chance to learn/realize that the rules for combat are actually fairly simple and elegant. If you want to have a compromise between the two, set aside 15 points in each build; and make a short list of 'options and variants' for each. Basically things like skill-sets (like Stealth, Concealment, and Shadowing plus two 3-point SLs with them), or an unusual defense suite (like 10 Mental Defense & +5 EGO). But this brings you closer to the Superhero Galleries, and begs the question of why you aren't just using that instead; since between the two of them they provide 30 400-point archetypes from which you can build a character in less than an hour (including the time needed to fill out the sheet by hand). Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 24, 2017 Author Report Share Posted May 24, 2017 Decided to put 15 point blocks (1-2 each character) on each character called "Custimization (Name)" Basically these are skills that could easily be pulled off to change but they have a default on each character) Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 24, 2017 Author Report Share Posted May 24, 2017 More art on Blur Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 25, 2017 Author Report Share Posted May 25, 2017 Characters are done, but I am having a slight bit problem getting things onto the site... Last bit of art Quote Link to comment Share on other sites More sharing options...
Tom Cowan Posted May 25, 2017 Report Share Posted May 25, 2017 nice work there Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 26, 2017 Author Report Share Posted May 26, 2017 I have got 5 of the 7 ready to go (the two X-men based to go) Will go live tomorrow on them Last question: The web site talks a lot about my campaign world, including a house rule that would save them all a few points (Between 5-15 depending), do you think I should include a side bar on them to make them Centurion Earth compatible? Quote Link to comment Share on other sites More sharing options...
steriaca Posted May 26, 2017 Report Share Posted May 26, 2017 I have got 5 of the 7 ready to go (the two X-men based to go) Will go live tomorrow on them Last question: The web site talks a lot about my campaign world, including a house rule that would save them all a few points (Between 5-15 depending), do you think I should include a side bar on them to make them Centurion Earth compatible? Depends on if you want to talk about them or not. But, is this is truly a beginner's thing, then I say no, unless you want to include it in the gamemaster section. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 26, 2017 Author Report Share Posted May 26, 2017 Not including any of the details on them (ie no background or power descriptions), as generics I feel the person who plays them should add details like that. Having said that even their names are not really names as nomenclatures to reference them by Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 26, 2017 Author Report Share Posted May 26, 2017 Here they are http://jawedel01.wixsite.com/kountry-gaming/copy-of-hero-games Tell me what you think... Quote Link to comment Share on other sites More sharing options...
Cantriped Posted May 26, 2017 Report Share Posted May 26, 2017 I'm reading through them now... I'll check back in with detailed critiques this evening. Are these characters intended to be Hero System 6th Edition legal or Champions Complete legal? Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 26, 2017 Author Report Share Posted May 26, 2017 They should be CC legal, but if I doubted a rule I checked 6th (so Beast would be doing a 12d6 AP attack) Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted May 26, 2017 Report Share Posted May 26, 2017 Looked at the first three. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 26, 2017 Author Report Share Posted May 26, 2017 On Blur: yes it is called "Move by"...75m/10=7.5+1.5=9d6...however...I kind of made a mistake when I originally calculated it and will need to rework her tomorrow (I divided by 6 instead of 10...OOPS) . Beast should be a 12d6 AP (When you prorate strength ) will add a note on her about it... Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted May 27, 2017 Report Share Posted May 27, 2017 Jmoz I might have missed the move by-you know it's hard to see a blur! Also do you have perhaps a campaign guideline listed or maybe at least a street thug/agent? Either or both help the reader to benchmark how super the super is against mankind. Wow a soldier only get SPD 3 and I have SPD 5-2 more phases. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 27, 2017 Author Report Share Posted May 27, 2017 I was using the guidelines from 6th edition tweaked a bit...Sorry, that came off as mean instead of mildly sarcastic...been a hard day, no offence ment but sincere appology for my attitude. General guidelines are (With outliners) Heroes should be between 3-6 speed Damaged should be in the 10-15 range OCV/DCV:8-12 Defense 20-30 (Don't care about rDef) Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 27, 2017 Author Report Share Posted May 27, 2017 Reworking Blur...The DC issue was my fault...stupid of me to get By and through mixed up...debating going away from core books and using MA...really torn on it... Quote Link to comment Share on other sites More sharing options...
Cantriped Posted May 27, 2017 Report Share Posted May 27, 2017 Passing Strike is in CC, and is in every way superior to using a Move-By. Passing Strike, Defensive Strike, and Martial Dodge would make a decent Speedster Martial Arts package. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted May 27, 2017 Report Share Posted May 27, 2017 I was using the guidelines from 6th edition tweaked a bit...Sorry, that came off as mean instead of mildly sarcastic...been a hard day, no offence ment but sincere appology for my attitude. General guidelines are (With outliners) Heroes should be between 3-6 speed Damaged should be in the 10-15 range OCV/DCV:8-12 Defense 20-30 (Don't care about rDef) Didn't notice at all, no problems. P.s. I usually look at these things on my phone so I really could've over looked them. And this is a personal thing but when I read characters whether current edition or not, I like when the authors tell you why something is built the way it is. I have even seen an illegal build justified this way. (It was a VPP for skills to represent a computer).It helps me learn the system better. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 27, 2017 Author Report Share Posted May 27, 2017 Passing Strike is in CC, and is in every way superior to using a Move-By. Passing Strike, Defensive Strike, and Martial Dodge would make a decent Speedster Martial Arts package. Really close to the MA package I am thinking (Passing Strike, Flying Dodge, and Passing Disarm). If I go strait CC I would use Martial Disarm over Defensive Strike personally....Just seems so Speedster.... Quote Link to comment Share on other sites More sharing options...
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